Esempio n. 1
0
void CMonster3D::update(float timeSinceLastFrame, Ogre::SceneNode *pCameraNode)
{
   // m_pMonster2D的work動作都在CScene內處理

   if(m_pMonster2D->isChangeAction()) {
      CAction *pNewAction = m_pMonster2D->getCurAction();
      setAnimation(pNewAction->getAnimationName() + "::" + m_pMonsterNode->getName());
   }
   else
      playAnimation(timeSinceLastFrame);

   // 計算Y值, 要黏著3D地形
   Ogre::Vector3 terrianPos(m_pMonster2D->getPosition().fX, 500, m_pMonster2D->getPosition().fY);
   Ogre::Vector3 dir(0, -1, 0);
   Ogre::Ray ray(terrianPos, dir);
   m_terrainHeight = Ogre::Vector3::ZERO;
   m_terrain.getRayPos(ray, m_terrainHeight);

   FPOS pos = m_pMonster2D->getPosition();
   setPosition(pos.fX, m_terrainHeight.y, pos.fY);
   setDirection(m_pMonster2D->getDirection());

   m_nameOverlay.setTitle(m_pMonster2D->getName());
   m_nameOverlay.update(m_pMonsterNode, pCameraNode);
}
Esempio n. 2
0
void CNPC3D::setup()
{
	CNPCInfo *pNPCInfo = CNPC::getInfo(m_pNPC2D->getID());
	if(pNPCInfo != NULL)
	{
		m_pBodyEntity = m_pSceneManager->createEntity(pNPCInfo->getMeshName());

      std::string meshName = pNPCInfo->getMeshName();
      size_t idx = meshName.find(".mesh");
      m_meshName = meshName.substr(0, idx);

      m_pNPCNode->attachObject(m_pBodyEntity);

      // 設定位置
      const FPOS pos = m_pNPC2D->getPosition();
      m_pNPCNode->setPosition(pos.fX, 0, pos.fY);

      // 設定方向 (臉朝向-Z軸與2D方向相同)
      m_pNPCNode->resetOrientation();
      m_pNPCNode->yaw(Ogre::Radian(m_pNPC2D->getDirection()));

      // 載入相關動作
      std::vector<std::string> vtAnimationName = m_pNPC2D->getAllAnimationName();
      std::vector<std::string>::iterator it = vtAnimationName.begin();
      while(it != vtAnimationName.end()) {
         if((*it).length() > 0) {
            std::string skeletonFile = (*it) + std::string(".skeleton");
            setupSkeleton(skeletonFile);
         }
         it++;
		}

		// 設定動作
      CAction *pNewAction = m_pNPC2D->getCurAction();
      setAnimation(pNewAction->getAnimationName() + "::" + m_pNPCNode->getName());

      m_nameOverlay.init(m_pBodyEntity, m_pRenderCore->getCamera(), "NCTaiwanFont", 20.0f);
	}
}