예제 #1
0
// Just override the mandatory create scene method
void OgreSample::setupContent(void)
{
	mTrayMgr->hideLogo();
	//m_pSim = new VTFWSimulation(mSceneMgr, mCamera, mWindow, mViewport);
	Ogre::SceneManager *mgr = mRoot->createSceneManager(Ogre::ST_GENERIC, mInfo["Title"]);
	Ogre::Camera* cam = mgr->createCamera(mInfo["Title"] + "Camera");
	mWindow->removeAllViewports();
	mWindow->addViewport(cam);
	m_pSim = new StableFluids(mgr, cam);
	//m_pSim = new WaterSimulation(mSceneMgr, mCamera);
	m_pSim->init();

	setupControls();

	setDragLook(true);
}
예제 #2
0
void PlayPen_testCameraSetDirection::setupContent()
{
	mSceneMgr->setAmbientLight(ColourValue::White);

	Entity* e = mSceneMgr->createEntity("1", "knot.mesh");
	mSceneMgr->getRootSceneNode()->createChildSceneNode(mFocus)->attachObject(e);


	mCamera->setPosition(200,1000,1000);
	mCamera->lookAt(mFocus);

	mTrayMgr->createButton(OgreBites::TL_BOTTOM, "Look At", "Look At");
	mTrayMgr->createCheckBox(OgreBites::TL_BOTTOM, "tglParent", "Use Parent Node");
	OgreBites::CheckBox* chk = mTrayMgr->createCheckBox(OgreBites::TL_BOTTOM, "tglFixedYaw", "Use Fixed Yaw");
	chk->setChecked(true, false);
	mTrayMgr->showCursor();
	setDragLook(true);

	mParentNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(1000, 2000, -1000));

}
예제 #3
0
파일: VolumeTex.cpp 프로젝트: OGRECave/ogre
void Sample_VolumeTex::setupContent()
{
    // Create dynamic texture
    ptex = TextureManager::getSingleton().createManual(
                "DynaTex","General", TEX_TYPE_3D, 64, 64, 64, 0, PF_A8R8G8B8);

    // Set ambient light
    mSceneMgr->setAmbientLight(ColourValue(0.6, 0.6, 0.6));
    mSceneMgr->setSkyBox(true, "Examples/MorningSkyBox", 50 );

    //mRoot->getRenderSystem()->clearFrameBuffer(FBT_COLOUR, ColourValue(255,255,255,0));

    // Create a light
    Light* l = mSceneMgr->createLight("MainLight");
    l->setDiffuseColour(0.75, 0.75, 0.80);
    l->setSpecularColour(0.9, 0.9, 1);
    l->setPosition(-100,80,50);
    mSceneMgr->getRootSceneNode()->attachObject(l);

    // Create volume renderable
    snode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,0,0));

    vrend = new VolumeRenderable(32, 750.0f, "DynaTex");
    snode->attachObject( vrend );

    trend = new ThingRenderable(90.0f, 32, 7.5f);
    trend->setMaterial("Examples/VTDarkStuff");
    snode->attachObject(trend);

    // Ogre head node
    fnode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,0,0));
    // Load ogre head
    Entity* head = mSceneMgr->createEntity("head", "ogrehead.mesh");
    fnode->attachObject(head);

    // Animation for ogre head
    // Create a track for the light
    Animation* anim = mSceneMgr->createAnimation("OgreTrack", 10);
    // Spline it for nice curves
    anim->setInterpolationMode(Animation::IM_SPLINE);
    // Create a track to animate the camera's node
    NodeAnimationTrack* track = anim->createNodeTrack(0, fnode);
    // Setup keyframes
    TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
    key->setTranslate(Vector3(0.0f, -15.0f, 0.0f));
    key = track->createNodeKeyFrame(5);//B
    key->setTranslate(Vector3(0.0f, 15.0f, 0.0f));
    key = track->createNodeKeyFrame(10);//C
    key->setTranslate(Vector3(0.0f, -15.0f, 0.0f));
    // Create a new animation state to track this
    mOgreAnimState = mSceneMgr->createAnimationState("OgreTrack");
    mOgreAnimState->setEnabled(true);

    //mFountainNode->attachObject(pSys2);

    //Setup defaults
    global_real = 0.4f;
    global_imag = 0.6f;
    global_theta = 0.0f;

    // show GUI
    createControls();

    setDragLook(true);

    generate();
}