Exemplo n.º 1
0
shared_ptr<SceneNode> CameraObjectParams::VCreateSceneNode(shared_ptr<Scene> pScene)
{
	// 	size_t origsize = strlen(m_ModellFilename) + 1;
	// 	const size_t newsize = StaticMeshObjectParams::sk_MaxFileNameLen ;
	//     size_t convertedChars = 0;
	//     wchar_t meshFileName[newsize];
	//     mbstowcs_s(&convertedChars, meshFileName, origsize, m_ModellFilename, _TRUNCATE);
	// 	
	// 	origsize = strlen(m_FXFileName) + 1;
	// 	wchar_t effectFileName[newsize];
	// 	mbstowcs_s(&convertedChars, effectFileName, origsize, m_FXFileName, _TRUNCATE);



	stringstream stmName;

	stmName << "Object";
	stmName << (*m_Id);

	Frustum frustum;
	frustum.Init(D3DX_PI/4.0f, 1.0f, 0.1f, 10000.0f);

	CameraNode* node = DEBUG_CLIENTBLOCK CameraNode(m_Id, stmName.str(), m_Mat ,frustum);

	shared_ptr<SceneNode> cameraNode(node);
	pScene->SetCamera( shared_ptr<CameraNode>((CameraNode*)node) );
	return cameraNode;
}
Exemplo n.º 2
0
//
// HumanView::HumanView - Chapter 10, page 272
//
HumanView::HumanView(shared_ptr<IRenderer> renderer)
{
    //InitAudio(); 

    //m_pProcessManager = AC_NEW ProcessManager;

    //m_PointerRadius = 1;    // we assume we are on a mouse enabled machine - if this were a tablet we should detect it here.
    m_ViewId = gc_InvalidGameViewId;

    // Added post press for move, new, and destroy actor events and others
    //RegisterAllDelegates();
    m_BaseGameState = BGS_Initializing;             // what is the current game state

    if(renderer)
    {
        // Moved to the HumanView class post press
        m_pScene.reset(AC_NEW ScreenElementScene(renderer));

        Frustum frustum;
        frustum.Init(GCC_PI/4.0f, 1.0f, 1.0f, 10000.0f);
        m_pCamera.reset(AC_NEW CameraNode(&Mat4x4::g_Identity, frustum));
        AC_ASSERT(m_pScene && m_pCamera && _T("Out of memory"));

        m_pScene->VAddChild(INVALID_ACTOR_ID, m_pCamera);
        m_pScene->SetCamera(m_pCamera);
    }
	
	// to be removed later
	m_currTick = 0; // time right now
    m_lastDraw = 0;
	m_runFullSpeed = false;
}
Exemplo n.º 3
0
HumanView::HumanView(shared_ptr<IRenderer> renderer)
{
	InitAudio();

	m_pProcessManager = CB_NEW ProcessManager;

	m_PointerRadius = 1;
	m_ViewId = CB_INVALID_GAMEVIEW_ID;

	RegisterAllDelegates();
	m_BaseGameState = BaseGameState::Initializing;

	if (renderer)
	{
		// create the scene graph and camera
		m_pScene.reset(CB_NEW ScreenElementScene(renderer));

		Frustrum frustrum;
		frustrum.Init(CB_PI / 4.0f, 1.0f, 1.0f, 100.0f);
		m_pCamera.reset(CB_NEW CameraNode(&Mat4x4::Identity, frustrum));
		CB_ASSERT(m_pScene && m_pCamera && L"Out of Memory");

		m_pScene->AddChild(INVALID_GAMEOBJECT_ID, m_pCamera);
		m_pScene->SetCamera(m_pCamera);
	}

	m_LastDraw = 0;
}
Exemplo n.º 4
0
HumanView::HumanView( void )
   {
	m_pProcessManager = ENG_NEW ProcessManager;
	m_ViewId = gc_InvalidGameViewId;
   AttachLayout( shared_ptr<UserInterface>( ENG_NEW UserInterface( Resource( g_pApp->m_EngineOptions.GetGUILayoutFieName(), true ) ) ) );

   if ( g_pApp->m_pEngineLogic->m_pWrold )
	   {
      m_pWorld = g_pApp->m_pEngineLogic->m_pWrold;
		Frustum frustum;
      Point screenSize = g_pApp->m_EngineOptions.GetScreenSize();
      frustum.Init( ENG_PI / 4.0f, screenSize.x / screenSize.y, 0.1f, 2000.0f );
      
      m_pCamera.reset( ENG_NEW CameraNode( Vec3(0.0f, 0.0f, 0.0f), // position in World Space
								Vec3( 0.0f, 0.0f, 1.0f), // look target
								Vec3( 0.0f, 1.0f, 0.0f)  // Head is up (set to 0,-1,0 to look upside-down)
                        , frustum ) );
		ENG_ASSERT( m_pWorld && m_pCamera && _T("Out of memory") );     
		m_pWorld->AddChild( INVALID_ACTOR_ID, m_pCamera );
      m_pWorld->SetCamera( m_pCamera );
      }
   m_pController.reset( ENG_NEW EditorController( m_pCamera, 0, 0, true ) );
   }
Exemplo n.º 5
0
HumanView::HumanView(IRenderer* renderer)
{
	m_pProcessManager = BE_NEW ProcessManager;
	m_pDebugManager = BE_NEW DebugManager;

	m_pKeyboardHandler = nullptr;
	m_pMouseHandler = nullptr;

	m_mouseRadius = 1;
	m_viewId = be_InvalidGameViewId;

	RegisterAllDelegates();
	m_coreGameState = CGS_Initializing;

	m_runFullSpeed = true;

	if (renderer)
	{
		m_pScene = BE_NEW ScreenElementScene(renderer);

		Frustum frustum;
		frustum.Init(BE_PI / 4.0f, 1.0f, 1.0f, 100.0f);
		m_pCamera = BE_NEW CameraNode(&Mat4x4::g_Identity, frustum);
		BE_ASSERTf(m_pScene && m_pCamera, "Out of Memory");

		m_pScene->VAddChild(INVALID_ACTOR_ID, m_pCamera);
		m_pScene->SetCamera(m_pCamera);
	}

	bool result;
	result = m_pDebugManager->Initialize(this);
	if (!result)
	{
		BE_ERROR("Failed to Initialze DebugManager");
	}
}