void CUsingControllersView::EngineSetup(void)
{
	Ogre::Root *Root = ((CUsingControllersApp*)AfxGetApp())->m_Engine->GetRoot();
	Ogre::SceneManager *SceneManager = NULL;
	SceneManager = Root->createSceneManager(Ogre::ST_GENERIC, "Walking");
 
    //
    // Create a render window
    // This window should be the current ChildView window using the externalWindowHandle
    // value pair option.
    //

    Ogre::NameValuePairList parms;
    parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)m_hWnd);
    parms["vsync"] = "true";

	CRect   rect;
    GetClientRect(&rect);
	Ogre::RenderTarget *RenderWindow = Root->getRenderTarget("Mouse Input");

	if (RenderWindow == NULL)
	{
	try
	{
		m_RenderWindow = Root->createRenderWindow("Mouse Input", rect.Width(), rect.Height(), false, &parms);
	}
    catch(...)
	{
		MessageBox("Cannot initialize\nCheck that graphic-card driver is up-to-date", "Initialize Render System", MB_OK | MB_ICONSTOP);
		exit(EXIT_SUCCESS);
	}
	}
// Load resources
	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // Create the camera
    m_Camera = SceneManager->createCamera("Camera");
    m_Camera->setNearClipDistance(0.5);
	m_Camera->setFarClipDistance(5000); 
	m_Camera->setCastShadows(false);
	m_Camera->setUseRenderingDistance(true);
	m_Camera->setPosition(Ogre::Vector3(0.0, 0.0, 1000.0));
	Ogre::SceneNode *CameraNode = NULL;
	CameraNode = SceneManager->getRootSceneNode()->createChildSceneNode("CameraNode");

	Ogre::Viewport* Viewport = NULL;
	
	if (0 == m_RenderWindow->getNumViewports())
	{
		Viewport = m_RenderWindow->addViewport(m_Camera);
		Viewport->setBackgroundColour(Ogre::ColourValue(0.8f, 0.8f, 0.8f));
	}

    // Alter the camera aspect ratio to match the viewport
    m_Camera->setAspectRatio(Ogre::Real(rect.Width()) / Ogre::Real(rect.Height()));

	Ogre::SceneNode *SphereNode = SceneManager->getRootSceneNode()->createChildSceneNode("Sphere", Ogre::Vector3(0,0,0));
	Ogre::Entity *SphereEntity = SceneManager->createEntity("Sphere", "sphere.mesh");
	SphereEntity->setMaterialName("Wall/Screen");
	SphereNode->attachObject(SphereEntity);
	SphereEntity->getParentNode()->scale(0.2,0.2,0.2);

	m_Camera->lookAt(Ogre::Vector3(0.0, 0.0, 0.0));

#undef new

	Ogre::ControllerFunctionRealPtr func(OGRE_NEW Ogre::WaveformControllerFunction(Ogre::WFT_SINE, 0.0, 1.0));
	Ogre::ControllerValueRealPtr dest(OGRE_NEW SphereScale(SphereNode, 1.0));

#ifdef _DEBUG
#define new DEBUG_NEW
#endif

	Ogre::ControllerManager& ControllerManager = Ogre::ControllerManager::getSingleton();
	m_SphereController = ControllerManager.createController(ControllerManager.getFrameTimeSource(), dest, func);

	Root->renderOneFrame();
}
Exemplo n.º 2
0
/***************************************************************************//*!
 * @brief Raycast from a point in to the scene.
 * @param[in] point		Point to analyse
 * @param[in] normal		Direction
 * @param[out] result	Result ( ONLY if return TRUE )
 * @return TRUE if somethings found => {result} NOT EMPTY
 */
bool OgreMeshRay::raycastFromPoint(const Ogre::Vector3& point,
		const Ogre::Vector3& normal, Ogre::Vector3& result,
		std::string entityName) {
	// create the ray to test
	Ogre::Ray ray(point, normal);

	if (!m_raySceneQuery)
		return false;

	// create a query object
	m_raySceneQuery->setRay(ray);

	// execute the query, returns a vector of hits
	if (m_raySceneQuery->execute().size() <= 0) {
		// raycast did not hit an objects bounding box
		return false;
	}

	// at this point we have raycast to a series of different objects bounding boxes.
	// we need to test these different objects to see which is the first polygon hit.
	// there are some minor optimizations (distance based) that mean we wont have to
	// check all of the objects most of the time, but the worst case scenario is that
	// we need to test every triangle of every object.
	Ogre::Real closest_distance = -1.0f;
	Ogre::Vector3 closest_result;
	Ogre::RaySceneQueryResult& query_result = m_raySceneQuery->getLastResults();
	for (size_t qr_idx = 0, size = query_result.size(); qr_idx < size;
			++qr_idx) {
		// stop checking if we have found a raycast hit that is closer
		// than all remaining entities
		if (closest_distance >= 0.0f
				&& closest_distance < query_result[qr_idx].distance)
			break;

		// only check this result if its a hit against an entity
		if (query_result[qr_idx].movable) {
			if (entityName != ""
					&& query_result[qr_idx].movable->getName() != entityName) {
				std::cout << query_result[qr_idx].movable->getName()
						<< "is not " << entityName << std::endl;
				continue;
			}
			std::cout << query_result[qr_idx].movable->getName() << "is truly "
					<< entityName << std::endl;
			const std::string& movableType =
					query_result[qr_idx].movable->getMovableType();
			// mesh data to retrieve
			size_t vertex_count;
			size_t index_count;
			Ogre::Vector3* vertices;
			unsigned long* indices;

			if (movableType == "ManualObject") {
				// get the entity to check
				Ogre::ManualObject* pentity =
						static_cast<Ogre::ManualObject*>(query_result[qr_idx].movable);
				// get the mesh information
				GetMeshInformation(pentity, vertex_count, vertices, index_count,
						indices,
						pentity->getParentNode()->_getDerivedPosition(),
						pentity->getParentNode()->_getDerivedOrientation(),
						pentity->getParentNode()->_getDerivedScale());
			} else if (movableType == "Entity") {
				// get the entity to check
				Ogre::Entity *pentity =
						static_cast<Ogre::Entity*>(query_result[qr_idx].movable);
				// get the mesh information
				GetMeshInformation(pentity, vertex_count, vertices, index_count,
						indices,
						pentity->getParentNode()->_getDerivedPosition(),
						pentity->getParentNode()->_getDerivedOrientation(),
						pentity->getParentNode()->_getDerivedScale());
			} else {
				continue;
			}

			// test for hitting individual triangles on the mesh
			bool new_closest_found = false;
			for (int i = 0; i < static_cast<int>(index_count); i += 3) {
				// check for a hit against this triangle
				std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray,
						vertices[indices[i]], vertices[indices[i + 1]],
						vertices[indices[i + 2]], true, false);

				// if it was a hit check if its the closest
				if (hit.first
						&& (closest_distance < 0.0f
								|| hit.second < closest_distance)) {
					// this is the closest so far, save it off
					closest_distance = hit.second;
					new_closest_found = true;
				}
			}

			// free the verticies and indicies memory
			delete[] vertices;
			delete[] indices;

			// if we found a new closest raycast for this object, update the
			// closest_result before moving on to the next object.
			if (new_closest_found)
				closest_result = ray.getPoint(closest_distance);
		}
	}

	// return the result
	if (closest_distance >= 0.0f) {
		// raycast success
		result = closest_result;
		return true;
	}
	// raycast failed
	return false;
}
Exemplo n.º 3
0
bool OgreSmartBody::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    if(mWindow->isClosed())
        return false;
 
    //Need to capture/update each device
    mKeyboard->capture();
    mMouse->capture();
 
    if(mKeyboard->isKeyDown(OIS::KC_ESCAPE))
        return false;

	// smartbody
	if (!m_pScene)
		return true;

	SmartBody::SBSimulationManager* sim = m_pScene->getSimulationManager();
	sim->setTime((Ogre::Root::getSingleton().getTimer()->getMilliseconds() / 1000.0f) - mStartTime);
	m_pScene->update();

	int numCharacters = m_pScene->getNumCharacters();
	if (numCharacters == 0)
		return true;

	const std::vector<std::string>& characterNames = m_pScene->getCharacterNames();

	for (size_t n = 0; n < characterNames.size(); n++)
	{
		SmartBody::SBCharacter* character = m_pScene->getCharacter(characterNames[n]);
		if (!this->getSceneManager()->hasEntity(characterNames[n]))
			continue;

		Ogre::Entity* entity = this->getSceneManager()->getEntity(characterNames[n]);
		Ogre::Skeleton* meshSkel = entity->getSkeleton();
		Ogre::Node* node = entity->getParentNode();

		SrVec pos = character->getPosition();
		SrQuat ori = character->getOrientation();
		//std::cout << ori.w << ori.x << " " << ori.y << " " << ori.z << std::endl;
		node->setPosition(pos.x, pos.y, pos.z);
		node->setOrientation(ori.w, ori.x, ori.y, ori.z);
	
		// Update joints
		SmartBody::SBSkeleton* sbSkel = character->getSkeleton();
			
		int numJoints = sbSkel->getNumJoints();
		for (int j = 0; j < numJoints; j++)
		{
			SmartBody::SBJoint* joint = sbSkel->getJoint(j);
	
			try
			{
				SrQuat orientation = joint->quat()->value();
	
				Ogre::Vector3 posDelta(joint->getPosition().x, joint->getPosition().y, joint->getPosition().z);
				Ogre::Quaternion quatDelta(orientation.w, orientation.x, orientation.y, orientation.z);
				Ogre::Bone* bone = meshSkel->getBone(joint->getName());
				if (!bone)
					continue;
				bone->setPosition(bone->getInitialPosition() + posDelta);
				bone->setOrientation(quatDelta);
			}
			catch (Ogre::ItemIdentityException& ex)
			{
				// Should not happen as we filtered using m_mValidBones
			}
		}
	}
	

 
    return true;
}
Exemplo n.º 4
0
bool CollisionTools::raycast(const Ray &ray, Vector3 &result,unsigned long &target,float &closest_distance, const uint32 queryMask)
{
	target = NULL;

    // check we are initialised
    if (mRaySceneQuery != NULL)
    {
        // create a query object
        mRaySceneQuery->setRay(ray);
		mRaySceneQuery->setSortByDistance(true);
		mRaySceneQuery->setQueryMask(queryMask);
        // execute the query, returns a vector of hits
        if (mRaySceneQuery->execute().size() <= 0)
        {
            // raycast did not hit an objects bounding box
            return (false);
        }
    }
    else
    {
        //LOG_ERROR << "Cannot raycast without RaySceneQuery instance" << ENDLOG;
        return (false);
    }   

    // at this point we have raycast to a series of different objects bounding boxes.
    // we need to test these different objects to see which is the first polygon hit.
    // there are some minor optimizations (distance based) that mean we wont have to
    // check all of the objects most of the time, but the worst case scenario is that
    // we need to test every triangle of every object.
    //Ogre::Real closest_distance = -1.0f;
	closest_distance = -1.0f;
    Ogre::Vector3 closest_result;
    Ogre::RaySceneQueryResult &query_result = mRaySceneQuery->getLastResults();
    for (size_t qr_idx = 0; qr_idx < query_result.size(); qr_idx++)
    {
        // stop checking if we have found a raycast hit that is closer
        // than all remaining entities
        if ((closest_distance >= 0.0f) &&
            (closest_distance < query_result[qr_idx].distance))
        {
            break;
        }

        // only check this result if its a hit against an entity
        if ((query_result[qr_idx].movable != NULL)  &&
            (query_result[qr_idx].movable->getMovableType().compare("Entity") == 0)) 
        {
            // get the entity to check
			Ogre::Entity *pentity = static_cast<Ogre::Entity*>(query_result[qr_idx].movable); 			
						
            // mesh data to retrieve         
            size_t vertex_count;
            size_t index_count;
            Ogre::Vector3 *vertices;
            unsigned long *indices;

            // get the mesh information
			GetMeshInformation(pentity->getMesh(), vertex_count, vertices, index_count, indices,             
                              pentity->getParentNode()->_getDerivedPosition(),
                              pentity->getParentNode()->_getDerivedOrientation(),
                              pentity->getParentNode()->getScale());

            // test for hitting individual triangles on the mesh
            bool new_closest_found = false;
            for (int i = 0; i < static_cast<int>(index_count); i += 3)
            {
                // check for a hit against this triangle
                std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]],
                    vertices[indices[i+1]], vertices[indices[i+2]], true, false);

                // if it was a hit check if its the closest
                if (hit.first)
                {
                    if ((closest_distance < 0.0f) ||
                        (hit.second < closest_distance))
                    {
                        // this is the closest so far, save it off
                        closest_distance = hit.second;
                        new_closest_found = true;
                    }
                }
            }

			// free the verticies and indicies memory
            delete[] vertices;
            delete[] indices;

            // if we found a new closest raycast for this object, update the
            // closest_result before moving on to the next object.
            if (new_closest_found)
            {
				target = (unsigned long)pentity;
                closest_result = ray.getPoint(closest_distance);               
            }
        }       
    }

    // return the result
    if (closest_distance >= 0.0f)
    {
        // raycast success
		result = closest_result;
        return (true);
    }
    else
    {
        // raycast failed
        return (false);
    } 
}
Exemplo n.º 5
0
void saveAsDotScene(const QString& path, QFile& file, Ogre::SceneManager* sceneManager)
{
    Ogre::MeshSerializer* mMeshSerializer = new Ogre::MeshSerializer();
    Ogre::MaterialSerializer* mMaterialSerializer = new Ogre::MaterialSerializer();

    int idCounter = 3;
    if (!file.open(QIODevice::WriteOnly))
    {
        /* show wrror message if not able to open file */
        QMessageBox::warning(0, "Read only", "The file is in read only mode");
    }
    else
    {
        Ogre::SceneManager::MovableObjectIterator iterator = sceneManager->getMovableObjectIterator("Entity");
        QXmlStreamWriter* xmlWriter = new QXmlStreamWriter();
        xmlWriter->setAutoFormatting(true);
        xmlWriter->setDevice(&file);
        xmlWriter->writeStartElement("scene");
        xmlWriter->writeAttribute("formatVersion","");

        xmlWriter->writeStartElement("nodes");
        while(iterator.hasMoreElements())
        {
            Ogre::Entity* e = static_cast<Ogre::Entity*>(iterator.getNext());
            Ogre::Any any = e->getParentNode()->getUserAny();
            Ogre::String widgetType("");
            if(!any.isEmpty()){
                widgetType = any_cast<Ogre::String>(any);
            }
            Ogre::String tmp(widgetType + ":" + e->getParentNode()->getName());
            QString nodeName(tmp.c_str());
            xmlWriter->writeStartElement("node");
            xmlWriter->writeAttribute("name", nodeName);
            xmlWriter->writeAttribute("id", QString::number(idCounter++));


            xmlWriter->writeStartElement("position");
            xmlWriter->writeAttribute("x", QString::number(e->getParentNode()->getPosition().x));
            xmlWriter->writeAttribute("y", QString::number(e->getParentNode()->getPosition().y));
            xmlWriter->writeAttribute("z", QString::number(e->getParentNode()->getPosition().z));
            xmlWriter->writeEndElement();

            xmlWriter->writeStartElement("scale");
            xmlWriter->writeAttribute("x", QString::number(e->getParentNode()->getScale().x));
            xmlWriter->writeAttribute("y", QString::number(e->getParentNode()->getScale().y));
            xmlWriter->writeAttribute("z", QString::number(e->getParentNode()->getScale().z));
            xmlWriter->writeEndElement();

            xmlWriter->writeStartElement("entity");
            xmlWriter->writeAttribute("name", nodeName);
            xmlWriter->writeAttribute("meshFile", nodeName.toLower() + QString(".mesh") );
            xmlWriter->writeAttribute("static", QString("false"));
            xmlWriter->writeEndElement();

            const Mesh* mesh = e->getMesh().getPointer();


            mMeshSerializer->exportMesh(mesh,String(path.toStdString() +
                                                    nodeName.toLower().toStdString() +
                                                    ".mesh" ));


            std::cout << "numeber" <<  mesh->getNumSubMeshes() << std::endl;


            for(int i = 0; i < e->getNumSubEntities(); i++){


                Ogre::Material *mat = static_cast<Ogre::Material*>
                        (Ogre::MaterialManager::getSingletonPtr()->getByName(e->getSubEntity(i)->getMaterialName()).getPointer());

                //e->getMesh().get()->getSubMesh()
                if(mat->getTechnique(0)->getPass(0)->getNumTextureUnitStates() !=0){
                Ogre::String str = mat->getTechnique(0)->getPass(0)->getTextureUnitState(0)->getTextureName();

            Ogre::MaterialPtr mMatPtr =e->getSubEntity(i)->getMaterial()    ;

            mMaterialSerializer->exportMaterial(mMatPtr ,
                                                String(path.toStdString() +
                                                       nodeName.toLower().toStdString() +
                                                       QString::number(i).toStdString() + ".material" ));
            Ogre::TexturePtr* mTexPtr = new Ogre::TexturePtr(Ogre::TextureManager::getSingletonPtr()->getByName(str));
            Ogre::Texture* mTex = mTexPtr->getPointer();
            Ogre::PixelFormat pxf = mTex->getFormat();
            Ogre::Image mImage;
            mTex->convertToImage(mImage);
            std::cout << str << std::endl;
            mImage.save(String(path.toStdString() +
                                 str));
                }
}
            //material file merge

            for(int i = 0; i < e->getNumSubEntities(); i++){
                Ogre::Material *mat = static_cast<Ogre::Material*>
                        (Ogre::MaterialManager::getSingletonPtr()->getByName(e->getSubEntity(i)->getMaterialName()).getPointer());


                QString mMatFilePath = QString((path.toStdString() +
                                               nodeName.toLower().toStdString() +
                                                ".material").c_str()) ;


                 QFile mFile(mMatFilePath);
                 if (!mFile.open(QIODevice::Append))
                 {
                     /* show wrror message if not able to open file */
                     QMessageBox::warning(0, "Read only", "The file is in read only mode");
                 }
                 else{
                     QTextStream out(&mFile);

                     QString mTempMatPath = QString((path + nodeName.toLower() + QString::number(i) + ".material"));

                     QFile mTempMatFile(mTempMatPath);
                     mTempMatFile.open(QIODevice::ReadOnly);

                     QTextStream src(&mTempMatFile);

                     mFile.write(src.readAll().toStdString().c_str());
                     mTempMatFile.remove();

                 }



            }


            xmlWriter->writeEndElement();


        }

        xmlWriter->writeEndElement();
        xmlWriter->writeEndDocument();
        delete xmlWriter;
    }

    delete mMeshSerializer;
    delete mMaterialSerializer;
}
Exemplo n.º 6
0
void EC_OgreEnvironment::UpdateVisualEffects(f64 frametime)
{
    if (renderer_.expired())
        return;
    RendererPtr renderer = renderer_.lock();
    Ogre::Camera *camera = renderer->GetCurrentCamera();
    Ogre::Viewport *viewport = renderer->GetViewport();
    Ogre::SceneManager *sceneManager = renderer->GetSceneManager();
        
#ifdef CAELUM
    // Set sunlight attenuation using diffuse multiplier.
    // Seems to be working ok, but feel free to fix if you find better logic and/or values.
    Ogre::ColourValue diffuseMultiplier(sunColorMultiplier_, sunColorMultiplier_, sunColorMultiplier_, 1);
    caelumSystem_->getSun()->setDiffuseMultiplier(diffuseMultiplier);

    Ogre::Light* sun = caelumSystem_->getSun()->getMainLight();
    Ogre::Light* moon = caelumSystem_->getMoon()->getMainLight();

    float sunDirZaxis = caelumSystem_->getSun()->getMainLight()->getDirection().z;
    if (sunDirZaxis > 0)
    {
        sunColorMultiplier_ -= 0.005f;
        if (sunColorMultiplier_ <= 0.05f)
            sunColorMultiplier_ = 0.05f;
    }
    else if(sunDirZaxis < 0)
    {
        sunColorMultiplier_ += 0.010f;
        if (sunColorMultiplier_ >= MAX_SUNLIGHT_MULTIPLIER)
            sunColorMultiplier_ = MAX_SUNLIGHT_MULTIPLIER;
    }
    
    if ( !fog_color_override_)
        fogColor_ = caelumSystem_->getGroundFog()->getColour();
#endif

#ifdef CAELUM
    // Update Caelum system.
    caelumSystem_->notifyCameraChanged(camera);
    caelumSystem_->updateSubcomponents(frametime);

    // Disable specular from the sun & moon for now, because it easily leads to too strong results
    sun->setSpecularColour(0.0f, 0.0f, 0.0f);
    moon->setSpecularColour(0.0f, 0.0f, 0.0f);
#endif

#ifdef HYDRAX
    
    // Update Hydrax system.
    hydraxSystem_->update(frametime);
    sunPos = camera->getPosition();
    sunPos -= caelumSystem_->getSun()->getLightDirection() * 80000;
    hydraxSystem_->setSunPosition(sunPos);


#endif

    Ogre::Entity* water = 0;
    
    cameraFarClip_ = renderer->GetViewDistance();
    
    if ( sceneManager->hasEntity("WaterEntity") )
        water = sceneManager->getEntity("WaterEntity");
              
    if (!water)
    {
        // No water entity, set fog value.
        Real fogStart = fogStart_;
        Real fogEnd = fogEnd_;
        ClampFog(fogStart, fogEnd, cameraFarClip_);
        
        sceneManager->setFog(Ogre::FOG_LINEAR, fogColor_, 0.001, fogStart, fogEnd);
        viewport->setBackgroundColour(fogColor_);
        camera->setFarClipDistance(cameraFarClip_);
    }
    else 
    {
        if(camera->getDerivedPosition().z >= water->getParentNode()->getPosition().z)
        {        
            // We're above the water.
            Real fogStart = fogStart_;
            Real fogEnd = fogEnd_;
            ClampFog(fogStart, fogEnd, cameraFarClip_);
        
#ifdef CAELUM
            caelumSystem_->forceSubcomponentVisibilityFlags(caelumComponents_);
#endif
            sceneManager->setFog(Ogre::FOG_LINEAR, fogColor_, 0.001, fogStart, fogEnd);
            viewport->setBackgroundColour(fogColor_);
            camera->setFarClipDistance(cameraFarClip_);
            cameraUnderWater_ = false;
        }
        else
        {
            // We're below the water.
            Real fogStart = waterFogStart_;
            Real fogEnd = waterFogEnd_;
            Real farClip = waterFogEnd_ + 10.f;
            if (farClip > cameraFarClip_)
                farClip = cameraFarClip_;            
            ClampFog(fogStart, fogEnd, farClip);            
#ifdef CAELUM
            // Hide the Caelum subsystems.
            caelumSystem_->forceSubcomponentVisibilityFlags(Caelum::CaelumSystem::CAELUM_COMPONENTS_NONE);
#endif
            sceneManager->setFog(Ogre::FOG_LINEAR, fogColor_ * waterFogColor_, 0.001, fogStart, fogEnd);
            viewport->setBackgroundColour(fogColor_ * waterFogColor_);
            camera->setFarClipDistance(farClip);
            cameraUnderWater_ = true;
        }
    }

#ifdef CAELUM 
    // If sun color and direction are controlled by user then their value are needed to override here. 
    // internally caelum calculates new values for those so they are needed to set again in each update loop.

    if ( override_flags_.testFlag(None) )
        return;

    if ( override_flags_.testFlag(AmbientLight))
    {   
        // Override ambient light.
        sceneManager->setAmbientLight(userAmbientLight_);
    }

    if ( override_flags_.testFlag(SunDirection) )
    {
        // Override sun direction.
        if ( sun != 0 )
            sun->setDirection(userSunDirection_);
    }

    if ( override_flags_.testFlag(SunColor) )
    {
        // Override sun color. 
        if ( sun != 0 )
            sun->setDiffuseColour(userSunColor_);
    }
#endif 

}
void CTerrainWalkingView::EngineSetup(void)
{
	Ogre::Root *Root = ((CTerrainWalkingApp*)AfxGetApp())->m_Engine->GetRoot();
	Ogre::SceneManager *SceneManager = NULL;
	SceneManager = Root->createSceneManager(Ogre::ST_GENERIC, "Walking");
 
    //
    // Create a render window
    // This window should be the current ChildView window using the externalWindowHandle
    // value pair option.
    //

    Ogre::NameValuePairList parms;
    parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)m_hWnd);
    parms["vsync"] = "true";

	CRect   rect;
    GetClientRect(&rect);
	Ogre::RenderTarget *RenderWindow = Root->getRenderTarget("Walking");

	if (RenderWindow == NULL)
	{
	try
	{
		m_RenderWindow = Root->createRenderWindow("Walking", rect.Width(), rect.Height(), false, &parms);
	}
    catch(...)
	{
		MessageBox("Cannot initialize\nCheck that graphic-card driver is up-to-date", "Initialize Render System", MB_OK | MB_ICONSTOP);
		exit(EXIT_SUCCESS);
	}
	}
// Load resources
	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // Create the camera
    m_Camera = SceneManager->createCamera("Camera");
    m_Camera->setNearClipDistance(10);
	m_Camera->setFarClipDistance(10000); 
	m_Camera->setCastShadows(false);
	m_Camera->setUseRenderingDistance(true);

	Ogre::SceneNode *CameraNode = NULL;
	CameraNode = SceneManager->getRootSceneNode()->createChildSceneNode("CameraNode");

	Ogre::Viewport* Viewport = NULL;
	
	if (0 == m_RenderWindow->getNumViewports())
	{
		Viewport = m_RenderWindow->addViewport(m_Camera);
		Viewport->setBackgroundColour(Ogre::ColourValue(0.8f, 0.8f, 0.8f));
	}

    // Alter the camera aspect ratio to match the viewport
    m_Camera->setAspectRatio(Ogre::Real(rect.Width()) / Ogre::Real(rect.Height()));

	Ogre::SceneNode *TopographyNode = SceneManager->getRootSceneNode()->createChildSceneNode("Topography");
	Ogre::Entity *TopographyEntity = SceneManager->createEntity("Topography", "Topography.mesh");
	TopographyNode->attachObject(TopographyEntity);
	
	Ogre::AxisAlignedBox TopographyBox = TopographyEntity->getBoundingBox();
	
	Ogre::Vector3 Minimum = TopographyBox.getMinimum();
	Ogre::Vector3 Center = TopographyBox.getCenter();

	Ogre::SceneNode *RobotNode = SceneManager->getRootSceneNode()->createChildSceneNode("Robot");
	Ogre::Entity *RobotEntity = SceneManager->createEntity("Robot", "robot.mesh");
	RobotNode->attachObject(RobotEntity);
	RobotEntity->getParentNode()->scale(10,10,10);
	Ogre::AxisAlignedBox RobotBox = RobotEntity->getBoundingBox();

	RobotNode->setPosition(Ogre::Vector3(Minimum[0], Minimum[1] + RobotBox.getSize()[1], Minimum[2]));

	m_Camera->setPosition(Ogre::Vector3(Minimum[0], Minimum[1] + 5000, Minimum[2]));
	m_Camera->lookAt(Center);
	
	m_Camera->setPolygonMode(Ogre::PolygonMode::PM_WIREFRAME);

	m_Animation = RobotEntity->getAnimationState("Walk");
	m_Animation->setEnabled(true);
	
	m_CollisionTools = new MOC::CollisionTools(SceneManager);

	Root->renderOneFrame();
}
Exemplo n.º 8
0
void Ninja::updateLocomote(Ogre::Real deltaTime)
{
    int xOffset = ((this->grid->getRows() * this->grid->getHeight()) - this->grid->getHeight())/2;
    int yOffset = ((this->grid->getCols() * this->grid->getHeight()) - this->grid->getHeight())/2;
    int x = (xOffset + mDestination.x)/grid->getHeight();
    int y = (yOffset + mDestination.z)/grid->getHeight();

    if (mDirection == Ogre::Vector3::ZERO)
    {
        if (nextLocation()) // a check to see if there is another destination
        {
            // Set walking animation
            this->setBaseAnimation(ANIM_WALK, true);
            //this->setTopAnimation(ANIM_WALK, true);
        }
    }
    else
    {
        Ogre::Real move = mWalkSpeed * deltaTime;
        mDistance -= move;

        if (mDistance <= 0.0f) // over shooting target
        {
            this->mBodyNode->setPosition(mDestination);

            this->setCurrentNode(grid->getNode(x, y));

            while(this->getCurrentNode()->getItemList()->size() > 0)
            {
                Ogre::Entity* ent = this->getCurrentNode()->getItemList()->front();
                this->inventory->push_back(ent);
                this->getCurrentNode()->getItemList()->pop();
                ent->detachFromParent();

                this->getmBodyEntity()->attachObjectToBone("Joint13", ent);
                ent->getParentNode()->scale(1.15f,1.15f,1.15f);

                ent->setVisible(true);
            }

            mDirection = Ogre::Vector3::ZERO;
            if (!nextLocation()) // a check to see if there is another destination
            {
                this->setCurrentNode(grid->getNode(x, y));
                this->setBaseAnimation(ANIM_IDLE_1, true);
                //this->setTopAnimation(ANIM_IDLE_1, true);
            }
            else
            {

                Ogre::Vector3 src = this->mBodyNode->getOrientation() * Ogre::Vector3::UNIT_X;
                if ((1.0f + src.dotProduct(mDirection)) < 0.0001f)
                {
                    this->mBodyNode->yaw(Ogre::Degree(180));
                }
                else
                {
                    Ogre::Quaternion quat = src.getRotationTo(mDirection);
                    this->mBodyNode->rotate(quat);
                    this->mBodyNode->yaw(Ogre::Degree(angleOffset));  // To correct for models facing different directions
                }
            }
        }
        else
        {
            this->mBodyNode->translate(mDirection * move);
        }
    }
}
void CBlendingAnimationsView::EngineSetup(void)
{
	Ogre::Root *Root = ((CBlendingAnimationsApp*)AfxGetApp())->m_Engine->GetRoot();
	Ogre::SceneManager *SceneManager = NULL;
	SceneManager = Root->createSceneManager(Ogre::ST_GENERIC, "Walking");
 
    //
    // Create a render window
    // This window should be the current ChildView window using the externalWindowHandle
    // value pair option.
    //

    Ogre::NameValuePairList parms;
    parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)m_hWnd);
    parms["vsync"] = "true";

	CRect   rect;
    GetClientRect(&rect);
	Ogre::RenderTarget *RenderWindow = Root->getRenderTarget("Mouse Input");

	if (RenderWindow == NULL)
	{
	try
	{
		m_RenderWindow = Root->createRenderWindow("Mouse Input", rect.Width(), rect.Height(), false, &parms);
	}
    catch(...)
	{
		MessageBox("Cannot initialize\nCheck that graphic-card driver is up-to-date", "Initialize Render System", MB_OK | MB_ICONSTOP);
		exit(EXIT_SUCCESS);
	}
	}
// Load resources
	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // Create the camera
    m_Camera = SceneManager->createCamera("Camera");
    m_Camera->setNearClipDistance(0.5);
	m_Camera->setFarClipDistance(5000); 
	m_Camera->setCastShadows(false);
	m_Camera->setUseRenderingDistance(true);
	m_Camera->setPosition(Ogre::Vector3(/*20*/0.0, /*5*/0.0, 100.0));
	Ogre::SceneNode *CameraNode = NULL;
	CameraNode = SceneManager->getRootSceneNode()->createChildSceneNode("CameraNode");

	Ogre::Viewport* Viewport = NULL;
	
	if (0 == m_RenderWindow->getNumViewports())
	{
		Viewport = m_RenderWindow->addViewport(m_Camera);
		Viewport->setBackgroundColour(Ogre::ColourValue(0.8f, 0.8f, 0.8f));
	}

    // Alter the camera aspect ratio to match the viewport
    m_Camera->setAspectRatio(Ogre::Real(rect.Width()) / Ogre::Real(rect.Height()));

	Ogre::SceneNode *RobotNode = SceneManager->getRootSceneNode()->createChildSceneNode("Robot", Ogre::Vector3(50,0,0));
	Ogre::Entity *RobotEntity = SceneManager->createEntity("Robot", "robot.mesh");
	Ogre::MeshPtr Mesh = RobotEntity->getMesh();

	RobotNode->attachObject(RobotEntity);
	RobotEntity->getParentNode()->scale(0.2,0.2,0.2);

	m_Camera->lookAt(Ogre::Vector3(0.0, 0.0, 0.0));
	
	RobotEntity->setDisplaySkeleton(true);
	m_Camera->setPolygonMode(Ogre::PolygonMode::PM_WIREFRAME);
	 
	m_WalkAnimation = RobotEntity->getAnimationState("Walk");
	m_WalkAnimation->setEnabled(true);

	m_SlumpAnimation = RobotEntity->getAnimationState("Slump");
	m_SlumpAnimation->setEnabled(true);

	if (m_WeightDlg == NULL)
	{
		m_WeightDlg = new CWeightDlg();
		m_WeightDlg->Create(IDD_WEIGHT_CONTROL);
	}

	m_WeightDlg->ShowWindow(SW_SHOW);

	Root->renderOneFrame();
}
Exemplo n.º 10
0
void MeshCollisionDetector::testCollision(Ogre::Ray& ray, CollisionResult& result)
{

    // at this point we have raycast to a series of different objects bounding boxes.
    // we need to test these different objects to see which is the first polygon hit.
    // there are some minor optimizations (distance based) that mean we wont have to
    // check all of the objects most of the time, but the worst case scenario is that
    // we need to test every triangle of every object.
    Ogre::Real closest_distance = -1.0f;
    Ogre::Vector3 closest_result = Ogre::Vector3::ZERO;
    const Model::Model::SubModelSet& submodels = mModel->getSubmodels();
    for (Model::Model::SubModelSet::const_iterator I = submodels.begin(); I != submodels.end(); ++I)
    {
        Ogre::Entity* pentity = (*I)->getEntity();
        if (pentity->isVisible() && pentity->getParentNode()) {
            // mesh data to retrieve
            size_t vertex_count;
            size_t index_count;
            Ogre::Vector3 *vertices;
            unsigned long *indices;

            // get the mesh information
            getMeshInformation(pentity->getMesh(), vertex_count, vertices, index_count, indices,
                               pentity->getParentNode()->_getDerivedPosition(),
                               pentity->getParentNode()->_getDerivedOrientation(),
                               pentity->getParentNode()->getScale());

            // test for hitting individual triangles on the mesh
            bool new_closest_found = false;
            for (int i = 0; i < static_cast<int>(index_count); i += 3)
            {
                // check for a hit against this triangle
                std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]],
                                                  vertices[indices[i+1]], vertices[indices[i+2]], true, false);

                // if it was a hit check if its the closest
                if (hit.first)
                {
                    if ((closest_distance < 0.0f) ||
                            (hit.second < closest_distance))
                    {
                        // this is the closest so far, save it off
                        closest_distance = hit.second;
                        new_closest_found = true;
                    }
                }
            }

            // free the verticies and indicies memory
            delete[] vertices;
            delete[] indices;

            // if we found a new closest raycast for this object, update the
            // closest_result before moving on to the next object.
            if (new_closest_found)
            {
                closest_result = ray.getPoint(closest_distance);
            }
        }
    }


    // return the result
    if (closest_distance >= 0.0f)
    {
        // raycast success
        result.collided = true;
        result.position = closest_result;
        result.distance = closest_distance;
    }
    else
    {
        // raycast failed
        result.collided = false;
    }
}
Exemplo n.º 11
0
  // raycast from a point in to the scene.
  // returns success or failure.
  // on success the point is returned in the result.
  bool
  PolyMousePicker::RaycastFromPoint(
    const Vector3 &point,
    const Vector3 &normal,
    Vector3 &result,
    Ogre::MovableObject** out,
    Ogre::uint32 mask)
  {
    //~ assert(filter);

      // create the ray to test
      Ogre::Ray ray(Ogre::Vector3(point.x, point.y, point.z),
                    Ogre::Vector3(normal.x, normal.y, normal.z));

      // check we are initialised
      if (mRayQuery != NULL)
      {
          // create a query object
          mRayQuery->setRay(ray);
          //~ mRayQuery->setQueryTypeMask(Ogre::SceneManager::USER_TYPE_MASK_LIMIT);
          mRayQuery->setQueryMask(mask);


          // execute the query, returns a vector of hits
          if (mRayQuery->execute().size() <= 0)
          {
              // raycast did not hit an objects bounding box
              return (false);
          }
      }
      else
      {
          std::cerr << "Cannot raycast without RaySceneQuery instance\n";
          return (false);
      }

      // at this point we have raycast to a series of different objects bounding boxes.
      // we need to test these different objects to see which is the first polygon hit.
      // there are some minor optimizations (distance based) that mean we wont have to
      // check all of the objects most of the time, but the worst case scenario is that
      // we need to test every triangle of every object.
      Ogre::Real closest_distance = -1.0f;
      Ogre::Vector3 closest_result;
      Ogre::RaySceneQueryResult &query_result = mRayQuery->getLastResults();
      for (size_t qr_idx = 0; qr_idx < query_result.size(); qr_idx++)
      {
          // stop checking if we have found a raycast hit that is closer
          // than all remaining entities
          if ((closest_distance >= 0.0f) &&
              (closest_distance < query_result[qr_idx].distance))
          {
               break;
          }

          // only check this result if its a hit against an entity
          if ((query_result[qr_idx].movable != NULL)
              //~ && (*filter)(query_result[qr_idx].movable))
              //~ && (query_result[qr_idx].movable->getMovableType().compare("Entity") == 0)
              )
          {
              // get the entity to check
              Ogre::Entity *pentity = static_cast<Ogre::Entity*>(query_result[qr_idx].movable);

              // mesh data to retrieve
              size_t vertex_count;
              size_t index_count;
              Ogre::Vector3 *vertices;
              Ogre::uint32 *indices;

              // get the mesh information
              GetMeshInformation(pentity, vertex_count, vertices, index_count, indices,
                                pentity->getParentNode()->_getDerivedPosition(),
                                pentity->getParentNode()->_getDerivedOrientation(),
                                pentity->getParentNode()->_getDerivedScale());

              // test for hitting individual triangles on the mesh
              bool new_closest_found = false;
              for (int i = 0; i < static_cast<int>(index_count); i += 3)
              {
                  // check for a hit against this triangle
                  std::pair<bool, Ogre::Real> hit = Ogre::Math::intersects(ray, vertices[indices[i]],
                      vertices[indices[i+1]], vertices[indices[i+2]], true, false);

                  // if it was a hit check if its the closest
                  if (hit.first)
                  {
                      if ((closest_distance < 0.0f) ||
                          (hit.second < closest_distance))
                      {
                          // this is the closest so far, save it off
                          closest_distance = hit.second;
                          new_closest_found = true;
                      }
                  }
              }

           // free the verticies and indicies memory
              delete[] vertices;
              delete[] indices;

              // if we found a new closest raycast for this object, update the
              // closest_result before moving on to the next object.
              if (new_closest_found)
              {
                  closest_result = ray.getPoint(closest_distance);
                  (*out) = query_result[qr_idx].movable;
              }
          }
      }

      // return the result
      if (closest_distance >= 0.0f)
      {
          // raycast success
          result = closest_result;
          return (true);
      }
      else
      {
          // raycast failed
          return (false);
      }
  }