Пример #1
0
void drawLefthand( WiiMote &wm )
{
	static arOBJRenderer obj;
	static bool init = false;
	if( !init )
	{
		obj.readOBJ( "LeftHand.obj" );
		init = true;
	}
	
	glPushMatrix();
		glMultMatrixf( wm.getMatrix().v );
		obj.draw();
	glPopMatrix();
}
Пример #2
0
// start callback
// Purposes:
// 		- Register shared memory by adding transfer fields. This is to syncronize cluster-based 
//		  systems, hence we don't need to do this. But there's a few examples anyway.
// 		- Set up navigation through the framework by specifying translation conditions, rotation
//		  conditions, translation speed, and rotation speed. We provide a couple examples here.
//		- Initialize any global variables specific to your application.
// Notes: 
//		DO NOT initialize OpenGL here. The start callback is called before window creation. 
//		Instead initialize OpenGL in the windowStartGL callback.
bool start(arMasterSlaveFramework& framework, arSZGClient& client )
{
	theMrCreepyBook7.setMatrix(ar_translationMatrix(-3,4,-7));
	objects.push_back(&theMrCreepyBook7);

	theMrBookshelf6.setMatrix(ar_translationMatrix(-3,3,-7));
	objects.push_back(&theMrBookshelf6);

	theMrDungeonRoom5.setMatrix(ar_translationMatrix(0,4,-5));
	objects.push_back(&theMrDungeonRoom5);

	// Register shared memory. Not needed for non-cluster-based systems.
	// framework.addTransferField(char* name, void* address, arDataType type, int numElements);
	vector<arInteractable*>::iterator i;
	for(i=objects.begin(); i != objects.end(); ++i) 
	{
		Object* obj = ((Object*)(*i));
		obj->loadedOBJ.normalizeModelSize();
		ostringstream ostr;
		ostr << "objMatrix" << &i;
		arMatrix4 obM = obj->matrix;
		framework.addTransferField(ostr.str(), &obM, AR_FLOAT, 16);
	}
	
	// Set up navigation.

	// A traditional pointing technique using the joystick with left and right rotating the scene.
	// Translate along Z-axis (forwards/backwards) if joystick is pressed more than 20% along axis 1.
	framework.setNavTransCondition('z', AR_EVENT_AXIS, 1, 0.2);

	// Rotate around Y-axis (vertical) if joystick is pressed more than 20% along axis 0.
	//framework.setNavRotCondition('y', AR_EVENT_AXIS, 0, 0.2);  //FOR ROTATE
	framework.setNavTransCondition('x', AR_EVENT_AXIS, 0, 0.2);  //FOR STRAFING

	// Set translation speed to 5 feet/second.
	framework.setNavTransSpeed(5.0);

	// Set rotation speed to 30 degrees/second.
	framework.setNavRotSpeed(30.0);

	
	
	// Initialize application variables here.
	
	// Move object's to initial positions.

	
	// Create sound transform.
	soundTransformID = dsTransform("world", framework.getNavNodeName(), ar_scaleMatrix(1.0));
	// Parameters are:
	//		name - string name for sound
	//		transformName - string name for dsTransform
	//		loopType - 1 for continuous, -1 for one-time, 0 to stop
	//		loudness - float from 0.0 (quiet) to 1.0 (max)
	//		positionVector - vector position of sound origin
	// Create loop for click sound.
	clickSound = dsLoop("click", "world", "click.mp3", 0, 1.0, arVector3(0, 0, 0));
	
	musicNotey.readOBJ("MusicNote.obj","data/obj");
	
	
	// Return true if everything is initialized correctly.
	return true;

}