void CBoidObject::UpdateDisplay(SBoidContext &bc) { if(bc.animationMaxDistanceSq ==0) return; Vec3 cameraPos(gEnv->pRenderer->GetCamera().GetPosition()); Vec3 cameraDir(gEnv->pRenderer->GetCamera().GetMatrix().GetColumn1()); float dot = (m_pos - cameraPos).Dot(cameraDir); float distSq = Distance::Point_PointSq(cameraPos,m_pos); if(m_displayChr) { if(dot < 0 || distSq > bc.animationMaxDistanceSq) { DisplayCharacter(false); } } else { if(dot > 0 && distSq <= bc.animationMaxDistanceSq) { // show animated character DisplayCharacter(true); } } }
void Model::beginRender() { mt::mat4f projection; mt::make_projection_fov_m4( projection, m_cameraFOV, m_cameraWidth / m_cameraHeight, 1.f, 1000.f ); DXCALL m_pDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX *)projection.buff() ); const Model3DFrame & frame = this->getCurrentFrame(); mt::mat4f lookAt; mt::vec3f cameraPos( frame.cameraPos.x, frame.cameraPos.y, frame.cameraPos.z ); mt::vec3f cameraDir( -frame.cameraDir.x, -frame.cameraDir.z, -frame.cameraDir.y ); mt::vec3f cameraUp( -frame.cameraRight.x, -frame.cameraRight.z, -frame.cameraRight.y ); mt::make_lookat_m4( lookAt, cameraPos, cameraDir, cameraUp, -1.f ); DXCALL m_pDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX *)lookAt.buff() ); DXCALL m_pDevice->SetTexture( 0, m_pTexture ); DXCALL m_pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); }
bool PlaypenApp::processUnbufferedKeyInput(Ogre::Real dt) { // Check if we should quit looping. if(mInputDevice->isKeyDown(KC_ESCAPE) || mInputDevice->isKeyDown(KC_Q)) { return false; } // Check if we should pause physics. if(mInputDevice->isKeyDown(KC_P) && mTimeUntilNextToggle <= 0) { mPaused = !mPaused; // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Reset the scene. if(mInputDevice->isKeyDown(KC_R)) { // Make sure the PhysicalCamera isn't grabbing anything. mPhysicalCamera->release(); destroyAllPhysicalEntities(); setupInitialPhysicalEntities(); } // The following code updates the camera's position. opal::Vec3r cameraDir(0, 0, 0); bool cameraMoved = false; if (mInputDevice->isKeyDown(KC_LEFT) || mInputDevice->isKeyDown(KC_A)) { // Move camera left. cameraDir[0] -= (dt * mMoveSpeed); cameraMoved = true; } if (mInputDevice->isKeyDown(KC_RIGHT) || mInputDevice->isKeyDown(KC_D)) { // Move camera right. cameraDir[0] += (dt * mMoveSpeed); cameraMoved = true; } if (mInputDevice->isKeyDown(KC_UP) || mInputDevice->isKeyDown(KC_W)) { // Move camera forward. cameraDir[2] -= (dt * mMoveSpeed); cameraMoved = true; } if (mInputDevice->isKeyDown(KC_DOWN) || mInputDevice->isKeyDown(KC_S)) { // Move camera backward. cameraDir[2] += (dt * mMoveSpeed); cameraMoved = true; } if (!cameraMoved) { // Slow physical camera motion if necessary. } // Use the camera dir vector to translate the camera. mPhysicalCamera->moveRelative(cameraDir); // Toggle shadows. if(mInputDevice->isKeyDown(KC_H) && mTimeUntilNextToggle <= 0) { mUseShadows = !mUseShadows; if (mUseShadows) { mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE); } else { mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE); } // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Toggle second light source. if(mInputDevice->isKeyDown(KC_L) && mTimeUntilNextToggle <= 0) { Ogre::Light* light1 = mSceneMgr->getLight("light1"); if (light1->isVisible()) { light1->setVisible(false); } else { light1->setVisible(true); } // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Toggle GUI. if (mInputDevice->isKeyDown(KC_G) && mTimeUntilNextToggle <= 0) { mStatsOn = !mStatsOn; showDebugOverlay(mStatsOn); mTimeUntilNextToggle = 1; } // Handy screenshot saving procedure. if (mInputDevice->isKeyDown(KC_SYSRQ) && mTimeUntilNextToggle <= 0) { char tmp[20]; sprintf(tmp, "screenshot_%d.png", ++mNumScreenShots); ExampleApplication::mWindow->writeContentsToFile(tmp); ExampleApplication::mWindow->setDebugText(String("Wrote ") + tmp); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Return true to continue looping. return true; }
bool PlaypenApp::processUnbufferedKeyInput(Ogre::Real dt) { // Check if we should quit looping. if(mKeyboard->isKeyDown(OIS::KC_ESCAPE) || mKeyboard->isKeyDown(OIS::KC_Q)) { return false; } // Check if we should pause physics. if(mKeyboard->isKeyDown(OIS::KC_P) && mTimeUntilNextToggle <= 0) { mPaused = !mPaused; // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Reset the scene. if(mKeyboard->isKeyDown(OIS::KC_R)) { // Make sure the PhysicalCamera isn't grabbing anything. mPhysicalCamera->release(); destroyAllPhysicalEntities(); setupInitialPhysicalEntities(); } // Create various types of objects when the number keys are // pressed. // Create a box. if(mKeyboard->isKeyDown(OIS::KC_1) && mTimeUntilNextToggle <= 0) { Ogre::Vector3 boxDim(3, 3, 3); opal::Solid* s = mSimulator->createSolid(); s->setPosition(mCreationPoint); opal::BoxShapeData data; data.dimensions.set(boxDim[0], boxDim[1], boxDim[2]); s->addShape(data); createPhysicalEntityBox("", "Plastic/Yellow", boxDim, s); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a sphere. if(mKeyboard->isKeyDown(OIS::KC_2) && mTimeUntilNextToggle <= 0) { Ogre::Real radius = 2; opal::Solid* s = mSimulator->createSolid(); s->setPosition(mCreationPoint); opal::SphereShapeData data; data.radius = radius; s->addShape(data); createPhysicalEntitySphere("", "Plastic/Purple", radius, s); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a capsule. if(mKeyboard->isKeyDown(OIS::KC_3) && mTimeUntilNextToggle <= 0) { Ogre::Real radius = 2; Ogre::Real length = 5; opal::Solid* s = mSimulator->createSolid(); s->setPosition(mCreationPoint); opal::CapsuleShapeData data; data.radius = radius; data.length = length; s->addShape(data); createPhysicalEntityCapsule("", "Plastic/Red", radius, length, s); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a cylinder. if(mKeyboard->isKeyDown(OIS::KC_4) && mTimeUntilNextToggle <= 0) { Ogre::Real radius = 3; Ogre::Real length = 5; opal::Solid* s = mSimulator->createSolid(); s->setPosition(mCreationPoint); opal::CylinderShapeData data; data.radius = radius; data.length = length; s->addShape(data); createPhysicalEntityCylinder("", "Plastic/Blue", radius, length, s); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a long box. if(mKeyboard->isKeyDown(OIS::KC_5) && mTimeUntilNextToggle <= 0) { Ogre::Vector3 boxDim(2, 10, 3); opal::Solid* s = mSimulator->createSolid(); s->setPosition(mCreationPoint); opal::BoxShapeData data; data.dimensions.set(boxDim[0], boxDim[1], boxDim[2]); data.material.density = 10; s->addShape(data); createPhysicalEntityBox("", "Plastic/Green", boxDim, s); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } //// Create a log. //if(mKeyboard->isKeyDown(OIS::KC_6) && mTimeUntilNextToggle <= 0) //{ // Ogre::Real logScale = 9; // Ogre::Vector3 boxDim(0.4243, 0.4243, 2); // boxDim *= logScale; // opal::Solid* s = mSimulator->createSolid(); // opal::Matrix44r m; // m.rotate(90, 1, 0, 0); // s->setTransform(m); // s->setPosition(mCreationPoint); // opal::BoxShapeData data; // data.dimensions.set(boxDim[0], boxDim[1], boxDim[2]); // s->addShape(data); // std::string name = generateUniqueName(); // Ogre::SceneNode* sn = mSceneMgr->getRootSceneNode()-> // createChildSceneNode(name); // sn->scale(logScale, logScale, logScale); // Entity* e = mSceneMgr->createEntity(name, "log.mesh"); // e->setNormaliseNormals(true); // e->setMaterialName("Textured/Wood"); // sn->attachObject(e); // createPhysicalEntity(name, sn, s); // // Reset the timer for toggle keys. // mTimeUntilNextToggle = 0.3; //} // Create a knot. if(mKeyboard->isKeyDown(OIS::KC_6) && mTimeUntilNextToggle <= 0) { opalSamples::PhysicalEntity* pe = createPhysicalEntityMesh("", "knot.mesh", "Textured/RustedMetal", false, 0.1); pe->getSolid()->setPosition(opal::Point3r(0, 40, 0)); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a wall. if(mKeyboard->isKeyDown(OIS::KC_7) && mTimeUntilNextToggle <= 0) { opal::Matrix44r m; m.rotate(45, 0, 1, 0); m.translate(0, 0, -23); createWall(6, 8, opal::Vec3r(3, 1.5, 1.5), m); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a tower. if(mKeyboard->isKeyDown(OIS::KC_8) && mTimeUntilNextToggle <= 0) { createTower(2, 2, 15, opal::Vec3r(3, 1.5, 1.5)); // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.3; } // Create a ragdoll. if(mKeyboard->isKeyDown(OIS::KC_9) && mTimeUntilNextToggle <= 0) { opal::Blueprint ragdollBP; opal::loadFile(ragdollBP, "../data/blueprints/ragdoll.xml"); opal::Matrix44r transform; transform.translate(mCreationPoint[0], mCreationPoint[1] - 5, mCreationPoint[2]); // Instantiate the Blueprint. opal::BlueprintInstance instance; mSimulator->instantiateBlueprint(instance, ragdollBP, transform, 16); unsigned int i=0; for (i=0; i<instance.getNumSolids(); ++i) { opal::Solid* s = instance.getSolid(i); const opal::SolidData& data = s->getData(); unsigned int j=0; for (j=0; j<data.getNumShapes(); ++j) { opal::ShapeData* shapeData = data.getShapeData(j); switch(shapeData->getType()) { case opal::BOX_SHAPE: { opal::Vec3r dim = ((opal::BoxShapeData*)shapeData)->dimensions; Ogre::Vector3 boxDim(dim[0], dim[1], dim[2]); createPhysicalEntityBox("", "Plastic/LightBlue", boxDim, s); break; } case opal::SPHERE_SHAPE: { opal::real r = ((opal::SphereShapeData*)shapeData)->radius; createPhysicalEntitySphere("", "Plastic/LightBlue", r, s); break; } case opal::CAPSULE_SHAPE: { opal::real r = ((opal::CapsuleShapeData*)shapeData)->radius; opal::real l = ((opal::CapsuleShapeData*)shapeData)->length; createPhysicalEntityCapsule("", "Plastic/LightBlue", r, l, s); break; } default: assert(false); } } } // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // The following code updates the camera's position. opal::Vec3r cameraDir(0, 0, 0); bool cameraMoved = false; if (mKeyboard->isKeyDown(OIS::KC_LEFT) || mKeyboard->isKeyDown(OIS::KC_A)) { // Move camera left. cameraDir[0] -= (dt * mMoveSpeed); cameraMoved = true; } if (mKeyboard->isKeyDown(OIS::KC_RIGHT) || mKeyboard->isKeyDown(OIS::KC_D)) { // Move camera right. cameraDir[0] += (dt * mMoveSpeed); cameraMoved = true; } if (mKeyboard->isKeyDown(OIS::KC_UP) || mKeyboard->isKeyDown(OIS::KC_W)) { // Move camera forward. cameraDir[2] -= (dt * mMoveSpeed); cameraMoved = true; } if (mKeyboard->isKeyDown(OIS::KC_DOWN) || mKeyboard->isKeyDown(OIS::KC_S)) { // Move camera backward. cameraDir[2] += (dt * mMoveSpeed); cameraMoved = true; } if (!cameraMoved) { // Slow physical camera motion if necessary. } // Use the camera dir vector to translate the camera. mPhysicalCamera->moveRelative(cameraDir); // Toggle shadows. if(mKeyboard->isKeyDown(OIS::KC_H) && mTimeUntilNextToggle <= 0) { mUseShadows = !mUseShadows; if (mUseShadows) { mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE); } else { mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE); } // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Toggle second light source. if(mKeyboard->isKeyDown(OIS::KC_L) && mTimeUntilNextToggle <= 0) { Ogre::Light* light1 = mSceneMgr->getLight("light1"); if (light1->isVisible()) { light1->setVisible(false); } else { light1->setVisible(true); } // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Toggle GUI. if (mKeyboard->isKeyDown(OIS::KC_G) && mTimeUntilNextToggle <= 0) { mStatsOn = !mStatsOn; showDebugOverlay(mStatsOn); mTimeUntilNextToggle = 1; } // Handy screenshot saving procedure. if (mKeyboard->isKeyDown(OIS::KC_SYSRQ) && mTimeUntilNextToggle <= 0) { char tmp[20]; sprintf(tmp, "screenshot_%d.png", ++mNumScreenShots); ExampleApplication::mWindow->writeContentsToFile(tmp); mDebugText = String("Wrote ") + tmp; // Reset the timer for toggle keys. mTimeUntilNextToggle = 0.5; } // Return true to continue looping. return true; }