示例#1
0
        void showIndicator( bool show )
        {
            assert(mIndicatorSceneNode);

            assert( mCurrentLightEntity && mDirectionalLightEntity );

            // 如果是方向光
            if ( mCurrentLightEntity == mDirectionalLightEntity )
            {
                mIndicatorSceneNode->setVisible(show);
                mIndicatorSceneNode->showBoundingBox(false);

                // 获取到摄像机与地形的交点
                Ogre::Vector3 pos;
                Ogre::Ray cameraRay( mSceneManipulator->getCamera()->getPosition(), mSceneManipulator->getCamera()->getDirection() );
                bool hit = mSceneManipulator->getTerrainIntersects(cameraRay, pos);

                if (hit)
                {
                    // 在地形上的一米处出现光源指示器
                    float height = mSceneManipulator->getTerrainData()->getHeightAt(pos.x, pos.z) + 100.0f;
                    mIndicatorSceneNode->setPosition(pos.x, height, pos.z);
                }
            }
            else
            {
                mIndicatorSceneNode->showBoundingBox(show);
            }
        }
//-------------------------------------------------------------------------------------
bool App::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    if(mWindow->isClosed())
        return false;
 
    if(mShutDown)
        return false;
 
    //Need to capture/update each device
    mKeyboard->capture();
    mMouse->capture();
 
    //Need to inject timestamps to CEGUI System.
    CEGUI::System::getSingleton().injectTimePulse(evt.timeSinceLastFrame);

	//---- handle terrain collisions

	//raycast to the ground from the camera
    Ogre::Vector3 camPos = mCamera->getPosition();
    Ogre::Ray cameraRay(Ogre::Vector3(camPos.x, 5000.0f, camPos.z), Ogre::Vector3::NEGATIVE_UNIT_Y);
    mRaySceneQuery->setRay(cameraRay);
	Ogre::RaySceneQueryResult &result = mRaySceneQuery->execute();
	Ogre::RaySceneQueryResult::iterator itr = result.begin();

	//tell the player about the ground height
	if (itr != result.end() && itr->worldFragment)
	{
		m_pPlayerEntity->SetGroundHeight(itr->worldFragment->singleIntersection.y);
	}

	//
	return true;
}
示例#3
0
Ray Camera::GenerateRay(vec2 sample) {
	vec3 w = normalize(eyeinit - center);
	vec3 u = cross(upinit, w);
	u = normalize(u);
	vec3 v = cross(w, u);
	float alpha, beta;
	beta = tan(fovy / 2) * (Height / 2 - sample.y) / (Height / 2);
	alpha = tan(fovy / 2) * (sample.x - (Width / 2)) / (Width / 2) * Width / Height;
	Ray cameraRay(eyeinit, normalize(alpha * u - beta * v - w));
	return cameraRay;
}
    void StandardModelIndicator::_setHitPoint(Real x, Real y)
    {
        Ogre::Vector3 position;

        Ogre::Ray cameraRay( getCamera()->getPosition(), getCamera()->getDirection() );
        bool hit = getSceneManipulator()->getTerrainIntersects(cameraRay, position);
        mIntersectNode->setVisible(hit);
        if (hit)
        {
            mIntersectNode->setPosition(position);
        }
    }  
示例#5
0
	bool AvatarTerrainCursor::getTerrainCursorPosition(const Ogre::Vector3** position)
	{
		bool shouldRecalculate = false;
		bool updated = false;

		//first check if the mouse has moved even one pixel, and if so force an update
		const MousePosition& mousePosition(Input::getSingleton().getMousePosition());
		if (mousePosition.xPixelPosition != mLastMouseX || mousePosition.yPixelPosition != mLastMouseY) {
			shouldRecalculate = true;
		} else {
			//the mouse hasn't moved, perhaps the camera has?
			if (mLastCameraPosition != mCamera.getDerivedPosition() || mLastCameraOrientation != mCamera.getDerivedOrientation()) {
				//ok, the camera has moved, but has enough time elapsed since our last update to warrant a new update?
				long long now = Time::currentTimeMillis();
				long long delta = now - mLastUpdated;

				// if enough time has lapsed, we'll update, otherwise we return the last known position
				if( delta >  mUpdatePositionThreshold )
				{
					shouldRecalculate = true;
				}
			}
		}
		if(shouldRecalculate)
		{
			// mark update time
			mLastUpdated = Time::currentTimeMillis();
			mLastMouseX = mousePosition.xPixelPosition;
			mLastMouseY = mousePosition.yPixelPosition;
			mLastCameraPosition = mCamera.getDerivedPosition();
			mLastCameraOrientation = mCamera.getDerivedOrientation();

			// Check if camera ray intersects terrain
			Ogre::Ray cameraRay(mCamera.getCameraToViewportRay(mousePosition.xRelativePosition, mousePosition.yRelativePosition));
			std::pair<bool, Ogre::Vector3> intersectResult = mTerrainAdapter.rayIntersects(cameraRay);

			if (intersectResult.first) {
				mLastTerrainPosition = intersectResult.second;
				updated = true;
			}
// 					S_LOG_VERBOSE("getTerrainCursorPosition : Update ("<< mLastMouseX << "," << mLastMouseY << ")->" << Ogre::StringConverter::toString(mLastTerrainPosition));
		}
		*position = &mLastTerrainPosition;
// 		S_LOG_VERBOSE("getTerrainCursorPosition : return");
		return updated;
	}
示例#6
0
void CharacterGame::fixCamera(long elapsedTime)
{
    static float cameraOffset = 0.0f;

#define RAY_STEP_SIZE 0.1f

    Node* node = _scene->getActiveCamera()->getNode();
    
    Vector3 cameraForward = node->getForwardVectorWorld();
    cameraForward.normalize();

    Vector3 cameraPosition = node->getTranslationWorld();
    Vector3 focalPoint = cameraPosition + (cameraForward * CAMERA_FOCUS_RANGE);

    Ray cameraRay(cameraPosition, cameraPosition - focalPoint);

    float d = cameraRay.getOrigin().distanceSquared(focalPoint);

    Vector3 collisionPoint;
    PhysicsCollisionObject* cameraOcclusion = Game::getInstance()->getPhysicsController()->rayTest(cameraRay, CAMERA_FOCUS_RANGE, &collisionPoint);
    bool cameraCollision = false;
    if (cameraOcclusion)
    {
        Vector3 rayStep = cameraRay.getDirection() * RAY_STEP_SIZE;
        do
        {
            float d2 = cameraRay.getOrigin().distanceSquared(collisionPoint);
            if (d2 > d)
                break; // collision point is past the character (not obstructing the view)

            cameraCollision = true;

            // Step along the camera ray closer to the character
            cameraRay.setOrigin(cameraRay.getOrigin() - rayStep);

            // Prevent camera from moving past character
            if (cameraRay.getOrigin().distanceSquared(focalPoint) < (RAY_STEP_SIZE*RAY_STEP_SIZE))
                break;
        }
        while ((cameraOcclusion = Game::getInstance()->getPhysicsController()->rayTest(cameraRay, CAMERA_FOCUS_RANGE, &collisionPoint)));
    }

    if (cameraCollision)
    {
        // Move camera
        float moveDistance = cameraPosition.distance(cameraRay.getOrigin());
        //node->setTranslation(0, 0, 0);
        node->translateForward(moveDistance);
        cameraOffset += moveDistance;
    }
    else
    {
        // Reset camera
        if (cameraOffset != 0.0f)
        {
            node->translateForward(-cameraOffset);
            cameraOffset = 0.0f;

            // Call updateCamera again to ensure that moving back didn't cause a different
            // object to obstruct the view.
            fixCamera(elapsedTime);
        }
    }
}