示例#1
0
void GazeComponent::executeEvent(GameEvent *event)
{
	switch(event->id())
	{

		case GameEvent::AG_GAZE:
		{
			// Get event data
			AgentGazeData* data = static_cast<AgentGazeData*>(event->data());
			switch(data->m_type)
			{
				case AgentGazeData::GazeToPoint:
					data->m_returnI = gaze(data->m_targetV.x, data->m_targetV.y, data->m_targetV.z, (data->m_speed >= 0)? data->m_speed : m_speed, data->m_duration);
					break;
				case AgentGazeData::GazeToEntity:
					data->m_returnI = gaze(data->m_targetI, (data->m_speed >= 0)? data->m_speed : m_speed, data->m_duration);
					break;
			}		
			break;
		}
		case GameEvent::AG_HEADNOD:
		case GameEvent::AG_HEADSHAKE:
		{
			// Get event data
			AgentGazeData* data = static_cast<AgentGazeData*>(event->data());
			headShake(data->m_axis, data->m_extent, data->m_count, data->m_speed, data->m_duration );
			break;
		}
		case GameEvent::AG_GAZE_GET_STATUS:
		{
			// Get event data
			AgentGazeData* data = static_cast<AgentGazeData*>(event->data());
			data->m_returnI = getStatus(data->m_gazeID);	
			break;
		}
		case GameEvent::AG_GAZE_GET_SPEED:
		{
			// Get event data
			AgentGazeData* data = static_cast<AgentGazeData*>(event->data());
			data->m_returnF = getGazeSpeed();	
			break;
		}
		case GameEvent::AG_GAZE_SET_SPEED:
		{
			// Get event data
			float* data = static_cast<float*>(event->data());
			setGazeSpeed(*data);	
			break;
		}
	}
}
int main(int argc, char **argv)
{
    ros::init(argc, argv, "gaze");
    ros::NodeHandle nh_;

    GazeSimulation gaze(ros::this_node::getName(),nh_);
    ros::AsyncSpinner spinner(4);
    spinner.start();
    ros::waitForShutdown();
    spinner.stop();
    return 0;
}
// initilize scene
// load obj files, set lights, camera
void initScene(const std::string& textureName)
{
	// for loading triangle mesh
	Matrix4x4 matrix;
	loadObj(objName.c_str(), vertices, normals, texcoord, mesh);
	matrix.m[2][3] = -9.f;
	matrix.m[1][3] = 0.f;

	Transform* tr = new Transform(matrix);
	trfList.push_back(tr);
	Mesh* newmesh = new Mesh(tr, &vertices, &normals, &mesh);
	objList.push_back(newmesh);

	// object initialize, for sphere
	/*Matrix4x4 mat;
	mat.m[2][3] = -16.f;
	Transform* tr2 = new Transform(mat);
	trfList.push_back(tr2);
	Sphere *sphere1 = new Sphere(tr2, 6.f);
	objList.push_back(sphere1);*/

	// initialize image plane
	intensity = new float[WINX * WINY * 3];
	memset(intensity, 0, WINX*WINY * 3 * sizeof(float));

	// set up the camera
	Point camCenter, camLookAt(0.f, 0.f, -1.f);
	Vector camUp(0.f, 1.f, 0.f);
	float fovy = 60.f;
	camera = new PerspectiveCamera(camCenter, camLookAt, camUp, fovy);

	// set up the projectionLight
	Point e(-1.5f, 3.f, 15.f), gaze(-1.2f, 1.3f, 0.f);
	Vector up(0.f, 0.9f, 0.43589f);
	/* For sphere ray tracing test */
	/*Point e(0.f, 0.f, 7.f), gaze(.0f, 0.f, -1.f);
	Vector up(0.f, 1.f, 0.f);*/
	Transform light2world = LookAt(e, gaze, up);
	
	//string texname("grid.jpg");
	float projFovy = 20.0;
	ProjectionLight *projector = new ProjectionLight(Inverse(light2world), textureName, projFovy);

	// set up the sampler
	sampler = new SimpleSampler(WINX, WINY);

	scene = new Scene(sampler, camera, &objList, projector, WINX, WINY);
}