void PlayerShip::takeDamage(DamagePackage& pack, double time){ float dam=0; //DamagePackage& pack = hitter->getDamagePackage(); if (pack.getDamageCycle() == DAM_CYCLE_INSTANT){ dam = pack.getTotalDamage(); }else if (pack.getDamageCycle() == DAM_CYCLE_CONTINUOUS){ dam = pack.getTotalDamage()*time;//Level::getSingleton()->getTimeDelta(); } if (mShield > 0){ mShield-=dam; if (mShield < 0){ mHealth += mShield; mShield = 0; } }else{ mHealth-=dam; } if (mHealth <= 0){ setQueryFlags(SceneQueryFlag::SceneQueryFlag::IMMATERIAL); ceaseFire(0); ceaseFire(1); mDeathFX->setParent(mSceneNode); mDeathFX->build(); mDeathFX->activate(); mEntity->setVisible(false); //mLevelSegment->getActiveCamera()->shake(10000); mTimeToReset = 3; //throw("You are dead"); } }
SelectionBox::SelectionBox(const Ogre::String& name): Ogre::ManualObject(name) { setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY); // when using this, ensure Depth Check is Off in the material setUseIdentityProjection(true); setUseIdentityView(true); setQueryFlags(0); }
//------------------------------------------------------------------------- void Sound::init() { mBstElemHandle = BST::NULL_HANDLE; m3D = false; mVolume = 1; mEnabled = true; mSoundMaxDistance = Math::POS_INFINITY; mSoundBoundingBox.setInfinite(); mSoundBoundingBoxInLocalSpace = true; mInVolumeSmoothingTime = 0; mOutVolumeSmoothingTime = 0; mNumPlayed = 0; mPriority = Priority::LOWEST; mDestroyOnEnd = false; mLoopMode = SoundLoopMode::PLAY_ONCE; mMinDelay = 0; mMinDelayLengthMultiplier = 0; mMaxDelay = 0; mMaxDelayLengthMultiplier = 0; mSoundGroupEntry = nullptr; mSoundPlayInfo = nullptr; mSoundScene = nullptr; setCastShadows(false); setQueryFlags(0); setVisibilityFlags(0); }
AxisRenderable::AxisRenderable(int lineCount,Ogre::Camera* camera,Ogre::Viewport* viewport) { // Disable cast shadows by default mCastShadows = false; mPrevAxisGizmoSelAxis = -1; mCamera = camera; mViewport = viewport; m_max_line_count = m_line_count = lineCount; m_line_count = 0; mLength = 200; mProjectDistance = mCamera->getFarClipDistance(); m_local = false; m_locked_data = 0; //m_locked_buffer = 0; mRenderOp.vertexData = new Ogre::VertexData(); m_radius = 0; mRenderOp.indexData = 0; mRenderOp.vertexData->vertexCount = m_line_count*2; mRenderOp.vertexData->vertexStart = 0; mRenderOp.operationType = Ogre::RenderOperation::OT_LINE_LIST; mRenderOp.useIndexes = false; Ogre::VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration; Ogre::VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding; decl->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION); decl->addElement(0, 3*sizeof(Ogre::Real), Ogre::VET_COLOUR, Ogre::VES_DIFFUSE); Ogre::HardwareVertexBufferSharedPtr vbuf = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( decl->getVertexSize(0), 2*m_max_line_count, Ogre::HardwareBuffer::HBU_WRITE_ONLY); bind->setBinding(0, vbuf); // Obtain the pure colour material Ogre::MaterialPtr pureColourMaterial = createPureColourMaterial(Ogre::ColourValue(1,1,0)); Ogre::String realName = pureColourMaterial->getName() + "_NoDepthBuffer"; Ogre::MaterialPtr material = Ogre::MaterialManager::getSingleton().getByName(realName); if (material.isNull()) { // Clone to avoid confuse somewhere else that using the same material material = pureColourMaterial->clone(realName); material->setDepthCheckEnabled(false); material->setDepthWriteEnabled(false); } setMaterial(material->getName()); mBox.setExtents(-10,-10,-10,10,10,10); setQueryFlags(0); }
//------------------------------------------------------------------------------------- SelectionBox::SelectionBox(const Ogre::String& name): Ogre::ManualObject(name) { /** Constructor\n * set projection and view identity matrix\n * not query itself\n */ setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY); setUseIdentityProjection(true); setUseIdentityView(true); setQueryFlags(0); }
SelectionBox::SelectionBox(const std::string& i_name, Ogre::SceneManager& i_manager) : ManualObject(i_name) , m_scene_manager(i_manager) { setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY); // when using this, ensure Depth Check is Off in the material setUseIdentityProjection(true); setUseIdentityView(true); setQueryFlags(0); m_scene_manager.getRootSceneNode()->attachObject(this); }
void PlayerShip::resetStats(){ mShield = mPlayerDetails.mShield; mHealth = mPlayerDetails.mArmour; mScore = 0; currentWeapon = 0; mLockLevel = 0; mInvulnerabilityTimer = 0; mWanted.x = 0; mWanted.y = 0; mWanted.z = 0; mSpeed.x = 0; mSpeed.y = 0; mSpeed.z = 0; mWeaponsFree = true; mDeltaMovement = Vector2(0,0); setQueryFlags(SceneQueryFlag::SceneQueryFlag::PLAYER_SHIP); }
void Player::spawn( const Vector3& position, const Quaternion& orientation ) { Character::spawn( position, orientation ); mMesh = Procedural::CapsuleGenerator().setHeight( mHeight ).setRadius( mRadius ).realizeMesh( "playerStandCapsule" ); mItem = Locator::getGraphics().getScene()->createItem( mMesh ); mItem->setQueryFlags( SceneQueryFlag_Character ); mItem->setDatablock( "Developer/Placeholder/Player" ); mItem->setCastShadows( true ); mNode->attachObject( mItem ); auto skull = Locator::getGraphics().getScene()->createEntity( "skull_02.mesh" ); auto snode = mNode->createChildSceneNode( Ogre::SCENE_DYNAMIC, Vector3( 0, 1.5f, 0 ) ); skull->setQueryFlags( SceneQueryFlag_Camera ); snode->attachObject( skull ); }
OctreeTriggerPlayer::OctreeTriggerPlayer(const String &name , OctreeTriggerWorld *world) : m_name(name) , m_world(world) , m_sceneMgr(0) , m_node(0) , m_radius(1) , m_query(0) , m_aabb(-0.5 , -0.5 , -0.5 , 0.5 , 0.5 , 0.5) , MovableObject(name) { m_sceneMgr = world->getSceneManager(); m_node = m_sceneMgr->getRootSceneNode()->createChildSceneNode(name); m_node->attachObject(this); // 玩家不参加碰撞计算 setQueryFlags(0); MovableObject::setUserAny(Any(static_cast<ITriggerEntity*>(this))); // 创建一个缺省的包围盒查询器 m_query = m_sceneMgr->createAABBQuery(AxisAlignedBox()); }
void TerrainGridRenderable::initTerrainGrid(int vertexCount) { m_locked_data = 0; mRenderOp.vertexData = new Ogre::VertexData(); mRenderOp.indexData = 0; mRenderOp.vertexData->vertexCount = mVertexCount; mRenderOp.vertexData->vertexStart = 0; mRenderOp.operationType = Ogre::RenderOperation::OT_LINE_LIST; mRenderOp.useIndexes = false; Ogre::VertexDeclaration* decl = mRenderOp.vertexData->vertexDeclaration; Ogre::VertexBufferBinding* bind = mRenderOp.vertexData->vertexBufferBinding; decl->addElement(0, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION); decl->addElement(0, 3*sizeof(Ogre::Real), Ogre::VET_COLOUR, Ogre::VES_DIFFUSE); Ogre::HardwareVertexBufferSharedPtr vbuf = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( decl->getVertexSize(0), vertexCount, Ogre::HardwareBuffer::HBU_WRITE_ONLY); bind->setBinding(0, vbuf); // set basic white material this->setMaterial("BaseWhiteNoLighting"); mBox.setExtents(-10,-10,-10,10,10,10); lock(); drawGridLines(); unlock(); // getMaterial()->setSceneBlending(Ogre::SBT_TRANSPARENT_ALPHA); setQueryFlags(0); }
SelectionBox::SelectionBox(const Ogre::String name, Engine *engine): Ogre::ManualObject(name), mEngine(engine), mLeft(.0f), mTop(.0f), mRight(.0f), mBottom(.0f), mVolQuery(nullptr) { /*The first function sets the render queue for the object to be the Overlay queue. The next two functions set the projection and view matrices to be the identity. Projection and view matrices are used by many rendering systems (such as OpenGL and DirectX) to define where objects go in the world. Since Ogre abstracts this away for us, we won't go into detail about what these matrices actually are or what they do. Instead what you need to know is that if you set the projection and view matrix to be the identity, as we have here, we will basically create a 2D object. When defining this object, the coordinate system changes a bit. We no longer deal with the Z axis (if you are asked for the Z axis, set the value to -1). Instead we have a new coordinate system with X and Y running from -1 to 1 inclusive. Lastly, we will set the query flags for the object to be 0, which will prevent the selection rectangle from being included in the query results.*/ setRenderQueueGroup(Ogre::RENDER_QUEUE_OVERLAY); // when using this, ensure Depth Check is Off in the material setUseIdentityProjection(true); setUseIdentityView(true); setQueryFlags(0); { Ogre::MaterialPtr const whiteNoLignthing = Ogre::MaterialManager::getSingleton().getByName("BaseWhiteNoLighting"); Ogre::String const resName = "DynamicLines_BaseWhiteNoLighting_"+mEngine->level()->name(); mMaterial = Ogre::MaterialManager::getSingleton().getByName(resName); if(mMaterial.isNull()) { mMaterial = whiteNoLignthing->clone(resName, true, mEngine->level()->name()); mMaterial->load(); } mMaterial->setDepthCheckEnabled(false); } if(nullptr != mEngine->level()) { mEngine->level()->levelRoot()->createChildSceneNode()->attachObject(this); mVolQuery = mEngine->level()->sceneManager()->createPlaneBoundedVolumeQuery(Ogre::PlaneBoundedVolumeList()); } }