示例#1
0
void CreateCamera(int width, int height, vector3df position, vector3df target)
{
  //Build camera
  ISceneManager* sm = g_GameGraph->GetSceneManager();
  WorldState* worldState =
      static_cast<WorldState*> (g_GameGraph->GetWorldState());
  HexMap* hm = worldState->GetCurrentMap();

  if (NULL != sm)
  {
    if (NULL != hm)
    {
      ICameraSceneNode* orthoCam = sm->addCameraSceneNode(
          sm->getRootSceneNode(), position, target);

      matrix4 projMat;
      projMat.buildProjectionMatrixOrthoLH(width, height, -5, 5);
      orthoCam->setProjectionMatrix(projMat, true);
      orthoCam->bindTargetAndRotation(true);
      if (orthoCam->isOrthogonal())
      {
        CameraAnimator* cameraAnim = new CameraAnimator(position, width,
            height, hm->GetMapDimensions().Height,
            hm->GetMapDimensions().Width, worldState->GetHero(),
            hm->GetCoordinateTranslator());
        orthoCam->addAnimator(cameraAnim);
        cameraAnim->drop();
        cameraAnim = NULL;

        if (width > height)
        {
          LOGI("Creating a landscape camera.");
          landscapeCamera = orthoCam;
        }
        else
        {
          LOGI("Creating a portrait camera");
          portraitCamera = orthoCam;
        }
      }
      else
      {
        LOGE("The created camera is not orthoganol, something is wrong with the perspective matrix.");
      }
    }
    else
    {
      LOGE("The hex map created in the WorldState is NULL.");
    }
  }
  else
  {
    LOGE("The scene manager cannot be loaded from the device.");
  }
}
示例#2
0
文件: main.cpp 项目: Tezar/tunnel
int main()
{
	// create device
    EventHandler receiver;
	Init();
	Output();
	ISceneNode* objects [MAX_OBJECTS];



	 IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<u32>(ResX, ResY), 32, fullscreen, false, vsync, &receiver); 
	 
	 receiver.device = device; 

    if (!device)
        return 1;

    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();
    IGUIEnvironment* guienv = device->getGUIEnvironment();

	HMDDescriptor HMD;
	// Parameters from the Oculus Rift DK1
	HMD.hResolution = ResX;
	HMD.vResolution = ResY;
	HMD.hScreenSize = 0.14976;
	HMD.vScreenSize = 0.0936;
	HMD.interpupillaryDistance = 0.064;
	HMD.lensSeparationDistance = 0.064;
	HMD.eyeToScreenDistance = 0.041;
	HMD.distortionK[0] = 1.0;
	HMD.distortionK[1] = 0.22;
	HMD.distortionK[2] = 0.24;
	HMD.distortionK[3] = 0.0;

	HMDStereoRender renderer(device, HMD, 10); 


	#ifdef OCCULUS
		ICameraSceneNode* camera = smgr->addCameraSceneNode();
		camera->bindTargetAndRotation(false);
		camera->setTarget(vector3df(1,0,0));
	#else	
		ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
	#endif	

	
    device->getCursorControl()->setVisible(false); 


	// load a faerie 
	IAnimatedMesh* faerie = smgr->getMesh("media/faerie.md2");
	IAnimatedMeshSceneNode* faerieNode = smgr->addAnimatedMeshSceneNode(faerie);
	faerieNode->setMaterialTexture(0, driver->getTexture("media/faerie2.bmp"));
	faerieNode->setMaterialFlag(EMF_LIGHTING, false);
	faerieNode->setPosition(vector3df(40,190,-1030));
	faerieNode->setRotation(vector3df(0,-90,0));
	faerieNode->setMD2Animation(EMAT_SALUTE);

	// load a dwarf
	IAnimatedMesh* dwarf = smgr->getMesh("media/dwarf.x");
	IAnimatedMeshSceneNode* dwarfNode = smgr->addAnimatedMeshSceneNode(dwarf);
	dwarfNode->setPosition(vector3df(40,-25,20));
	  
	
	Level currentLevel(device);
	currentLevel.makeLevel(0);

	smgr->setAmbientLight(video::SColorf(0.1,0.1,0.1,1));
	ILightSceneNode* light1 = smgr->addLightSceneNode( camera , vector3df(0,0,0), video::SColorf(0.3f,0.4f,0.4f), 80.0f, 1 );


	vector3df pos = vector3df(0,0,0);

	//naplníme tunel pøekážkama

	 srand (time(NULL));
	/* generate secret number between 1 and 10: */
	
	for(int i = 0; i < MAX_OBJECTS; i++){
		objects[i] = smgr->addCubeSceneNode(2);
		objects[i]->setMaterialFlag(EMF_LIGHTING, false);
		objects[i]->setPosition( vector3df( (rand() % 30) - 5, (rand() % 30) - 5, rand() % 80) );
	}

	//device->setInputReceivingSceneManager(smgr);
	
	//použivane pro 
	vector3df tempRot; 
	irr::core::quaternion tempQ;
	irr::core::matrix4 tempM;

	float round = 0;

    while(device->run())
    {
		round += 0.01;
        driver->beginScene(true, true, SColor(255,100,101,140));
		
		for(int i = 0; i < MAX_OBJECTS; i++){
			vector3df tmpPos = objects[i]->getPosition();
			if(tmpPos.Z > pos.Z) continue;
			
			objects[i]->setPosition( vector3df( (rand() % 30) - 15, (rand() % 30) - 15, rand() % 80 + pos.Z) );
		}
		
	#ifndef OCCULUS
			tempM.setRotationDegrees(vector3df(sin(round*0.5)*360-180, sin(round)*360-180, cos(round*0.8)*360-180));
			
			// transform forward vector of camera
			irr::core::vector3df frv = irr::core::vector3df (0.0f, 0.0f, 1.0f);
			tempM.transformVect(frv);
    
			// transform upvector of camera
		    irr::core::vector3df upv = irr::core::vector3df (0.0f, 1.0f, 0.0f);
			tempM.transformVect(upv);

		    camera->setUpVector(upv); //set up vector of camera
			camera->setTarget(frv); //set target of camera (look at point) (thx Zeuss for correcting it)

	#endif

		
		if(pSensor){
			Quatf quaternion = FusionResult.GetOrientation();

		   ICameraSceneNode* camera = smgr->getActiveCamera();
   
		   tempQ.set(-quaternion.z,quaternion.y,-quaternion.x, quaternion.w);
		   tempQ.normalize();
		   tempQ.toEuler(tempRot);
    
		   
			tempM.setRotationDegrees(tempRot);

			// transform forward vector of camera
			irr::core::vector3df frv = irr::core::vector3df (0.0f, 0.0f, 1.0f);
			tempM.transformVect(frv);
    
			// transform upvector of camera
		    irr::core::vector3df upv = irr::core::vector3df (0.0f, 1.0f, 0.0f);
			tempM.transformVect(upv);

		    camera->setUpVector(upv); //set up vector of camera
			camera->setTarget(frv); //set target of camera (look at point) (thx Zeuss for correcting it)

			// update absolute position
			camera->updateAbsolutePosition();



			float yaw, pitch, roll;
			quaternion.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &pitch, &roll);
			camera->getParent()->setRotation( vector3df(RadToDegree(pitch),RadToDegree(yaw),RadToDegree(roll)));
			//camera->setRotation( vector3df(RadToDegree(-pitch),RadToDegree(-yaw),RadToDegree(roll)));
			//camera->setProjectionMatrix(ToMatrix(quaternion));
			cout << " Yaw: " << RadToDegree(yaw) << 
				", Pitch: " << RadToDegree(pitch) << 
				", Roll: " << RadToDegree(roll) << endl;
		
			if (_kbhit()) exit(0);
		}

		#ifdef OCCULUS
			renderer.drawAll(smgr); 
		#else
			smgr->drawAll();
		#endif

        guienv->drawAll();

        driver->endScene();
    }


    device->drop();
	Clear();
    return 0;
}