bool frameStarted(const Ogre::FrameEvent& evt){ _key->capture(); _mouse->capture(); float movSpeed = 500.0f; if (_key->isKeyDown(OIS::KC_ESCAPE)) return false; Ogre::Vector3 t(0,0,0); if (_key->isKeyDown(OIS::KC_W)) t += Ogre::Vector3(0,0,-10); if (_key->isKeyDown(OIS::KC_S)) t += Ogre::Vector3(0,0,10); if (_key->isKeyDown(OIS::KC_A)) t += Ogre::Vector3(-10,0,0); if (_key->isKeyDown(OIS::KC_D)) t += Ogre::Vector3(10,0,0); _cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed); float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1; float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1; _cam->yaw(Ogre::Radian(rotX)); _cam->pitch(Ogre::Radian(rotY)); return true; }
void InputHandler::capture() { if (keyboard == 0 && mouse == 0) { try { keyboard = static_cast<OIS::Keyboard*> (ois->createInputObject(OIS::OISKeyboard, true)); keyboard->setEventCallback(this); mouse = static_cast<OIS::Mouse*> (ois->createInputObject(OIS::OISMouse, true)); mouse->setEventCallback(this); cout << "[libclois-lane] Keyboard and mouse acquired!" << endl; } catch (OIS::Exception &e) { cout << "[libclois-lane] " << e.eText << endl; } } else { try { keyboard->capture(); mouse->capture(); } catch (OIS::Exception &e) { cout << "[libclois-lane] " << e.eText << endl; keyboard = 0; mouse = 0; } } }
bool frameStarted(const Ogre::FrameEvent& evt) { if (mExit) return false; if (mWindow->isClosed()) return false; mKeyboard->capture(); mMouse->capture(); if (mKeyboard->isKeyDown(OIS::KC_A) || mKeyboard->isKeyDown(OIS::KC_LEFT)) mCamera->moveRelative(Ogre::Vector3(-evt.timeSinceLastFrame*20, 0, 0)); if (mKeyboard->isKeyDown(OIS::KC_D) || mKeyboard->isKeyDown(OIS::KC_RIGHT)) mCamera->moveRelative(Ogre::Vector3(evt.timeSinceLastFrame*20, 0, 0)); if (mKeyboard->isKeyDown(OIS::KC_W) || mKeyboard->isKeyDown(OIS::KC_UP)) mCamera->moveRelative(Ogre::Vector3(0, 0, -evt.timeSinceLastFrame*20)); if (mKeyboard->isKeyDown(OIS::KC_S) || mKeyboard->isKeyDown(OIS::KC_DOWN)) mCamera->moveRelative(Ogre::Vector3(0, 0, evt.timeSinceLastFrame*20)); mGUI->injectFrameEntered(evt.timeSinceLastFrame); return true; }
// frame listener bool frameStarted(const FrameEvent &evt) { mKeyboard->capture(); // update physics simulation dynamicsWorld->stepSimulation(evt.timeSinceLastFrame,50); return mContinue; }
// framelistener bool frameStarted(const FrameEvent &evt) { mKeyboard->capture(); // EN:: update physics simulation // BR:: atualiza simulação da física dynamicsWorld->stepSimulation(evt.timeSinceLastFrame,50); return mContinue; }
bool frameStarted(const FrameEvent &evt) { mKeyboard->capture(); return !mKeyboard->isKeyDown(OIS::KC_ESCAPE); }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow) { #else int main(int argc, char** argv) { #endif Window window("Sample_InteractiveWater", 1024, 768, true); RenderParameters_t renderParameters; renderParameters.width = 1024; renderParameters.height = 768; renderParameters.displayFormat = DISPLAY_FORMAT_X8R8G8B8; renderParameters.refreshRate = 0; renderParameters.depthStencilBits = DEPTH_STENCIL_BITS_D24X8; Renderer::GetInstance()->Initialize(RENDER_SYSTEM_OPENGL, window, renderParameters); Renderer::GetInstance()->SetClearColor(0.2f, 0.2f, 0.2f); // Water surface creation const int NUM_VERTICES = 64; SurfaceTriangles_t surface; surface.numVertices = NUM_VERTICES * NUM_VERTICES; surface.numNormals = NUM_VERTICES * NUM_VERTICES; surface.numTexCoords = NUM_VERTICES * NUM_VERTICES; surface.vertices = new Vector3[surface.numVertices]; surface.normals = new Vector3[surface.numNormals]; surface.texCoords = new Vector2[surface.numTexCoords]; Vector3* buffer = new Vector3[surface.numVertices]; Vector3* buffer2 = surface.vertices; size_t idx = 0; const int NUM_CELLS = NUM_VERTICES - 1; float step = 2.0f / NUM_CELLS; float uvStep = 1.0f / NUM_VERTICES; for (size_t i = 0; i < NUM_VERTICES; i++) { for (size_t j = 0; j < NUM_VERTICES; j++) { idx = i * NUM_VERTICES + j; buffer[idx] = surface.vertices[idx] = Vector3(j * step - 1.0f, i * step - 1.0f, 0.0f); surface.normals[idx] = -Vector3::LOOK; surface.texCoords[idx] = Vector2(uvStep * j, uvStep * i); } } surface.numIndices = NUM_CELLS * NUM_CELLS * 6; surface.indices = new unsigned short[surface.numIndices]; idx = 0; for (size_t i = 0; i < NUM_CELLS; i++) { for (size_t j = 0; j < NUM_CELLS; j++) { surface.indices[idx++] = i * NUM_VERTICES + j; surface.indices[idx++] = (i + 1) * NUM_VERTICES + j; surface.indices[idx++] = (i + 1) * NUM_VERTICES + j + 1; surface.indices[idx++] = i * NUM_VERTICES + j; surface.indices[idx++] = (i + 1) * NUM_VERTICES + j + 1; surface.indices[idx++] = i * NUM_VERTICES + j + 1; } } Mesh waterMesh(MESH_TYPE_DYNAMIC); waterMesh.AddSurface(&surface); VertexAttributesMap_t vertexAttributes; vertexAttributes[VERTEX_ATTRIBUTES_POSITION] = 0; vertexAttributes[VERTEX_ATTRIBUTES_NORMAL] = 1; vertexAttributes[VERTEX_ATTRIBUTES_TEX_COORDS] = 2; waterMesh.Initialize(vertexAttributes); // Material surface Shader* waterShader = Renderer::GetInstance()->CreateShader(); waterShader->SetSourceFile("Shaders/vert", "Shaders/frag"); Material waterMaterial(waterShader); Texture2D* waterTexture = Renderer::GetInstance()->CreateTexture2DFromFile("Media/water.jpg"); waterMaterial.SetUniformTexture("waterTexture", waterTexture); // Water node Node waterNode; waterNode.SetMaterial(&waterMaterial); waterNode.SetMesh(&waterMesh); Renderer::GetInstance()->GetSceneTree().AddNode(&waterNode); Renderer::GetInstance()->CameraLookAt(Vector3(0.0f, 0.0f, -3.5f), Vector3::ZERO); // Create the OIS system if present #ifdef OIS_AVAILABLE size_t windowHandle = (size_t)window.GetHandle(); OIS::ParamList paramList; paramList.insert(pair<string, string>("WINDOW", to_string(windowHandle))); #if defined OIS_WIN32_PLATFORM paramList.insert(pair<string, string>("w32_mouse", "DISCL_FOREGROUND")); paramList.insert(pair<string, string>("w32_mouse", "DISCL_NONEXCLUSIVE")); #elif defined OIS_LINUX_PLATFORM paramList.insert(pair<string, string>("x11_mouse_grab", "false")); paramList.insert(pair<string, string>("x11_mouse_hide", "false")); #endif OIS::InputManager* inputManager = OIS::InputManager::createInputSystem(paramList); OIS::Keyboard* keyboard = static_cast<OIS::Keyboard*>(inputManager->createInputObject(OIS::OISKeyboard, false)); OIS::Mouse* mouse = static_cast<OIS::Mouse*>(inputManager->createInputObject(OIS::OISMouse, false)); const OIS::MouseState& ms = mouse->getMouseState(); ms.width = window.GetWidth(); ms.height = window.GetHeight(); #endif //Renderer::GetInstance()->SetRenderFillMode(RENDER_MODE_WIREFRAME); float splashForce = 0.1f; float damping = 0.999f; float maxHeight = 0.15f; while (window.IsOpen()) { WindowEvent windowEvent; if (window.PollEvents(windowEvent)) { } // Poll the mouse if OIS is present #ifdef OIS_AVAILABLE keyboard->capture(); if (keyboard->isKeyDown(OIS::KC_ESCAPE)) { break; } mouse->capture(); // If we clicked on the surface, get the point on the water plane and send it to the shader // for it to compute the ripples if (mouse->getMouseState().buttonDown(OIS::MB_Left)) { Vector3 pos = Renderer::GetInstance()->ScreenToWorldPoint(Vector2((float)mouse->getMouseState().X.abs, (float)mouse->getMouseState().Y.abs)); // Transform the position into the range [0, 1] so that we can map it as texture coordinates of the water plane // Because the water plane ranges from (-1, -1) to (1, 1), the transformation is trivial Vector2 point; point.y = pos.x / 2.0f + 0.5f; point.x = pos.y / 2.0f + 0.5f; if (point.x >= 0.0f && point.y >= 0.0f && point.x <= 1.0f && point.y <= 1.0f) { //waterShader->SetUniformVector2("disturbancePoint", pos.x, pos.y); /* size_t i = (size_t) min(maxf(point.x * NUM_VERTICES, 1), NUM_VERTICES - 1); size_t j = (size_t) minsf(maxf(point.y * NUM_VERTICES, 1), NUM_VERTICES - 1); size_t idx = i * NUM_VERTICES + j; buffer[idx].z = splashForce; buffer[idx + 1].z = splashForce; buffer[idx - 1].z = splashForce; buffer[(i + 1) * NUM_VERTICES + j].z = splashForce; buffer[(i - 1) * NUM_VERTICES + j].z = splashForce; buffer[(i + 1) * NUM_VERTICES + j + 1].z = splashForce; buffer[(i + 1) * NUM_VERTICES + j - 1].z = splashForce; buffer[(i - 1) * NUM_VERTICES + j + 1].z = splashForce; buffer[(i - 1) * NUM_VERTICES + j - 1].z = splashForce; */ } else { //waterShader->SetUniformVector2("disturbancePoint", -1.0f, -1.0f); } } #endif for (size_t i = 1; i < NUM_VERTICES - 1; i++) { for (size_t j = 1; j < NUM_VERTICES - 1; j++) { idx = i * NUM_VERTICES + j; buffer[idx].z = (buffer2[idx - 1].z + buffer2[idx + 1].z + buffer2[(i - 1) * NUM_VERTICES + j].z + buffer2[(i + 1) * NUM_VERTICES + j].z) / 2.0f - buffer[idx].z; buffer[idx].z *= damping; } } for (size_t i = 1; i < NUM_VERTICES - 1; i++) { for (size_t j = 1; j < NUM_VERTICES - 1; j++) { idx = i * NUM_VERTICES + j; surface.normals[idx] = (buffer[idx + 1] - buffer[idx - 1]).Normalized(); } } buffer2 = surface.vertices; surface.vertices = buffer; buffer = buffer2; waterMesh.UpdateMeshData(); Renderer::GetInstance()->Clear(); Renderer::GetInstance()->Render(); Renderer::GetInstance()->EndRender(); Renderer::GetInstance()->PresentFrame(); } delete[] buffer; return 0; }
void World::processInput() { using namespace OIS; static Ogre::Timer timer; static unsigned long lastTime = 0; unsigned long currentTime = timer.getMilliseconds(); //Calculate the amount of time passed since the last frame Real timeScale = (currentTime - lastTime) * 0.001f; if (timeScale < 0.001f) timeScale = 0.001f; lastTime = currentTime; //Get the current state of the keyboard and mouse keyboard->capture(); mouse->capture(); //Always exit if ESC is pressed if (keyboard->isKeyDown(OIS::KC_ESCAPE)) running = false; //Reload the scene if R is pressed static bool reloadedLast = false; if (keyboard->isKeyDown(OIS::KC_R) && !reloadedLast){ unload(); load(); reloadedLast = true; } else { reloadedLast = false; } //Get mouse movement const OIS::MouseState &ms = mouse->getMouseState(); //Update camera rotation based on the mouse camYaw += Radian(-ms.X.rel / 200.0f); camPitch += Radian(-ms.Y.rel / 200.0f); camera->setOrientation(Quaternion::IDENTITY); camera->pitch(camPitch); camera->yaw(camYaw); //Allow the camera to move around with the arrow/WASD keys Ogre::Vector3 trans(0, 0, 0); if (keyboard->isKeyDown(KC_UP) || keyboard->isKeyDown(KC_W)) trans.z = -1; if (keyboard->isKeyDown(KC_DOWN) || keyboard->isKeyDown(KC_S)) trans.z = 1; if (keyboard->isKeyDown(KC_RIGHT) || keyboard->isKeyDown(KC_D)) trans.x = 1; if (keyboard->isKeyDown(KC_LEFT) || keyboard->isKeyDown(KC_A)) trans.x = -1; if (keyboard->isKeyDown(KC_PGUP) || keyboard->isKeyDown(KC_E)) trans.y = 1; if (keyboard->isKeyDown(KC_PGDOWN) || keyboard->isKeyDown(KC_Q)) trans.y = -1; //Shift = speed boost if (keyboard->isKeyDown(KC_LSHIFT) || keyboard->isKeyDown(KC_RSHIFT)) trans *= 4; else trans *= 0.5f; trans *= 30; camera->moveRelative(trans * timeScale); //Make sure the camera doesn't go under the terrain Ogre::Vector3 camPos = camera->getPosition(); float terrY = HeightFunction::getTerrainHeight(camPos.x, camPos.z); if (camPos.y < terrY + 1.5 || !keyboard->isKeyDown(KC_SPACE)){ //Space = walk camPos.y = terrY + 1.5; camera->setPosition(camPos); } }
bool frameStarted(const Ogre::FrameEvent& evt){ Ogre::Vector3 translate(0,0,0); _Keyboard->capture(); if(_Keyboard->isKeyDown(OIS::KC_ESCAPE)){ return false; } if(_Keyboard->isKeyDown(OIS::KC_W)){ translate += Ogre::Vector3(0,0,-1); } if(_Keyboard->isKeyDown(OIS::KC_S)){ translate += Ogre::Vector3(0,0,1); } if(_Keyboard->isKeyDown(OIS::KC_A)){ translate += Ogre::Vector3(-1,0,0); } if(_Keyboard->isKeyDown(OIS::KC_D)){ translate += Ogre::Vector3(1,0,0); } /* Agregadas por mi */ if(_Keyboard->isKeyDown(OIS::KC_UP)){ _nodeRuedaSimple0->pitch(Ogre::Radian(-10)); _nodeRuedaSimple1->pitch(Ogre::Radian(-10)); _nodeRuedaSimple2->pitch(Ogre::Radian(-10)); _nodeRuedaSimple3->pitch(Ogre::Radian(-10)); _nodeRuedaSimple0->translate(0,0,5); _nodeRuedaSimple1->translate(0,0,5); _nodeRuedaSimple2->translate(0,0,5); _nodeRuedaSimple3->translate(0,0,5); _nodeChasisCarro->translate(0,0,5); eje->translate(0.0,0.0,5.0); desplazamiento += 5; if (desplazamiento >= 6500 && i<25) { eje->scale(1.1,1.1,1.1); i++; } } if(_Keyboard->isKeyDown(OIS::KC_RIGHT)){ /* _nodeRuedaSimple00->yaw(Ogre::Radian(5)); _nodeRuedaSimple11->yaw(Ogre::Radian(5)); _nodeRuedaSimple22->yaw(Ogre::Radian(5)); _nodeRuedaSimple33->yaw(Ogre::Radian(5));*/ _nodeRuedaSimple0->translate(-3,0,0); _nodeRuedaSimple1->translate(-3,0,0); _nodeRuedaSimple2->translate(-3,0,0); _nodeRuedaSimple3->translate(-3,0,0); _nodeChasisCarro->translate(-3,0,0); } if(_Keyboard->isKeyDown(OIS::KC_LEFT)){ /* _nodeRuedaSimple00->yaw(Ogre::Radian(-5)); _nodeRuedaSimple11->yaw(Ogre::Radian(-5)); _nodeRuedaSimple22->yaw(Ogre::Radian(-5)); _nodeRuedaSimple33->yaw(Ogre::Radian(-5)); */ _nodeRuedaSimple0->translate(3,0,0); _nodeRuedaSimple1->translate(3,0,0); _nodeRuedaSimple2->translate(3,0,0); _nodeRuedaSimple3->translate(3,0,0); _nodeChasisCarro->translate(3,0,0); } _Cam->moveRelative(translate*evt.timeSinceLastFrame * 600); _Mouse->capture(); float rotX = _Mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1; float rotY = _Mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1; _Cam->yaw(Ogre::Radian(rotX)); _Cam->pitch(Ogre::Radian(rotY)); return true; }
bool frameStarted(const Ogre::FrameEvent& evt){ if(vidas==0) return false; _key->capture(); _mouse->capture(); float movSpeed = 500.0f; if (_key->isKeyDown(OIS::KC_ESCAPE)) return false; Ogre::Vector3 t(0,0,0); if (_key->isKeyDown(OIS::KC_W)) if (freemoving) t += Ogre::Vector3(0,0,-10); else nave->moverAdelante(); if (_key->isKeyDown(OIS::KC_S)) if (freemoving) t += Ogre::Vector3(0,0,10); else nave->moverAtras(); if (_key->isKeyDown(OIS::KC_A)) if (freemoving) t += Ogre::Vector3(-10,0,0); else nave->moverIzquierda(); if (_key->isKeyDown(OIS::KC_D)) if (freemoving) t += Ogre::Vector3(10,0,0); else nave->moverDerecha(); if (_key->isKeyDown(OIS::KC_UP)) nave->moverArriba(); if (_key->isKeyDown(OIS::KC_DOWN)) nave->moverAbajo(); if (!_key->isKeyDown(OIS::KC_A) && !_key->isKeyDown(OIS::KC_D)) nave->reset(); if(_key->isKeyDown(OIS::KC_I)) std::cout<<"CAMARA:"<<_cam->getPosition()<<std::endl <<"NAVE:"<<nave->nodoNave->getPosition()<<std::endl; _cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed); if (freemoving){ float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1; float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1; _cam->yaw(Ogre::Radian(rotX)); _cam->pitch(Ogre::Radian(rotY)); } for (int i = 0; i < num_monedas; i++) { moneda[i]->animState->addTime(evt.timeSinceLastFrame); } for (int i = 0; i < num_obstaculo; i++) { obstaculo[i]->animState->addTime(evt.timeSinceLastFrame); } for (int i = 0; i < num_monedas; i++) { if (moneda[i]->visible && nave->getBox().intersects(moneda[i]->getBox())){ moneda[i]->visible = false; moneda[i]->nodoMoneda->setVisible(false); puntaje+=100; mostrarPuntaje(); } } for (int i = 0; i < num_aros; i++) { Ogre::AxisAlignedBox boxNave = nave->getBox(); Ogre::Vector3 centro = nave->getCenter(); if (aro[i]->visible && nave->getBox().intersects(aro[i]->getBox()) && aro[i]->adentro(boxNave, centro)) { aro[i]->visible = false; aro[i]->nodoAro->setVisible(false); puntaje+=200; mostrarPuntaje(); } } for (int i = 0; i < num_obstaculo; i++) { if (obstaculo[i]->visible && nave->getBox().intersects(obstaculo[i]->getBox())){ obstaculo[i]->visible = false; obstaculo[i]->nodoObstaculo->setVisible(false); vidas-=1; mostrarPuntaje(); } } nave->animStateDer->addTime(evt.timeSinceLastFrame); nave->animStateIzq->addTime(evt.timeSinceLastFrame); return true; }
void World::processInput() { using namespace OIS; static Ogre::Timer timer; static unsigned long lastTime = 0; unsigned long currentTime = timer.getMilliseconds(); //Calculate the amount of time passed since the last frame Real timeScale = (currentTime - lastTime) * 0.001f; if (timeScale < 0.001f) timeScale = 0.001f; lastTime = currentTime; //Get the current state of the keyboard and mouse keyboard->capture(); mouse->capture(); const OIS::MouseState &ms = mouse->getMouseState(); //[NOTE] When the left mouse button is pressed, add trees if (ms.buttonDown(MB_Left)){ //Choose a random tree rotation Degree yaw = Degree(Math::RangeRandom(0, 360)); //Choose a random scale Real scale = Math::RangeRandom(0.5f, 0.6f); //Calculate a position Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50)); Radian rndAng = Radian(Math::RangeRandom(0, Math::TWO_PI)); Real rndLen = Math::RangeRandom(0, 20); centerPos.x += Math::Sin(rndAng) * rndLen; centerPos.z += Math::Cos(rndAng) * rndLen; //And add the tree treeLoader->addTree(myTree, centerPos, yaw, scale); //[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for //the dynamic addition / removal of trees to work. Simply call addTree(), etc. as needed. } //[NOTE] When the right mouse button is pressed, delete trees if (ms.buttonDown(MB_Right)){ //Calculate a position in front of the camera Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50)); //Delete trees within 20 units radius of the center position treeLoader->deleteTrees(centerPos, 20); //[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for //the dynamic addition / removal of trees to work. Simply call deleteTrees(), etc. as needed. } //Always exit if ESC is pressed if (keyboard->isKeyDown(KC_ESCAPE)) running = false; //Reload the scene if R is pressed static bool reloadedLast = false; if (keyboard->isKeyDown(KC_R) && !reloadedLast){ unload(); load(); reloadedLast = true; } else { reloadedLast = false; } //Update camera rotation based on the mouse camYaw += Radian(-ms.X.rel / 200.0f); camPitch += Radian(-ms.Y.rel / 200.0f); camera->setOrientation(Quaternion::IDENTITY); camera->pitch(camPitch); camera->yaw(camYaw); //Allow the camera to move around with the arrow/WASD keys Ogre::Vector3 trans(0, 0, 0); if (keyboard->isKeyDown(KC_UP) || keyboard->isKeyDown(KC_W)) trans.z = -1; if (keyboard->isKeyDown(KC_DOWN) || keyboard->isKeyDown(KC_S)) trans.z = 1; if (keyboard->isKeyDown(KC_RIGHT) || keyboard->isKeyDown(KC_D)) trans.x = 1; if (keyboard->isKeyDown(KC_LEFT) || keyboard->isKeyDown(KC_A)) trans.x = -1; if (keyboard->isKeyDown(KC_PGUP) || keyboard->isKeyDown(KC_E)) trans.y = 1; if (keyboard->isKeyDown(KC_PGDOWN) || keyboard->isKeyDown(KC_Q)) trans.y = -1; //Shift = speed boost if (keyboard->isKeyDown(KC_LSHIFT) || keyboard->isKeyDown(KC_RSHIFT)) trans *= 2; trans *= 100; camera->moveRelative(trans * timeScale); //Make sure the camera doesn't go under the terrain Ogre::Vector3 camPos = camera->getPosition(); float terrY = HeightFunction::getTerrainHeight(camPos.x, camPos.z); if (camPos.y < terrY + 5 || keyboard->isKeyDown(KC_SPACE)){ //Space = walk camPos.y = terrY + 5; camera->setPosition(camPos); } }
bool frameStarted(const Ogre::FrameEvent &evt){ _key->capture(); _mouse->capture(); float movSpeed = 1000.0f; for( int i = 0 ; i < 8 ; ++i ){ torre[i]->animState->addTime(evt.timeSinceLastFrame); } if (_key->isKeyDown(OIS::KC_ESCAPE)) return false; Ogre::Vector3 t(0,0,0); Ogre::Vector3 tOgro(0,0,0); if (_key->isKeyDown(OIS::KC_W)){ //t += Ogre::Vector3(0,0,-10); nave->moverAdelante(); } if (_key->isKeyDown(OIS::KC_S)) nave->moverAtras(); if (_key->isKeyDown(OIS::KC_A)){ //t += Ogre::Vector3(-10,0,0); nave->moverIzquierda(); } if (_key->isKeyDown(OIS::KC_D)){ //t += Ogre::Vector3(10,0,0); nave->moverDerecha(); } if(!(_key->isKeyDown(OIS::KC_D)) && !(_key->isKeyDown(OIS::KC_A))){ nave->arreglar(); } if (_key->isKeyDown(OIS::KC_UP)){ nave->moverArriba(); } if (_key->isKeyDown(OIS::KC_DOWN)){ nave->moverAbajo(); } if (_key->isKeyDown(OIS::KC_RIGHT)){ nave->rotarDerecha(); } if (_key->isKeyDown(OIS::KC_LEFT)){ nave->rotarIzquierda(); } if (_key->isKeyDown(OIS::KC_Q)){ std::cout<<nave->x<<" "<<nave->y<<" "<<nave->z<<std::endl; } float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1; float rotY = _mouse->getMouseState() .Y.rel * evt.timeSinceLastFrame * -1; //_cam->yaw(Ogre::Radian(rotX)); //_cam->pitch(Ogre::Radian(rotY)); //_cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed); //_cam->lookAt(nave->nodoNave->_getDerivedPosition()); heli[0]->nodoHelice->rotate(Ogre::Vector3(0.0,1.0,0.0),Ogre::Radian(Ogre::Degree(-1.0))); heli[1]->nodoHelice->rotate(Ogre::Vector3(0.0,1.0,0.0),Ogre::Radian(Ogre::Degree(-1.0))); return true; }