第四章 Frame Listeners and Unbuffered Input

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BasicTutorial4.h

#include "BaseApplication.h"class BasicTutorial4:public BaseApplication{public:BasicTutorial4(void);virtual ~BasicTutorial4(void);protected:virtual void createScene(void);virtual bool frameRenderingQueued(const Ogre::FrameEvent& evt);private:bool processUnbufferInput(const Ogre::FrameEvent& evt);};

BasicTutorial4.cpp

#include "BasicTutorial4.h"BasicTutorial4::BasicTutorial4(void){}BasicTutorial4::~BasicTutorial4(void){}void BasicTutorial4::createScene(void){mSceneMgr->setAmbientLight(Ogre::ColourValue(0.25,0.25,0.25));Ogre::Entity* ninjaEntity=mSceneMgr->createEntity("Ninja","ninja.mesh");Ogre::SceneNode* node=mSceneMgr->getRootSceneNode()->createChildSceneNode("NinjaNode");node->attachObject(ninjaEntity);Ogre::Light* pointLight=mSceneMgr->createLight("pointLight");pointLight->setType(Ogre::Light::LT_POINT);pointLight->setPosition(Ogre::Vector3(250,150,250));pointLight->setDiffuseColour(Ogre::ColourValue::White);pointLight->setSpecularColour(Ogre::ColourValue::White);}bool BasicTutorial4::processUnbufferInput(const Ogre::FrameEvent& evt){static bool mMouseDown = false;static Ogre::Real mToggle=0.0;static Ogre::Real mRotate=0.13;static Ogre::Real mMove=20;bool currMouse=mMouse->getMouseState().buttonDown(OIS::MB_Left);if(currMouse && ! mMouseDown){Ogre::Light* light=mSceneMgr->getLight("pointLight");light->setVisible(!light->isVisible());}mMouseDown = currMouse;mToggle-=evt.timeSinceLastFrame;if((mToggle<0.0f) && mKeyboard->isKeyDown(OIS::KC_1)){mToggle=0.5f;Ogre::Light* light=mSceneMgr->getLight("pointLight");light->setVisible(!light->isVisible());}Ogre::Vector3 transVector= Ogre::Vector3::ZERO;if(mKeyboard->isKeyDown(OIS::KC_I)){transVector.z -= mMove;}if(mKeyboard->isKeyDown(OIS::KC_K)){transVector.z+=mMove;}if(mKeyboard->isKeyDown(OIS::KC_J)){if(mKeyboard->isKeyDown(OIS::KC_LSHIFT)){mSceneMgr->getSceneNode("NinjaNode")->yaw(Ogre::Degree(mRotate*5));}else{transVector.x-=mMove;}}if(mKeyboard->isKeyDown(OIS::KC_L)){if(mKeyboard->isKeyDown(OIS::KC_LSHIFT)){mSceneMgr->getSceneNode("NinjaNode")->yaw(Ogre::Degree(-mRotate*5));}else{transVector.x+=mMove;}}if(mKeyboard->isKeyDown(OIS::KC_U)){transVector.y+=mMove;}if(mKeyboard->isKeyDown(OIS::KC_O)){transVector.y-=mMove;}mSceneMgr->getSceneNode("NinjaNode")->translate(transVector*evt.timeSinceLastFrame,Ogre::Node::TS_LOCAL);//since we are trying to make the ninja go forward when we press I, we need it to go in the direction that the node is actually facing, so we use the local transformation space./*There is another way we can do this (though it is less direct). We could have gotten the orientation of the node, a quaternion, and multiplied this by the direction vector toget the same result. This would be perfectly valid:mSceneMgr->getSceneNode("NinjaNode")->translate(mSceneMgr->getSceneNode("NinjaNode")->getOrientation() * transVector * evt.timeSinceLastFrame, Ogre::Node::TS_WORLD);*/return true;}bool BasicTutorial4::frameRenderingQueued(const Ogre::FrameEvent& evt){bool ret=BaseApplication::frameRenderingQueued(evt);if(!processUnbufferInput(evt))return false;return ret;}#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32#define WIN32_LEAN_AND_MEAN#include "windows.h"#endif #ifdef __cplusplusextern "C" {#endif #if OGRE_PLATFORM == OGRE_PLATFORM_WIN32    INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )#else    int main(int argc, char *argv[])#endif    {        // Create application object        BasicTutorial4 app;         try {            app.go();        } catch( Ogre::Exception& e ) {#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32            MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);#else            std::cerr << "An exception has occured: " <<                e.getFullDescription().c_str() << std::endl;#endif        }         return 0;    } #ifdef __cplusplus}#endif


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