1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | You may use this sample code for anything you like, it is not covered by the
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11 | LGPL like the rest of the engine.
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12 | -----------------------------------------------------------------------------
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13 | */
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14 | /*
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15 | -----------------------------------------------------------------------------
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16 | Filename: SkeletalAnimation.h
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17 | Description: Specialisation of OGRE's framework application to show the
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18 | skeletal animation feature, including spline animation.
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19 | -----------------------------------------------------------------------------
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20 | */
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21 |
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22 |
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23 | #include "ExampleApplication.h"
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24 |
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25 | #define NUM_ROBOTS 10
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26 | #define ROW_COUNT 10
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27 | AnimationState* mAnimState[NUM_ROBOTS];
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28 | Real mAnimationSpeed[NUM_ROBOTS];
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29 |
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30 | // Event handler to animate
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31 | class SkeletalAnimationFrameListener : public ExampleFrameListener
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32 | {
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33 | protected:
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34 | public:
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35 | SkeletalAnimationFrameListener(RenderWindow* win, Camera* cam)
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36 | : ExampleFrameListener(win, cam)
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37 | {
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38 | }
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39 |
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40 | bool frameStarted(const FrameEvent& evt)
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41 | {
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42 | for (int i = 0; i < NUM_ROBOTS; ++i)
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43 | {
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44 | mAnimState[i]->addTime(evt.timeSinceLastFrame * mAnimationSpeed[i]);
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45 | }
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46 |
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47 | // Call default
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48 | return ExampleFrameListener::frameStarted(evt);
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49 |
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50 | }
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51 | };
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52 |
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53 |
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54 |
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55 | class SkeletalApplication : public ExampleApplication
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56 | {
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57 | public:
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58 | SkeletalApplication() {}
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59 |
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60 | protected:
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61 |
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62 | // Just override the mandatory create scene method
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63 | void createScene(void)
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64 | {
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65 | // Setup animation default
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66 | Animation::setDefaultInterpolationMode(Animation::IM_LINEAR);
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67 | Animation::setDefaultRotationInterpolationMode(Animation::RIM_LINEAR);
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68 |
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69 | // Set ambient light
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70 | mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
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71 |
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72 |
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73 |
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74 | Entity *ent;
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75 | int row = 0;
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76 | int column = 0;
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77 | for (int i = 0; i < NUM_ROBOTS; ++i, ++column)
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78 | {
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79 | if (column > ROW_COUNT)
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80 | {
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81 | ++row;
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82 | column = 0;
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83 | }
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84 |
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85 | ent = mSceneMgr->createEntity("robot" + StringConverter::toString(i), "robot.mesh");
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86 | // Add entity to the scene node
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87 | mSceneMgr->getRootSceneNode()->createChildSceneNode(
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88 | Vector3(-(row*100), 0,(column*50)))->attachObject(ent);
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89 | mAnimState[i] = ent->getAnimationState("Walk");
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90 | mAnimState[i]->setEnabled(true);
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91 | mAnimationSpeed[i] = Math::RangeRandom(0.5, 1.5);
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92 | }
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93 |
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94 |
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95 |
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96 | // Give it a little ambience with lights
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97 | Light* l;
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98 | l = mSceneMgr->createLight("BlueLight");
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99 | l->setPosition(-200,-80,-100);
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100 | l->setDiffuseColour(0.5, 0.5, 1.0);
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101 |
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102 | l = mSceneMgr->createLight("GreenLight");
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103 | l->setPosition(0,0,-100);
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104 | l->setDiffuseColour(0.5, 1.0, 0.5);
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105 |
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106 | // Position the camera
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107 | mCamera->setPosition(100,50,100);
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108 | mCamera->lookAt(-50,50,0);
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109 |
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110 | // Report whether hardware skinning is enabled or not
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111 | Technique* t = ent->getSubEntity(0)->getMaterial()->getBestTechnique();
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112 | Pass* p = t->getPass(0);
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113 | if (p->hasVertexProgram() &&
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114 | p->getVertexProgram()->isSkeletalAnimationIncluded())
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115 | {
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116 | mWindow->setDebugText("Hardware skinning is enabled");
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117 | }
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118 | else
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119 | {
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120 | mWindow->setDebugText("Software skinning is enabled");
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121 | }
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122 |
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123 |
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124 |
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125 |
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126 | }
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127 |
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128 | // Create new frame listener
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129 | void createFrameListener(void)
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130 | {
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131 | mFrameListener= new SkeletalAnimationFrameListener(mWindow, mCamera);
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132 | mRoot->addFrameListener(mFrameListener);
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133 | }
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134 |
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135 |
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136 | };
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137 |
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