source: OGRE/trunk/ogrenew/Samples/Terrain/include/Terrain.h @ 692

Revision 692, 4.6 KB checked in by mattausch, 18 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4    (Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10You may use this sample code for anything you like, it is not covered by the
11LGPL like the rest of the engine.
12-----------------------------------------------------------------------------
13*/
14
15/**
16    \file
17        Terrain.h
18    \brief
19        Specialisation of OGRE's framework application to show the
20        terrain rendering plugin
21*/
22
23#include "ExampleApplication.h"
24
25RaySceneQuery* raySceneQuery = 0;
26
27// Event handler to add ability to alter curvature
28class TerrainFrameListener : public ExampleFrameListener
29{
30public:
31    TerrainFrameListener(RenderWindow* win, Camera* cam)
32        : ExampleFrameListener(win, cam)
33    {
34        // Reduce move speed
35        mMoveSpeed = 50;
36
37    }
38
39    bool frameStarted(const FrameEvent& evt)
40    {
41        // clamp to terrain
42        bool ret = ExampleFrameListener::frameStarted(evt);
43        static Ray updateRay;
44        updateRay.setOrigin(mCamera->getPosition());
45        updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y);
46        raySceneQuery->setRay(updateRay);
47        RaySceneQueryResult& qryResult = raySceneQuery->execute();
48        RaySceneQueryResult::iterator i = qryResult.begin();
49        if (i != qryResult.end() && i->worldFragment)
50        {
51            SceneQuery::WorldFragment* wf = i->worldFragment;
52            mCamera->setPosition(mCamera->getPosition().x,
53                i->worldFragment->singleIntersection.y + 10,
54                mCamera->getPosition().z);
55        }
56
57        return ret;
58
59    }
60
61};
62
63
64
65class TerrainApplication : public ExampleApplication
66{
67public:
68    TerrainApplication() {}
69
70    ~TerrainApplication()
71    {
72        delete raySceneQuery;
73    }
74
75protected:
76
77
78    virtual void chooseSceneManager(void)
79    {
80        // Get the SceneManager, in this case a generic one
81        mSceneMgr = mRoot->createSceneManager("TerrainSceneManager");
82    }
83
84    virtual void createCamera(void)
85    {
86        // Create the camera
87        mCamera = mSceneMgr->createCamera("PlayerCam");
88
89        // Position it at 500 in Z direction
90        mCamera->setPosition(Vector3(128,25,128));
91        // Look back along -Z
92        mCamera->lookAt(Vector3(0,0,-300));
93        mCamera->setNearClipDistance( 1 );
94        mCamera->setFarClipDistance( 1000 );
95
96    }
97   
98    // Just override the mandatory create scene method
99    void createScene(void)
100    {
101        Plane waterPlane;
102
103        // Set ambient light
104        mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
105
106        // Create a light
107        Light* l = mSceneMgr->createLight("MainLight");
108        // Accept default settings: point light, white diffuse, just set position
109        // NB I could attach the light to a SceneNode if I wanted it to move automatically with
110        //  other objects, but I don't
111        l->setPosition(20,80,50);
112
113        // Fog
114        // NB it's VERY important to set this before calling setWorldGeometry
115        // because the vertex program picked will be different
116        ColourValue fadeColour(0.93, 0.86, 0.76);
117        mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
118        mWindow->getViewport(0)->setBackgroundColour(fadeColour);
119
120        std::string terrain_cfg("terrain.cfg");
121#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
122        terrain_cfg = mResourcePath + terrain_cfg;
123#endif
124        mSceneMgr -> setWorldGeometry( terrain_cfg );
125        // Infinite far plane?
126        if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
127        {
128            mCamera->setFarClipDistance(0);
129        }
130
131        // Define the required skyplane
132        Plane plane;
133        // 5000 world units from the camera
134        plane.d = 5000;
135        // Above the camera, facing down
136        plane.normal = -Vector3::UNIT_Y;
137
138        // Set a nice viewpoint
139        mCamera->setPosition(707,2500,528);
140        mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
141        //mRoot -> showDebugOverlay( true );
142
143        raySceneQuery = mSceneMgr->createRayQuery(
144            Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y));
145
146
147    }
148    // Create new frame listener
149    void createFrameListener(void)
150    {
151        mFrameListener= new TerrainFrameListener(mWindow, mCamera);
152        mRoot->addFrameListener(mFrameListener);
153    }
154
155};
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