source: obsolete/trunk/VUT/work/TestCullingTerrain/TestCullingTerrainApplication.h @ 254

Revision 254, 3.6 KB checked in by mattausch, 19 years ago (diff)

added some hack for video recording

Line 
1#ifndef _TestCullingTerrainApplication_H__
2#define _TestCullingTerrainApplication_H__
3
4#include "CEGUIForwardRefs.h"
5#include <OgreRenderTargetListener.h>
6#include "ExampleApplication.h"
7
8#include "OgreTerrainContentGenerator.h"
9#include "TerrainFrameListener.h"
10
11#include <OgreEntity.h>
12
13// z order index of visualizaion viewport
14#define VIZ_VIEWPORT_Z_ORDER 10
15
16
17//-- constants for animation
18const float walk_duration = 10.0f;
19const float wait_duration = 2.0f;
20const float rotate_factor = 0.7f;
21const float move_factor = 0.03;
22
23
24/** Rendertarget listener which shows a visualization.
25*/
26class VisualizationRenderTargetListener: public RenderTargetListener
27{
28public:
29        VisualizationRenderTargetListener(SceneManager *sceneMgr);
30
31protected:
32        void preViewportUpdate (const RenderTargetViewportEvent &evt);
33        void postRenderTargetUpdate (const RenderTargetEvent &evt);
34
35        SceneManager *mSceneMgr;
36       
37        ShadowTechnique mSavedShadowTechnique;
38        ColourValue mSavedAmbientLight;
39};
40
41/** Class storing the current state of an entity.
42*/
43class EntityState
44{
45public:
46        enum State {STOP, WAITING, MOVING};
47
48        EntityState(Entity *ent, State entityState, Real speed);
49        ~EntityState();
50        /** Update the entity state.
51        */
52        void update(Real timeSinceLastFrame);
53
54        /** Returns entity.
55        */
56        Entity *GetEntity();
57
58        /** Returns entity state index.
59        */
60        EntityState::State GetState();
61
62        static bool OutOfBounds(SceneNode *node);
63
64        static Vector3 msMinPos;
65        static Vector3 msMaxPos;
66
67protected:
68
69        void SetAnimationState(String stateStr, bool loop);
70
71        AnimationState *mAnimationState;
72        Entity *mEntity;
73
74        State mState;
75        Real mAnimationSpeed;
76        Real mTimeElapsed;
77};
78
79typedef std::vector<EntityState *> EntityStates;
80
81class TestCullingTerrainApplication: public ExampleApplication
82{
83public:
84        TestCullingTerrainApplication();
85        ~TestCullingTerrainApplication();
86
87        /** Generates a scene using num entities of a type.
88                @param num the number of objects
89                @parma objectType the type of objects
90        */
91        void generateScene(int num, int objectType);
92
93        /** Returns the caption of the given id of a scene object type.
94        */
95        String getCurrentObjectCaption(int id);
96
97        /** Returns state vector of scene entities.
98        */
99        EntityStates &getEntityStates();
100
101        /** Updates all animations according to time elapsed since last frame.
102        */
103    void updateAnimations(Real timeSinceLastFrame);
104
105        /** Deletes vector of scene entity states.
106        */
107        void deleteEntityStates();
108
109        // object types
110        enum {ROBOT, ATHENA, NINJA};
111
112       
113        /** Clamps scene node to terrain.
114                @param sceneNode the node to be clamped
115                @param terrainOffs the offset of the node over the terrain
116                @returns if clamping was successful (i.e., the ray hit the terrain)
117        */
118        bool Clamp2Terrain(SceneNode *node, int terrainOffs);
119
120protected:
121
122        //-- inherited from ExampleApplication
123        bool setup();
124        void createScene();
125        void createFrameListener();
126        void createCamera();
127        //void createViewports();
128       
129        virtual void createRenderTargetListener();
130
131        std::vector<EntityState *> mEntityStates;
132
133        /** cegui setup
134        */
135        void setupGui();
136
137        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
138        CEGUI::System *mGUISystem;
139
140        Vector3 mMinTranslation;
141        Vector3 mMaxTranslation;
142
143        Vector3 mMinAngle;
144        Vector3 mMaxAngle;
145
146        TerrainContentGenerator *mTerrainContentGenerator;
147       
148        Camera *mVizCamera;
149        SceneNode *mCamNode;
150        Light *mSunLight;
151
152        TerrainFrameListener *mTerrainFrameListener;
153        ColourValue mAmbientLight;
154        RayQueryExecutor *mRayQueryExecutor;
155
156        Vector3 mTerrainMinPos;
157        Vector3 mTerrainMaxPos;
158
159private:
160        void chooseSceneManager(void);
161};
162
163#endif // TestCullingTerrainApplication
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