[12] | 1 | /**
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| 2 | \file
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| 3 | TestCullingApplication.h
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| 4 | */
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[18] | 5 | #include "CEGUIForwardRefs.h"
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[12] | 6 | #include "ExampleApplication.h"
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| 7 |
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[18] | 8 |
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| 9 | class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
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| 10 | {
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| 11 | public:
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| 12 |
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| 13 | MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager, CEGUI::Renderer *renderer,
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| 14 | SceneNode* shipNode)
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| 15 | : ExampleFrameListener(win, cam, false, true), mGUIRenderer(renderer), mShipNode(shipNode)
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| 16 | {
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| 17 | // Setup default variables
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| 18 | mCurrentObject = NULL;
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| 19 | mLMouseDown = false;
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| 20 | mRMouseDown = false;
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| 21 | mSceneMgr = sceneManager;
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| 22 |
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| 23 | // Reduce move speed
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| 24 | mMoveSpeed = 50;
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| 25 | mRotateSpeed *= 2;
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| 26 |
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| 27 | // Register this so that we get mouse events.
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| 28 | mEventProcessor->addMouseListener( this );
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| 29 | mEventProcessor->addMouseMotionListener( this );
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| 30 | } // MouseQueryListener
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| 31 |
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| 32 | ~MouseQueryListener( )
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| 33 | {
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| 34 | }
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| 35 |
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| 36 | bool frameStarted(const FrameEvent &evt)
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| 37 | {
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| 38 | return ExampleFrameListener::frameStarted( evt );
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| 39 | }
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| 40 |
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| 41 | /* MouseListener callbacks. */
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| 42 | virtual void mouseClicked(MouseEvent* e) { }
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| 43 | virtual void mouseEntered(MouseEvent* e) { }
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| 44 | virtual void mouseExited(MouseEvent* e) { }
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| 45 |
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| 46 | // This is when the mouse button goes DOWN.
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| 47 | virtual void mousePressed(MouseEvent* e);
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| 48 |
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| 49 | // This is when the mouse button is let UP.
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| 50 | virtual void mouseReleased(MouseEvent* e);
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| 51 |
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| 52 | /* MouseMotionListener callbacks */
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| 53 | virtual void mouseMoved (MouseEvent *e);
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| 54 |
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| 55 | // This is when the mouse is clicked, held and dragged.
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| 56 | virtual void mouseDragged (MouseEvent *e);
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| 57 |
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| 58 | protected:
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| 59 | bool mLMouseDown, mRMouseDown; // True if the mouse buttons are down
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| 60 | SceneManager *mSceneMgr; // A pointer to the scene manager
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| 61 | SceneNode *mCurrentObject; // The newly created object
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| 62 | CEGUI::Renderer *mGUIRenderer; // cegui renderer
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| 63 | SceneNode* mShipNode;
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| 64 | };
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| 65 |
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| 66 |
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[12] | 67 | class TestCullingFrameListener : public ExampleFrameListener
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| 68 | {
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| 69 | protected:
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| 70 | SceneNode* mShipNode;
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| 71 |
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| 72 | public:
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| 73 | TestCullingFrameListener(RenderWindow* win, Camera* cam, SceneNode* shipNode) : ExampleFrameListener(win, cam)
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| 74 | {
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| 75 | mShipNode = shipNode;
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| 76 | };
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| 77 |
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| 78 | bool frameStarted(const FrameEvent& evt)
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| 79 | {
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| 80 | Real MoveFactor = 80.0 * evt.timeSinceLastFrame;
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| 81 |
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| 82 | mInputDevice->capture();
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| 83 |
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| 84 | if(mInputDevice->isKeyDown(Ogre::KC_UP))
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| 85 | mShipNode->translate(0.0, MoveFactor, 0.0);
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| 86 |
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| 87 | if(mInputDevice->isKeyDown(Ogre::KC_DOWN))
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| 88 | mShipNode->translate(0.0, -MoveFactor, 0.0);
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| 89 |
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| 90 | if(mInputDevice->isKeyDown(Ogre::KC_LEFT))
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| 91 | mShipNode->translate(-MoveFactor, 0.0, 0.0);
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| 92 |
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| 93 | if(mInputDevice->isKeyDown(Ogre::KC_RIGHT))
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| 94 | mShipNode->translate(MoveFactor, 0.0, 0.0);
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| 95 |
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| 96 | if(mInputDevice->isKeyDown(Ogre::KC_ESCAPE))
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| 97 | return false;
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| 98 |
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| 99 | return true;
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| 100 | }
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| 101 | };
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| 102 |
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| 103 | class TestCullingApplication : public ExampleApplication
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| 104 | {
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| 105 | public:
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| 106 | /*TestCullingApplication()
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| 107 | {
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| 108 |
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| 109 |
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| 110 | }*/
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| 111 |
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| 112 | protected:
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| 113 | void createScene(void);
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| 114 |
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| 115 | void createFrameListener(void)
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| 116 | {
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[18] | 117 | mFrameListener= new MouseQueryListener(mWindow, mCamera, mSceneMgr, mGUIRenderer, mShipNode);
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| 118 | mFrameListener->showDebugOverlay(true);
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| 119 | mRoot->addFrameListener(mFrameListener);
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[12] | 120 | }
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| 121 |
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[18] | 122 | CEGUI::OgreCEGUIRenderer *mGUIRenderer;
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| 123 | CEGUI::System *mGUISystem;
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| 124 |
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[12] | 125 | private:
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| 126 | Entity* mShip;
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| 127 | SceneNode* mShipNode;
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| 128 |
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| 129 | /* String mQuakePk3;
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| 130 | String mQuakeLevel;
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| 131 |
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| 132 | // Override resource sources (include Quake3 archives)
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| 133 | void setupResources(void)
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| 134 | {
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| 135 |
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| 136 | // Load Quake3 locations from a file
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| 137 | ConfigFile cf;
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| 138 |
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| 139 | cf.load("quake3settings.cfg");
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| 140 |
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| 141 | mQuakePk3 = cf.getSetting("Pak0Location");
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| 142 | mQuakeLevel = cf.getSetting("Map");
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| 143 |
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| 144 | ExampleApplication::setupResources();
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| 145 | ResourceManager::addCommonArchiveEx(mQuakePk3, "Zip");
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| 146 |
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| 147 | }*/
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| 148 | // Override scene manager (use indoor instead of generic)
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| 149 | void chooseSceneManager(void)
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| 150 | {
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[18] | 151 | mSceneMgr = mRoot->getSceneManager(ST_GENERIC);
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| 152 | //mSceneMgr = mRoot->getSceneManager(ST_INTERIOR);
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[12] | 153 | }
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| 154 | /*
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| 155 | // Scene creation
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| 156 | void createScene(void)
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| 157 | {
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| 158 |
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| 159 | // Load world geometry
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| 160 | mSceneMgr->setWorldGeometry(mQuakeLevel);
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| 161 |
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| 162 | // modify camera for close work
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| 163 | mCamera->setNearClipDistance(4);
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| 164 | mCamera->setFarClipDistance(4000);
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| 165 |
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| 166 | // Also change position, and set Quake-type orientation
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| 167 | // Get random player start point
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| 168 | ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true);
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| 169 | mCamera->setPosition(vp.position);
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| 170 | mCamera->pitch(Degree(90)); // Quake uses X/Y horizon, Z up
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| 171 | mCamera->rotate(vp.orientation);
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| 172 | // Don't yaw along variable axis, causes leaning
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| 173 | mCamera->setFixedYawAxis(true, Vector3::UNIT_Z);
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| 174 | }*/
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| 175 |
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| 176 | };
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| 177 |
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