1 | /**
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2 | \file
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3 | TestCullingApplication.h
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4 | */
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5 |
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6 | #include "ExampleApplication.h"
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7 |
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8 | class TestCullingFrameListener : public ExampleFrameListener
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9 | {
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10 | protected:
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11 | SceneNode* mShipNode;
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12 |
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13 | public:
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14 | TestCullingFrameListener(RenderWindow* win, Camera* cam, SceneNode* shipNode) : ExampleFrameListener(win, cam)
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15 | {
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16 | mShipNode = shipNode;
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17 | };
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18 |
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19 | bool frameStarted(const FrameEvent& evt)
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20 | {
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21 | Real MoveFactor = 80.0 * evt.timeSinceLastFrame;
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22 |
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23 | mInputDevice->capture();
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24 |
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25 | if(mInputDevice->isKeyDown(Ogre::KC_UP))
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26 | mShipNode->translate(0.0, MoveFactor, 0.0);
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27 |
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28 | if(mInputDevice->isKeyDown(Ogre::KC_DOWN))
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29 | mShipNode->translate(0.0, -MoveFactor, 0.0);
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30 |
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31 | if(mInputDevice->isKeyDown(Ogre::KC_LEFT))
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32 | mShipNode->translate(-MoveFactor, 0.0, 0.0);
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33 |
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34 | if(mInputDevice->isKeyDown(Ogre::KC_RIGHT))
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35 | mShipNode->translate(MoveFactor, 0.0, 0.0);
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36 |
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37 | if(mInputDevice->isKeyDown(Ogre::KC_ESCAPE))
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38 | return false;
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39 |
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40 | return true;
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41 | }
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42 | };
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43 |
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44 | class TestCullingApplication : public ExampleApplication
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45 | {
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46 | public:
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47 | /*TestCullingApplication()
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48 | {
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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 | protected:
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54 | void createScene(void);
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55 |
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56 | void createFrameListener(void)
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57 | {
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58 | mFrameListener= new TestCullingFrameListener(mWindow, mCamera, mShipNode);
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59 | mRoot->addFrameListener(mFrameListener);
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60 | }
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61 |
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62 | private:
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63 | Entity* mShip;
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64 | SceneNode* mShipNode;
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65 |
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66 | /* String mQuakePk3;
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67 | String mQuakeLevel;
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68 |
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69 | // Override resource sources (include Quake3 archives)
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70 | void setupResources(void)
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71 | {
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72 |
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73 | // Load Quake3 locations from a file
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74 | ConfigFile cf;
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75 |
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76 | cf.load("quake3settings.cfg");
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77 |
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78 | mQuakePk3 = cf.getSetting("Pak0Location");
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79 | mQuakeLevel = cf.getSetting("Map");
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80 |
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81 | ExampleApplication::setupResources();
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82 | ResourceManager::addCommonArchiveEx(mQuakePk3, "Zip");
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83 |
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84 | }*/
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85 | // Override scene manager (use indoor instead of generic)
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86 | void chooseSceneManager(void)
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87 | {
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88 | // mSceneMgr = mRoot->getSceneManager(ST_GENERIC);
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89 | mSceneMgr = mRoot->getSceneManager(ST_INTERIOR);
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90 | }
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91 | /*
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92 | // Scene creation
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93 | void createScene(void)
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94 | {
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95 |
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96 | // Load world geometry
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97 | mSceneMgr->setWorldGeometry(mQuakeLevel);
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98 |
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99 | // modify camera for close work
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100 | mCamera->setNearClipDistance(4);
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101 | mCamera->setFarClipDistance(4000);
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102 |
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103 | // Also change position, and set Quake-type orientation
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104 | // Get random player start point
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105 | ViewPoint vp = mSceneMgr->getSuggestedViewpoint(true);
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106 | mCamera->setPosition(vp.position);
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107 | mCamera->pitch(Degree(90)); // Quake uses X/Y horizon, Z up
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108 | mCamera->rotate(vp.orientation);
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109 | // Don't yaw along variable axis, causes leaning
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110 | mCamera->setFixedYawAxis(true, Vector3::UNIT_Z);
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111 | }*/
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112 |
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113 | };
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114 |
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