1 | #include <OgreNoMemoryMacros.h>
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2 | #include <CEGUI/CEGUI.h>
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3 | #include <../CEGUIRenderer/include/OgreCEGUIRenderer.h>
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4 | #include <../CEGUIRenderer/include/OgreCEGUIResourceProvider.h>
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5 | #include <../CEGUIRenderer/include/OgreCEGUITexture.h>
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6 | #include <OgreMemoryMacros.h>
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7 |
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8 | #include <Ogre.h>
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9 |
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10 | //#include "OgreReferenceAppLayer.h"
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11 | //#include "OgreRefAppWorld.h"
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12 | #include "TestCullingTerrainApplication.h"
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13 | #include "TerrainFrameListener.h"
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14 |
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15 | #define WIN32_LEAN_AND_MEAN
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16 | #include <windows.h>
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17 |
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18 |
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19 | /**********************************************/
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20 | /* EntityState implementation */
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21 | /**********************************************/
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22 |
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23 |
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24 | Vector3 EntityState::msMinPos = Vector3::ZERO;
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25 | Vector3 EntityState::msMaxPos = Vector3::ZERO;
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26 |
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27 | EntityState::EntityState(Entity *ent, State entityState, Real speed):
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28 | mEntity(ent), mState(entityState), mAnimationSpeed(speed)
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29 | {
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30 | switch(entityState)
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31 | {
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32 | case MOVING:
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33 | mAnimationState = mEntity->getAnimationState("Walk");
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34 | break;
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35 | case WAITING:
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36 | mAnimationState = mEntity->getAnimationState("Idle");
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37 | break;
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38 | case STOP:
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39 | mAnimationState = NULL;
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40 | break;
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41 | default:
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42 | break;
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43 | }
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44 | // enable animation state
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45 | if (mAnimationState)
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46 | {
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47 | mAnimationState->setLoop(true);
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48 | mAnimationState->setEnabled(true);
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49 | }
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50 | mTimeElapsed = Math::RangeRandom(1, 5);
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51 | }
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52 | //-----------------------------------------------------------------------
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53 | EntityState::~EntityState()
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54 | {
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55 | mAnimationState = NULL;
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56 | mEntity = NULL;
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57 | }
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58 | //-----------------------------------------------------------------------
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59 | Entity *EntityState::GetEntity()
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60 | {
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61 | return mEntity;
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62 | }
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63 | //-----------------------------------------------------------------------
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64 | EntityState::State EntityState::GetState()
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65 | {
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66 | return mState;
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67 | }
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68 | //-----------------------------------------------------------------------
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69 | void EntityState::update(Real timeSinceLastFrame)
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70 | {
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71 | mTimeElapsed -= timeSinceLastFrame * mAnimationSpeed;
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72 |
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73 | if (!mEntity || !mAnimationState)
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74 | return;
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75 |
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76 | if (mState == MOVING) // toggle between moving (longer) and waiting (short)
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77 | {
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78 | SceneNode *parent = mEntity->getParentSceneNode();
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79 |
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80 | if (!parent)
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81 | return;
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82 |
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83 | if (mTimeElapsed <= 0) // toggle animation state
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84 | {
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85 | if (mAnimationState->getAnimationName() == "Idle")
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86 | {
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87 | SetAnimationState("Walk", true);
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88 |
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89 | mTimeElapsed = walk_duration; // walk for mTimeElapsed units
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90 |
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91 | // choose random rotation
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92 | Radian rnd = Radian(Math::UnitRandom() * Math::PI * rotate_factor);
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93 |
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94 | //mEntity->getParentSceneNode()->rotate();
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95 | parent->yaw(rnd);
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96 | }
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97 | else
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98 | {
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99 | SetAnimationState("Idle", true);
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100 | mTimeElapsed = wait_duration; // wait for mTimeElapsed seconds
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101 | }
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102 | }
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103 |
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104 | if (mAnimationState->getAnimationName() == "Walk") // move forward
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105 | {
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106 | // store old position, just in case we get out of bounds
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107 | Vector3 oldPos = parent->getPosition();
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108 | parent->translate(parent->getLocalAxes(), Vector3(move_factor * mAnimationSpeed, 0, 0));
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109 |
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110 | // HACK: if out of bounds => reset to old position and set animationstate to idle
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111 | if (OutOfBounds(parent))
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112 | {
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113 | parent->setPosition(oldPos);
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114 | SetAnimationState("Idle", true);
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115 |
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116 | mTimeElapsed = wait_duration;
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117 | }
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118 | }
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119 | }
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120 |
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121 | // add time to drive animation
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122 | mAnimationState->addTime(timeSinceLastFrame * mAnimationSpeed);
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123 | }
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124 | //-----------------------------------------------------------------------
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125 | void EntityState::SetAnimationState(String stateStr, bool loop)
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126 | {
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127 | if (!mEntity)
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128 | return;
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129 |
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130 | mAnimationState = mEntity->getAnimationState(stateStr);
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131 | mAnimationState->setLoop(loop);
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132 | mAnimationState->setEnabled(true);
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133 | }
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134 | //-----------------------------------------------------------------------
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135 | bool EntityState::OutOfBounds(SceneNode *node)
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136 | {
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137 | Vector3 pos = node->getPosition();
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138 |
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139 | if ((pos > msMinPos) && (pos < msMaxPos))
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140 | return false;
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141 |
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142 | return true;
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143 | }
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144 |
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145 |
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146 |
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147 | /*********************************************************/
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148 | /* TestCullingTerrainApplication implementation */
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149 | /*********************************************************/
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150 |
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151 |
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152 | TestCullingTerrainApplication::TestCullingTerrainApplication():
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153 | mTerrainContentGenerator(NULL), mRayQueryExecutor(NULL)
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154 | {
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155 | }
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156 | //-----------------------------------------------------------------------
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157 | TestCullingTerrainApplication::~TestCullingTerrainApplication()
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158 | {
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159 | OGRE_DELETE(mTerrainContentGenerator);
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160 | OGRE_DELETE(mRayQueryExecutor);
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161 |
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162 | deleteEntityStates();
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163 | }
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164 | //-----------------------------------------------------------------------
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165 | void TestCullingTerrainApplication::deleteEntityStates()
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166 | {
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167 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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168 | {
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169 | OGRE_DELETE(mEntityStates[i]);
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170 | }
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171 |
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172 | mEntityStates.clear();
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173 | }
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174 | //-----------------------------------------------------------------------
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175 | void TestCullingTerrainApplication::createCamera()
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176 | {
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177 | // create the camera
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178 | mCamera = mSceneMgr->createCamera("PlayerCam");
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179 |
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180 | /** set a nice viewpoint
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181 | * we use a camera node here and apply all transformations on it instead
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182 | * of applying all transformations directly to the camera
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183 | * because then the camera is displayed correctly in the visualization
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184 | */
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185 | mCamNode = mSceneMgr->getRootSceneNode()->
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186 | createChildSceneNode("CamNode1", Vector3(707, 5000, 528));
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187 | //mCamera->setPosition(707, 5000, 528);
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188 | mCamNode->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
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189 | mCamNode->attachObject(mCamera);
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190 |
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191 | //-- create visualization camera
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192 | mVizCamera = mSceneMgr->createCamera("VizCam");
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193 | mVizCamera->setPosition(mCamNode->getPosition());
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194 |
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195 | mVizCamera->setNearClipDistance(1);
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196 | mCamera->setNearClipDistance(1);
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197 |
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198 | // infinite far plane?
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199 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
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200 | {
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201 | mVizCamera->setFarClipDistance(0);
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202 | mCamera->setFarClipDistance(0);
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203 | }
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204 | else
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205 | {
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206 | mVizCamera->setFarClipDistance(20000);
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207 | mCamera->setFarClipDistance(20000);
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208 | }
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209 | }
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210 |
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211 | //-----------------------------------------------------------------------
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212 | bool TestCullingTerrainApplication::setup()
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213 | {
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214 | bool carryOn = ExampleApplication::setup();
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215 |
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216 | if (carryOn)
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217 | createRenderTargetListener();
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218 |
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219 | return carryOn;
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220 | }
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221 | //-----------------------------------------------------------------------
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222 | void TestCullingTerrainApplication::createRenderTargetListener()
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223 | {
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224 | mWindow->addListener(new VisualizationRenderTargetListener(mSceneMgr));
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225 | }
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226 | //-----------------------------------------------------------------------
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227 | void TestCullingTerrainApplication::createScene()
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228 | {
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229 | Real scale = 3;
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230 | mSceneMgr->setOption("NodeVizScale", &scale);
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231 |
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232 | // Set ambient light
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233 | mAmbientLight = ColourValue(0.5 , 0.5, 0.5);
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234 | mSceneMgr->setAmbientLight(mAmbientLight);
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235 |
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236 | //-- create light
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237 | mSunLight = mSceneMgr->createLight("SunLight");
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238 | mSunLight->setType(Light::LT_DIRECTIONAL);
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239 | //mSunLight->setType(Light::LT_SPOTLIGHT);
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240 | //mSunLight->setSpotlightRange(Degree(30), Degree(50));
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241 |
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242 | mSunLight->setPosition(707, 2000, 500);
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243 | mSunLight->setCastShadows(true);
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244 |
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245 | // set light angle not too small over the surface, otherwise shadows textures will be broken
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246 | Vector3 dir(0.5, 1, 0.5);
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247 | dir.normalise();
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248 | mSunLight->setDirection(dir);
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249 | //mSunLight->setDirection(Vector3::NEGATIVE_UNIT_Y);
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250 | mSunLight->setDiffuseColour(1, 1, 1);
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251 | mSunLight->setSpecularColour(1, 1, 1);
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252 |
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253 | // -- Fog
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254 | // NB it's VERY important to set this before calling setWorldGeometry
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255 | // because the vertex program picked will be different
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256 | ColourValue fadeColour(0.93, 0.86, 0.76);
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257 | mWindow->getViewport(0)->setBackgroundColour(fadeColour);
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258 | //mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
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259 |
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260 | // Create a skybox
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261 | mSceneMgr->setSkyBox(true, "Examples/CloudyNoonSkyBox", 5000, true);
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262 |
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263 | std::string terrain_cfg("terrain.cfg");
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264 | #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
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265 | terrain_cfg = mResourcePath + terrain_cfg;
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266 | #endif
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267 | mSceneMgr->setWorldGeometry(terrain_cfg);
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268 |
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269 |
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270 | //-- CEGUI setup
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271 | setupGui();
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272 |
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273 | /* // occluder plane to test visibility
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274 | Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = -60;
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275 | MeshManager::getSingleton().createPlane("Myplane",
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276 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
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277 | 5000,5000,100,100,true,1,5,5,Vector3::UNIT_Z);
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278 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
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279 | pPlaneEnt->setMaterialName("Examples/Rockwall");
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280 | pPlaneEnt->setCastShadows(true);
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281 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); */
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282 |
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283 | // Use 512x512 texture in GL since we can't go higher than the window res
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284 | mSceneMgr->setShadowTextureSettings(512, 2);
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285 |
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286 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
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287 |
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288 |
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289 | //-- terrain content setup
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290 |
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291 | // HACK: necessary to call once before the content creation for
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292 | // terrain initialisation
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293 | mSceneMgr->_renderScene(mCamera, mWindow->getViewport(0), true);
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294 |
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295 | // ray query executor: needed to clamp to terrain
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296 | mRayQueryExecutor = new RayQueryExecutor(mSceneMgr);
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297 |
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298 | mTerrainMinPos = EntityState::msMinPos = Vector3(0, 0, 0);
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299 | mTerrainMaxPos = EntityState::msMaxPos = Vector3(3000, 5000, 3000);
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300 |
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301 | mTerrainContentGenerator = new TerrainContentGenerator(mSceneMgr);
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302 |
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303 | // if no objects in file, we generate new objects
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304 | if (!mTerrainContentGenerator->LoadObjects("objects.out"))
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305 | {
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306 | // the objects are generated randomly distributed over the terrain
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307 | generateScene(900, 0);
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308 | generateScene(500, 1);
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309 | generateScene(100, 2);
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310 | }
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311 |
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312 | // no limitations on height => it is possible for the user to put single
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313 | // objects on peaks of the terrain (only few, not relevant for occlusion)
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314 | mTerrainContentGenerator->SetMaxPos(mTerrainMaxPos);
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315 | }
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316 | //-----------------------------------------------------------------------
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317 | void TestCullingTerrainApplication::generateScene(int num, int objectType)
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318 | {
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319 | Vector3 scale(TerrainFrameListener::msObjectScales[objectType],
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320 | TerrainFrameListener::msObjectScales[objectType],
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321 | TerrainFrameListener::msObjectScales[objectType]);
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322 |
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323 | // to provide much occlusion,
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324 | // height is restricted to 50 => no objects are created on peaks
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325 | mTerrainContentGenerator->SetMinPos(Vector3(mTerrainMinPos));
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326 | mTerrainContentGenerator->SetMaxPos(Vector3(mTerrainMaxPos.x, 75.0f, mTerrainMaxPos.z));
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327 |
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328 | mTerrainContentGenerator->SetScale(scale);
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329 | mTerrainContentGenerator->SetOffset(TerrainFrameListener::msObjectTerrainOffsets[objectType]);
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330 | mTerrainContentGenerator->GenerateScene(num, TerrainFrameListener::msObjectCaptions[objectType]);
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331 |
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332 | if (objectType != 0) // from our objects, only robot has animation phases
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333 | return;
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334 |
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335 | EntityList *entList = mTerrainContentGenerator->GetGeneratedEntities();
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336 |
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337 | //-- add animation state for new robots (located at the end of the list)
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338 | for (int i = (int)entList->size() - num; i < (int)entList->size(); ++i)
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339 | {
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340 | mEntityStates.push_back(new EntityState((*entList)[i],
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341 | EntityState::WAITING, Math::RangeRandom(0.5, 1.5)));
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342 | }
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343 |
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344 | // no limitations anymore => it is possible for the user to put single
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345 | // objects on peaks of the terrain (only few, not relevant for occlusion)
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346 | mTerrainContentGenerator->SetMaxPos(mTerrainMaxPos);
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347 | }
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348 | //-----------------------------------------------------------------------
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349 | void TestCullingTerrainApplication::updateAnimations(Real timeSinceLastFrame)
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350 | {
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351 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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352 | {
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353 | SceneNode *sn = mEntityStates[i]->GetEntity()->getParentSceneNode();
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354 |
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355 | mEntityStates[i]->update(timeSinceLastFrame);
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356 |
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357 | if (mEntityStates[i]->GetState() == EntityState::MOVING)
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358 | {
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359 | Clamp2Terrain(sn, 0); //sn->setNodeVisible(false);
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360 | }
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361 | }
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362 | }
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363 | //-----------------------------------------------------------------------
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364 | EntityStates &TestCullingTerrainApplication::getEntityStates()
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365 | {
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366 | return mEntityStates;
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367 | }
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368 | //-----------------------------------------------------------------------
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369 | void TestCullingTerrainApplication::setupGui()
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370 | {
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371 | mGUIRenderer = new CEGUI::OgreCEGUIRenderer(mWindow, Ogre::RENDER_QUEUE_OVERLAY,
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372 | false, 3000, ST_EXTERIOR_CLOSE);
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373 | mGUISystem = new CEGUI::System(mGUIRenderer);
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374 |
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375 | // Mouse
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376 | CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLook.scheme");
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377 | CEGUI::MouseCursor::getSingleton().setImage("TaharezLook", "MouseArrow");
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378 | mGUISystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook",
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379 | (CEGUI::utf8*)"MouseArrow");
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380 |
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381 | CEGUI::MouseCursor::getSingleton().show();
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382 | }
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383 | //-----------------------------------------------------------------------
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384 | void TestCullingTerrainApplication::createFrameListener()
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385 | {
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386 | mTerrainFrameListener = new TerrainFrameListener(mWindow, mCamera, mSceneMgr,
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387 | mGUIRenderer, mTerrainContentGenerator, mVizCamera, mCamNode, mSunLight, this);
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388 |
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389 | mRoot->addFrameListener(mTerrainFrameListener);
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390 | }
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391 | //-----------------------------------------------------------------------
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392 | void TestCullingTerrainApplication::chooseSceneManager()
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393 | {
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394 | mSceneMgr = mRoot->getSceneManager(ST_EXTERIOR_CLOSE);
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395 | }
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396 | //-----------------------------------------------------------------------
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397 | bool TestCullingTerrainApplication::Clamp2Terrain(SceneNode *node, int terrainOffs)
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398 | {
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399 | // clamp scene node to terrain
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400 | Vector3 pos = node->getPosition();
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401 | Vector3 queryResult;
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402 |
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403 | if (mRayQueryExecutor->executeRayQuery(&queryResult,
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404 | Vector3(pos.x, MAX_HEIGHT, pos.z), Vector3::NEGATIVE_UNIT_Y))
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405 | {
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406 | node->setPosition(pos.x, queryResult.y + terrainOffs, pos.z);
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407 | return true;
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408 | }
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409 |
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410 | return false;
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411 | }
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412 |
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413 |
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414 | /**************************************************************/
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415 | /* VisualizationRenderTargetListener implementation */
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416 | /**************************************************************/
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417 | //-----------------------------------------------------------------------
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418 | VisualizationRenderTargetListener::VisualizationRenderTargetListener(SceneManager *sceneMgr)
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419 | :RenderTargetListener(), mSceneMgr(sceneMgr)
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420 | {
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421 | }
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422 | //-----------------------------------------------------------------------
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423 | void VisualizationRenderTargetListener::preViewportUpdate(const RenderTargetViewportEvent &evt)
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424 | {
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425 | // visualization viewport
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426 | const bool showViz = evt.source->getZOrder() == VIZ_VIEWPORT_Z_ORDER;
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427 | const bool nShowViz = !showViz;
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428 |
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429 | mSavedShadowTechnique = mSceneMgr->getShadowTechnique();
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430 | mSavedAmbientLight = mSceneMgr->getAmbientLight();
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431 |
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432 | // -- ambient light must be full for visualization, shadows disabled
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433 | if (showViz)
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434 | {
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435 | mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
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436 | mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
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437 | }
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438 |
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439 | mSceneMgr->setOption("PrepareVisualization", &showViz);
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440 | mSceneMgr->setOption("SkyBoxEnabled", &nShowViz);
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441 | //mSceneMgr->setOption("SkyPlaneEnabled", &showViz);
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442 |
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443 | RenderTargetListener::preViewportUpdate(evt);
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444 | }
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445 | //-----------------------------------------------------------------------
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446 | void VisualizationRenderTargetListener::postRenderTargetUpdate(const RenderTargetEvent &evt)
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447 | {
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448 | // reset values
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449 | mSceneMgr->setShadowTechnique(mSavedShadowTechnique);
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450 | mSceneMgr->setAmbientLight(mSavedAmbientLight);
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451 |
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452 | RenderTargetListener::postRenderTargetUpdate(evt);
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453 | }
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454 | //-----------------------------------------------------------------------
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455 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
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456 | {
|
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457 | // Create application object
|
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458 | TestCullingTerrainApplication app;
|
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459 |
|
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460 | try
|
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461 | {
|
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462 | app.go();
|
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463 | }
|
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464 | catch( Ogre::Exception& e )
|
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465 | {
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466 | MessageBox( NULL, e.getFullDescription().c_str(),
|
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467 | "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
|
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468 | }
|
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469 |
|
---|
470 | return 0;
|
---|
471 | }
|
---|