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 |
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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 | String currentObjectCaptions[] =
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19 | {
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20 | "robot",
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21 | "athene",
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22 | "ninja"
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23 | //"ogrehead"
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24 | };
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25 |
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26 | /***************************************/
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27 | /* EntityState implementation */
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28 | /***************************************/
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29 | EntityState::EntityState(Entity *ent, State entityState, Real speed):
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30 | mEntity(ent), mState(entityState), mAnimationSpeed(speed)
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31 | {
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32 | switch(entityState)
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33 | {
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34 | case MOVING:
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35 | mAnimationState = mEntity->getAnimationState("Walk");
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36 | break;
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37 | case WAITING:
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38 | mAnimationState = mEntity->getAnimationState("Idle");
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39 | break;
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40 | case STOP:
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41 | mAnimationState = NULL;
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42 | break;
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43 | default:
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44 | break;
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45 | }
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46 | // enable animation state
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47 | if (mAnimationState)
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48 | {
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49 | mAnimationState->setLoop(true);
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50 | mAnimationState->setEnabled(true);
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51 | }
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52 | mTimeElapsed = Math::RangeRandom(1, 5);
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53 | }
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54 | //-----------------------------------------------------------------------
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55 | Entity *EntityState::GetEntity()
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56 | {
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57 | return mEntity;
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58 | }
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59 | //-----------------------------------------------------------------------
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60 | EntityState::State EntityState::GetState()
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61 | {
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62 | return mState;
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63 | }
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64 | //-----------------------------------------------------------------------
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65 | void EntityState::update(Real timeSinceLastFrame)
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66 | {
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67 | mTimeElapsed -= timeSinceLastFrame * mAnimationSpeed;
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68 |
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69 | if (mState == MOVING) // toggle between moving (longer) and waiting (short)
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70 | {
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71 | SceneNode *parent = mEntity->getParentSceneNode();
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72 |
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73 | if (mTimeElapsed <= 0) // toggle animation state
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74 | {
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75 | if (mAnimationState->getAnimationName() == "Idle")
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76 | {
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77 | SetAnimationState("Walk", true);
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78 | mTimeElapsed = 10; // walk for mTimeElapsed units
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79 |
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80 | // choose random direction between zero and two pi
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81 | Radian rnd = Radian(Math::UnitRandom() * Math::HALF_PI);
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82 |
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83 | //mEntity->getParentSceneNode()->rotate();
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84 | parent->yaw(rnd);
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85 | }
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86 | else
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87 | {
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88 | SetAnimationState("Idle", true);
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89 | mTimeElapsed = 2; // wait for mTimeElapsed seconds
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90 | }
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91 | }
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92 |
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93 | if (mAnimationState->getAnimationName() == "Walk")
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94 | {
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95 | Vector3 oldPos = parent->getPosition();
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96 |
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97 | parent->translate(parent->getLocalAxes(), Vector3(0.03 * mAnimationSpeed, 0, 0));
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98 |
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99 | // HACK: if out of bounds => go back to idle
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100 | if (OutOfBounds(parent))
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101 | {
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102 | parent->setPosition(oldPos);
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103 | SetAnimationState("Idle);
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104 |
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105 | mTimeElapsed = 2;
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106 | }
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107 | }
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108 | }
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109 |
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110 | if (mAnimationState) // add time to drive animation
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111 | {
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112 | mAnimationState->addTime(timeSinceLastFrame * mAnimationSpeed);
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113 | }
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114 | }
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115 | //-----------------------------------------------------------------------
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116 | void EntityState::SetAnimationState(String stateStr, bool loop)
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117 | {
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118 | mAnimationState = mEntity->getAnimationState(stateStr);
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119 | mAnimationState->setLoop(loop);
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120 | mAnimationState->setEnabled(true);
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121 | }
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122 | //-----------------------------------------------------------------------
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123 | bool EntityState::OutOfBounds(SceneNode *node)
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124 | {
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125 | Vector3 pos = node->getPosition();
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126 |
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127 | if ((pos > msMinPos) && (pos < msMaxPos))
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128 | return true;
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129 |
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130 | return false;
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131 | }
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132 | /*********************************************************/
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133 | /* TestCullingTerrainApplication implementation */
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134 | /*********************************************************/
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135 |
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136 |
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137 | TestCullingTerrainApplication::TestCullingTerrainApplication():
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138 | mTerrainContentGenerator(NULL)
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139 | {
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140 | }
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141 | //-----------------------------------------------------------------------
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142 | TestCullingTerrainApplication::~TestCullingTerrainApplication()
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143 | {
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144 | OGRE_DELETE(mTerrainContentGenerator);
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145 | OGRE_DELETE(mRayQueryExecutor);
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146 | deleteEntityStates();
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147 | }
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148 | //-----------------------------------------------------------------------
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149 | void TestCullingTerrainApplication::deleteEntityStates()
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150 | {
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151 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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152 | {
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153 | delete mEntityStates[i];
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154 | mEntityStates[i] = NULL;
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155 | }
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156 | mEntityStates.clear();
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157 | }
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158 | //-----------------------------------------------------------------------
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159 | void TestCullingTerrainApplication::createCamera()
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160 | {
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161 | // create the camera
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162 | mCamera = mSceneMgr->createCamera("PlayerCam");
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163 |
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164 | /** set a nice viewpoint
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165 | * we use a camera node here and apply all transformations on it instead
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166 | * of applying all transformations directly to the camera
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167 | * because then the camera is displayed correctly in the visualization
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168 | */
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169 | mCamNode = mSceneMgr->getRootSceneNode()->
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170 | createChildSceneNode("CamNode1", Vector3(707, 5000, 528));
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171 | //mCamera->setPosition(707, 5000, 528);
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172 | mCamNode->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
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173 | mCamNode->attachObject(mCamera);
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174 |
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175 | //-- create visualization camera
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176 | mVizCamera = mSceneMgr->createCamera("VizCam");
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177 | mVizCamera->setPosition(mCamNode->getPosition());
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178 |
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179 | mVizCamera->setNearClipDistance(1);
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180 | mCamera->setNearClipDistance(1);
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181 |
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182 | // infinite far plane?
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183 | if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
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184 | {
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185 | mVizCamera->setFarClipDistance(0);
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186 | mCamera->setFarClipDistance(0);
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187 | }
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188 | else
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189 | {
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190 | mVizCamera->setFarClipDistance(20000);
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191 | mCamera->setFarClipDistance(20000);
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192 | }
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193 | }
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194 |
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195 | //-----------------------------------------------------------------------
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196 | bool TestCullingTerrainApplication::setup()
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197 | {
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198 | bool carryOn = ExampleApplication::setup();
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199 |
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200 | if (carryOn)
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201 | createRenderTargetListener();
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202 |
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203 | return carryOn;
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204 | }
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205 | //-----------------------------------------------------------------------
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206 | void TestCullingTerrainApplication::createRenderTargetListener()
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207 | {
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208 | mWindow->addListener(new VisualizationRenderTargetListener(mSceneMgr));
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209 | }
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210 | //-----------------------------------------------------------------------
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211 | void TestCullingTerrainApplication::createScene()
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212 | {
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213 | // Set ambient light
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214 | mAmbientLight = ColourValue(0.5, 0.5, 0.5);
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215 | mSceneMgr->setAmbientLight(mAmbientLight);
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216 |
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217 | //-- create light
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218 | mSunLight = mSceneMgr->createLight("SunLight");
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219 | mSunLight->setType(Light::LT_DIRECTIONAL);
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220 | //mSunLight->setType(Light::LT_SPOTLIGHT);
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221 | //mSunLight->setSpotlightRange(Degree(30), Degree(50));
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222 |
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223 | mSunLight->setPosition(707, 2000, 500);
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224 | mSunLight->setCastShadows(true);
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225 |
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226 | // set light angle not too sharp, otherwise shadows textures will be broken
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227 | Vector3 dir(0.5, 1, 0.5);
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228 | dir.normalise();
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229 | mSunLight->setDirection(dir);
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230 | //mSunLight->setDirection(Vector3::NEGATIVE_UNIT_Y);
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231 | mSunLight->setDiffuseColour(1, 1, 1);
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232 | mSunLight->setSpecularColour(1, 1, 1);
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233 |
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234 | // -- Fog
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235 | // NB it's VERY important to set this before calling setWorldGeometry
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236 | // because the vertex program picked will be different
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237 | ColourValue fadeColour(0.93, 0.86, 0.76);
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238 | mWindow->getViewport(0)->setBackgroundColour(fadeColour);
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239 | //mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
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240 |
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241 | // Create a skybox
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242 | mSceneMgr->setSkyBox(true, "Examples/SpaceSkyBox", 5000, false);
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243 |
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244 | std::string terrain_cfg("terrain.cfg");
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245 | #if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
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246 | terrain_cfg = mResourcePath + terrain_cfg;
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247 | #endif
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248 | mSceneMgr->setWorldGeometry(terrain_cfg);
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249 |
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250 | // ray query executor
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251 | mRayQueryExecutor = new RayQueryExecutor(mSceneMgr);
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252 |
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253 | //-- CEGUI setup
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254 | setupGui();
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255 |
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256 | /* // occluder plane to test visibility
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257 | Plane plane; plane.normal = Vector3::UNIT_Y; plane.d = -60;
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258 | MeshManager::getSingleton().createPlane("Myplane",
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259 | ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, plane,
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260 | 5000,5000,100,100,true,1,5,5,Vector3::UNIT_Z);
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261 | Entity* pPlaneEnt = mSceneMgr->createEntity( "plane", "Myplane" );
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262 | pPlaneEnt->setMaterialName("Examples/Rockwall");
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263 | pPlaneEnt->setCastShadows(true);
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264 | mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(pPlaneEnt); */
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265 |
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266 | mSceneMgr->setShadowTextureSettings(1024, 2);
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267 | mSceneMgr->setShadowColour(ColourValue(0.5, 0.5, 0.5));
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268 |
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269 |
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270 | //-- terrain content setup
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271 |
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272 | // HACK: necessary to call once before the content creation for
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273 | // terrain initialisation
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274 | mSceneMgr->_renderScene(mCamera, mWindow->getViewport(0), true);
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275 |
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276 | mTerrainContentGenerator = new TerrainContentGenerator(mSceneMgr);
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277 |
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278 | // if no objects in file, we generate new objects
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279 | if (!mTerrainContentGenerator->LoadObjects("objects.out"))
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280 | {
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281 | // to provide much occlusion,
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282 | // height is restricted to 50 => no objects appear on peaks
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283 | mTerrainContentGenerator->SetMaxPos(Vector3(3000.0f, 50.0f, 3000.0f));
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284 | mTerrainContentGenerator->SetOffset(0);
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285 |
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286 | // the objects are generated randomly distributed over the terrain
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287 | generateScene(1500, 0);
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288 | }
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289 |
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290 | // no limitations needed anymore: the user can set
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291 | // objects also on peaks of terrain
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292 | mTerrainContentGenerator->SetMaxPos(Vector3(3000.0f, 5000.0f, 3000.0f));
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293 | }
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294 | //-----------------------------------------------------------------------
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295 | void TestCullingTerrainApplication::generateScene(int num, int objectType)
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296 | {
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297 | mTerrainContentGenerator->GenerateScene(num, currentObjectCaptions[objectType]);
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298 |
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299 | if (objectType != 0) // from our objects, only robot has animation phases
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300 | return;
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301 |
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302 | EntityList *entList = mTerrainContentGenerator->GetGeneratedEntities();
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303 |
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304 | //-- add animation state for new robots (located at the end of the list)
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305 | for (int i = entList->size() - num; i < (int)entList->size(); ++i)
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306 | {
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307 | mEntityStates.push_back(new EntityState((*entList)[i],
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308 | EntityState::WAITING, Math::RangeRandom(0.5, 1.5)));
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309 | }
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310 | }
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311 | //-----------------------------------------------------------------------
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312 | void TestCullingTerrainApplication::updateAnimations(Real timeSinceLastFrame)
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313 | {
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314 | for (int i = 0; i < (int)mEntityStates.size(); ++i)
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315 | {
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316 | SceneNode *sm = mEntityStates[i]->GetEntity()->getParentSceneNode();
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317 |
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318 | mEntityStates[i]->update(timeSinceLastFrame);
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319 |
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320 | if (mEntityStates[i]->GetState() == EntityState::MOVING)
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321 | {
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322 | Clamp2Terrain(sn, 0);
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323 | //sm->setNodeVisible(false);
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324 | }
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325 | }
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326 | }
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327 | //-----------------------------------------------------------------------
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328 | EntityStates &TestCullingTerrainApplication::getEntityStates()
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329 | {
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330 | return mEntityStates;
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331 | }
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332 | //-----------------------------------------------------------------------
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333 | void TestCullingTerrainApplication::setupGui()
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334 | {
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335 | mGUIRenderer = new CEGUI::OgreCEGUIRenderer(mWindow, Ogre::RENDER_QUEUE_OVERLAY,
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336 | false, 3000, ST_EXTERIOR_CLOSE);
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337 | mGUISystem = new CEGUI::System(mGUIRenderer);
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338 |
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339 | // Mouse
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340 | CEGUI::SchemeManager::getSingleton().loadScheme((CEGUI::utf8*)"TaharezLook.scheme");
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341 | CEGUI::MouseCursor::getSingleton().setImage("TaharezLook", "MouseArrow");
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342 | mGUISystem->setDefaultMouseCursor((CEGUI::utf8*)"TaharezLook",
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343 | (CEGUI::utf8*)"MouseArrow");
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344 |
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345 | CEGUI::MouseCursor::getSingleton().show();
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346 | }
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347 | //-----------------------------------------------------------------------
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348 | void TestCullingTerrainApplication::createFrameListener()
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349 | {
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350 | mTerrainFrameListener = new TerrainFrameListener(mWindow, mCamera, mSceneMgr,
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351 | mGUIRenderer, mTerrainContentGenerator, mVizCamera, mCamNode, mSunLight, this);
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352 |
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353 | mRoot->addFrameListener(mTerrainFrameListener);
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354 | }
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355 | //-----------------------------------------------------------------------
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356 | String TestCullingTerrainApplication::getCurrentObjectCaption(int id)
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357 | {
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358 | return currentObjectCaptions[id];
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359 | }
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360 | //-----------------------------------------------------------------------
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361 | void TestCullingTerrainApplication::chooseSceneManager()
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362 | {
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363 | mSceneMgr = mRoot->getSceneManager(ST_EXTERIOR_CLOSE);
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364 | }
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365 | //-----------------------------------------------------------------------
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366 | bool TestCullingTerrainApplication::Clamp2Terrain(SceneNode *node, int terrainOffs)
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367 | {
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368 | // clamp scene node to terrain
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369 | Vector3 pos = node->getPosition();
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370 | Vector3 queryResult;
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371 |
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372 | if (mRayQueryExecutor->executeRayQuery(&queryResult,
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373 | Vector3(pos.x, MAX_HEIGHT, pos.z), Vector3::NEGATIVE_UNIT_Y))
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374 | {
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375 | node->setPosition(pos.x, queryResult.y + terrainOffs, pos.z);
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376 | return true;
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377 | }
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378 |
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379 | return false;
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380 | }
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381 |
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382 |
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383 | /**************************************************************/
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384 | /* VisualizationRenderTargetListener implementation */
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385 | /**************************************************************/
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386 | //-----------------------------------------------------------------------
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387 | VisualizationRenderTargetListener::VisualizationRenderTargetListener(SceneManager *sceneMgr)
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388 | :RenderTargetListener(), mSceneMgr(sceneMgr)
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389 | {
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390 | }
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391 | //-----------------------------------------------------------------------
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392 | void VisualizationRenderTargetListener::preViewportUpdate(const RenderTargetViewportEvent &evt)
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393 | {
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394 | // visualization viewport
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395 | const bool showViz = evt.source->getZOrder() == VIZ_VIEWPORT_Z_ORDER;
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396 | const bool nShowViz = !showViz;
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397 |
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398 | mSavedShadowTechnique = mSceneMgr->getShadowTechnique();
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399 | mSavedAmbientLight = mSceneMgr->getAmbientLight();
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400 |
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401 | // -- ambient light must be full for visualization, shadows disabled
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402 | if (showViz)
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403 | {
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404 | mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
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405 | mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
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406 | }
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407 |
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408 | mSceneMgr->setOption("PrepareVisualization", &showViz);
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409 | mSceneMgr->setOption("SkyBoxEnabled", &nShowViz);
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410 | //mSceneMgr->setOption("SkyPlaneEnabled", &showViz);
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411 |
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412 | RenderTargetListener::preViewportUpdate(evt);
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413 | }
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414 | //-----------------------------------------------------------------------
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415 | void VisualizationRenderTargetListener::postRenderTargetUpdate(const RenderTargetEvent &evt)
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416 | {
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417 | // reset values
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418 | mSceneMgr->setShadowTechnique(mSavedShadowTechnique);
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419 | mSceneMgr->setAmbientLight(mSavedAmbientLight);
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420 |
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421 | RenderTargetListener::postRenderTargetUpdate(evt);
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422 | }
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423 | //-----------------------------------------------------------------------
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424 | INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
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425 | {
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426 | // Create application object
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427 | TestCullingTerrainApplication app;
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428 |
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429 | try
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430 | {
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431 | app.go();
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432 | }
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433 | catch( Ogre::Exception& e )
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434 | {
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435 | MessageBox( NULL, e.getFullDescription().c_str(),
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436 | "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
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437 | }
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438 |
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439 | return 0;
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440 | }
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