Ogre 小例子

接触Ogre十多天了,coding的蛋疼,回头整理了下这几天学的东西,综合成了个小例子,录了个视频陶冶一下情操

效果是这样的:

这是解决方案 项目共包含5个文件2个类 ,类MyWorld继承于ExampleApplication,类MyFrameListener继承于FrameListener。

地面、“太阳”、和两个Sinbad还有光照的创建都在MyWorld::createScene()中,摄像机的创建在MyWorld::createCamera()中

实体的运动控制都在MyFrameListener::frameStarted(Ogre::FrameEvent& evt)中,还有MyFrameListener类的带参构造函数也比较重要。

代码如下:

main.cpp:

#include "MyWorld.h"

int main()
{
	MyWorld app;
	app.go();

	return 0;
}

  

MyWorld.h:

#pragma once
#include "Ogre\ExampleApplication.h"

class MyWorld :
	public ExampleApplication
{
public:
	MyWorld(void);
	~MyWorld(void);

	void createScene();
	void createCamera();
	void createFrameListener();
private:
	Ogre::Entity*		_entSinbadLittle;
	Ogre::Entity*		_entSinbadBig;
	Ogre::SceneNode*	_nodeSinbadLittle;
	Ogre::SceneNode*	_nodeSinbadBig;
	Ogre::SceneNode*	_nodeSun;

	//FrameListener
	Ogre::FrameListener* _frameListener;
};

  

MyFrameListener.h

#pragma once
#include "Ogre\ExampleFrameListener.h"
#include "MyWorld.h"

class MyFrameListener :
	public Ogre::FrameListener
{
public:
	MyFrameListener(void);
	~MyFrameListener(void);

	MyFrameListener(
		Ogre::SceneNode* nodeSinbadLittle,
		Ogre::SceneNode* nodeSinbadBig,
		Ogre::SceneNode* nodeSun,
		Ogre::Entity* entSinbadLittle,
		Ogre::Entity* entSinbadBig,
		Ogre::Camera* cam,
		Ogre::RenderWindow* win
		);

	bool frameStarted(const Ogre::FrameEvent& evt);

private:
	Ogre::Entity*		_entSinbadLittle;
	Ogre::Entity*		_entSinbadBig;
	Ogre::SceneNode*	_nodeSinbadLittle;
	Ogre::SceneNode*	_nodeSinbadBig;
	Ogre::SceneNode*	_nodeSun;
	Ogre::Camera*		_cam;

	Ogre::AnimationState* _aniSinbadLittle;
	Ogre::AnimationState* _aniSinbadBigBase;
	Ogre::AnimationState* _aniSinbadBigTop;

	OIS::InputManager* _man;
	OIS::Keyboard* _key;
	OIS::Mouse* _mouse;

	enum CtrlObject{SinbadLittleCtrl,SinbadBigCtrl,CamCtrl};
	CtrlObject _ctrlobject;

	float _movementSpeed;
	Ogre::Timer _timer;
	Ogre::PolygonMode _polyMode;

	float _walkSpeed;
	float _rotate;
};

  

MyWorld.cpp

#include "MyWorld.h"
#include "MyFrameListener.h"


MyWorld::MyWorld(void)
{
	_frameListener = NULL;
}


MyWorld::~MyWorld(void)
{
	if(_frameListener) delete _frameListener;
}

void MyWorld::createScene()
{
	using namespace Ogre;

	//Floor
	Plane floor(Vector3::UNIT_Y,-20);
	MeshManager::getSingleton().createPlane(
		"floor",
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
		floor,2000,2000,200,200,true,1,6,6,Vector3::UNIT_Z
		);
	Entity* entFloor = mSceneMgr->createEntity("entFloor","floor");
	entFloor->setMaterialName("Examples/BeachStones");//贴图
	SceneNode* sn = mSceneMgr->getRootSceneNode();
	SceneNode* node = sn->createChildSceneNode("nodeGod");
	node->attachObject(entFloor);

	//Light
	_nodeSun = node->createChildSceneNode("nodeSun");
	Light* ltPoint = mSceneMgr->createLight("lightPoint");
	ltPoint->setType(Light::LT_POINT);
	ltPoint->setDiffuseColour(ColourValue(1.f,1.f,1.f));
	ltPoint->setPowerScale(3.f);//设置光照强度
	Entity* entSun = mSceneMgr->createEntity("entSun","Sphere.mesh");
	_nodeSun->attachObject(entSun);
	_nodeSun->attachObject(ltPoint);
	_nodeSun->scale(3.f,3.f,3.f);
	_nodeSun->setPosition(700,800,-700);

	//Sinbad
	_entSinbadLittle = mSceneMgr->createEntity("entSinbadLittle","Sinbad.mesh");
	_nodeSinbadLittle = node->createChildSceneNode("nodeSInbadLittle");
	_nodeSinbadLittle->attachObject(_entSinbadLittle);
	_nodeSinbadLittle->scale(5.f,5.f,5.f);
	_nodeSinbadLittle->setPosition(30.f,4.2f,0.f);

	_entSinbadBig = mSceneMgr->createEntity("entSinbadBig","Sinbad.mesh");
	_nodeSinbadBig = node->createChildSceneNode("nodeSInbadBig");
	_nodeSinbadBig->attachObject(_entSinbadBig);
	_nodeSinbadBig->scale(10.f,10.f,10.f);
	_nodeSinbadBig->setPosition(-30,29,0);

	//Sword
	Ogre::Entity* swordL = mSceneMgr->createEntity("swordL","Sword.mesh");
	Ogre::Entity* swordR = mSceneMgr->createEntity("swordR","Sword.mesh");
	_entSinbadBig->attachObjectToBone("Handle.L",swordL);
	_entSinbadBig->attachObjectToBone("Handle.R",swordR);

	//Shadow
	mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);

	//Get all animation
/*

	Ogre::AnimationStateSet* set = _entSinbadBig->getAllAnimationStates();
	Ogre::AnimationStateIterator it = set->getAnimationStateIterator();

	while(it.hasMoreElements())
	{
		std::cout << it.getNext()->getAnimationName() << std::endl;
	}
*/

}

void MyWorld::createCamera()
{
	mCamera = mSceneMgr->createCamera("MyCam");
	mCamera->setPosition(0,300,400);
	mCamera->lookAt(0,0,0);
	mCamera->setNearClipDistance(5);
}

void MyWorld::createFrameListener()
{
	_frameListener = new MyFrameListener(
		_nodeSinbadLittle,
		_nodeSinbadBig,
		_nodeSun,
		_entSinbadLittle,
		_entSinbadBig,
		mCamera,
		mWindow);
	mRoot->addFrameListener(_frameListener);
}
  MyFrameListener.cpp

#include "MyFrameListener.h"


MyFrameListener::MyFrameListener(void)
{
}


MyFrameListener::~MyFrameListener(void)
{
	_man->destroyInputObject(_key);
	_man->destroyInputObject(_mouse);
	OIS::InputManager::destroyInputSystem(_man);

}
MyFrameListener::MyFrameListener(
	Ogre::SceneNode* nodeSinbadLittle,
	Ogre::SceneNode* nodeSinbadBig,
	Ogre::SceneNode* nodeSun,
	Ogre::Entity* entSinbadLittle,
	Ogre::Entity* entSinbadBig,
	Ogre::Camera* cam,
	Ogre::RenderWindow* win
	)
{
	_entSinbadLittle = entSinbadLittle;
	_entSinbadBig = entSinbadBig;
	_nodeSinbadLittle = nodeSinbadLittle;
	_nodeSinbadBig = nodeSinbadBig;
	_nodeSun = nodeSun;
	_cam = cam;

	//InputSystem
	size_t windowHnd = 0;
	std::stringstream windowHndStr;
	win->getCustomAttribute("WINDOW",&windowHnd);
	windowHndStr << windowHnd;

	OIS::ParamList pl;
	pl.insert(std::make_pair(std::string("WINDOW"),windowHndStr.str()));
	_man = OIS::InputManager::createInputSystem(pl);
	_key = static_cast<OIS::Keyboard*>(_man->createInputObject(OIS::OISKeyboard,false));
	_mouse = static_cast<OIS::Mouse*>(_man->createInputObject(OIS::OISMouse,false));

	//Default Control Object 
	_ctrlobject = CamCtrl;	
	_movementSpeed = 150.f;
	_walkSpeed = 70.f;
	_rotate = 0.f;

	//Animation
	_aniSinbadLittle = entSinbadLittle->getAnimationState("Dance");
	_aniSinbadLittle->setEnabled(true);
	_aniSinbadLittle->setLoop(true);

	_aniSinbadBigBase = entSinbadBig->getAnimationState("RunBase");
	_aniSinbadBigBase->setLoop(false);

	_aniSinbadBigTop = entSinbadBig->getAnimationState("RunTop");
	_aniSinbadBigTop->setLoop(false);

	_timer.reset();

	_polyMode = PolygonMode::PM_SOLID;

	//Sunmove
	_nodeSun->yaw(Radian(180.f));
}

bool MyFrameListener::frameStarted(const Ogre::FrameEvent& evt)
{
	using namespace OIS;

#pragma region KeyAndMouseControl

	bool Walked = false;
	Ogre::Vector3 tr(0.f,0.f,0.f);

	_key->capture();
	if(_key->isKeyDown(KC_Q) && _timer.getMilliseconds() > 250)
	{
		_timer.reset();
		if(_ctrlobject == SinbadBigCtrl) _ctrlobject = CamCtrl;
		else if(_ctrlobject == CamCtrl) _ctrlobject = SinbadBigCtrl;
	}
	if(_key->isKeyDown(KC_W))
	{
		tr += Ogre::Vector3(0,0,-1);
		_rotate = 3.1415926f;
		Walked = true;
	}
	if(_key->isKeyDown(KC_S))
	{
		tr += Ogre::Vector3(0,0,1);
		_rotate = 0.0f; 
		Walked = true; 
	}
	if(_key->isKeyDown(KC_A))
	{
		tr += Ogre::Vector3(-1,0,0);
		_rotate = -1.57f; 
		Walked = true;
	}
	if(_key->isKeyDown(KC_D))
	{
		tr += Ogre::Vector3(1,0,0);
		_rotate = 1.57f; 
		Walked = true;
	}
	if(_key->isKeyDown(KC_ESCAPE)) return false;
	if(_key->isKeyDown(KC_R) && _timer.getMilliseconds() > 250)
	{
		_timer.reset();
		if(_polyMode == PM_SOLID) _polyMode = PM_WIREFRAME;
		else if(_polyMode == PM_WIREFRAME) _polyMode = PM_POINTS;
		else if(_polyMode == PM_POINTS) _polyMode = PM_SOLID;

		_cam->setPolygonMode(_polyMode);
	}

	_mouse->capture();
	float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame * -0.1;
	float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -0.1;

	if(_ctrlobject == SinbadBigCtrl)
	{

		if(Walked)
		{
			_aniSinbadBigBase->setEnabled(true);
			_aniSinbadBigTop->setEnabled(true);
			if(_aniSinbadBigBase->hasEnded())
			{
				_aniSinbadBigBase->setTimePosition(0.f);
			}
			if(_aniSinbadBigTop->hasEnded())
			{
				_aniSinbadBigTop->setTimePosition(0.f);
			}
			//这一块不太懂
			_nodeSinbadBig->translate(tr * evt.timeSinceLastFrame * _walkSpeed);
			_nodeSinbadBig->resetOrientation();
			_nodeSinbadBig->yaw(Ogre::Radian(_rotate));
		}
	}
	else if(_ctrlobject == CamCtrl)
	{
		_cam->yaw(Ogre::Radian(rotX));
		_cam->pitch(Ogre::Radian(rotY));
		_cam->moveRelative(tr * evt.timeSinceLastFrame * _movementSpeed);
	}
	if(!Walked)
	{
		_aniSinbadBigBase->setTimePosition(0.f);
		_aniSinbadBigBase->setEnabled(false);
		_aniSinbadBigTop->setTimePosition(0.f);
		_aniSinbadBigTop->setEnabled(false);	
	}
#pragma  endregion

	//Animation
	_aniSinbadLittle->addTime(evt.timeSinceLastFrame * 2.f);
	_aniSinbadBigBase->addTime(evt.timeSinceLastFrame * 0.8f);
	_aniSinbadBigTop->addTime(evt.timeSinceLastFrame * 0.8f);

	//Sun move
	_nodeSun->pitch(Radian(1.f) * evt.timeSinceLastFrame);
	_nodeSun->translate(Ogre::Vector3(0.f,0.f,10.f) * evt.timeSinceLastFrame * _movementSpeed,Ogre::Node::TS_LOCAL);

	return true;
}

  

posted @ 2012-12-22 00:13  iFinVer  阅读(477)  评论(0编辑  收藏  举报