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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\SkyDome.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html You may use this sample code for anything you like, it is not covered by the LGPL like the rest of the engine. ----------------------------------------------------------------------------- */ /** \file SkyDome.h \brief Specialisation of OGRE's framework application to show the skydome feature */ #include "ExampleApplication.h" // Event handler to add ability to alter curvature class SkyDomeFrameListener : public ExampleFrameListener { protected: Real mCurvature; Real mTiling; SceneManager* mSceneMgr; public: SkyDomeFrameListener(RenderWindow* win, Camera* cam, SceneManager* mgr) : ExampleFrameListener(win, cam) { mSceneMgr = mgr; mCurvature = 1; mTiling = 15; } bool frameStarted(const FrameEvent& evt) { // Change curvature / tiling // Delay timer to stop too quick updates of curvature static Real timeDelay = 0; bool updateSky; updateSky = false; if(!ExampleFrameListener::frameStarted(evt)) return false; if (mKeyboard->isKeyDown(OIS::KC_H) && timeDelay <= 0) { mCurvature += 1; timeDelay = 0.1; updateSky = true; } if (mKeyboard->isKeyDown(OIS::KC_G) && timeDelay <= 0) { mCurvature -= 1; timeDelay = 0.1; updateSky = true; } if (mKeyboard->isKeyDown(OIS::KC_U) && timeDelay <= 0) { mTiling += 1; timeDelay = 0.1; updateSky = true; } if (mKeyboard->isKeyDown(OIS::KC_Y) && timeDelay <= 0) { mTiling -= 1; timeDelay = 0.1; updateSky = true; } if (timeDelay > 0) timeDelay -= evt.timeSinceLastFrame; if (updateSky) { mSceneMgr->setSkyDome(true, "Examples/CloudySky", mCurvature, mTiling); } return true; } }; class SkyDomeApplication : public ExampleApplication { public: SkyDomeApplication() { } protected: // Just override the mandatory create scene method void createScene(void) { // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); // Create a skydome mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8); // Create a light Light* l = mSceneMgr->createLight("MainLight"); // Accept default settings: point light, white diffuse, just set position // NB I could attach the light to a SceneNode if I wanted it to move automatically with // other objects, but I don't l->setPosition(20,80,50); Entity *ent; // Define a floor plane mesh Plane p; p.normal = Vector3::UNIT_Y; p.d = 200; MeshManager::getSingleton().createPlane("FloorPlane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p,2000,2000,1,1,true,1,5,5,Vector3::UNIT_Z); // Create an entity (the floor) ent = mSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Examples/RustySteel"); mSceneMgr->getRootSceneNode()->attachObject(ent); ent = mSceneMgr->createEntity("head", "ogrehead.mesh"); // Attach to child of root node, better for culling (otherwise bounds are the combination of the 2) mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent); } // Create new frame listener void createFrameListener(void) { mFrameListener= new SkyDomeFrameListener(mWindow, mCamera, mSceneMgr); mRoot->addFrameListener(mFrameListener); } bool setup() { ExampleApplication::setup(); LogManager::getSingleton().setLogDetail( LL_BOREME ); return true; } };
SkyDome.h
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