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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\sample_include\Terrain.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 Terrain.h \brief Specialisation of OGRE's framework application to show the terrain rendering plugin */ #include "ExampleApplication.h" RaySceneQuery* raySceneQuery = 0; // Event handler to add ability to alter curvature class TerrainFrameListener : public ExampleFrameListener { public: TerrainFrameListener(RenderWindow* win, Camera* cam) : ExampleFrameListener(win, cam) { // Reduce move speed mMoveSpeed = 50; } bool frameStarted(const FrameEvent& evt) { if( ExampleFrameListener::frameStarted(evt) == false ) return false; // clamp to terrain static Ray updateRay; updateRay.setOrigin(mCamera->getPosition()); updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y); raySceneQuery->setRay(updateRay); RaySceneQueryResult& qryResult = raySceneQuery->execute(); RaySceneQueryResult::iterator i = qryResult.begin(); if (i != qryResult.end() && i->worldFragment) { mCamera->setPosition(mCamera->getPosition().x, i->worldFragment->singleIntersection.y + 10, mCamera->getPosition().z); } return true; } }; class TerrainApplication : public ExampleApplication { public: TerrainApplication() {} ~TerrainApplication() { delete raySceneQuery; } protected: virtual void chooseSceneManager(void) { // Get the SceneManager, in this case a generic one mSceneMgr = mRoot->createSceneManager("TerrainSceneManager"); } virtual void createCamera(void) { // Create the camera mCamera = mSceneMgr->createCamera("PlayerCam"); // Position it at 500 in Z direction mCamera->setPosition(Vector3(128,25,128)); // Look back along -Z mCamera->lookAt(Vector3(0,0,-300)); mCamera->setNearClipDistance( 1 ); mCamera->setFarClipDistance( 1000 ); } // Just override the mandatory create scene method void createScene(void) { Plane waterPlane; // Set ambient light mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5)); // 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); // Fog // NB it's VERY important to set this before calling setWorldGeometry // because the vertex program picked will be different ColourValue fadeColour(0.93, 0.86, 0.76); mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000); mWindow->getViewport(0)->setBackgroundColour(fadeColour); std::string terrain_cfg("terrain.cfg"); mSceneMgr -> setWorldGeometry( terrain_cfg ); // Infinite far plane? if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE)) { mCamera->setFarClipDistance(0); } // Define the required skyplane Plane plane; // 5000 world units from the camera plane.d = 5000; // Above the camera, facing down plane.normal = -Vector3::UNIT_Y; // Set a nice viewpoint mCamera->setPosition(707,2500,528); mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329)); //mRoot -> showDebugOverlay( true ); raySceneQuery = mSceneMgr->createRayQuery( Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y)); } // Create new frame listener void createFrameListener(void) { mFrameListener= new TerrainFrameListener(mWindow, mCamera); mRoot->addFrameListener(mFrameListener); } };
Terrain.h
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