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C++ TransformKeyFrame::setTranslate方法代码示例

本文整理汇总了C++中TransformKeyFrame::setTranslate方法的典型用法代码示例。如果您正苦于以下问题:C++ TransformKeyFrame::setTranslate方法的具体用法?C++ TransformKeyFrame::setTranslate怎么用?C++ TransformKeyFrame::setTranslate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TransformKeyFrame的用法示例。


在下文中一共展示了TransformKeyFrame::setTranslate方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: readKeyFrame

    //---------------------------------------------------------------------
    void SkeletonSerializer::readKeyFrame(DataStreamPtr& stream, NodeAnimationTrack* track, 
        Skeleton* pSkel)
    {
        // float time                    : The time position (seconds)
        float time;
        readFloats(stream, &time, 1);

        TransformKeyFrame *kf = track->createNodeKeyFrame(time);

        // Quaternion rotate            : Rotation to apply at this keyframe
        Quaternion rot;
        readObject(stream, rot);
        kf->setRotation(rot);
        // Vector3 translate            : Translation to apply at this keyframe
        Vector3 trans;
        readObject(stream, trans);
        kf->setTranslate(trans);
        // Do we have scale?
        if (mCurrentstreamLen > calcKeyFrameSizeWithoutScale(pSkel, kf))
        {
            Vector3 scale;
            readObject(stream, scale);
            kf->setScale(scale);
        }
    }
开发者ID:MrLobo,项目名称:El-Rayo-de-Zeus,代码行数:26,代码来源:OgreSkeletonSerializer.cpp

示例2: _applyBaseKeyFrame

 //--------------------------------------------------------------------------
 void NodeAnimationTrack::_applyBaseKeyFrame(const KeyFrame* b)
 {
     const TransformKeyFrame* base = static_cast<const TransformKeyFrame*>(b);
     
     for (KeyFrameList::iterator i = mKeyFrames.begin(); i != mKeyFrames.end(); ++i)
     {
         TransformKeyFrame* kf = static_cast<TransformKeyFrame*>(*i);
         kf->setTranslate(kf->getTranslate() - base->getTranslate());
         kf->setRotation(base->getRotation().Inverse() * kf->getRotation());
         kf->setScale(kf->getScale() * (Vector3::UNIT_SCALE / base->getScale()));
     }
         
 }
开发者ID:yiliu1203,项目名称:OGRE,代码行数:14,代码来源:OgreAnimationTrack.cpp

示例3: ReadAnimation

void FvXMLAnimationModelSerializerImpl::ReadAnimation( 
	FvXMLSectionPtr spSection, Ogre::SceneNode* pkNode, FvAnimationModel* pkDest )
{
	Ogre::SceneManager *pkSceneManager = Ogre::Root::getSingleton().
		_getCurrentSceneManager();
	FV_ASSERT(pkSceneManager);

	FvString kAnimationName = spSection->ReadString("name");
	bool bEnable = spSection->ReadBool("enable");
	bool bLoop = spSection->ReadBool("loop");
	FvString kIterpolationMode = spSection->ReadString("interpolationMode");
	FvString kRotationIterpolationMode = spSection->ReadString("rotationInterpolationMode");
	float fLength = spSection->ReadFloat("length");

	if(!pkSceneManager->hasAnimation(pkNode->getName() + kAnimationName))
	{
		std::vector<FvXMLSectionPtr> kKeyFrames;
		spSection->OpenSections("keyframe",kKeyFrames);

		Animation *pkAnimation = pkSceneManager->createAnimation(pkNode->getName() + kAnimationName, fLength);
		if(strcmp(kIterpolationMode.c_str(),"spline") == 0)
			pkAnimation->setInterpolationMode(Animation::IM_SPLINE);
		else
			pkAnimation->setInterpolationMode(Animation::IM_LINEAR);

		if(strcmp(kRotationIterpolationMode.c_str(),"spherical") == 0)
			pkAnimation->setRotationInterpolationMode(Animation::RIM_SPHERICAL);
		else
			pkAnimation->setRotationInterpolationMode(Animation::RIM_LINEAR);

		NodeAnimationTrack *pkAnimationTrack = pkAnimation->createNodeTrack(
			pkAnimation->getNumNodeTracks() + 1, pkNode);

		for (size_t stKeyframeIndex = 0; stKeyframeIndex < kKeyFrames.size(); stKeyframeIndex++)
		{
			float fTime = kKeyFrames[stKeyframeIndex]->ReadFloat("time");
			FvVector3 kPosition = kKeyFrames[stKeyframeIndex]->ReadVector3("translation");
			FvVector3 kScale = kKeyFrames[stKeyframeIndex]->ReadVector3("scale");
			FvQuaternion kQuaternion = kKeyFrames[stKeyframeIndex]->ReadQuaternion("rotation");
			TransformKeyFrame *pkKeyFrame = pkAnimationTrack->createNodeKeyFrame(fTime);
			pkKeyFrame->setTranslate(Vector3(kPosition.x,kPosition.y,kPosition.z));
			pkKeyFrame->setRotation(Quaternion(kQuaternion.w,kQuaternion.x,kQuaternion.y,kQuaternion.z));
			pkKeyFrame->setScale(Vector3(kScale.x,kScale.y,kScale.z));
		}

		AnimationState *pkAnimationState = pkSceneManager->createAnimationState(pkNode->getName() + kAnimationName);
		pkAnimationState->setEnabled(bEnable);
		pkAnimationState->setLoop(bLoop);
		pkDest->m_kModelAnimations.insert(std::make_pair(kAnimationName,pkAnimationState));
	}
}
开发者ID:Kiddinglife,项目名称:geco-game-engine,代码行数:51,代码来源:FvAnimationModelSerializer.cpp

示例4: oldKf

void OgreSample19App::tweakSneakAnim()
{
	SkeletonPtr skel = SkeletonManager::getSingleton().load("jaiqua.skeleton",ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	Animation * anim = skel->getAnimation("Sneak");
	Animation::NodeTrackIterator tracks = anim->getNodeTrackIterator();
	
	while(tracks.hasMoreElements())
	{
		NodeAnimationTrack * track = tracks.getNext();
		TransformKeyFrame oldKf(0,0);
		track->getInterpolatedKeyFrame(ANIM_CHOP,&oldKf);
		while (track->getKeyFrame(track->getNumKeyFrames()-1)->getTime() >= ANIM_CHOP - 0.3f)
		{
			track->removeKeyFrame(track->getNumKeyFrames()-1);
		}

		TransformKeyFrame * newKf = track->createNodeKeyFrame(ANIM_CHOP);
		TransformKeyFrame * startKf = track->getNodeKeyFrame(0);

		Bone * bone = skel->getBone(track->getHandle());

		if (bone->getName() == "Spineroot")
		{
			mSneakStartPos = startKf->getTranslate() + bone->getInitialPosition();
			mSneakEndPos = oldKf.getTranslate() + bone->getInitialPosition();
			mSneakStartPos.y = mSneakEndPos.y;
			newKf->setTranslate(oldKf.getTranslate());
			newKf->setRotation(oldKf.getRotation());
			newKf->setScale(oldKf.getScale());
		}
		else
		{
			newKf->setTranslate(startKf->getTranslate());
			newKf->setRotation(startKf->getRotation());
			newKf->setScale(startKf->getScale());
		}
	}
}
开发者ID:harr999y,项目名称:OgreFramework,代码行数:38,代码来源:OgreSample19.cpp

示例5: _rebuild

	// 重建整个动画控制器
	void AnimationTrackController::_rebuild()
	{
		if(!m_needRebuild)
			return;
		destroy();

		// 计算动画长度
		m_length = 0.0f;
		{
			AnimationTrackObject::ConstKeyFrameIterator iterator = m_animationTrackObject->getConstKeyFrameIterator();
			while(iterator.hasMoreElements())
			{
				const AnimationTrackObject::KeyFrame& keyFrame = iterator.getNext();
				m_length += keyFrame.m_length;
			}
		}
		// 创建动画
		m_animation = m_sceneMgr->createAnimation(m_animationTrackObject->getFullName() + "_" + m_trackObject->getScene()->getName() + m_trackObject->getName()
			, m_length
			);
		// 使用样条动画
		m_animation->setInterpolationMode((Animation::InterpolationMode)m_interpolationMode);
		m_animation->setRotationInterpolationMode((Animation::RotationInterpolationMode)m_rotationInterpolationMode);
		// 创建节点轨迹动画
		m_animationTrack = m_animation->createNodeTrack(0 , m_trackObject->getOgreSceneNode());
		// 创建所有关键帧
		{
			float timePos = 0.0f;
			AnimationTrackObject::ConstKeyFrameIterator iterator = m_animationTrackObject->getConstKeyFrameIterator();
			while(iterator.hasMoreElements())
			{
				const AnimationTrackObject::KeyFrame& keyFrame = iterator.getNext();
				timePos += keyFrame.m_length;
				TransformKeyFrame *frame = m_animationTrack->createNodeKeyFrame(timePos);
				frame->setTranslate(keyFrame.m_translate);
				frame->setScale(keyFrame.m_scale);
				frame->setRotation(keyFrame.m_rotate);
			}
		}
		// 创建动画状态
		m_animationState = m_sceneMgr->createAnimationState(m_animation->getName());
		// 总是不使用循环系统
		m_animationState->setLoop(false);
		
		// 重建完毕
		m_needRebuild = false;
	}
开发者ID:duzhi5368,项目名称:FKOgreWorldEdit,代码行数:48,代码来源:AnimationTrackController.cpp

示例6: createScene

// Just override the mandatory create scene method
    void createScene(void)
    {
		sceneMgr = mSceneMgr ;
        // Set ambient light
        mSceneMgr->setAmbientLight(ColourValue(0.75, 0.75, 0.75));

        // 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(200,300,100);

		// Create water mesh and entity
		waterMesh = new WaterMesh(MESH_NAME, PLANE_SIZE, COMPLEXITY);
		waterEntity = mSceneMgr->createEntity(ENTITY_NAME,
			MESH_NAME);
		//~ waterEntity->setMaterialName(MATERIAL_NAME);
		SceneNode *waterNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		waterNode->attachObject(waterEntity);

        // Add a head, give it it's own node
        headNode = waterNode->createChildSceneNode();
        Entity *ent = mSceneMgr->createEntity("head", "ogrehead.mesh");
        headNode->attachObject(ent);

		// Make sure the camera track this node
        //~ mCamera->setAutoTracking(true, headNode);

		// Create the camera node, set its position & attach camera
        SceneNode* camNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		camNode->translate(0, 500, PLANE_SIZE);
		camNode->yaw(Degree(-45));
        camNode->attachObject(mCamera);

		// Create light node
        SceneNode* lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		lightNode->attachObject(l);

        // set up spline animation of light node
        Animation* anim = mSceneMgr->createAnimation("WaterLight", 20);
		NodeAnimationTrack *track ;
        TransformKeyFrame *key ;
		// create a random spline for light
		track = anim->createNodeTrack(0, lightNode);
		key = track->createNodeKeyFrame(0);
		for(int ff=1;ff<=19;ff++) {
			key = track->createNodeKeyFrame(ff);
			Vector3 lpos (
				rand()%(int)PLANE_SIZE , //- PLANE_SIZE/2,
				rand()%300+100,
				rand()%(int)PLANE_SIZE //- PLANE_SIZE/2
				);
			key->setTranslate(lpos);
		}
		key = track->createNodeKeyFrame(20);

        // Create a new animation state to track this
        mAnimState = mSceneMgr->createAnimationState("WaterLight");
        mAnimState->setEnabled(true);

        // Put in a bit of fog for the hell of it
        //mSceneMgr->setFog(FOG_EXP, ColourValue::White, 0.0002);

		// show overlay
		waterOverlay = OverlayManager::getSingleton().getByName("Example/WaterOverlay");
		waterOverlay->show();

        // Let there be rain
        particleSystem = mSceneMgr->createParticleSystem("rain",
            "Examples/Water/Rain");
		particleEmitter = particleSystem->getEmitter(0);
        SceneNode* rNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        rNode->translate(PLANE_SIZE/2.0f, 3000, PLANE_SIZE/2.0f);
        rNode->attachObject(particleSystem);
        // Fast-forward the rain so it looks more natural
        particleSystem->fastForward(20);
		// It can't be set in .particle file, and we need it ;)
		static_cast<BillboardParticleRenderer*>(particleSystem->getRenderer())->setBillboardOrigin(BBO_BOTTOM_CENTER);

		prepareCircleMaterial();
	}
开发者ID:Argos86,项目名称:dt2370,代码行数:83,代码来源:Water.cpp

示例7: _mergeSkeletonAnimations


//.........这里部分代码省略.........
            {
                // New bone, the delta-transform is identity

                deltaTransform.translate = Vector3::ZERO;
                deltaTransform.rotate = Quaternion::IDENTITY;
                deltaTransform.scale = Vector3::UNIT_SCALE;
                deltaTransform.isIdentity = true;
            }
        }

        // Now copy animations

        ushort numAnimations;
        if (animations.empty())
            numAnimations = src->getNumAnimations();
        else
            numAnimations = static_cast<ushort>(animations.size());
        for (ushort i = 0; i < numAnimations; ++i)
        {
            const Animation* srcAnimation;
            if (animations.empty())
            {
                // Get animation of source skeleton by the given index
                srcAnimation = src->getAnimation(i);
            }
            else
            {
                // Get animation of source skeleton by the given name
                const LinkedSkeletonAnimationSource* linker;
                srcAnimation = src->_getAnimationImpl(animations[i], &linker);
                if (!srcAnimation || linker)
                {
                    OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND,
                        "No animation entry found named " + animations[i],
                        "Skeleton::_mergeSkeletonAnimations");
                }
            }

            // Create target animation
            Animation* dstAnimation = this->createAnimation(srcAnimation->getName(), srcAnimation->getLength());

            // Copy interpolation modes
            dstAnimation->setInterpolationMode(srcAnimation->getInterpolationMode());
            dstAnimation->setRotationInterpolationMode(srcAnimation->getRotationInterpolationMode());

            // Copy track for each bone
            for (handle = 0; handle < numSrcBones; ++handle)
            {
                const DeltaTransform& deltaTransform = deltaTransforms[handle];
                ushort dstHandle = boneHandleMap[handle];

                if (srcAnimation->hasNodeTrack(handle))
                {
                    // Clone track from source animation

                    const NodeAnimationTrack* srcTrack = srcAnimation->getNodeTrack(handle);
                    NodeAnimationTrack* dstTrack = dstAnimation->createNodeTrack(dstHandle, this->getBone(dstHandle));
                    dstTrack->setUseShortestRotationPath(srcTrack->getUseShortestRotationPath());

                    ushort numKeyFrames = srcTrack->getNumKeyFrames();
                    for (ushort k = 0; k < numKeyFrames; ++k)
                    {
                        const TransformKeyFrame* srcKeyFrame = srcTrack->getNodeKeyFrame(k);
                        TransformKeyFrame* dstKeyFrame = dstTrack->createNodeKeyFrame(srcKeyFrame->getTime());

                        // Adjust keyframes to match target binding pose
                        if (deltaTransform.isIdentity)
                        {
                            dstKeyFrame->setTranslate(srcKeyFrame->getTranslate());
                            dstKeyFrame->setRotation(srcKeyFrame->getRotation());
                            dstKeyFrame->setScale(srcKeyFrame->getScale());
                        }
                        else
                        {
                            dstKeyFrame->setTranslate(deltaTransform.translate + srcKeyFrame->getTranslate());
                            dstKeyFrame->setRotation(deltaTransform.rotate * srcKeyFrame->getRotation());
                            dstKeyFrame->setScale(deltaTransform.scale * srcKeyFrame->getScale());
                        }
                    }
                }
                else if (!deltaTransform.isIdentity)
                {
                    // Create 'static' track for this bone

                    NodeAnimationTrack* dstTrack = dstAnimation->createNodeTrack(dstHandle, this->getBone(dstHandle));
                    TransformKeyFrame* dstKeyFrame;

                    dstKeyFrame = dstTrack->createNodeKeyFrame(0);
                    dstKeyFrame->setTranslate(deltaTransform.translate);
                    dstKeyFrame->setRotation(deltaTransform.rotate);
                    dstKeyFrame->setScale(deltaTransform.scale);

                    dstKeyFrame = dstTrack->createNodeKeyFrame(dstAnimation->getLength());
                    dstKeyFrame->setTranslate(deltaTransform.translate);
                    dstKeyFrame->setRotation(deltaTransform.rotate);
                    dstKeyFrame->setScale(deltaTransform.scale);
                }
            }
        }
    }
开发者ID:Strongc,项目名称:game-ui-solution,代码行数:101,代码来源:OgreSkeleton.cpp

示例8: createSampleLights


//.........这里部分代码省略.........

		MLight *d = mSystem->createMLight();
		SceneNode *dn = parentNode->createChildSceneNode();
		dn->attachObject(d);
		d->setAttenuation(1.0f, 0.002f, 0.002f);
		dn->setPosition(-25,0,0);
		d->setDiffuseColour(1,0,1);
		d->setSpecularColour(0.0,0,0.0);
		lights.push_back(d);
		nodes.push_back(dn);

		MLight *e = mSystem->createMLight();
		SceneNode *en = parentNode->createChildSceneNode();
		en->attachObject(e);
		e->setAttenuation(1.0f, 0.002f, 0.0025f);
		en->setPosition(25,0,25);
		e->setDiffuseColour(0,0,1);
		e->setSpecularColour(0,0,0);
		lights.push_back(e);
		nodes.push_back(en);
		
		MLight *f = mSystem->createMLight();
		SceneNode *fn = parentNode->createChildSceneNode();
		fn->attachObject(f);
		f->setAttenuation(1.0f, 0.0015f, 0.0021f);
		fn->setPosition(-25,0,-25);
		f->setDiffuseColour(0,1,0);
		f->setSpecularColour(0,0.0,0.0);
		lights.push_back(f);
		nodes.push_back(fn);

		// Create marker meshes to show user where the lights are
		Entity *ent;
		GeomUtils::createSphere("PointLightMesh", 1.0f, 5, 5, true, true);
		for(std::vector<MLight*>::iterator i=lights.begin(); i!=lights.end(); ++i)
		{
			MLight* light = *i;
			ent = mSceneMgr->createEntity(light->getName()+"v", "PointLightMesh");
			String matname = light->getName()+"m";
			// Create coloured material
			MaterialPtr mat = MaterialManager::getSingleton().create(matname,
                ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
            Pass* pass = mat->getTechnique(0)->getPass(0);
            pass->setDiffuse(0.0f,0.0f,0.0f,1.0f);
			pass->setAmbient(0.0f,0.0f,0.0f);
			pass->setSelfIllumination(light->getDiffuseColour());

			ent->setMaterialName(matname);
			ent->setRenderQueueGroup(light->getRenderQueueGroup());
			static_cast<SceneNode*>(light->getParentNode())->attachObject(ent);
		}		

		// Store nodes for hiding/showing
		SharedData::getSingleton().mLightNodes = nodes;

		// Do some animation for node a-f
		// Generate helix structure
		float seconds_per_station = 1.0f;
		float r=35;
		//Vector3 base(0,-30,0);
		Vector3 base(-100, -30, 85);

		float h=120;
		const size_t s_to_top = 16;
		const size_t stations = s_to_top*2-1;
		float ascend = h/((float)s_to_top);
		float stations_per_revolution = 3.5f;
		size_t skip = 2; // stations between lights
		Vector3 station_pos[stations];
		for(int x=0; x<s_to_top; ++x)
		{
			float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
			station_pos[x] = base+Vector3(Math::Sin(theta)*r, ascend*x, Math::Cos(theta)*r);
		}
		for(int x=s_to_top; x<stations; ++x)
		{
			float theta = ((float)x/stations_per_revolution)*2.0f*Math::PI;
			station_pos[x] = base+Vector3(Math::Sin(theta)*r, h-ascend*(x-s_to_top), Math::Cos(theta)*r);
		}
		// Create a track for the light swarm
		Animation* anim = mSceneMgr->createAnimation("LightSwarmTrack", stations*seconds_per_station);
		// Spline it for nice curves
		anim->setInterpolationMode(Animation::IM_SPLINE);
		for(unsigned int x=0; x<nodes.size(); ++x)
		{
			// Create a track to animate the camera's node
			NodeAnimationTrack* track = anim->createNodeTrack(x, nodes[x]);
			for(int y=0; y<=stations; ++y)
			{
				// Setup keyframes
				TransformKeyFrame* key = track->createNodeKeyFrame(y*seconds_per_station); // A start position
				key->setTranslate(station_pos[(x*skip+y)%stations]);
				// Make sure size of light doesn't change
				key->setScale(nodes[x]->getScale());
			}
		}
		// Create a new animation state to track this
		SharedData::getSingleton().mMLAnimState = mSceneMgr->createAnimationState("LightSwarmTrack");
		SharedData::getSingleton().mMLAnimState->setEnabled(true);
	}
开发者ID:Argos86,项目名称:dt2370,代码行数:101,代码来源:DeferredShadingDemo.cpp

示例9: createScene


//.........这里部分代码省略.........
			2000, 2000, -1000,
			20, 20, 
			true, 1, 10, 10, Vector3::UNIT_Z);
		mPlaneEnt = mSceneMgr->createEntity( "Plane", "ReflectionPlane" );
		mPlaneNode = rootNode->createChildSceneNode();
		mPlaneNode->attachObject(mPlaneEnt);
		mPlaneNode->translate(-5, -30, 0);
		//mPlaneNode->roll(Degree(5));
		mPlaneEnt->setMaterialName("DeferredDemo/Ground");

		// Create an entity from a model (will be loaded automatically)
		Entity* knotEnt = mSceneMgr->createEntity("Knot", "knot.mesh");
		knotEnt->setMaterialName("DeferredDemo/RockWall");
		knotEnt->setMeshLodBias(0.25f);

		// Create an entity from a model (will be loaded automatically)
		Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
		ogreHead->getSubEntity(0)->setMaterialName("DeferredDemo/Ogre/Eyes");// eyes
		ogreHead->getSubEntity(1)->setMaterialName("DeferredDemo/Ogre/Skin"); 
		ogreHead->getSubEntity(2)->setMaterialName("DeferredDemo/Ogre/EarRing"); // earrings
		ogreHead->getSubEntity(3)->setMaterialName("DeferredDemo/Ogre/Tusks"); // tusks
		rootNode->createChildSceneNode( "Head" )->attachObject( ogreHead );

		// Add a whole bunch of extra entities to fill the scene a bit
		Entity *cloneEnt;
		int N=4;
		for (int n = 0; n < N; ++n)
		{
			float theta = 2.0f*Math::PI*(float)n/(float)N;
			// Create a new node under the root
			SceneNode* node = mSceneMgr->createSceneNode();
			// Random translate
			Vector3 nodePos;
			nodePos.x = Math::SymmetricRandom() * 40.0 + Math::Sin(theta) * 500.0;
			nodePos.y = Math::SymmetricRandom() * 20.0 - 40.0;
			nodePos.z = Math::SymmetricRandom() * 40.0 + Math::Cos(theta) * 500.0;
			node->setPosition(nodePos);
			Quaternion orientation(Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom(),Math::SymmetricRandom());
			orientation.normalise();
			node->setOrientation(orientation);
			rootNode->addChild(node);
			// Clone knot
			char cloneName[12];
			sprintf(cloneName, "Knot%d", n);
			cloneEnt = knotEnt->clone(cloneName);
			// Attach to new node
			node->attachObject(cloneEnt);

		}

        mCamera->setPosition(-50, 100, 500);
        mCamera->lookAt(0,0,0);

		// show overlay
		Overlay* overlay = OverlayManager::getSingleton().getByName("Example/ShadowsOverlay");    
		overlay->show();

		mSystem = new DeferredShadingSystem(mWindow->getViewport(0), mSceneMgr, mCamera);

		// Create main, moving light
		MLight* l1 = mSystem->createMLight();//"MainLight");
        l1->setDiffuseColour(0.75f, 0.7f, 0.8f);
		l1->setSpecularColour(0.85f, 0.9f, 1.0f);
		
		SceneNode *lightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		lightNode->attachObject(l1);

		// Create a track for the light
        Animation* anim = mSceneMgr->createAnimation("LightTrack", 16);
        // Spline it for nice curves
        anim->setInterpolationMode(Animation::IM_SPLINE);
        // Create a track to animate the camera's node
        NodeAnimationTrack* track = anim->createNodeTrack(0, lightNode);
        // Setup keyframes
        TransformKeyFrame* key = track->createNodeKeyFrame(0); // A start position
        key->setTranslate(Vector3(300,300,-300));
        key = track->createNodeKeyFrame(4);//B
        key->setTranslate(Vector3(300,300,300));
        key = track->createNodeKeyFrame(8);//C
        key->setTranslate(Vector3(-300,300,300));
        key = track->createNodeKeyFrame(12);//D
        key->setTranslate(Vector3(-300,300,-300));
		key = track->createNodeKeyFrame(16);//D
        key->setTranslate(Vector3(300,300,-300));
        // Create a new animation state to track this
        SharedData::getSingleton().mAnimState = mSceneMgr->createAnimationState("LightTrack");
        SharedData::getSingleton().mAnimState->setEnabled(true);

		// Create some happy little lights
		createSampleLights();

		// safely setup application's (not postfilter!) shared data
		SharedData::getSingleton().iCamera = mCamera;
		SharedData::getSingleton().iRoot = mRoot;
		SharedData::getSingleton().iWindow = mWindow;
		SharedData::getSingleton().iActivate = true;
		SharedData::getSingleton().iGlobalActivate = true;
		SharedData::getSingleton().iSystem = mSystem;
		SharedData::getSingleton().iMainLight = l1;
	}
开发者ID:Argos86,项目名称:dt2370,代码行数:101,代码来源:DeferredShadingDemo.cpp

示例10: getInterpolatedKeyFrame

    //---------------------------------------------------------------------
    void NodeAnimationTrack::getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const
    {
        if (mListener)
        {
            if (mListener->getInterpolatedKeyFrame(this, timeIndex, kf))
                return;
        }

        TransformKeyFrame* kret = static_cast<TransformKeyFrame*>(kf);

        // Keyframe pointers
        KeyFrame *kBase1, *kBase2;
        TransformKeyFrame *k1, *k2;
        unsigned short firstKeyIndex;

        Real t = this->getKeyFramesAtTime(timeIndex, &kBase1, &kBase2, &firstKeyIndex);
        k1 = static_cast<TransformKeyFrame*>(kBase1);
        k2 = static_cast<TransformKeyFrame*>(kBase2);

        if (t == 0.0)
        {
            // Just use k1
            kret->setRotation(k1->getRotation());
            kret->setTranslate(k1->getTranslate());
            kret->setScale(k1->getScale());
        }
        else
        {
            // Interpolate by t
            Animation::InterpolationMode im = mParent->getInterpolationMode();
            Animation::RotationInterpolationMode rim =
                mParent->getRotationInterpolationMode();
            Vector3 base;
            switch(im)
            {
            case Animation::IM_LINEAR:
                // Interpolate linearly
                // Rotation
                // Interpolate to nearest rotation if mUseShortestRotationPath set
                if (rim == Animation::RIM_LINEAR)
                {
                    kret->setRotation( Quaternion::nlerp(t, k1->getRotation(),
                        k2->getRotation(), mUseShortestRotationPath) );
                }
                else //if (rim == Animation::RIM_SPHERICAL)
                {
                    kret->setRotation( Quaternion::Slerp(t, k1->getRotation(),
                        k2->getRotation(), mUseShortestRotationPath) );
                }

                // Translation
                base = k1->getTranslate();
                kret->setTranslate( base + ((k2->getTranslate() - base) * t) );

                // Scale
                base = k1->getScale();
                kret->setScale( base + ((k2->getScale() - base) * t) );
                break;

            case Animation::IM_SPLINE:
                // Spline interpolation

                // Build splines if required
                if (mSplineBuildNeeded)
                {
                    buildInterpolationSplines();
                }

                // Rotation, take mUseShortestRotationPath into account
                kret->setRotation( mSplines->rotationSpline.interpolate(firstKeyIndex, t,
                    mUseShortestRotationPath) );

                // Translation
                kret->setTranslate( mSplines->positionSpline.interpolate(firstKeyIndex, t) );

                // Scale
                kret->setScale( mSplines->scaleSpline.interpolate(firstKeyIndex, t) );

                break;
            }

        }
    }
开发者ID:yiliu1203,项目名称:OGRE,代码行数:84,代码来源:OgreAnimationTrack.cpp

示例11: sampleAllBones

	//-----------------------------------------------------------------------------
	void XsiSkeletonExporter::sampleAllBones(DeformerMap& deformers, 
		std::vector<NodeAnimationTrack*> deformerTracks, double frame, 
		Real time, float fps, AxisAlignedBox& AABBPadding)
	{
		CValueArray args;
		CValue dummy;
		args.Resize(2);
		// set the playcontrol 
		args[0] = L"PlayControl.Key";
		args[1] = frame;
		mXsiApp.ExecuteCommand(L"SetValue", args, dummy);
		args[0] = L"PlayControl.Current";
		mXsiApp.ExecuteCommand(L"SetValue", args, dummy);

		// Refresh
		mXsiApp.ExecuteCommand(L"Refresh", CValueArray(), dummy);
		// Sample all bones
		for (DeformerMap::iterator di = deformers.begin(); di != deformers.end(); ++di)
		{
			DeformerEntry* deformer = di->second;
			NodeAnimationTrack* track = deformerTracks[deformer->boneID];

			double initposx, initposy, initposz;
			deformer->initialXform.GetTranslationValues(initposx, initposy, initposz);
			double initrotx, initroty, initrotz;
			deformer->initialXform.GetRotation().GetXYZAngles(initrotx, initroty, initrotz);
			double initsclx, initscly, initsclz;
			deformer->initialXform.GetScalingValues(initsclx, initscly, initsclz);
			XSI::MATH::CMatrix4 invTrans = deformer->initialXform.GetMatrix4();
			invTrans.InvertInPlace();

			XSI::MATH::CTransformation transformation;
			if (deformer->pBone->getParent() == 0)
			{
				// Based on global
				transformation = 
					deformer->obj.GetKinematics().GetGlobal().GetTransform();
			}
			else
			{
				// Based on local
				transformation = 
					deformer->obj.GetKinematics().GetLocal().GetTransform();
			}

			double posx, posy, posz;
			transformation.GetTranslationValues(posx, posy, posz);
			double sclx, scly, sclz;
			transformation.GetScalingValues(sclx, scly, sclz);

			// Make relative to initial
			XSI::MATH::CMatrix4 transformationMatrix = transformation.GetMatrix4();
			transformationMatrix.MulInPlace(invTrans);
			transformation.SetMatrix4(transformationMatrix);

			// create keyframe
			TransformKeyFrame* kf = track->createNodeKeyFrame(time);
			// not sure why inverted transform doesn't work for position, but it doesn't
			// I thought XSI used same transform order as OGRE
			kf->setTranslate(Vector3(posx - initposx, posy - initposy, posz - initposz));
			kf->setRotation(XSItoOgre(transformation.GetRotationQuaternion()));
			kf->setScale(Vector3(sclx / initsclx, scly / initscly, sclz / initsclz));

			// Derive AABB of bone positions, for padding animated mesh AABB
			XSI::MATH::CVector3 bonePos = 
				deformer->obj.GetKinematics().GetGlobal().GetTransform().GetTranslation();
			AABBPadding.merge(XSItoOgre(bonePos));



		}

	}
开发者ID:albmarvil,项目名称:The-Eternal-Sorrow,代码行数:74,代码来源:OgreXSISkeletonExporter.cpp

示例12: readKeyFrames

	//---------------------------------------------------------------------
	void XMLSkeletonSerializer::readKeyFrames(NodeAnimationTrack* track, TiXmlElement* mKeyfNode) {
		
		TransformKeyFrame* kf ;
		Quaternion q ;

		for (TiXmlElement* keyfElem = mKeyfNode->FirstChildElement("keyframe"); keyfElem != 0; keyfElem = keyfElem->NextSiblingElement())
        {
			Vector3 trans;
			Vector3 axis;
			Radian angle;
			Real time;

            // Get time and create keyframe
			time = StringConverter::parseReal(keyfElem->Attribute("time"));
			kf = track->createNodeKeyFrame(time);
            // Optional translate
			TiXmlElement* transElem = keyfElem->FirstChildElement("translate");
            if (transElem)
            {
			    trans.x = StringConverter::parseReal(transElem->Attribute("x"));
			    trans.y = StringConverter::parseReal(transElem->Attribute("y"));
			    trans.z = StringConverter::parseReal(transElem->Attribute("z"));
			    kf->setTranslate(trans) ;
            }
            // Optional rotate
			TiXmlElement* rotElem = keyfElem->FirstChildElement("rotate");
            if (rotElem)
            {
                TiXmlElement* axisElem = rotElem->FirstChildElement("axis");
                if (!axisElem)
                {
                    OGRE_EXCEPT(Exception::ERR_INTERNAL_ERROR, "Missing 'axis' element "
                    "expected under parent 'rotate'", "MXLSkeletonSerializer::readKeyFrames");
                }
			    angle = Radian(StringConverter::parseReal(rotElem->Attribute("angle")));

			    axis.x = StringConverter::parseReal(axisElem->Attribute("x"));
			    axis.y = StringConverter::parseReal(axisElem->Attribute("y"));
			    axis.z = StringConverter::parseReal(axisElem->Attribute("z"));

			    q.FromAngleAxis(angle,axis);
			    kf->setRotation(q) ;

            }
            // Optional scale
			TiXmlElement* scaleElem = keyfElem->FirstChildElement("scale");
            if (scaleElem)
            {
                // Uniform scale or per axis?
				const char* factorAttrib = scaleElem->Attribute("factor");
				if (factorAttrib)
				{
					// Uniform scale
					Real factor = StringConverter::parseReal(factorAttrib);
					kf->setScale(Vector3(factor, factor, factor));
				}
				else
				{
					// axis scale
                    Real xs = 1.0f, ys = 1.0f, zs=1.0f;
                    const char* factorString = scaleElem->Attribute("x");
                    if(factorString)
                    {
                        xs = StringConverter::parseReal(factorString);
                    }
                    factorString = scaleElem->Attribute("y");
                    if(factorString)
                    {
                        ys = StringConverter::parseReal(factorString);
                    }
                    factorString = scaleElem->Attribute("z");
                    if(factorString)
                    {
                        zs = StringConverter::parseReal(factorString);
                    }
					kf->setScale(Vector3(xs, ys, zs));
					
				}
            }

			
			/*
			LogManager::getSingleton().logMessage("Keyframe: translation("
				+ StringConverter::toString(trans.x) + "," + StringConverter::toString(trans.y) + "," + StringConverter::toString(trans.z) + ")"
				+ " - angle: " + StringConverter::toString(angle) +" - axe: "
				+ StringConverter::toString(axis.x) + "," + StringConverter::toString(axis.y) + "," + StringConverter::toString(axis.z) );
			*/
			

		}
	}
开发者ID:redkaras,项目名称:Demi3D,代码行数:92,代码来源:OgreXMLSkeletonSerializer.cpp

示例13: setupContent

void Sample_VolumeTex::setupContent()
{
    // Create dynamic texture
    ptex = TextureManager::getSingleton().createManual(
                "DynaTex","General", TEX_TYPE_3D, 64, 64, 64, 0, PF_A8R8G8B8);

    // Set ambient light
    mSceneMgr->setAmbientLight(ColourValue(0.6, 0.6, 0.6));
    mSceneMgr->setSkyBox(true, "Examples/MorningSkyBox", 50 );

    //mRoot->getRenderSystem()->clearFrameBuffer(FBT_COLOUR, ColourValue(255,255,255,0));

    // Create a light
    Light* l = mSceneMgr->createLight("MainLight");
    l->setDiffuseColour(0.75, 0.75, 0.80);
    l->setSpecularColour(0.9, 0.9, 1);
    l->setPosition(-100,80,50);
    mSceneMgr->getRootSceneNode()->attachObject(l);

    // Create volume renderable
    snode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,0,0));

    vrend = new VolumeRenderable(32, 750.0f, "DynaTex");
    snode->attachObject( vrend );

    trend = new ThingRenderable(90.0f, 32, 7.5f);
    trend->setMaterial("Examples/VTDarkStuff");
    snode->attachObject(trend);

    // Ogre head node
    fnode = mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,0,0));
    // Load ogre head
    Entity* head = mSceneMgr->createEntity("head", "ogrehead.mesh");
    fnode->attachObject(head);

    // Animation for ogre head
    // Create a track for the light
    Animation* anim = mSceneMgr->createAnimation("OgreTrack", 10);
    // Spline it for nice curves
    anim->setInterpolationMode(Animation::IM_SPLINE);
    // Create a track to animate the camera's node
    NodeAnimationTrack* track = anim->createNodeTrack(0, fnode);
    // Setup keyframes
    TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
    key->setTranslate(Vector3(0.0f, -15.0f, 0.0f));
    key = track->createNodeKeyFrame(5);//B
    key->setTranslate(Vector3(0.0f, 15.0f, 0.0f));
    key = track->createNodeKeyFrame(10);//C
    key->setTranslate(Vector3(0.0f, -15.0f, 0.0f));
    // Create a new animation state to track this
    mOgreAnimState = mSceneMgr->createAnimationState("OgreTrack");
    mOgreAnimState->setEnabled(true);

    //mFountainNode->attachObject(pSys2);

    //Setup defaults
    global_real = 0.4f;
    global_imag = 0.6f;
    global_theta = 0.0f;

    // show GUI
    createControls();

    setDragLook(true);

    generate();
}
开发者ID:OGRECave,项目名称:ogre,代码行数:67,代码来源:VolumeTex.cpp

示例14: Degree

void OgreSample18App::createScene()
{
	mSceneMgr->setShadowTechnique(SHADOWTYPE_STENCIL_ADDITIVE);
	mCurrentShadowTechnique = SHADOWTYPE_STENCIL_ADDITIVE;

	// Set ambient light off
	mSceneMgr->setAmbientLight(ColourValue(0.0, 0.0, 0.0));

	// Fixed light, dim
	mSunLight = mSceneMgr->createLight("SunLight");
	mSunLight->setType(Light::LT_SPOTLIGHT);
	mSunLight->setPosition(1500,1750,1300);
	mSunLight->setSpotlightRange(Degree(30), Degree(50));
	Ogre::Vector3 dir;
	dir = -mSunLight->getPosition();
	dir.normalise();
	mSunLight->setDirection(dir);
	mSunLight->setDiffuseColour(0.35, 0.35, 0.38);
	mSunLight->setSpecularColour(0.9, 0.9, 1);

	// Point light, movable, reddish
	mLight = mSceneMgr->createLight("Light2");
	mLight->setDiffuseColour(mMinLightColour);
	mLight->setSpecularColour(1, 1, 1);
	mLight->setAttenuation(8000,1,0.0005,0);

	// Create light node
	mLightNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(
		"MovingLightNode");
	mLightNode->attachObject(mLight);
	// create billboard set
	BillboardSet* bbs = mSceneMgr->createBillboardSet("lightbbs", 1);
	bbs->setMaterialName("Examples/Flare");
	Billboard* bb = bbs->createBillboard(0,0,0,mMinLightColour);
	// attach
	mLightNode->attachObject(bbs);

	ControllerFunctionRealPtr func = ControllerFunctionRealPtr(new WaveformControllerFunction(Ogre::WFT_SINE,0.75f,0.5f));
	ControllerManager& contMgr = ControllerManager::getSingleton();
	ControllerValueRealPtr val = ControllerValueRealPtr(new LightWibbler(mLight,bb,mMinLightColour,mMaxLightColour,mMinFlareSize,mMaxFlareSize));
	mController = contMgr.createController(contMgr.getFrameTimeSource(),val,func);
	mLightNode->setPosition(Vector3(300,1750,-700));
	Animation* anim = mSceneMgr->createAnimation("LightTrack", 20);
	// Spline it for nice curves
	anim->setInterpolationMode(Animation::IM_SPLINE);
	// Create a track to animate the camera's node
	NodeAnimationTrack* track = anim->createNodeTrack(0, mLightNode);
	// Setup keyframes
	TransformKeyFrame* key = track->createNodeKeyFrame(0); // A startposition
	key->setTranslate(Vector3(300,750,-700));
	key = track->createNodeKeyFrame(2);//B
	key->setTranslate(Vector3(150,800,-250));
	key = track->createNodeKeyFrame(4);//C
	key->setTranslate(Vector3(-150,850,-100));
	key = track->createNodeKeyFrame(6);//D
	key->setTranslate(Vector3(-400,700,-200));
	key = track->createNodeKeyFrame(8);//E
	key->setTranslate(Vector3(-200,700,-400));
	key = track->createNodeKeyFrame(10);//F
	key->setTranslate(Vector3(-100,850,-200));
	key = track->createNodeKeyFrame(12);//G
	key->setTranslate(Vector3(-100,575,180));
	key = track->createNodeKeyFrame(14);//H
	key->setTranslate(Vector3(0,750,300));
	key = track->createNodeKeyFrame(16);//I
	key->setTranslate(Vector3(100,850,100));
	key = track->createNodeKeyFrame(18);//J
	key->setTranslate(Vector3(250,800,0));
	key = track->createNodeKeyFrame(20);//K == A
	key->setTranslate(Vector3(300,750,-700));
	// Create a new animation state to track this
	mAnimState = mSceneMgr->createAnimationState("LightTrack");
	mAnimState->setEnabled(true);

	mLightNode->setAutoTracking(true,mSceneMgr->getRootSceneNode());

	MeshPtr pAthene = MeshManager::getSingleton().load("athene.mesh", 
		ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
	unsigned short src, dest;
	if (!pAthene->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		pAthene->buildTangentVectors(VES_TANGENT, src, dest);
	}

	SceneNode* node;
	node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	mAthene = mSceneMgr->createEntity( "athene", "athene.mesh" );
	mAthene->setMaterialName(BASIC_ATHENE_MATERIAL);
	node->attachObject( mAthene );
	node->yaw(Degree(90));

	Entity* pEnt;
	// Columns
	for (int x = -2; x <= 2; ++x)
	{
		for (int z = -2; z <= 2; ++z)
		{
			if (x != 0 || z != 0)
			{
				StringUtil::StrStreamType str;
//.........这里部分代码省略.........
开发者ID:harr999y,项目名称:OgreFramework,代码行数:101,代码来源:OgreSample18.cpp

示例15: bake

    SkeletonPtr MergeSkeleton::bake()
    {    
        MeshCombiner::getSingleton().log( 
             "Baking: New Skeleton started" );

        SkeletonPtr sp = SkeletonManager::getSingleton().create( "mergeSkeleton", 
             ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, true );
        
        for( std::vector< Ogre::SkeletonPtr >::iterator it = m_Skeletons.begin();
             it != m_Skeletons.end(); ++it )
        {   
            if(  it == m_Skeletons.begin() )
            {
                MeshCombiner::getSingleton().log( 
                    "Baking: using " + (*it)->getName() + " as the base skeleton"   );

                MeshCombiner::getSingleton().log( 
                    "Baking: adding bones"   );
                Skeleton::BoneIterator bit = (*it)->getBoneIterator();
                while( bit.hasMoreElements() )
                {
                    Bone* bone = bit.getNext();
                    Bone* newbone = sp->createBone( bone->getName(), bone->getHandle() );
                    newbone->setScale( bone->getScale() );
                    newbone->setOrientation( bone->getOrientation() );
                    newbone->setPosition( bone->getPosition() );
                }
                MeshCombiner::getSingleton().log( 
                    "Baking: building bone hierarchy"   );
                // bone hierarchy
                bit = (*it)->getBoneIterator();
                while( bit.hasMoreElements() )
                {
                    Bone* bone = bit.getNext();
                    Node* pnode = bone->getParent();
                    if( pnode != NULL )
                    {
                        Bone* pbone = static_cast<Bone*>( pnode );
                        sp->getBone( pbone->getHandle() )->addChild( sp->getBone( bone->getHandle() ) );
                    }
                }
            }   

            MeshCombiner::getSingleton().log( 
                "Baking: adding animations for " + (*it)->getName() );

            // insert all animations
            for (unsigned short a=0; a < (*it)->getNumAnimations(); ++a )
            {
                Animation* anim = (*it)->getAnimation( a );
                Animation* newanim = sp->createAnimation( anim->getName(), anim->getLength() );

                if( anim->getNumNodeTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding node tracks" );
                for( unsigned short na=0; na < anim->getNumNodeTracks(); ++na )
                {
                    if( anim->hasNodeTrack( na ) )
                    {
                        NodeAnimationTrack* nat = anim->getNodeTrack( na );
                        NodeAnimationTrack* newnat = newanim->createNodeTrack( na );
                        // all key frames
                        for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
                        {
                            TransformKeyFrame* tkf = nat->getNodeKeyFrame( nf );
                            TransformKeyFrame* newtkf = newnat->createNodeKeyFrame( tkf->getTime() );
                            newtkf->setRotation( tkf->getRotation() );
                            newtkf->setTranslate( tkf->getTranslate() );
                            newtkf->setScale( tkf->getScale() );
                        }

                        newnat->setAssociatedNode( sp->getBone( nat->getHandle() ) );
                    }
                }

                if( anim->getNumNumericTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding numeric tracks" );
                for( unsigned short na=0; na < anim->getNumNumericTracks(); ++na )
                {
                    if( anim->hasNumericTrack( na ) )
                    {
                        NumericAnimationTrack* nat = anim->getNumericTrack( na );
                        NumericAnimationTrack* newnat = newanim->createNumericTrack( na );

                        // all key frames
                        for( unsigned short nf=0; nf < nat->getNumKeyFrames(); ++nf )
                        {
                            NumericKeyFrame* nkf = nat->getNumericKeyFrame( nf );
                            NumericKeyFrame* newnkf = newnat->createNumericKeyFrame( nkf->getTime() );
                            newnkf->setValue( nkf->getValue() );
                        }
                    }
                }

                if( anim->getNumVertexTracks() > 0 )
                    MeshCombiner::getSingleton().log( 
                        "Baking: adding vertex tracks" );
                for( unsigned short va=0; va < anim->getNumVertexTracks(); ++va )
                {
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:dsa-hl-svn,代码行数:101,代码来源:MergeSkeleton.cpp


注:本文中的TransformKeyFrame::setTranslate方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。