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C++ ManualObject::setDynamic方法代码示例

本文整理汇总了C++中ogre::ManualObject::setDynamic方法的典型用法代码示例。如果您正苦于以下问题:C++ ManualObject::setDynamic方法的具体用法?C++ ManualObject::setDynamic怎么用?C++ ManualObject::setDynamic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ogre::ManualObject的用法示例。


在下文中一共展示了ManualObject::setDynamic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: CreateExplosionParticleGeometry

void ParticleFactory::CreateExplosionParticleGeometry(Ogre::String object_name, int num_particles){

		/* Retrieve scene manager and root scene node */
        //Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
        Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();

        /* Create the 3D object */
        Ogre::ManualObject* object = NULL;
        object = scene_manager->createManualObject(object_name);
        object->setDynamic(false);

        /* Create point list for the object */
		object->begin("", Ogre::RenderOperation::OT_POINT_LIST);

		/* Initialize random numbers */
		std::srand(std::time(0));

		/* Create a set of points which will be the particles */
		/* This is similar to drawing a sphere: we will sample points on a sphere, but will allow them to also
		   deviate a bit from the sphere along the normal (change of radius) */
		float trad = 0.04; // Defines the starting point of the particles
        float maxspray = 0.01; // This is how much we allow the points to deviate from the sphere
		float u, v, w, theta, phi, spray; // Work variables
		for (int i = 0; i < num_particles; i++){
			
			// Randomly select three numbers to define a point in spherical coordinates
			u = ((double) rand() / (RAND_MAX));
            v = ((double) rand() / (RAND_MAX));
            w = ((double) rand() / (RAND_MAX));

			// Use u to define the angle theta along one direction of a sphere
            theta = u * 2.0 * 3.1416;
			// Use v to define the angle phi along the other direction of the sphere
			phi = acos(2.0*v - 1.0);
			// Use we to define how much we can deviate from the surface of the sphere (change of radius)
            spray = maxspray*pow((float) w, (float) (1.0/3.0)); // Cubic root of w

			// Define the normal and point based on theta, phi and the spray
            Ogre::Vector3 normal = Ogre::Vector3(spray*cos(theta)*sin(phi), spray*sin(theta)*sin(phi), spray*cos(phi));
			object->position(normal.x*trad, normal.y*trad, normal.z*trad);
			object->normal(normal);
			object->colour(Ogre::ColourValue(i/(float) num_particles, 0.0, 1.0 - (i/(float) num_particles))); // We can use the color for debug, if needed
		}
		
		/* We finished the object */
        object->end();
		
        /* Convert triangle list to a mesh */
        object->convertToMesh(object_name);

}
开发者ID:WilliamCreber,项目名称:COMP3501_EOY_Project,代码行数:51,代码来源:ParticleFactory.cpp

示例2: BuildBuildings

Ogre::String GameBuildingSystem::BuildBuildings( Ogre::SceneManager *sceneMan, GameRoadGraphAreaTreeNode *roadRoot )
{
  Ogre::ManualObject *manObject = NULL;
  Ogre::String manObjectName    = "Buildings";
  manObject = sceneMan->createManualObject( manObjectName );
  manObject->setDynamic( false );
  
  BuildToArea( roadRoot, manObject );

  manObject->setCastShadows( true );

  sceneMan->getRootSceneNode()->createChildSceneNode()->attachObject( manObject );
  return manObjectName;
}
开发者ID:Karethoth,项目名称:Viqo,代码行数:14,代码来源:GameBuildingSystem.cpp

示例3:

void
	Player::createHitBox(std::string name)
{
	Ogre::ManualObject* myManualObject =  mSceneManager->createManualObject(name); 
	myManualObject->setDynamic(true);
	Ogre::SceneNode* myManualObjectNode = mSceneManager->getRootSceneNode()->createChildSceneNode(name + "_node"); 

	Ogre::MaterialPtr myManualObjectMaterial = Ogre::MaterialManager::getSingleton().create(name + "Material","General"); 
	myManualObjectMaterial->setReceiveShadows(false); 
	myManualObjectMaterial->getTechnique(0)->setLightingEnabled(true);
	myManualObjectMaterial->getTechnique(0)->getPass(0)->setDiffuse(1,0,0,0); 
	myManualObjectMaterial->getTechnique(0)->getPass(0)->setAmbient(1,0,0); 
	myManualObjectMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1,0,0);

	myManualObjectNode->attachObject(myManualObject);
}
开发者ID:simonkwong,项目名称:Shamoov,代码行数:16,代码来源:Player.cpp

示例4: cosf

Ogre::ManualObject * CCone::CreateCone(Ogre::Real Intensity)
{
	Ogre::ManualObject *Cone = NULL;
	Ogre::SceneManager *SceneManager = Ogre::Root::getSingleton().getSceneManager("DynamicEffects");
	Cone = SceneManager->createManualObject("Cone");
	Cone->setDynamic(false);
    Cone->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST);

	Ogre::Real deltaAngle = (Ogre::Math::TWO_PI / m_BaseSegments);
	Ogre::Real deltaHeight = m_Height/(Ogre::Real)m_HeightSegments;
	
	Ogre::Vector3 Normal = Ogre::Vector3(m_Radius, m_Height, 0.f).normalisedCopy();
	Ogre::Quaternion Quaternion;
	
	int Offset = 0;

	for (int HeightSegmentIndex = 0; HeightSegmentIndex <= m_HeightSegments; HeightSegmentIndex++)
	{
		Ogre::Real Radius = m_Radius * (1 - HeightSegmentIndex / (Ogre::Real)m_HeightSegments);
		
		for (int BaseSegmentIndex = 0; BaseSegmentIndex <= m_BaseSegments; BaseSegmentIndex++)
		{
			Ogre::Real x = Radius* cosf(BaseSegmentIndex * deltaAngle);
			Ogre::Real z = Radius * sinf(BaseSegmentIndex * deltaAngle);
			Cone->position(x, HeightSegmentIndex * deltaHeight, z);
			
			Cone->colour(Intensity, Intensity, 0.0, 1.0);
			Quaternion.FromAngleAxis(Ogre::Radian(-BaseSegmentIndex*deltaAngle), Ogre::Vector3::NEGATIVE_UNIT_Y);
			Cone->normal(Quaternion * Normal);
			Cone->textureCoord(BaseSegmentIndex / (Ogre::Real)m_BaseSegments, HeightSegmentIndex / (Ogre::Real)m_HeightSegments);

			if (HeightSegmentIndex != m_HeightSegments && BaseSegmentIndex != m_BaseSegments)
			{
				Cone->index(Offset + m_BaseSegments + 2);
				Cone->index(Offset);
				Cone->index(Offset + m_BaseSegments + 1);
				Cone->index(Offset + m_BaseSegments + 2);
				Cone->index(Offset + 1);
				Cone->index(Offset);
			}

			Offset++;
		}
	}

	int centerIndex = Offset;
	
	Cone->position(0,0,0);
	Cone->normal(Ogre::Vector3::NEGATIVE_UNIT_Y);
	Cone->textureCoord(0.0,1);
	Offset++;
	
	for (int BaseSegmentIndex=0; BaseSegmentIndex <= m_BaseSegments; BaseSegmentIndex++)
	{
		Ogre::Real x = m_Radius * cosf(BaseSegmentIndex*deltaAngle);
		Ogre::Real z = m_Radius * sinf(BaseSegmentIndex*deltaAngle);

		Cone->position(x, 0.0f, z);
		Cone->colour(Intensity, Intensity, 0.0, 0.0);
		Cone->normal(Ogre::Vector3::NEGATIVE_UNIT_Y);
		Cone->textureCoord(BaseSegmentIndex/(Ogre::Real)m_BaseSegments,0.0);
		if (BaseSegmentIndex != m_BaseSegments)
		{
			Cone->index(centerIndex);
			Cone->index(Offset);
			Cone->index(Offset+1);
		}
		Offset++;
	}

	Cone->end();

	return Cone;
}
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:74,代码来源:Cone.cpp

示例5: addTerrainDecal

int DecalManager::addTerrainDecal(Ogre::Vector3 position, Ogre::Vector2 size, Ogre::Vector2 numSeg, Ogre::Real rotation, Ogre::String materialname, Ogre::String normalname)
{
#if 0
	Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject();
	String oname = mo->getName();
	SceneNode *mo_node = terrain_decals_snode->createChildSceneNode();

	mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST);
	AxisAlignedBox *aab=new AxisAlignedBox();
	float uTile = 1, vTile = 1;

	Vector3 normal = Vector3(0,1,0); // UP
	
	int offset = 0;
	float ground_dist = 0.001f;

	Ogre::Vector3 vX = normal.perpendicular();
	Ogre::Vector3 vY = normal.crossProduct(vX);
	Ogre::Vector3 delta1 = size.x / numSeg.x * vX;
	Ogre::Vector3 delta2 = size.y / numSeg.y * vY;
	// build one corner of the square
	Ogre::Vector3 orig = -0.5*size.x*vX - 0.5*size.y*vY;

	for (int i1 = 0; i1<=numSeg.x; i1++)
		for (int i2 = 0; i2<=numSeg.y; i2++)
		{
			Vector3 pos = orig+i1*delta1+i2*delta2 + position;
			pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_dist;
			mo->position(pos);
			aab->merge(pos);
			mo->textureCoord(i1/(Ogre::Real)numSeg.x*uTile, i2/(Ogre::Real)numSeg.y*vTile);
			mo->normal(normal);
		}

	bool reverse = false;
	if (delta1.crossProduct(delta2).dotProduct(normal)>0)
		reverse= true;
	for (int n1 = 0; n1<numSeg.x; n1++)
	{
		for (int n2 = 0; n2<numSeg.y; n2++)
		{
			if (reverse)
			{
				mo->index(offset+0);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+(numSeg.y+1)+1);
			}
			else
			{
				mo->index(offset+0);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1)+1);
				mo->index(offset+(numSeg.y+1));
			}
			offset++;
		}
		offset++;
	}
	offset+=numSeg.y+1;

	mo->end();
	mo->setBoundingBox(*aab);
	// some optimizations
	mo->setCastShadows(false);
	mo->setDynamic(false);
	delete(aab);

	MeshPtr mesh = mo->convertToMesh(oname+"_mesh");

	// build edgelist
	mesh->buildEdgeList();

	// remove the manualobject again, since we dont need it anymore
	gEnv->ogreSceneManager->destroyManualObject(mo);

	unsigned short src, dest;
	if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		mesh->buildTangentVectors(VES_TANGENT, src, dest);
	}
	
	Entity *ent = gEnv->ogreSceneManager->createEntity(oname+"_ent", oname+"_mesh");
	mo_node->attachObject(ent);

	mo_node->setVisible(true);
	//mo_node->showBoundingBox(true);
	mo_node->setPosition(Vector3::ZERO); //(position.x, 0, position.z));


	// RTSS
	//Ogre::RTShader::ShaderGenerator::getSingleton().createShaderBasedTechnique(materialname, Ogre::MaterialManager::DEFAULT_SCHEME_NAME, Ogre::RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME);
	//Ogre::RTShader::ShaderGenerator::getSingleton().invalidateMaterial(RTShader::ShaderGenerator::DEFAULT_SCHEME_NAME, materialname);
	RTSSgenerateShadersForMaterial(materialname, normalname);

#endif
//.........这里部分代码省略.........
开发者ID:Aperion,项目名称:rigsofrods-next-stable,代码行数:101,代码来源:DecalManager.cpp

示例6: addTerrainSplineDecal

int DecalManager::addTerrainSplineDecal(Ogre::SimpleSpline *spline, float width, Ogre::Vector2 numSeg, Ogre::Vector2 uvSeg, Ogre::String materialname, float ground_offset, Ogre::String export_fn, bool debug)
{
#if 0
	Ogre::ManualObject *mo = gEnv->ogreSceneManager->createManualObject();
	String oname = mo->getName();
	SceneNode *mo_node = terrain_decals_snode->createChildSceneNode();

	mo->begin(materialname, Ogre::RenderOperation::OT_TRIANGLE_LIST);
	AxisAlignedBox *aab=new AxisAlignedBox();

	int offset = 0;

	// how width is the road?
	float delta_width = width / numSeg.x;

	float steps_len = 1.0f / numSeg.x;

	for (int l = 0; l<=numSeg.x; l++)
	{
		// get current position on that spline
		Vector3 pos_cur  = spline->interpolate(steps_len * (float)l);
		Vector3 pos_next = spline->interpolate(steps_len * (float)(l + 1));
        Ogre::Vector3 direction = (pos_next - pos_cur);
		if (l == numSeg.x)
		{
			// last segment uses previous position
			pos_next = spline->interpolate(steps_len * (float)(l - 1));
			direction = (pos_cur - pos_next);
		}


		for (int w = 0; w<=numSeg.y; w++)
		{
			// build vector for the width
			Vector3 wn = direction.normalisedCopy().crossProduct(Vector3::UNIT_Y);
			
			// calculate the offset, spline in the middle
			Vector3 offset = (-0.5 * wn * width) + (w/numSeg.y) * wn * width;

			// push everything together
			Ogre::Vector3 pos = pos_cur + offset;
			// get ground height there
			pos.y = hfinder->getHeightAt(pos.x, pos.z) + ground_offset;

			// add the position to the mesh
			mo->position(pos);
			aab->merge(pos);
			mo->textureCoord(l/(Ogre::Real)numSeg.x*uvSeg.x, w/(Ogre::Real)numSeg.y*uvSeg.y);
			mo->normal(Vector3::UNIT_Y);
		}
	}

	bool reverse = false;
	for (int n1 = 0; n1<numSeg.x; n1++)
	{
		for (int n2 = 0; n2<numSeg.y; n2++)
		{
			if (reverse)
			{
				mo->index(offset+0);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+(numSeg.y+1)+1);
			}
			else
			{
				mo->index(offset+0);
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1));
				mo->index(offset+1);
				mo->index(offset+(numSeg.y+1)+1);
				mo->index(offset+(numSeg.y+1));
			}
			offset++;
		}
		offset++;
	}
	offset+=numSeg.y+1;

	mo->end();
	mo->setBoundingBox(*aab);
	// some optimizations
	mo->setCastShadows(false);
	mo->setDynamic(false);
	delete(aab);

	MeshPtr mesh = mo->convertToMesh(oname+"_mesh");

	// build edgelist
	mesh->buildEdgeList();

	// remove the manualobject again, since we dont need it anymore
	gEnv->ogreSceneManager->destroyManualObject(mo);

	unsigned short src, dest;
	if (!mesh->suggestTangentVectorBuildParams(VES_TANGENT, src, dest))
	{
		mesh->buildTangentVectors(VES_TANGENT, src, dest);
//.........这里部分代码省略.........
开发者ID:Aperion,项目名称:rigsofrods-next-stable,代码行数:101,代码来源:DecalManager.cpp

示例7: CreateThrusterParticleGeometry

void ParticleFactory::CreateThrusterParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){

	//try {
		/* Retrieve scene manager and root scene node */
       // Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
        Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();

        /* Create the 3D object */
        Ogre::ManualObject* object = NULL;
        object = scene_manager->createManualObject(object_name);
        object->setDynamic(false);
/*
        /* Create point list for the object */
		object->begin("", Ogre::RenderOperation::OT_POINT_LIST);

		/* Initialize random numbers */
		std::srand(std::time(0));

		/* Create a set of points which will be the particles */
		/* This is similar to drawing a torus: we will sample points on the surface of the torus */

		
		float maxspray = 1.5; // This is how much we allow the points to wander around
		float u, v, w, theta, phi, spray; // Work variables
		for (int i = 0; i < num_particles; i++){
			
			// Randomly select two numbers to define a point on the torus
			u = ((double) rand() / (RAND_MAX));
            v = ((double) rand() / (RAND_MAX));
            
			// Use u and v to define the point on the torus
            theta = u * Ogre::Math::TWO_PI;
			phi = v * Ogre::Math::TWO_PI;
			Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0);
            Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi));
			object->position(center + normal*circle_radius); // Position of the point
			object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 1.0 - (((float) i)/((float) num_particles))));
			object->textureCoord(Ogre::Vector2(0.0, 0.0));

			// Now sample a point on a sphere to define a direction for points to wander around
			u = ((double) rand() / (RAND_MAX));
            v = ((double) rand() / (RAND_MAX));
			w = ((double) rand() / (RAND_MAX));
			
			theta = u * Ogre::Math::TWO_PI;
			phi = acos(2.0*v * -1.0);
			spray = maxspray*pow((float) w, (float) (1.0/4.0)); // Cubic root
			Ogre::Vector3 wander = Ogre::Vector3(spray*cos(theta)*cos(phi), spray*cos(theta)*sin(phi), sin(phi)*-2);

			object->normal(wander);
		}

		object->position(Ogre::Vector3(0.0f, 0.0f, -30.0f));
		object->colour(Ogre::ColourValue(0.0f, 0.0f, 0.0f));
		object->textureCoord(Ogre::Vector2(0.0f, 0.0f));
		object->normal(Ogre::Vector3(0.0f, 0.0f, -30.0f));

        object->end();
		
		
		
        /* Convert triangle list to a mesh */
        object->convertToMesh(object_name);
  /*  }
    catch (Ogre::Exception &e){
        throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what())));
    }
    catch(std::exception &e){
        throw(OgreAppException(std::string("std::Exception: ") + std::string(e.what())));
    }*/
}
开发者ID:WilliamCreber,项目名称:COMP3501_EOY_Project,代码行数:71,代码来源:ParticleFactory.cpp

示例8: CreateSplineControlPoints

void  ParticleFactory::CreateSplineControlPoints(Ogre::String control_points_name, int num_control_points, Ogre::String material_name){

		// Control points for the spline
		Ogre::Vector3 *control_point;

		/* Allocate memory for control points */
		control_point = new Ogre::Vector3[num_control_points];

		/* Create control points of a piecewise spline */
		/* We store the control points in groups of 4 */
		/* Each group represents the control points (p0, p1, p2, p3) of a cubic Bezier curve */
		/* To ensure C1 continuity, we constrain the first and second point of each curve according to the previous curve */
        
		// Initialize the first two control points to fixed values */
		control_point[0] = Ogre::Vector3(-20.0, 0.0, 0.0);
		control_point[1] = Ogre::Vector3(20.0, 0.0, 0.0);

		// Create remaining points
		for (int i = 2; i < num_control_points; i++){
			// Check if we have the first or second point of a curve
			// Then we need to constrain the points
			if (i % 4 == 0){
				// Constrain the first point of the curve
				// p3 = q0, where the previous curve is (p0, p1, p2, p3) and the current curve is (q0, q1, q2, q3)
				// p3 is at position -1 from the current point q0
				control_point[i] = control_point[i - 1];
			} else if (i % 4 == 1){
				// Constrain the second point of the curve
				// q1 = 2*p3 – p2
				// p3 is at position -1 and we add another -1 since we are at i%4 == 1 (not i%4 == 0)
				// p2 is at position -2 and we add another -1 since we are at i%4 == 1 (not i%4 == 0)
				control_point[i] = 2.0*control_point[i -2] - control_point[i - 3];
			} else {
				// Other points: we can freely assign random values to them
				// Get 3 random numbers
				float u, v, w;
				//u = ((double) rand() / (RAND_MAX));
				//v = ((double) rand() / (RAND_MAX));
				//w = ((double) rand() / (RAND_MAX));
				// Define control points based on u, v, and w and scale by the control point index
				//control_point[i] = Ogre::Vector3(u*3.0*(i/4 + 1), v*3.0*(i/4+1), w*3.0*(i/4+1));
				//control_point[i] = Ogre::Vector3(u*3.0*(i/4 + 1), v*3.0*(i/4+1), 0.0); // Easier to visualize with the control points on the screen

				//x = cx + r * cos(a)
				//y = cy + r * sin(a)
			
				u = 20 * cos(Ogre::Math::RangeRandom(-25,25));
				v = 20 * sin(Ogre::Math::RangeRandom(-50,50));
				w = (Ogre::Math::RangeRandom(-15,15));
				control_point[i] = Ogre::Vector3(u, w, v);

			}
		}

		/* Add control points to the material's shader */
		/* Translate the array of Ogre::Vector3 to an accepted format */
		float *shader_data;
		shader_data = new float[num_control_points*4];
		for (int i = 0; i < num_control_points; i++){
			shader_data[i*4] = control_point[i].x;
			shader_data[i*4 + 1] = control_point[i].y;
			shader_data[i*4 + 2] = control_point[i].z;
			shader_data[i*4 + 3] = 0.0;
		}

		/* Add array as a parameter to the shader of the specified material */
		Ogre::MaterialPtr mat = static_cast<Ogre::MaterialPtr>(Ogre::MaterialManager::getSingleton().getByName(material_name));
		mat->getBestTechnique()->getPass(0)->getVertexProgramParameters()->setNamedConstant("control_point", shader_data, num_control_points, 4);

		/* Also create a mesh out of the control points, so that we can render them, if needed */
		
        Ogre::ManualObject* object = NULL;
        object = scene_manager->createManualObject(control_points_name);
        object->setDynamic(false);
		object->begin("", Ogre::RenderOperation::OT_POINT_LIST);
		for (int i = 0; i < num_control_points; i++){
			object->position(control_point[i]);
			// Color allows us to keep track of control point ordering
			object->colour(1.0 - ((float) i)/((float)num_control_points), 0.0, ((float) i)/((float)num_control_points));
		}
		object->end();
        object->convertToMesh(control_points_name);

		/* Free memory we used to store control points temporarily */
		delete [] control_point;
		
}
开发者ID:WilliamCreber,项目名称:COMP3501_EOY_Project,代码行数:87,代码来源:ParticleFactory.cpp

示例9: CreateSplineParticleGeometry

void  ParticleFactory::CreateSplineParticleGeometry(Ogre::String object_name, int num_particles, float loop_radius, float circle_radius){

		/* Retrieve scene manager and root scene node */
        Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();

        /* Create the 3D object */
        Ogre::ManualObject* object = NULL;
        object = scene_manager->createManualObject(object_name);
        object->setDynamic(false);
        
		/* Create point list for the object */
		object->begin("", Ogre::RenderOperation::OT_POINT_LIST);

		/* Initialize random numbers */
		std::srand(std::time(0));

		/* Create a set of points which will be the particles */
		/* This is similar to drawing a torus: we will sample points on a torus, but will allow the points to also
		   deviate a bit from the torus along the direction of a random vector */
        float maxspray = 0.5; // This is how much we allow the points to deviate along a normalized vector
		float u, v, w, theta, phi, spray; // Work variables
		for (int i = 0; i < num_particles; i++){
			
			// Get two random numbers
			u = ((double) rand() / (RAND_MAX));
            v = ((double) rand() / (RAND_MAX));
            
			// Use u and v to define a point on the torus with angles theta and phi
            theta = u * Ogre::Math::TWO_PI;
			phi = v * Ogre::Math::TWO_PI;

			// Get center of loop and point's normal on the torus
			Ogre::Vector3 center = Ogre::Vector3(loop_radius*cos(theta), loop_radius*sin(theta), 0.0);
            Ogre::Vector3 normal = Ogre::Vector3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi));

			// Next, we want to let the points deviate along the direction of a random vector
			// To obtain a random vector, we sample a point on the sphere
			// The point on the sphere minus the origin (0, 0) is the random vector

			// Randomly select two numbers to define a point in spherical coordinates
			u = ((double) rand() / (RAND_MAX));
            v = ((double) rand() / (RAND_MAX));
			
			// Use u to define the angle theta along one direction of a sphere
			theta = u * Ogre::Math::TWO_PI;
			// Use v to define the angle phi along the other direction of the sphere
			phi = acos(2.0*v - 1.0);
			// Get the point on the sphere (equivalent to a normalized direction vector since the origin is zero)
			Ogre::Vector3 direct = Ogre::Vector3(cos(theta)*sin(phi), sin(theta)*sin(phi), -cos(phi));
			// We need z = -cos(phi) to make sure that the z coordinate runs from -1 to 1 as phi runs from 0 to pi

			// Now, multiply a random amount of deviation by this vector, which is the deviation we will add to the point on the torus
			w = ((double) rand() / (RAND_MAX));
			spray = maxspray*pow((float) w, (float) (1.0/3.0)); // cbrt(w);
			Ogre::Vector3 wander = Ogre::Vector3(spray*direct.x, spray*direct.y, direct.z);
				
			// Add computed quantities to the object
			object->position(center + normal*circle_radius);
			object->normal(wander);
			object->colour(Ogre::ColourValue(((float) i)/((float) num_particles), 0.0, 0.0)); // Store particle id in the red channel as a float
			object->textureCoord(Ogre::Vector2(0.0, 0.0));
		}
		
		/* We finished the object */
        object->end();
		
        /* Convert triangle list to a mesh */
        object->convertToMesh(object_name);
   
}
开发者ID:WilliamCreber,项目名称:COMP3501_EOY_Project,代码行数:70,代码来源:ParticleFactory.cpp

示例10: EngineSetup

void CSceletalAnimationView::EngineSetup(void)
{
	Ogre::Root *Root = ((CSceletalAnimationApp*)AfxGetApp())->m_Engine->GetRoot();
	Ogre::SceneManager *SceneManager = NULL;
	SceneManager = Root->createSceneManager(Ogre::ST_GENERIC, "Animation");
 
    //
    // Create a render window
    // This window should be the current ChildView window using the externalWindowHandle
    // value pair option.
    //

    Ogre::NameValuePairList parms;
    parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)m_hWnd);
    parms["vsync"] = "true";

	CRect   rect;
    GetClientRect(&rect);
	Ogre::RenderTarget *RenderWindow = Root->getRenderTarget("Mouse Input");

	if (RenderWindow == NULL)
	{
	try
	{
		m_RenderWindow = Root->createRenderWindow("Mouse Input", rect.Width(), rect.Height(), false, &parms);
	}
    catch(...)
	{
		MessageBox("Cannot initialize\nCheck that graphic-card driver is up-to-date", "Initialize Render System", MB_OK | MB_ICONSTOP);
		exit(EXIT_SUCCESS);
	}
	}
// Load resources
	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // Create the camera
    m_Camera = SceneManager->createCamera("Camera");
    m_Camera->setNearClipDistance(0.5);
	m_Camera->setFarClipDistance(5000); 
	m_Camera->setCastShadows(false);
	m_Camera->setUseRenderingDistance(true);
	m_Camera->setPosition(Ogre::Vector3(5.0, 5.0, 10.0));
	Ogre::SceneNode *CameraNode = NULL;
	CameraNode = SceneManager->getRootSceneNode()->createChildSceneNode("CameraNode");

	Ogre::Viewport* Viewport = NULL;
	
	if (0 == m_RenderWindow->getNumViewports())
	{
		Viewport = m_RenderWindow->addViewport(m_Camera);
		Viewport->setBackgroundColour(Ogre::ColourValue(0.8f, 0.8f, 0.8f));
	}

    // Alter the camera aspect ratio to match the viewport
    m_Camera->setAspectRatio(Ogre::Real(rect.Width()) / Ogre::Real(rect.Height()));
	m_Camera->lookAt(Ogre::Vector3(0.5, 0.5, 0.5));
	m_Camera->setPolygonMode(Ogre::PolygonMode::PM_WIREFRAME);

	Ogre::ManualObject* ManualObject = NULL;
	ManualObject = SceneManager->createManualObject("Animation");
	ManualObject->setDynamic(false);
    ManualObject->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST);
	//face 1
	ManualObject->position(0, 0, 0);//0
	ManualObject->position(1, 0, 0);//1
	ManualObject->position(1, 1, 0);//2
	ManualObject->triangle(0, 1, 2);//3
	
	ManualObject->position(0, 0, 0);//4
	ManualObject->position(1, 1, 0);//5
	ManualObject->position(0, 1, 0);//6
	ManualObject->triangle(3, 4, 5);//7
	//face 2
	ManualObject->position(0, 0, 1);//8
	ManualObject->position(1, 0, 1);//9
	ManualObject->position(1, 1, 1);//10
	ManualObject->triangle(6, 7, 8);//11

	ManualObject->position(0, 0, 1);//12
	ManualObject->position(1, 1, 1);//13
	ManualObject->position(0, 1, 1);//14
	ManualObject->triangle(9, 10, 11);//15
	//face 3
	ManualObject->position(0, 0, 0);//16
	ManualObject->position(1, 0, 0);//17
	ManualObject->position(1, 0, 1);//18
	ManualObject->triangle(12, 13, 14);//19

	ManualObject->position(0, 0, 0);
	ManualObject->position(1, 0, 1);
	ManualObject->position(0, 1, 1);
	ManualObject->triangle(15, 16, 17);
	//face 4
	ManualObject->position(1, 0, 0);
	ManualObject->position(1, 1, 0);
	ManualObject->position(1, 1, 1);
	ManualObject->triangle(18, 19, 20);

	ManualObject->position(1, 0, 0);
	ManualObject->position(1, 1, 1);
//.........这里部分代码省略.........
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:101,代码来源:SceletalAnimationView.cpp

示例11: EngineSetup

void CTransparentMaterialView::EngineSetup(void)
{
	Ogre::Root *Root = ((CTransparentMaterialApp*)AfxGetApp())->m_Engine->GetRoot();

	Ogre::SceneManager *SceneManager = NULL;

	SceneManager = Root->createSceneManager(Ogre::ST_GENERIC, "MFCOgre");

    //
    // Create a render window
    // This window should be the current ChildView window using the externalWindowHandle
    // value pair option.
    //

    Ogre::NameValuePairList parms;
    parms["externalWindowHandle"] = Ogre::StringConverter::toString((long)m_hWnd);
    parms["vsync"] = "true";

	CRect   rect;
    GetClientRect(&rect);

	Ogre::RenderTarget *RenderWindow = Root->getRenderTarget("Ogre in MFC");

	if (RenderWindow == NULL)
	{
	try
	{
		m_RenderWindow = Root->createRenderWindow("Ogre in MFC", rect.Width(), rect.Height(), false, &parms);
	}
    catch(...)
	{
		MessageBox("Cannot initialize\nCheck that graphic-card driver is up-to-date", "Initialize Render System", MB_OK | MB_ICONSTOP);
		exit(EXIT_SUCCESS);
	}
	}
// Load resources
	Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();

    // Create the camera
    m_Camera = SceneManager->createCamera("Camera");
    m_Camera->setNearClipDistance(0.5);
	m_Camera->setFarClipDistance(5000); 
	m_Camera->setCastShadows(false);
	m_Camera->setUseRenderingDistance(true);
	m_Camera->setPosition(Ogre::Vector3(320.0, 240.0, 500.0));
	Ogre::SceneNode *CameraNode = NULL;
	CameraNode = SceneManager->getRootSceneNode()->createChildSceneNode("CameraNode");

	Ogre::Viewport* Viewport = NULL;
	
	if (0 == m_RenderWindow->getNumViewports())
	{
		Viewport = m_RenderWindow->addViewport(m_Camera);
		Viewport->setBackgroundColour(Ogre::ColourValue(0.8f, 1.0f, 0.8f));
	}

    // Alter the camera aspect ratio to match the viewport
    m_Camera->setAspectRatio(Ogre::Real(rect.Width()) / Ogre::Real(rect.Height()));

	Ogre::ManualObject *Screen = SceneManager->createManualObject("Screen");
	Screen->setDynamic(true);
	Screen->begin("window", Ogre::RenderOperation::OT_TRIANGLE_LIST);

	Screen->position(-100,-100,50);
	Screen->textureCoord(0,0);

	Screen->position(300,-100,50);
	Screen->textureCoord(1,0);

	Screen->position(300,300,50);
	Screen->textureCoord(1,1);

	Screen->triangle(0, 1, 2);
		
	Screen->position(-100,-100,50);
	Screen->textureCoord(0,0);

	Screen->position(300,300,50);
	Screen->textureCoord(1,1);

	Screen->position(-100,300,50);
	Screen->textureCoord(0,1);

	Screen->triangle(3, 4, 5);
	 
	Screen->end();
	
	Ogre::Entity *RobotEntity = SceneManager->createEntity("Robot", "robot.mesh");
	Ogre::SceneNode *RobotNode = SceneManager->getRootSceneNode()->createChildSceneNode();
	RobotNode->attachObject(RobotEntity);

	Ogre::SceneNode *WindowNode = SceneManager->getRootSceneNode()->createChildSceneNode();
	WindowNode->attachObject(Screen);
}
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:94,代码来源:TransparentMaterialView.cpp

示例12: CreateWall

void OgreApplication::CreateWall(Ogre::String material_name){
	    
	try {

		/* Create two rectangles */

        /* Retrieve scene manager and root scene node */
        Ogre::SceneManager* scene_manager = ogre_root_->getSceneManager("MySceneManager");
        Ogre::SceneNode* root_scene_node = scene_manager->getRootSceneNode();

        /* Create the 3D object */
        Ogre::ManualObject* object = NULL;
        Ogre::String object_name = "Wall";
        object = scene_manager->createManualObject(object_name);
        object->setDynamic(false);

        /* Create triangle list for the object */
        object->begin(material_name, Ogre::RenderOperation::OT_TRIANGLE_LIST);

		/* Add vertices */
		/* One side of the "wall" */
		object->position(-1.0,-1.0,0.0);
		object->normal(0.0, 0.0, -1.0);
		object->tangent(-1.0, 0.0, 0.0);
		object->textureCoord(1.0, 0.0);

        object->position(-1.0,1.0,0.0);
		object->normal(0.0, 0.0, -1.0);
		object->tangent(-1.0, 0.0, 0.0);
		object->textureCoord(1.0, 1.0);

        object->position(1.0,1.0,0.0);
		object->normal(0.0, 0.0, -1.0);
		object->tangent(-1.0, 0.0, 0.0);
		object->textureCoord(0.0, 1.0);

        object->position(1.0,-1.0,0.0);
		object->normal(0.0, 0.0, -1.0);
		object->tangent(-1.0, 0.0, 0.0);
		object->textureCoord(0.0, 0.0);

		/* The other side of the "wall" */
        object->position(-1.0,-1.0,0.0);
		object->normal(0.0, 0.0, 1.0);
		object->tangent(1.0, 0.0, 0.0);
		object->textureCoord(0.0, 0.0);

        object->position(-1.0,1.0,0.0);
		object->normal(0.0, 0.0, 1.0);
		object->tangent(1.0, 0.0, 0.0);
		object->textureCoord(0.0, 1.0);

        object->position(1.0,1.0,0.0);
		object->normal(0.0, 0.0, 1.0);
		object->tangent(1.0, 0.0, 0.0);
		object->textureCoord(1.0, 1.0);

        object->position(1.0,-1.0,0.0);
		object->normal(0.0, 0.0, 1.0);
		object->tangent(1.0, 0.0, 0.0);
		object->textureCoord(1.0, 0.0);
        
		/* Add triangles */
		/* One side */
		object->triangle(0, 1, 2);
        object->triangle(0, 2, 3);
		/* The other side */
        object->triangle(4, 7, 6);
        object->triangle(4, 6, 5);
        
		/* We finished the object */
        object->end();
		
        /* Convert triangle list to a mesh */
        Ogre::String mesh_name = "Wall";
        object->convertToMesh(mesh_name);

        /* Create one instance of the sphere (one entity) */
		/* The same object can have multiple instances or entities */
        Ogre::Entity* entity = scene_manager->createEntity(mesh_name);

		/* Apply a material to the entity to give it color */
		/* We already did that above, so we comment it out here */
		/* entity->setMaterialName(material_name); */
		/* But, this call is useful if we have multiple entities with different materials */

		/* Create a scene node for the entity */
		/* The scene node keeps track of the entity's position */
        Ogre::SceneNode* scene_node = root_scene_node->createChildSceneNode(mesh_name);
        scene_node->attachObject(entity);

        /* Position and rotate the entity with the scene node */
		//scene_node->rotate(Ogre::Vector3(0, 1, 0), Ogre::Degree(60));
		//scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(30));
		//scene_node->rotate(Ogre::Vector3(1, 0, 0), Ogre::Degree(-90));
        //scene_node->translate(0.0, 0.0, 0.0);
		scene_node->scale(0.5, 0.5, 0.5);
    }
    catch (Ogre::Exception &e){
        throw(OgreAppException(std::string("Ogre::Exception: ") + std::string(e.what())));
//.........这里部分代码省略.........
开发者ID:FanZhang10,项目名称:NormalMap,代码行数:101,代码来源:ogre_application.cpp

示例13: UpdateTerrain

// Given a scene node for a terrain, find the manual object on that scene node and
// update the manual object with the heightmap passed. If  there is no manual object on
// the scene node, remove all it's attachments and add the manual object.
// The heightmap is passed in a 1D array ordered by width rows (for(width) {for(length) {hm[w,l]}})
// This must be called between frames since it touches the scene graph
// BETWEEN FRAME OPERATION
void Region::UpdateTerrain(const int hmWidth, const int hmLength, const float* hm) {
	Ogre::SceneNode* node = this->TerrainSceneNode;
	LG::Log("Region::UpdateTerrain: updating terrain for region %s", this->Name.c_str());

	if (node == NULL) {
		LG::Log("Region::UpdateTerrain: terrain scene node doesn't exist. Not updating terrain.");
		return;
	}

	// Find the movable object attached to the scene node. If not found remove all.
	if (node->numAttachedObjects() > 0) {
		Ogre::MovableObject* attached = node->getAttachedObject(0);
		if (attached->getMovableType() != "ManualObject") {
            // don't know why this would ever happen but clean out the odd stuff
            LG::Log("Found extra stuff on terrain scene node");
			node->detachAllObjects();
		}
	}
	// if there is not a manual object on the node, create a new one
	if (node->numAttachedObjects() == 0) {
		LG::Log("Region::UpdateTerrain: creating terrain ManualObject for region %s", this->Name.c_str());
        // if no attached objects, we add our dynamic ManualObject
		Ogre::ManualObject* mob = LG::RendererOgre::Instance()->m_sceneMgr->createManualObject("ManualObject/" + node->getName());
		mob->addQueryFlags(Ogre::SceneManager::WORLD_GEOMETRY_TYPE_MASK);
		mob->setDynamic(true);
		mob->setCastShadows(true);
		mob->setVisible(true);
		node->attachObject(mob);
		// m_visCalc->RecalculateVisibility();
	}

	Ogre::ManualObject* mo = (Ogre::ManualObject*)node->getAttachedObject(0);

	// stuff our heightmap information into the dynamic manual object
	mo->estimateVertexCount(hmWidth * hmLength);
	mo->estimateIndexCount(hmWidth * hmLength * 6);

	if (mo->getNumSections() == 0) {
		// if first time
		mo->begin(LG::GetParameter("Renderer.Ogre.DefaultTerrainMaterial"));
	}
	else {
		mo->beginUpdate(0);					// we've been here before
	}

	int loc = 0;
	for (int xx = 0; xx < hmWidth; xx++) {
		for (int yy = 0; yy < hmLength; yy++) {
			mo->position((Ogre::Real)xx, (Ogre::Real)yy, hm[loc++]);
			mo->textureCoord((float)xx / (float)hmWidth, (float)yy / (float)hmLength);
			mo->normal(0.0, 1.0, 0.0);	// always up (for the moment)
		}
	}

	for (int px = 0; px < hmLength-1; px++) {
		for (int py = 0; py < hmWidth-1; py++) {
			mo->quad(px      + py       * hmWidth,
					 px      + (py + 1) * hmWidth,
					(px + 1) + (py + 1) * hmWidth,
					(px + 1) + py       * hmWidth
					 );
		}
	}

	mo->end();

	return;
}
开发者ID:Misterblue,项目名称:LookingGlass-Viewer,代码行数:74,代码来源:Region.cpp

示例14: initScene

void Client::initScene() {
	Ogre::Vector3 lightPosition = Ogre::Vector3(0,10,50);
	
	// Set the scene's ambient light
	mSceneMgr->setAmbientLight(Ogre::ColourValue(.1f, .1f, .1f));
	Ogre::Light* pointLight = mSceneMgr->createLight("pointLight");
	pointLight->setType(Ogre::Light::LT_POINT);
	pointLight->setPosition(lightPosition);
	// create a marker where the light is
	Ogre::Entity* ogreHead2 = mSceneMgr->createEntity( "Head2", "ogrehead.mesh" );
	Ogre::SceneNode* headNode2 = mSceneMgr->getRootSceneNode()->createChildSceneNode( "HeadNode2", lightPosition );
	headNode2->attachObject( ogreHead2 );
	headNode2->scale( .5, .5, .5 );
	
	// make a quad
	Ogre::ManualObject* lManualObject = NULL;
	Ogre::String lNameOfTheMesh = "TestQuad";
	{
		// params
		Ogre::String lManualObjectName = "TestQuad";
		bool lDoIWantToUpdateItLater = false;
		// code
		lManualObject = mSceneMgr->createManualObject(lManualObjectName);
		lManualObject->setDynamic(lDoIWantToUpdateItLater);
		lManualObject->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_LIST);
		{	// Specify Vertices
			float xmin = 0.0f, xmax = 100.0f, zmin = -100.0f, zmax = 0.0f, ymin = -50.0f, ymax = 0.0f;
			
			lManualObject->position(xmin, ymin, zmin);// a vertex
			lManualObject->colour(Ogre::ColourValue::Red);
			lManualObject->textureCoord(0.0,0.0);
			
			lManualObject->position(xmax, ymin, zmin);// a vertex
			lManualObject->colour(Ogre::ColourValue::Green);
			lManualObject->textureCoord(1.0,0.0);
			
			lManualObject->position(xmin, ymin, zmax);// a vertex
			lManualObject->colour(Ogre::ColourValue::Blue);
			lManualObject->textureCoord(0.0,1.0);
			
			lManualObject->position(xmax, ymin, zmax);// a vertex
			lManualObject->colour(Ogre::ColourValue::Blue);
			lManualObject->textureCoord(1.0,1.0);
		}
		{	// specify geometry
			lManualObject->triangle(0,2,1);
			lManualObject->triangle(3,1,2);
		}
		lManualObject->end();
		lManualObject->convertToMesh(lNameOfTheMesh);
	}
	Ogre::Entity* lEntity = mSceneMgr->createEntity(lNameOfTheMesh);
	Ogre::SceneNode* lNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
	lNode->attachObject(lEntity);
	Ogre::Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
	// Create a SceneNode and attach the Entity to it
	Ogre::SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("HeadNode",Ogre::Vector3(0,-20,0));
	headNode->attachObject(ogreHead);
	ogreHead->setMaterialName("Hatching");
	
	lEntity->setMaterialName("Hatching");
	// postprocessing effects
	//Ogre::CompositorManager::getSingleton().addCompositor(mViewport,"Sobel" );
	//Ogre::CompositorManager::getSingleton().setCompositorEnabled(mCamera->getViewport(), "Sobel", true);
	//Ogre::CompositorManager::getSingleton().addCompositor(mViewport,"CelShading" );
	//Ogre::CompositorManager::getSingleton().setCompositorEnabled(mCamera->getViewport(), "CelShading", true);
}
开发者ID:ionaic,项目名称:ogre-bullet,代码行数:67,代码来源:client.cpp

示例15: EngineSetup


//.........这里部分代码省略.........
 
	GTIFDefn Definition;
	GTIFGetDefn(GTif, &Definition);
 
	GTIFPrint(GTif, 0, 0);

	TIFFGetField( Tif, TIFFTAG_IMAGEWIDTH, &ImageWidth);
 	TIFFGetField( Tif, TIFFTAG_IMAGELENGTH, &ImageHeight);

int res = 0;

 double LowerRightX = ImageWidth;
 double LowerRightY = ImageHeight;

 res = GTIFImageToPCS(GTif, &LowerRightX, &LowerRightY);
  //Lower Left
 LowerLeftX = 0.0;
 LowerLeftY = ImageHeight;

 res = GTIFImageToPCS(GTif, &LowerLeftX, &LowerLeftY);

 //Upper Right
 UpperRightX = ImageWidth;
 UpperRightY = 0.0;

 res = GTIFImageToPCS(GTif, &UpperRightX, &UpperRightY);

 double UpperLeftX = 0.0;
 double UpperLeftY = 0.0;

 res = GTIFImageToPCS(GTif, &UpperLeftX, &UpperLeftY);

  	Ogre::ManualObject *Terrain = SceneManager->createManualObject("Terrain");
	Terrain->setDynamic(false);
	Terrain->begin("Terrain", Ogre::RenderOperation::OT_TRIANGLE_FAN);

#define MIN(x,y)     (((x) < (y)) ? (x) : (y))
#define MAX(x,y)     (((x) > (y)) ? (x) : (y))

#define SW     0
#define NW     1
#define NE     2
#define SE     3

FILE *File = NULL;
char            Dummy[160];
char inText[24];
 char *Dest;
	int             base[2048];         /* array of base elevations */
char            mapLabel[145];
int             DEMlevel, elevationPattern, groundSystem, groundZone;
double          projectParams[15];
int             planeUnitOfMeasure, elevUnitOfMeasure, polygonSizes;
double          groundCoords[4][2], elevBounds[2], localRotation;
int             accuracyCode;
double          spatialResolution[3];
int             profileDimension[2];
int             firstRow, lastRow;
int             wcount = 0;

double          verticalScale = 1.0;      /* to stretch or shrink elevations */
double          deltaY;
char *junk;

double eastMost;
double westMost;
开发者ID:southerlies,项目名称:OGRE-3D-1.7-Application-Development-Cookbook-Code,代码行数:67,代码来源:GeoImageView.cpp


注:本文中的ogre::ManualObject::setDynamic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。