本文整理汇总了C++中ogre::SceneManager::createSceneNode方法的典型用法代码示例。如果您正苦于以下问题:C++ SceneManager::createSceneNode方法的具体用法?C++ SceneManager::createSceneNode怎么用?C++ SceneManager::createSceneNode使用的例子?那么, 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类ogre::SceneManager
的用法示例。
在下文中一共展示了SceneManager::createSceneNode方法的14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: AddConstructionCapability
void LagomPlayerBase::AddConstructionCapability(LagomActorFactory* f)
{
if(!f)
return;
if(_actorFactories.find(f) != _actorFactories.end())
return;
Ogre::SceneManager* manager = _state.GetSceneManager();
Ogre::SceneNode* node = manager->createSceneNode();
Ogre::Entity* constructionObject = manager->createEntity(f->Mesh.c_str());
Ogre::MaterialPtr materialPtr = Ogre::MaterialManager::getSingleton().getByName(getIntFactory().ConstructingMaterial);
materialPtr->setSelfIllumination(1.0f,1.0f,1.0f);
constructionObject->setCastShadows(false);
constructionObject->setRenderQueueGroup(RENDER_QUEUE_SKIES_LATE);
constructionObject->setMaterialName(getIntFactory().ConstructingMaterial);
node->attachObject(constructionObject);
node->setScale( f->MeshScale );
_actorFactories.insert(FactoryMap::value_type(f,node));
if( _selectedActorFactory ==_actorFactories.end())
_selectedActorFactory=_actorFactories.begin();
}
示例2: drawDistanceData
EC_Mesh::EC_Mesh(Scene* scene) :
IComponent(scene),
nodeTransformation(this, "Transform", Transform(float3(0,0,0),float3(0,0,0),float3(1,1,1))),
meshRef(this, "Mesh ref", AssetReference("", "OgreMesh")),
skeletonRef(this, "Skeleton ref", AssetReference("", "OgreSkeleton")),
meshMaterial(this, "Mesh materials", AssetReferenceList("OgreMaterial")),
drawDistance(this, "Draw distance", 0.0f),
castShadows(this, "Cast shadows", false),
entity_(0),
attached_(false)
{
if (scene)
world_ = scene->GetWorld<OgreWorld>();
static AttributeMetadata drawDistanceData("", "0", "10000");
drawDistance.SetMetadata(&drawDistanceData);
static AttributeMetadata materialMetadata;
materialMetadata.elementType = "assetreference";
meshMaterial.SetMetadata(&materialMetadata);
meshAsset = AssetRefListenerPtr(new AssetRefListener());
skeletonAsset = AssetRefListenerPtr(new AssetRefListener());
OgreWorldPtr world = world_.lock();
if (world)
{
Ogre::SceneManager* sceneMgr = world->OgreSceneManager();
adjustment_node_ = sceneMgr->createSceneNode(world->GetUniqueObjectName("EC_Mesh_adjustment_node"));
connect(this, SIGNAL(ParentEntitySet()), SLOT(UpdateSignals()));
connect(meshAsset.get(), SIGNAL(Loaded(AssetPtr)), this, SLOT(OnMeshAssetLoaded(AssetPtr)), Qt::UniqueConnection);
connect(skeletonAsset.get(), SIGNAL(Loaded(AssetPtr)), this, SLOT(OnSkeletonAssetLoaded(AssetPtr)), Qt::UniqueConnection);
}
}
示例3: createScene
void createScene(){
_sceneManager->setAmbientLight(Ogre::ColourValue(1.0f,1.0f,1.0f));
Ogre::SceneNode* nodeEsfera02;
Ogre::Light* light02;
Ogre::SceneNode* nM01 = _sceneManager->createSceneNode("nm01");
Ogre::Entity* entMesh01 = _sceneManager->createEntity("Entnm01", "proyectoOgreI.mesh");
_sceneManager->getRootSceneNode()->addChild(nM01);
nM01->attachObject(entMesh01);
entMesh01->setMaterialName("mat02");
Ogre::SceneNode* nM02 = _sceneManager->createSceneNode("nm02");
Ogre::Entity* entMesh02 = _sceneManager->createEntity("Entnm02", "ejes01.mesh");
_sceneManager->getRootSceneNode()->addChild(nM02);
nM02->attachObject(entMesh02);
nM02->scale(10.0f,10.0f,10.0f);
Ogre::SceneNode* nM03 = _sceneManager->createSceneNode("nm03");
Ogre::Entity* entMesh03 = _sceneManager->createEntity("Entnm03", "ogrehead.mesh");
_sceneManager->getRootSceneNode()->addChild(nM03);
nM03->attachObject(entMesh03);
nM03->scale(5.0f,5.0f,5.0f);
entMesh03->setMaterialName("mat01");
Ogre::Entity* entEsfera02 = _sceneManager->createEntity("EntEsfera02","sphere.mesh");
//Ogre::SceneNode* nodeEsfera02 = mSceneMgr->createSceneNode("NodeEsfera02");
nodeEsfera02 = _sceneManager->createSceneNode("NodeEsfera02");
_sceneManager->getRootSceneNode()->addChild(nodeEsfera02);
nodeEsfera02->attachObject(entEsfera02);
//NODO LUZ
float lightScale = 0.9f;
Ogre::SceneNode* nodeLuz02 = _sceneManager->createSceneNode("NodeLuz02");
light02 = _sceneManager->createLight("LuzPoint01");
light02->setType(Ogre::Light::LT_POINT);
light02->setDiffuseColour(lightScale*Ogre::ColourValue(2.0f,2.0f,2.0f));
nodeLuz02->attachObject(light02);
nodeEsfera02->addChild(nodeLuz02);
nodeEsfera02->setScale(0.05f,0.05f,0.05f);
nodeEsfera02->setPosition(-500.0f,500.0f,500.0f);
}
示例4: idPrefix
//!
//! Processes the node's input data to generate the node's output table.
//!
void Model2SceneNode::processScene()
{
// load the input vtk parameter
VTKTableParameter * inputParameter = dynamic_cast<VTKTableParameter*>(getParameter(m_inputVTKTableParameterName));
if (!inputParameter || !inputParameter->isConnected())
return;
// get the source parameter (output of source node) connected to the input parameter
VTKTableParameter * sourceParameter = dynamic_cast<VTKTableParameter*>(inputParameter->getConnectedParameter());
inputParameter->setVTKTable(sourceParameter->getVTKTable());
vtkTable * xyzTable = inputParameter->getVTKTable();
if (!m_sceneNode)
createSceneNode();
if (!m_entity || !xyzTable || !m_sceneNode)
return;
//Get columns named "NodeID", "X", "Y" and "Z"
vtkIdTypeArray *colNodeId = dynamic_cast<vtkIdTypeArray*>(xyzTable->GetColumnByName("NodeId"));
vtkDoubleArray *colX = dynamic_cast<vtkDoubleArray*>(xyzTable->GetColumnByName("X"));
vtkDoubleArray *colY = dynamic_cast<vtkDoubleArray*>(xyzTable->GetColumnByName("Y"));
vtkDoubleArray *colZ = dynamic_cast<vtkDoubleArray*>(xyzTable->GetColumnByName("Z"));
destroyAllAttachedMovableObjects(m_sceneNode);
destroyAllChildren(m_sceneNode);
Ogre::String idPrefix(QString(m_name + ":").toStdString());
Ogre::SceneManager *sceneManager = OgreManager::getSceneManager();
for (int i=0; i<xyzTable->GetNumberOfRows(); i++)
{
int colIDValue = colNodeId->GetValue(i);
Ogre::String nodeID(idPrefix + Ogre::StringConverter::toString(colIDValue));
// create new scene node for each item
Ogre::SceneNode *sceneItem = sceneManager->createSceneNode(nodeID);
// create new entity for each item
Ogre::Entity *entityItem = m_entity->clone(nodeID);
sceneItem->attachObject(entityItem);
double x = colX->GetValue(i);
double y = colY->GetValue(i);
double z = colZ->GetValue(i);
sceneItem->setPosition(Ogre::Real(x), Ogre::Real(y), Ogre::Real(z));
sceneItem->setScale(m_size);
m_sceneNode->addChild(sceneItem);
}
}
示例5: mCameraNode
FirstPersonCameraMount::FirstPersonCameraMount(const CameraSettings& cameraSettings, Ogre::SceneManager& sceneManager) :
CameraMountBase(cameraSettings), mCameraNode(0)
{
mCameraRootNode = sceneManager.createSceneNode(OgreInfo::createUniqueResourceName("FirstPersonCameraNodeRootNode"));
mCameraRootNode->setInheritOrientation(false);
//rotate to sync with WF world
mCameraRootNode->rotate(Ogre::Vector3::UNIT_Y, Ogre::Degree(-90));
mCameraPitchNode = mCameraRootNode->createChildSceneNode(OgreInfo::createUniqueResourceName("FirstPersonCameraPitchNode"));
mCameraNode = mCameraPitchNode->createChildSceneNode(OgreInfo::createUniqueResourceName("FirstPersonCameraNode"));
}
示例6: popup
void MyFrameListener::popup(){
Ogre::SceneManager* mSceneMgr = Ogre::Root::getSingleton().
getSceneManager("mainSM");
Ogre::SceneNode* nodeBoard = mSceneMgr->createSceneNode("popup");
Ogre::Entity* _board = mSceneMgr->createEntity("Popup.mesh");
std::cout << "puntos" << _points <<endl;
if(_points == 0 ) {
_board->setMaterialName("YouLose");
}
_points = 0;
nodeBoard->attachObject(_board);
Ogre::Vector3 vector = Ogre::Vector3(0, 2, 1.5);
nodeBoard->setPosition(vector);
mSceneMgr->getRootSceneNode()->addChild(nodeBoard);
}
示例7: IComponent
EC_Placeable::EC_Placeable(Scene* scene) :
IComponent(scene),
sceneNode_(0),
boneAttachmentNode_(0),
parentBone_(0),
parentPlaceable_(0),
parentMesh_(0),
attached_(false),
transform(this, "Transform"),
drawDebug(this, "Show bounding box", false),
visible(this, "Visible", true),
selectionLayer(this, "Selection layer", 1),
parentRef(this, "Parent entity ref", EntityReference()),
parentBone(this, "Parent bone name", "")
{
if (scene)
world_ = scene->GetWorld<OgreWorld>();
// Enable network interpolation for the transform
static AttributeMetadata transAttrData;
static AttributeMetadata nonDesignableAttrData;
static bool metadataInitialized = false;
if(!metadataInitialized)
{
transAttrData.interpolation = AttributeMetadata::Interpolate;
nonDesignableAttrData.designable = false;
metadataInitialized = true;
}
transform.SetMetadata(&transAttrData);
OgreWorldPtr world = world_.lock();
if (world)
{
Ogre::SceneManager* sceneMgr = world->GetSceneManager();
sceneNode_ = sceneMgr->createSceneNode(world->GetUniqueObjectName("EC_Placeable_SceneNode"));
// Would like to do this for improved debugging in the Profiler window, but because we don't have the parent entity yet, we don't know the id or the name of this entity.
// sceneNode_ = sceneMgr->createSceneNode(world->GetUniqueObjectName(("EC_Placeable_SceneNode_" + QString::number(ParentEntity()->Id()) + "_" + ParentEntity()->Name()).toStdString()));
// Hook the transform attribute change
connect(this, SIGNAL(AttributeChanged(IAttribute*, AttributeChange::Type)),
SLOT(HandleAttributeChanged(IAttribute*, AttributeChange::Type)));
connect(this, SIGNAL(ParentEntitySet()), SLOT(RegisterActions()));
AttachNode();
}
}
示例8: fallInertia
LagomPlayerBase::LagomPlayerBase(GameState* state) :
LagomUnitImp<LagomPlayerBase>(*state,Vector3(0.0f, getIntFactory().GroundOffset, 0.0f)),
_selectedActorFactory(_actorFactories.end()),
_constructionObject(nullptr),
_hoverConstructing(false),
_draggingConstruction(false),
_buildCooldown(0.0f),
_buildCooldownMax(1.0f),
_factoryHighlightRemaining(0.0f)
{
Ogre::SceneManager* manager = state->GetSceneManager();
_sceneNode = manager->createSceneNode(getIntFactory().Name);
_mainEntity = manager->createEntity(getIntFactory().Name,getIntFactory().Mesh);
_mainEntity->setMaterialName(getIntFactory().Material);
_materialInstance = _mainEntity->getSubEntity(0);
_sceneNode->attachObject(_mainEntity);
_sceneNode->setPosition(_location);
_sceneNode->setScale(GetFactory()->MeshScale);
_btCollisionShape = new (alignedMalloc<btCylinderShape>()) btCylinderShape(btVector3(getIntFactory().CollisionRange,getIntFactory().GroundOffset,getIntFactory().CollisionRange));
_btDefaultMotionState = new (alignedMalloc<btDefaultMotionState>())
btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0.0f,getIntFactory().GroundOffset,0.0f)));
btScalar mass = 0.0f;
btVector3 fallInertia(0,0,0);
_btCollisionShape->calculateLocalInertia(mass,fallInertia);
btRigidBody::btRigidBodyConstructionInfo rigidBodyCI(mass,_btDefaultMotionState,_btCollisionShape,fallInertia);
_btRigidBody = new (alignedMalloc<btRigidBody>()) btRigidBody(rigidBodyCI);
assert((int)_btRigidBody % 16 == 0);
_btRigidBody->setActivationState(DISABLE_DEACTIVATION);
_health = getIntFactory().Health;
RestrictConstruction();
RegisterInput();
}
示例9: SetAttachmentMesh
bool EC_Mesh::SetAttachmentMesh(uint index, const std::string& mesh_name, const std::string& attach_point, bool share_skeleton)
{
if (!ViewEnabled())
return false;
OgreWorldPtr world = world_.lock();
if (!entity_)
{
LogError("EC_Mesh::SetAttachmentMesh: No mesh entity created yet, can not create attachments!");
return false;
}
Ogre::SceneManager* sceneMgr = world->OgreSceneManager();
size_t oldsize = attachment_entities_.size();
size_t newsize = index + 1;
if (oldsize < newsize)
{
attachment_entities_.resize(newsize);
attachment_nodes_.resize(newsize);
for(uint i = oldsize; i < newsize; ++i)
{
attachment_entities_[i] = 0;
attachment_nodes_[i] = 0;
}
}
RemoveAttachmentMesh(index);
Ogre::Mesh* mesh = PrepareMesh(mesh_name, false);
if (!mesh)
return false;
if (share_skeleton)
{
// If sharing a skeleton, force the attachment mesh to use the same skeleton
// This is theoretically quite a scary operation, for there is possibility for things to go wrong
Ogre::SkeletonPtr entity_skel = entity_->getMesh()->getSkeleton();
if (entity_skel.isNull())
{
LogError("EC_Mesh::SetAttachmentMesh: Cannot share skeleton for attachment, not found");
return false;
}
try
{
mesh->_notifySkeleton(entity_skel);
}
catch(const Ogre::Exception &/*e*/)
{
LogError("EC_Mesh::SetAttachmentMesh: Could not set shared skeleton for attachment");
return false;
}
}
try
{
QString entityName = QString("EC_Mesh_attach") + QString::number(index);
attachment_entities_[index] = sceneMgr->createEntity(world->GetUniqueObjectName(entityName.toStdString()), mesh->getName());
if (!attachment_entities_[index])
{
LogError("EC_Mesh::SetAttachmentMesh: Could not set attachment mesh " + mesh_name);
return false;
}
attachment_entities_[index]->setRenderingDistance(drawDistance.Get());
attachment_entities_[index]->setCastShadows(castShadows.Get());
attachment_entities_[index]->setUserAny(entity_->getUserAny());
// Set UserAny also on subentities
for(uint i = 0; i < attachment_entities_[index]->getNumSubEntities(); ++i)
attachment_entities_[index]->getSubEntity(i)->setUserAny(entity_->getUserAny());
Ogre::Bone* attach_bone = 0;
if (!attach_point.empty())
{
Ogre::Skeleton* skel = entity_->getSkeleton();
if (skel && skel->hasBone(attach_point))
attach_bone = skel->getBone(attach_point);
}
if (attach_bone)
{
Ogre::TagPoint* tag = entity_->attachObjectToBone(attach_point, attachment_entities_[index]);
attachment_nodes_[index] = tag;
}
else
{
QString nodeName = QString("EC_Mesh_attachment_") + QString::number(index);
Ogre::SceneNode* node = sceneMgr->createSceneNode(world->GetUniqueObjectName(nodeName.toStdString()));
node->attachObject(attachment_entities_[index]);
adjustment_node_->addChild(node);
attachment_nodes_[index] = node;
}
if (share_skeleton && entity_->hasSkeleton() && attachment_entities_[index]->hasSkeleton())
{
attachment_entities_[index]->shareSkeletonInstanceWith(entity_);
}
}
catch(Ogre::Exception& e)
{
//.........这里部分代码省略.........
示例10: createScene
// funcion donde se coloca lo que se desea desplegar.
void createScene(){
_sceneManager->setAmbientLight(Ogre::ColourValue(0.2,0.2,0.2));
_sceneManager->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
// LUZ
Ogre::Light* LuzPuntual01 = _sceneManager->createLight("Luz01");
LuzPuntual01->setType(Ogre::Light::LT_DIRECTIONAL);
LuzPuntual01->setDiffuseColour(1.0,1.0,1.0);
LuzPuntual01->setDirection(Ogre::Vector3( 1, -1, -1 ));
Ogre::Light* LuzPuntual02 = _sceneManager->createLight("Luz02");
LuzPuntual02->setType(Ogre::Light::LT_DIRECTIONAL);
LuzPuntual02->setDiffuseColour(1.0,1.0,1.0);
LuzPuntual02->setDirection(Ogre::Vector3( -1, -1, -1 ));
//Chasis Carro
_nodeChasisCarro = _sceneManager->createSceneNode("ChasisCarro");
_sceneManager->getRootSceneNode()->addChild(_nodeChasisCarro);
Ogre::Entity* _entChasisCarro = _sceneManager->createEntity("ChasisCarro", "chasisCarro.mesh");
_nodeChasisCarro->attachObject(_entChasisCarro);
/* Ruedas Izquierdas */
_nodeRuedaSimple0 = _sceneManager->createSceneNode("RuedaSimple0");
_sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple0);
// _nodeRuedaSimple00 = _nodeRuedaSimple0->createChildSceneNode("RuedaSimple00");
// _sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple00);
Ogre::Entity* _entRuedaSimple0 = _sceneManager->createEntity("RuedaSimple0", "RuedaDetallada.mesh");
_nodeRuedaSimple0->attachObject(_entRuedaSimple0);
// _nodeRuedaSimple00->attachObject(_entRuedaSimple0);
_nodeRuedaSimple0->translate(9,3,5);
_nodeRuedaSimple2 = _sceneManager->createSceneNode("RuedaSimple2");
_sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple2);
// _nodeRuedaSimple22 = _nodeRuedaSimple2->createChildSceneNode("RuedaSimple22");
// _sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple22);
Ogre::Entity* _entRuedaSimple2 = _sceneManager->createEntity("RuedaSimple2", "RuedaDetallada.mesh");
_nodeRuedaSimple2->attachObject(_entRuedaSimple2);
// _nodeRuedaSimple22->attachObject(_entRuedaSimple2);
_nodeRuedaSimple2->translate(9,3,-5);
/* Ruedas Derechas */
_nodeRuedaSimple1 = _sceneManager->createSceneNode("RuedaSimple1");
_sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple1);
// _nodeRuedaSimple11 = _nodeRuedaSimple1->createChildSceneNode("RuedaSimple11");
// _sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple11);
Ogre::Entity* _entRuedaSimple1 = _sceneManager->createEntity("RuedaSimple1", "RuedaDetallada.mesh");
_nodeRuedaSimple1->attachObject(_entRuedaSimple1);
// _nodeRuedaSimple11->attachObject(_entRuedaSimple1);
_nodeRuedaSimple1->translate(-7,3,5);
_nodeRuedaSimple3 = _sceneManager->createSceneNode("RuedaSimple3");
_sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple3);
// _nodeRuedaSimple33 = _nodeRuedaSimple3->createChildSceneNode("RuedaSimple33");
//_sceneManager->getRootSceneNode()->addChild(_nodeRuedaSimple33);
Ogre::Entity* _entRuedaSimple3 = _sceneManager->createEntity("RuedaSimple3", "RuedaDetallada.mesh");
_nodeRuedaSimple3->attachObject(_entRuedaSimple3);
//_nodeRuedaSimple33->attachObject(_entRuedaSimple3);
_nodeRuedaSimple3->translate(-7,3,-5);
/* ALA DERECHA INFERIOR
Se crea el nodo padre de la nave llamado eje */
eje = _sceneManager->getRootSceneNode()->createChildSceneNode("eje");
padreDI = eje->createChildSceneNode("padreDI");
Ogre::ManualObject* alad = _sceneManager->createManualObject("alad");
alad->begin("BaseWhiteNoLighting", Ogre::RenderOperation::OT_TRIANGLE_FAN);
alad->colour(Ogre::ColourValue(0.0, 0.5, 0.0, 0.0));
alad->position(4.0, -0.5, 0.0);
alad->position(15.0, -0.5, 0.0);
alad->position(15.0, 0.0, 0.0);
alad->position(5.0, 0.0, 0.0);
alad->index(0);
//.........这里部分代码省略.........
示例11: AttachNode
void EC_Placeable::AttachNode()
{
if (world_.expired())
{
LogError("EC_Placeable::AttachNode: No OgreWorld available to call this function!");
return;
}
OgreWorldPtr world = world_.lock();
try
{
// If already attached, detach first
if (attached_)
DetachNode();
Ogre::SceneManager* sceneMgr = world->GetSceneManager();
Ogre::SceneNode* root_node = sceneMgr->getRootSceneNode();
// Three possible cases
// 1) attach to scene root node
// 2) attach to another EC_Placeable's scene node
// 3) attach to a bone on a skeletal mesh
// Disconnect from the EntityCreated & ParentMeshChanged signals, as responding to them might not be needed anymore.
// We will reconnect signals as necessary
disconnect(this, SLOT(CheckParentEntityCreated(Entity*, AttributeChange::Type)));
disconnect(this, SLOT(OnParentMeshChanged()));
disconnect(this, SLOT(OnComponentAdded(IComponent*, AttributeChange::Type)));
// Try to attach to another entity if the parent ref is non-empty
// Make sure we're not trying to attach to ourselves as the parent
const EntityReference& parent = parentRef.Get();
if (!parent.IsEmpty())
{
Entity* ownEntity = ParentEntity();
if (!ownEntity)
return;
Scene* scene = ownEntity->ParentScene();
if (!scene)
return;
Entity* parentEntity = parent.Lookup(scene).get();
if (parentEntity == ownEntity)
{
// If we refer to self, attach to the root
root_node->addChild(sceneNode_);
attached_ = true;
return;
}
if (parentEntity)
{
// Note: if we don't find the correct bone, we attach to the root
QString boneName = parentBone.Get();
if (!boneName.isEmpty())
{
EC_Mesh* parentMesh = parentEntity->GetComponent<EC_Mesh>().get();
if (parentMesh)
{
Ogre::Bone* bone = parentMesh->GetBone(boneName);
if (bone)
{
// Create the node for bone attachment if it did not exist already
if (!boneAttachmentNode_)
{
boneAttachmentNode_ = sceneMgr->createSceneNode(world->GetUniqueObjectName("EC_Placeable_BoneAttachmentNode"));
root_node->addChild(boneAttachmentNode_);
}
// Setup manual bone tracking, as Ogre does not allow to attach scene nodes to bones
attachmentListener.AddAttachment(parentMesh->GetEntity(), bone, this);
boneAttachmentNode_->addChild(sceneNode_);
parentBone_ = bone;
parentMesh_ = parentMesh;
connect(parentMesh, SIGNAL(MeshAboutToBeDestroyed()), this, SLOT(OnParentMeshDestroyed()), Qt::UniqueConnection);
attached_ = true;
return;
}
else
{
// Could not find the bone. Connect to the parent mesh MeshChanged signal to wait for the proper mesh to be assigned.
connect(parentMesh, SIGNAL(MeshChanged()), this, SLOT(OnParentMeshChanged()), Qt::UniqueConnection);
return;
}
}
else
{
// If can't find the mesh component yet, wait for it to be created
connect(parentEntity, SIGNAL(ComponentAdded(IComponent*, AttributeChange::Type)), this, SLOT(OnComponentAdded(IComponent*, AttributeChange::Type)), Qt::UniqueConnection);
return;
}
}
parentPlaceable_ = parentEntity->GetComponent<EC_Placeable>().get();
if (parentPlaceable_)
{
parentPlaceable_->GetSceneNode()->addChild(sceneNode_);
// Connect to destruction of the placeable to be able to detach gracefully
//.........这里部分代码省略.........
示例12: IComponent
EC_WaterPlane::EC_WaterPlane(Scene* scene) :
IComponent(scene),
xSize(this, "x-size", 5000),
ySize(this, "y-size", 5000),
depth(this, "Depth", 20),
position(this, "Position", float3::zero),
rotation(this, "Rotation", Quat::identity),
scaleUfactor(this, "U factor", 0.0002f),
scaleVfactor(this, "V factor", 0.0002f),
xSegments(this, "Segments in x", 10),
ySegments(this, "Segments in y", 10),
materialName(this, "Material", QString("Ocean")),
materialRef(this, "Material ref"),
//textureNameAttr(this, "Texture", QString("DefaultOceanSkyCube.dds")),
fogColor(this, "Fog color", Color(0.2f,0.4f,0.35f,1.0f)),
fogStartDistance(this, "Fog start dist.", 100.f),
fogEndDistance(this, "Fog end dist.", 2000.f),
fogMode(this, "Fog mode", 3),
entity_(0),
node_(0),
attached_(false),
attachedToRoot_(false)
{
static AttributeMetadata metadata;
static bool metadataInitialized = false;
if(!metadataInitialized)
{
metadata.enums[Ogre::FOG_NONE] = "NoFog";
metadata.enums[Ogre::FOG_EXP] = "Exponential";
metadata.enums[Ogre::FOG_EXP2] = "ExponentiallySquare";
metadata.enums[Ogre::FOG_LINEAR] = "Linear";
metadataInitialized = true;
}
fogMode.SetMetadata(&metadata);
if (scene)
world_ = scene->GetWorld<OgreWorld>();
OgreWorldPtr world = world_.lock();
if (world)
{
Ogre::SceneManager *sceneMgr = world->GetSceneManager();
node_ = sceneMgr->createSceneNode(world->GetUniqueObjectName("EC_WaterPlane_Root"));
}
QObject::connect(this, SIGNAL(AttributeChanged(IAttribute*, AttributeChange::Type)),
SLOT(OnAttributeUpdated(IAttribute*, AttributeChange::Type)));
lastXsize_ = xSize.Get();
lastYsize_ = ySize.Get();
connect(this, SIGNAL(ParentEntitySet()), this, SLOT(SetParent()));
// If there exist placeable copy its position for default position and rotation.
/*
EC_Placeable* placeable = dynamic_cast<EC_Placeable*>(FindPlaceable().get());
if (placeable != 0)
{
float3 vec = placeable->GetPosition();
position.Set(vec,AttributeChange::Default);
Quaternion rot =placeable->GetOrientation();
rotation.Set(rot, AttributeChange::Default);
ComponentChanged(AttributeChange::Default);
}
*/
}
示例13: Create
void EC_Clone::Create()
{
if (renderer_.expired())
return;
Ogre::SceneManager *scene = renderer_.lock()->GetSceneManager();
assert(scene);
if (!scene)
return;
Scene::Entity *entity = GetParentEntity();
assert(entity);
if (!entity)
return;
EC_Placeable *placeable = entity->GetComponent<EC_Placeable>().get();
assert(placeable);
if (!placeable)
return;
Ogre::SceneManager *sceneMgr = renderer_.lock()->GetSceneManager();
assert(sceneMgr);
if (!sceneMgr)
return;
Ogre::Entity *originalEntity = 0;
Ogre::SceneNode *originalNode = 0;
// Check out if this entity has EC_Mesh or EC_OgreCustomObject.
if (entity->GetComponent(EC_Mesh::TypeNameStatic()))
{
EC_Mesh *ec_mesh= entity->GetComponent<EC_Mesh>().get();
assert(ec_mesh);
originalEntity = ec_mesh->GetEntity();
//originalNode = placeable->GetSceneNode();
originalNode = ec_mesh->GetAdjustmentSceneNode();
sceneNode_ = sceneMgr->createSceneNode();
sceneNode_->setPosition(originalNode->getPosition());
originalNode->addChild(sceneNode_);
}
else if(entity->GetComponent(EC_OgreCustomObject::TypeNameStatic()))
{
EC_OgreCustomObject *ec_custom = entity->GetComponent<EC_OgreCustomObject>().get();
assert(ec_custom);
if (!ec_custom->IsCommitted())
{
LogError("Mesh entity have not been created for the target primitive. Cannot create EC_Clone.");
return;
}
originalEntity = ec_custom->GetEntity();
originalNode = placeable->GetSceneNode();
sceneNode_ = sceneMgr->createSceneNode();
sceneNode_->setPosition(originalNode->getPosition());
originalNode->addChild(sceneNode_);
}
else
{
LogError("This entity doesn't have either EC_Mesh or EC_OgreCustomObject present. Cannot create EC_Clone.");
return;
}
assert(originalEntity);
if (!originalEntity)
return;
assert(sceneNode_);
if (!sceneNode_)
return;
// Clone the Ogre entity.
cloneName_ = renderer_.lock()->GetUniqueObjectName("EC_Clone_ent");
entityClone_ = originalEntity->clone(cloneName_);
assert(entityClone_);
// Disable casting of shadows for the clone.
entityClone_->setCastShadows(false);
///\todo If original entity has skeleton, (try to) link it to the clone.
/*
if (originalEntity->hasSkeleton())
{
Ogre::SkeletonInstance *skel = originalEntity->getSkeleton();
// If sharing a skeleton, force the attachment mesh to use the same skeleton
// This is theoretically quite a scary operation, for there is possibility for things to go wrong
Ogre::SkeletonPtr entity_skel = originalEntity->getMesh()->getSkeleton();
if (entity_skel.isNull())
{
LogError("Cannot share skeleton for attachment, not found");
}
else
{
try
{
entityClone_->getMesh()->_notifySkeleton(entity_skel);
}
catch (Ogre::Exception &e)
//.........这里部分代码省略.........
示例14: createScene
void createScene(){
_sceneManager->setAmbientLight(Ogre::ColourValue(1.0f,1.0f,1.0f));
_sceneManager->setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE);
_sceneManager->setSkyBox(true, "OMV/SkyBoxUnderwater1");
Ogre::Plane plane(Ogre::Vector3::UNIT_Y , -5000.0);
Ogre::MeshManager::getSingleton().createPlane("plane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
plane, 60000,100000,200,200,true, 1,10,10, Ogre::Vector3::UNIT_Z);
Ogre::SceneNode* nodePlano;
Ogre::Entity* entPlano = _sceneManager->createEntity("PlanoEntity","plane");
nodePlano = _sceneManager->createSceneNode("NodePlano");
nodePlano->attachObject(entPlano);
_sceneManager->getRootSceneNode()->addChild(nodePlano);
entPlano->setMaterialName("plano");
nodePlano->translate(Ogre::Vector3(0.0f,0.0f,45000.0f));
Ogre::SceneNode* nodeEsfera02;
Ogre::Light* light02;
Ogre::Entity* entEsfera02 = _sceneManager->createEntity("EntEsfera02","sphere.mesh");
//Ogre::SceneNode* nodeEsfera02 = mSceneMgr->createSceneNode("NodeEsfera02");
nodeEsfera02 = _sceneManager->createSceneNode("NodeEsfera02");
_sceneManager->getRootSceneNode()->addChild(nodeEsfera02);
nodeEsfera02->attachObject(entEsfera02);
//NODO LUZ
float lightScale = 0.9f;
Ogre::SceneNode* nodeLuz02 = _sceneManager->createSceneNode("NodeLuz02");
light02 = _sceneManager->createLight("LuzPoint01");
light02->setType(Ogre::Light::LT_POINT);
light02->setDiffuseColour(lightScale*Ogre::ColourValue(2.0f,2.0f,2.0f));
nodeLuz02->attachObject(light02);
nodeEsfera02->addChild(nodeLuz02);
nodeEsfera02->setScale(0.05f,0.05f,0.05f);
nodeEsfera02->setPosition(0.0f,5000.0f,0.0f);
banderin[0] = new Banderin("Inicio",_sceneManager, 5105.0, -2000.0, 0.0);
_sceneManager->getRootSceneNode()->addChild(banderin[0]->nodoBanderin);
banderin[1] = new Banderin("Fin",_sceneManager, 5105.0, -2000.0, 90000.0);
_sceneManager->getRootSceneNode()->addChild(banderin[1]->nodoBanderin);
nave = new Nave(_sceneManager, _sceneManager->getCamera("Camera"));
for (int i = 0; i < num_monedas; i++)
{
crearMoneda(i,4000,5000,90000);
}
for (int i = 0; i < num_aros; i++)
{
crearAro(i,4000,5000,90000);
}
for (int i = 0; i < num_obstaculo; i++)
{
crearObstaculo(i,4000,5000,90000);
}
}