本文整理汇总了C++中ois::Keyboard::capture方法的典型用法代码示例。如果您正苦于以下问题:C++ Keyboard::capture方法的具体用法?C++ Keyboard::capture怎么用?C++ Keyboard::capture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ois::Keyboard
的用法示例。
在下文中一共展示了Keyboard::capture方法的11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: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt){
_key->capture();
_mouse->capture();
float movSpeed = 500.0f;
if (_key->isKeyDown(OIS::KC_ESCAPE))
return false;
Ogre::Vector3 t(0,0,0);
if (_key->isKeyDown(OIS::KC_W))
t += Ogre::Vector3(0,0,-10);
if (_key->isKeyDown(OIS::KC_S))
t += Ogre::Vector3(0,0,10);
if (_key->isKeyDown(OIS::KC_A))
t += Ogre::Vector3(-10,0,0);
if (_key->isKeyDown(OIS::KC_D))
t += Ogre::Vector3(10,0,0);
_cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed);
float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1;
float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1;
_cam->yaw(Ogre::Radian(rotX));
_cam->pitch(Ogre::Radian(rotY));
return true;
}
示例2: capture
void InputHandler::capture()
{
if (keyboard == 0 && mouse == 0)
{
try {
keyboard = static_cast<OIS::Keyboard*>
(ois->createInputObject(OIS::OISKeyboard, true));
keyboard->setEventCallback(this);
mouse = static_cast<OIS::Mouse*>
(ois->createInputObject(OIS::OISMouse, true));
mouse->setEventCallback(this);
cout << "[libclois-lane] Keyboard and mouse acquired!" << endl;
} catch (OIS::Exception &e) {
cout << "[libclois-lane] " << e.eText << endl;
}
}
else
{
try {
keyboard->capture();
mouse->capture();
} catch (OIS::Exception &e) {
cout << "[libclois-lane] " << e.eText << endl;
keyboard = 0;
mouse = 0;
}
}
}
示例3: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt)
{
if (mExit)
return false;
if (mWindow->isClosed())
return false;
mKeyboard->capture();
mMouse->capture();
if (mKeyboard->isKeyDown(OIS::KC_A) || mKeyboard->isKeyDown(OIS::KC_LEFT))
mCamera->moveRelative(Ogre::Vector3(-evt.timeSinceLastFrame*20, 0, 0));
if (mKeyboard->isKeyDown(OIS::KC_D) || mKeyboard->isKeyDown(OIS::KC_RIGHT))
mCamera->moveRelative(Ogre::Vector3(evt.timeSinceLastFrame*20, 0, 0));
if (mKeyboard->isKeyDown(OIS::KC_W) || mKeyboard->isKeyDown(OIS::KC_UP))
mCamera->moveRelative(Ogre::Vector3(0, 0, -evt.timeSinceLastFrame*20));
if (mKeyboard->isKeyDown(OIS::KC_S) || mKeyboard->isKeyDown(OIS::KC_DOWN))
mCamera->moveRelative(Ogre::Vector3(0, 0, evt.timeSinceLastFrame*20));
mGUI->injectFrameEntered(evt.timeSinceLastFrame);
return true;
}
示例4: frameStarted
// frame listener
bool frameStarted(const FrameEvent &evt)
{
mKeyboard->capture();
// update physics simulation
dynamicsWorld->stepSimulation(evt.timeSinceLastFrame,50);
return mContinue;
}
示例5: frameStarted
bool frameStarted(const FrameEvent &evt)
{
mKeyboard->capture();
return !mKeyboard->isKeyDown(OIS::KC_ESCAPE);
}
示例6: WinMain
//.........这里部分代码省略.........
OIS::ParamList paramList;
paramList.insert(pair<string, string>("WINDOW", to_string(windowHandle)));
#if defined OIS_WIN32_PLATFORM
paramList.insert(pair<string, string>("w32_mouse", "DISCL_FOREGROUND"));
paramList.insert(pair<string, string>("w32_mouse", "DISCL_NONEXCLUSIVE"));
#elif defined OIS_LINUX_PLATFORM
paramList.insert(pair<string, string>("x11_mouse_grab", "false"));
paramList.insert(pair<string, string>("x11_mouse_hide", "false"));
#endif
OIS::InputManager* inputManager = OIS::InputManager::createInputSystem(paramList);
OIS::Keyboard* keyboard = static_cast<OIS::Keyboard*>(inputManager->createInputObject(OIS::OISKeyboard, false));
OIS::Mouse* mouse = static_cast<OIS::Mouse*>(inputManager->createInputObject(OIS::OISMouse, false));
const OIS::MouseState& ms = mouse->getMouseState();
ms.width = window.GetWidth();
ms.height = window.GetHeight();
#endif
//Renderer::GetInstance()->SetRenderFillMode(RENDER_MODE_WIREFRAME);
float splashForce = 0.1f;
float damping = 0.999f;
float maxHeight = 0.15f;
while (window.IsOpen()) {
WindowEvent windowEvent;
if (window.PollEvents(windowEvent)) {
}
// Poll the mouse if OIS is present
#ifdef OIS_AVAILABLE
keyboard->capture();
if (keyboard->isKeyDown(OIS::KC_ESCAPE)) {
break;
}
mouse->capture();
// If we clicked on the surface, get the point on the water plane and send it to the shader
// for it to compute the ripples
if (mouse->getMouseState().buttonDown(OIS::MB_Left)) {
Vector3 pos = Renderer::GetInstance()->ScreenToWorldPoint(Vector2((float)mouse->getMouseState().X.abs, (float)mouse->getMouseState().Y.abs));
// Transform the position into the range [0, 1] so that we can map it as texture coordinates of the water plane
// Because the water plane ranges from (-1, -1) to (1, 1), the transformation is trivial
Vector2 point;
point.y = pos.x / 2.0f + 0.5f;
point.x = pos.y / 2.0f + 0.5f;
if (point.x >= 0.0f && point.y >= 0.0f && point.x <= 1.0f && point.y <= 1.0f) {
//waterShader->SetUniformVector2("disturbancePoint", pos.x, pos.y);
/*
size_t i = (size_t) min(maxf(point.x * NUM_VERTICES, 1), NUM_VERTICES - 1);
size_t j = (size_t) minsf(maxf(point.y * NUM_VERTICES, 1), NUM_VERTICES - 1);
size_t idx = i * NUM_VERTICES + j;
buffer[idx].z = splashForce;
buffer[idx + 1].z = splashForce;
buffer[idx - 1].z = splashForce;
buffer[(i + 1) * NUM_VERTICES + j].z = splashForce;
buffer[(i - 1) * NUM_VERTICES + j].z = splashForce;
buffer[(i + 1) * NUM_VERTICES + j + 1].z = splashForce;
示例7: processInput
void World::processInput()
{
using namespace OIS;
static Ogre::Timer timer;
static unsigned long lastTime = 0;
unsigned long currentTime = timer.getMilliseconds();
//Calculate the amount of time passed since the last frame
Real timeScale = (currentTime - lastTime) * 0.001f;
if (timeScale < 0.001f)
timeScale = 0.001f;
lastTime = currentTime;
//Get the current state of the keyboard and mouse
keyboard->capture();
mouse->capture();
//Always exit if ESC is pressed
if (keyboard->isKeyDown(OIS::KC_ESCAPE))
running = false;
//Reload the scene if R is pressed
static bool reloadedLast = false;
if (keyboard->isKeyDown(OIS::KC_R) && !reloadedLast){
unload();
load();
reloadedLast = true;
}
else {
reloadedLast = false;
}
//Get mouse movement
const OIS::MouseState &ms = mouse->getMouseState();
//Update camera rotation based on the mouse
camYaw += Radian(-ms.X.rel / 200.0f);
camPitch += Radian(-ms.Y.rel / 200.0f);
camera->setOrientation(Quaternion::IDENTITY);
camera->pitch(camPitch);
camera->yaw(camYaw);
//Allow the camera to move around with the arrow/WASD keys
Ogre::Vector3 trans(0, 0, 0);
if (keyboard->isKeyDown(KC_UP) || keyboard->isKeyDown(KC_W))
trans.z = -1;
if (keyboard->isKeyDown(KC_DOWN) || keyboard->isKeyDown(KC_S))
trans.z = 1;
if (keyboard->isKeyDown(KC_RIGHT) || keyboard->isKeyDown(KC_D))
trans.x = 1;
if (keyboard->isKeyDown(KC_LEFT) || keyboard->isKeyDown(KC_A))
trans.x = -1;
if (keyboard->isKeyDown(KC_PGUP) || keyboard->isKeyDown(KC_E))
trans.y = 1;
if (keyboard->isKeyDown(KC_PGDOWN) || keyboard->isKeyDown(KC_Q))
trans.y = -1;
//Shift = speed boost
if (keyboard->isKeyDown(KC_LSHIFT) || keyboard->isKeyDown(KC_RSHIFT))
trans *= 4;
else
trans *= 0.5f;
trans *= 30;
camera->moveRelative(trans * timeScale);
//Make sure the camera doesn't go under the terrain
Ogre::Vector3 camPos = camera->getPosition();
float terrY = HeightFunction::getTerrainHeight(camPos.x, camPos.z);
if (camPos.y < terrY + 1.5 || !keyboard->isKeyDown(KC_SPACE)){ //Space = walk
camPos.y = terrY + 1.5;
camera->setPosition(camPos);
}
}
示例8: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt){
Ogre::Vector3 translate(0,0,0);
_Keyboard->capture();
if(_Keyboard->isKeyDown(OIS::KC_ESCAPE)){
return false;
}
if(_Keyboard->isKeyDown(OIS::KC_W)){
translate += Ogre::Vector3(0,0,-1);
}
if(_Keyboard->isKeyDown(OIS::KC_S)){
translate += Ogre::Vector3(0,0,1);
}
if(_Keyboard->isKeyDown(OIS::KC_A)){
translate += Ogre::Vector3(-1,0,0);
}
if(_Keyboard->isKeyDown(OIS::KC_D)){
translate += Ogre::Vector3(1,0,0);
}
/* Agregadas por mi */
if(_Keyboard->isKeyDown(OIS::KC_UP)){
_nodeRuedaSimple0->pitch(Ogre::Radian(-10));
_nodeRuedaSimple1->pitch(Ogre::Radian(-10));
_nodeRuedaSimple2->pitch(Ogre::Radian(-10));
_nodeRuedaSimple3->pitch(Ogre::Radian(-10));
_nodeRuedaSimple0->translate(0,0,5);
_nodeRuedaSimple1->translate(0,0,5);
_nodeRuedaSimple2->translate(0,0,5);
_nodeRuedaSimple3->translate(0,0,5);
_nodeChasisCarro->translate(0,0,5);
eje->translate(0.0,0.0,5.0);
desplazamiento += 5;
if (desplazamiento >= 6500 && i<25) {
eje->scale(1.1,1.1,1.1);
i++;
}
}
if(_Keyboard->isKeyDown(OIS::KC_RIGHT)){
/* _nodeRuedaSimple00->yaw(Ogre::Radian(5));
_nodeRuedaSimple11->yaw(Ogre::Radian(5));
_nodeRuedaSimple22->yaw(Ogre::Radian(5));
_nodeRuedaSimple33->yaw(Ogre::Radian(5));*/
_nodeRuedaSimple0->translate(-3,0,0);
_nodeRuedaSimple1->translate(-3,0,0);
_nodeRuedaSimple2->translate(-3,0,0);
_nodeRuedaSimple3->translate(-3,0,0);
_nodeChasisCarro->translate(-3,0,0);
}
if(_Keyboard->isKeyDown(OIS::KC_LEFT)){
/* _nodeRuedaSimple00->yaw(Ogre::Radian(-5));
_nodeRuedaSimple11->yaw(Ogre::Radian(-5));
_nodeRuedaSimple22->yaw(Ogre::Radian(-5));
_nodeRuedaSimple33->yaw(Ogre::Radian(-5)); */
_nodeRuedaSimple0->translate(3,0,0);
_nodeRuedaSimple1->translate(3,0,0);
_nodeRuedaSimple2->translate(3,0,0);
_nodeRuedaSimple3->translate(3,0,0);
_nodeChasisCarro->translate(3,0,0);
}
_Cam->moveRelative(translate*evt.timeSinceLastFrame * 600);
_Mouse->capture();
float rotX = _Mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1;
float rotY = _Mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1;
_Cam->yaw(Ogre::Radian(rotX));
_Cam->pitch(Ogre::Radian(rotY));
return true;
}
示例9: frameStarted
bool frameStarted(const Ogre::FrameEvent& evt){
if(vidas==0)
return false;
_key->capture();
_mouse->capture();
float movSpeed = 500.0f;
if (_key->isKeyDown(OIS::KC_ESCAPE))
return false;
Ogre::Vector3 t(0,0,0);
if (_key->isKeyDown(OIS::KC_W))
if (freemoving)
t += Ogre::Vector3(0,0,-10);
else
nave->moverAdelante();
if (_key->isKeyDown(OIS::KC_S))
if (freemoving)
t += Ogre::Vector3(0,0,10);
else
nave->moverAtras();
if (_key->isKeyDown(OIS::KC_A))
if (freemoving)
t += Ogre::Vector3(-10,0,0);
else
nave->moverIzquierda();
if (_key->isKeyDown(OIS::KC_D))
if (freemoving)
t += Ogre::Vector3(10,0,0);
else
nave->moverDerecha();
if (_key->isKeyDown(OIS::KC_UP))
nave->moverArriba();
if (_key->isKeyDown(OIS::KC_DOWN))
nave->moverAbajo();
if (!_key->isKeyDown(OIS::KC_A) && !_key->isKeyDown(OIS::KC_D))
nave->reset();
if(_key->isKeyDown(OIS::KC_I))
std::cout<<"CAMARA:"<<_cam->getPosition()<<std::endl
<<"NAVE:"<<nave->nodoNave->getPosition()<<std::endl;
_cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed);
if (freemoving){
float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1;
float rotY = _mouse->getMouseState().Y.rel * evt.timeSinceLastFrame * -1;
_cam->yaw(Ogre::Radian(rotX));
_cam->pitch(Ogre::Radian(rotY));
}
for (int i = 0; i < num_monedas; i++)
{
moneda[i]->animState->addTime(evt.timeSinceLastFrame);
}
for (int i = 0; i < num_obstaculo; i++)
{
obstaculo[i]->animState->addTime(evt.timeSinceLastFrame);
}
for (int i = 0; i < num_monedas; i++)
{
if (moneda[i]->visible && nave->getBox().intersects(moneda[i]->getBox())){
moneda[i]->visible = false;
moneda[i]->nodoMoneda->setVisible(false);
puntaje+=100;
mostrarPuntaje();
}
}
for (int i = 0; i < num_aros; i++)
{
Ogre::AxisAlignedBox boxNave = nave->getBox();
Ogre::Vector3 centro = nave->getCenter();
if (aro[i]->visible &&
nave->getBox().intersects(aro[i]->getBox()) &&
aro[i]->adentro(boxNave, centro))
{
aro[i]->visible = false;
aro[i]->nodoAro->setVisible(false);
puntaje+=200;
mostrarPuntaje();
}
}
for (int i = 0; i < num_obstaculo; i++)
{
if (obstaculo[i]->visible && nave->getBox().intersects(obstaculo[i]->getBox())){
obstaculo[i]->visible = false;
obstaculo[i]->nodoObstaculo->setVisible(false);
vidas-=1;
mostrarPuntaje();
}
//.........这里部分代码省略.........
示例10: processInput
void World::processInput()
{
using namespace OIS;
static Ogre::Timer timer;
static unsigned long lastTime = 0;
unsigned long currentTime = timer.getMilliseconds();
//Calculate the amount of time passed since the last frame
Real timeScale = (currentTime - lastTime) * 0.001f;
if (timeScale < 0.001f)
timeScale = 0.001f;
lastTime = currentTime;
//Get the current state of the keyboard and mouse
keyboard->capture();
mouse->capture();
const OIS::MouseState &ms = mouse->getMouseState();
//[NOTE] When the left mouse button is pressed, add trees
if (ms.buttonDown(MB_Left)){
//Choose a random tree rotation
Degree yaw = Degree(Math::RangeRandom(0, 360));
//Choose a random scale
Real scale = Math::RangeRandom(0.5f, 0.6f);
//Calculate a position
Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50));
Radian rndAng = Radian(Math::RangeRandom(0, Math::TWO_PI));
Real rndLen = Math::RangeRandom(0, 20);
centerPos.x += Math::Sin(rndAng) * rndLen;
centerPos.z += Math::Cos(rndAng) * rndLen;
//And add the tree
treeLoader->addTree(myTree, centerPos, yaw, scale);
//[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for
//the dynamic addition / removal of trees to work. Simply call addTree(), etc. as needed.
}
//[NOTE] When the right mouse button is pressed, delete trees
if (ms.buttonDown(MB_Right)){
//Calculate a position in front of the camera
Ogre::Vector3 centerPos = camera->getPosition() + (camera->getOrientation() * Ogre::Vector3(0, 0, -50));
//Delete trees within 20 units radius of the center position
treeLoader->deleteTrees(centerPos, 20);
//[NOTE] Dynamic trees are very easy, as you can see. No additional setup is required for
//the dynamic addition / removal of trees to work. Simply call deleteTrees(), etc. as needed.
}
//Always exit if ESC is pressed
if (keyboard->isKeyDown(KC_ESCAPE))
running = false;
//Reload the scene if R is pressed
static bool reloadedLast = false;
if (keyboard->isKeyDown(KC_R) && !reloadedLast){
unload();
load();
reloadedLast = true;
}
else {
reloadedLast = false;
}
//Update camera rotation based on the mouse
camYaw += Radian(-ms.X.rel / 200.0f);
camPitch += Radian(-ms.Y.rel / 200.0f);
camera->setOrientation(Quaternion::IDENTITY);
camera->pitch(camPitch);
camera->yaw(camYaw);
//Allow the camera to move around with the arrow/WASD keys
Ogre::Vector3 trans(0, 0, 0);
if (keyboard->isKeyDown(KC_UP) || keyboard->isKeyDown(KC_W))
trans.z = -1;
if (keyboard->isKeyDown(KC_DOWN) || keyboard->isKeyDown(KC_S))
trans.z = 1;
if (keyboard->isKeyDown(KC_RIGHT) || keyboard->isKeyDown(KC_D))
trans.x = 1;
if (keyboard->isKeyDown(KC_LEFT) || keyboard->isKeyDown(KC_A))
trans.x = -1;
if (keyboard->isKeyDown(KC_PGUP) || keyboard->isKeyDown(KC_E))
trans.y = 1;
if (keyboard->isKeyDown(KC_PGDOWN) || keyboard->isKeyDown(KC_Q))
trans.y = -1;
//Shift = speed boost
if (keyboard->isKeyDown(KC_LSHIFT) || keyboard->isKeyDown(KC_RSHIFT))
trans *= 2;
trans *= 100;
camera->moveRelative(trans * timeScale);
//Make sure the camera doesn't go under the terrain
Ogre::Vector3 camPos = camera->getPosition();
float terrY = HeightFunction::getTerrainHeight(camPos.x, camPos.z);
if (camPos.y < terrY + 5 || keyboard->isKeyDown(KC_SPACE)){ //Space = walk
camPos.y = terrY + 5;
camera->setPosition(camPos);
//.........这里部分代码省略.........
示例11: frameStarted
bool frameStarted(const Ogre::FrameEvent &evt){
_key->capture();
_mouse->capture();
float movSpeed = 1000.0f;
for( int i = 0 ; i < 8 ; ++i ){
torre[i]->animState->addTime(evt.timeSinceLastFrame);
}
if (_key->isKeyDown(OIS::KC_ESCAPE))
return false;
Ogre::Vector3 t(0,0,0);
Ogre::Vector3 tOgro(0,0,0);
if (_key->isKeyDown(OIS::KC_W)){
//t += Ogre::Vector3(0,0,-10);
nave->moverAdelante();
}
if (_key->isKeyDown(OIS::KC_S))
nave->moverAtras();
if (_key->isKeyDown(OIS::KC_A)){
//t += Ogre::Vector3(-10,0,0);
nave->moverIzquierda();
}
if (_key->isKeyDown(OIS::KC_D)){
//t += Ogre::Vector3(10,0,0);
nave->moverDerecha();
}
if(!(_key->isKeyDown(OIS::KC_D)) && !(_key->isKeyDown(OIS::KC_A))){
nave->arreglar();
}
if (_key->isKeyDown(OIS::KC_UP)){
nave->moverArriba();
}
if (_key->isKeyDown(OIS::KC_DOWN)){
nave->moverAbajo();
}
if (_key->isKeyDown(OIS::KC_RIGHT)){
nave->rotarDerecha();
}
if (_key->isKeyDown(OIS::KC_LEFT)){
nave->rotarIzquierda();
}
if (_key->isKeyDown(OIS::KC_Q)){
std::cout<<nave->x<<" "<<nave->y<<" "<<nave->z<<std::endl;
}
float rotX = _mouse->getMouseState().X.rel * evt.timeSinceLastFrame* -1;
float rotY = _mouse->getMouseState() .Y.rel * evt.timeSinceLastFrame * -1;
//_cam->yaw(Ogre::Radian(rotX));
//_cam->pitch(Ogre::Radian(rotY));
//_cam->moveRelative(t*evt.timeSinceLastFrame*movSpeed);
//_cam->lookAt(nave->nodoNave->_getDerivedPosition());
heli[0]->nodoHelice->rotate(Ogre::Vector3(0.0,1.0,0.0),Ogre::Radian(Ogre::Degree(-1.0)));
heli[1]->nodoHelice->rotate(Ogre::Vector3(0.0,1.0,0.0),Ogre::Radian(Ogre::Degree(-1.0)));
return true;
}