History: IntermediateTutorial1Source
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This is the source code for ((Intermediate Tutorial 1)).
{CODE(caption="IntermediateTutorial1 header",wrap="1", colors="c++")}
#ifndef __IntermediateTutorial1_h_
#define __IntermediateTutorial1_h_
#include "BaseApplication.h"
#include <deque>
class IntermediateTutorial1 : public BaseApplication
{
public:
IntermediateTutorial1(void);
virtual ~IntermediateTutorial1(void);
protected:
virtual void createScene(void);
virtual void createFrameListener(void);
virtual bool frameRenderingQueued(const Ogre::FrameEvent &evt);
virtual bool nextLocation(void);
Ogre::Real mDistance; // The distance the object has left to travel
Ogre::Vector3 mDirection; // The direction the object is moving
Ogre::Vector3 mDestination; // The destination the object is moving towards
Ogre::AnimationState *mAnimationState; // The current animation state of the object
Ogre::Entity *mEntity; // The Entity we are animating
Ogre::SceneNode *mNode; // The -SceneNode that the Entity is attached to
std::deque<Ogre::Vector3> mWalkList; // The list of points we are walking to
Ogre::Real mWalkSpeed; // The speed at which the object is moving
};
#endif // #ifndef __IntermediateTutorial1_h_
{CODE}
{CODE(caption="IntermediateTutorial1 implementation",wrap="1", colors="c++")}
#include "IntermediateTutorial1.h"
//-------------------------------------------------------------------------------------
IntermediateTutorial1::IntermediateTutorial1(void)
{
}
//-------------------------------------------------------------------------------------
IntermediateTutorial1::~IntermediateTutorial1(void)
{
}
//-------------------------------------------------------------------------------------
void IntermediateTutorial1::createScene(void)
{
// Set the default lighting.
mSceneMgr->setAmbientLight(Ogre::ColourValue(1.0f, 1.0f, 1.0f));
// Create the entity
mEntity = mSceneMgr->createEntity("Robot", "robot.mesh");
// Create the scene node
mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("RobotNode", Ogre::Vector3(0.0f, 0.0f, 25.0f));
mNode->attachObject(mEntity);
// Create the walking list
mWalkList.push_back(Ogre::Vector3(550.0f, 0.0f, 50.0f ));
mWalkList.push_back(Ogre::Vector3(-100.0f, 0.0f, -200.0f));
// Create objects so we can see movement
Ogre::Entity *ent;
Ogre::SceneNode *node;
ent = mSceneMgr->createEntity("Knot1", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot1Node", Ogre::Vector3(0.0f, -10.0f, 25.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);
ent = mSceneMgr->createEntity("Knot2", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot2Node", Ogre::Vector3(550.0f, -10.0f, 50.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);
ent = mSceneMgr->createEntity("Knot3", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot3Node", Ogre::Vector3(-100.0f, -10.0f,-200.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);
// Set the camera to look at our handiwork
mCamera->setPosition(90.0f, 280.0f, 535.0f);
mCamera->pitch(Ogre::Degree(-30.0f));
mCamera->yaw(Ogre::Degree(-15.0f));
}
void IntermediateTutorial1::createFrameListener(void){
BaseApplication::createFrameListener();
// Set idle animation
mAnimationState = mEntity->getAnimationState("Idle");
mAnimationState->setLoop(true);
mAnimationState->setEnabled(true);
// Set default values for variables
mWalkSpeed = 35.0f;
mDirection = Ogre::Vector3::ZERO;
}
bool IntermediateTutorial1::nextLocation(void){
if (mWalkList.empty()) return false;
mDestination = mWalkList.front(); // this gets the front of the deque
mWalkList.pop_front(); // this removes the front of the deque
mDirection = mDestination - mNode->getPosition();
mDistance = mDirection.normalise();
return true;
}
bool IntermediateTutorial1::frameRenderingQueued(const Ogre::FrameEvent &evt){
if (mDirection == Ogre::Vector3::ZERO) {
if (nextLocation()) {
// Set walking animation
mAnimationState = mEntity->getAnimationState("Walk");
mAnimationState->setLoop(true);
mAnimationState->setEnabled(true);
}//if
}else{
Ogre::Real move = mWalkSpeed * evt.timeSinceLastFrame;
mDistance -= move;
if (mDistance <= 0.0f){
mNode->setPosition(mDestination);
mDirection = Ogre::Vector3::ZERO;
// Set animation based on if the robot has another point to walk to.
if (!nextLocation()){
// Set Idle animation
mAnimationState = mEntity->getAnimationState("Idle");
mAnimationState->setLoop(true);
mAnimationState->setEnabled(true);
}else{
// Rotation Code will go here later
Ogre::Vector3 src = mNode->getOrientation() * Ogre::Vector3::UNIT_X;
if ((1.0f + src.dotProduct(mDirection)) < 0.0001f) {
mNode->yaw(Ogre::Degree(180));
}else{
Ogre::Quaternion quat = src.getRotationTo(mDirection);
mNode->rotate(quat);
} // else
}//else
}else{
mNode->translate(mDirection * move);
} // else
} // if
mAnimationState->addTime(evt.timeSinceLastFrame);
return BaseApplication::frameRenderingQueued(evt);
}
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#endif
#ifdef __cplusplus
extern "C" {
#endif
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char *argv[])
#endif
{
// Create application object
IntermediateTutorial1 app;
try {
app.go();
} catch( Ogre::Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
std::cerr << "An exception has occured: " <<
e.getFullDescription().c_str() << std::endl;
#endif
}
return 0;
}
#ifdef __cplusplus
}
#endif
{CODE}