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C++ ogre::RaySceneQuery类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ogre::RaySceneQuery的典型用法代码示例。如果您正苦于以下问题:C++ RaySceneQuery类的具体用法?C++ RaySceneQuery怎么用?C++ RaySceneQuery使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了RaySceneQuery类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1:

Ogre::Vector3 CCS::FreeCameraMode::getFirstRealHit(Ogre::Vector3 origin, Ogre::Vector3 direction)
{
    Ogre::Vector3 hit = origin;
    Ogre::Real minDistance = std::numeric_limits<Ogre::Real>::max();

    Ogre::RaySceneQuery *raySceneQuery = mCameraCS2->getSceneManager()->createRayQuery(Ogre::Ray(origin, direction));

	Ogre::RaySceneQueryResult &result = raySceneQuery->execute();
	Ogre::RaySceneQueryResult::iterator itr = result.begin();

	bool intersect = false;
	while (itr != result.end() /*&& !intersect*/) // ToDo: are the results ordered ??
	{
		if( itr->distance < minDistance // take the shorter
            && itr->movable->getParentSceneNode() != mCameraCS2->getCameraSceneNode()
			&& itr->movable->getParentSceneNode() != mCameraCS2->getTargetSceneNode())
		{
            minDistance = itr->distance;
			intersect = true;
			if(itr->worldFragment)
			{
				hit = itr->worldFragment->singleIntersection;
			}
			else //if(itr->movable)
			{					
				hit = origin + (direction * itr->distance);
			}
		}
		itr++;
	}

	mCameraCS2->getSceneManager()->destroyQuery(raySceneQuery);

    return hit;
}
开发者ID:LiMuBei,项目名称:ovise,代码行数:35,代码来源:CCSFreeCameraMode.cpp


示例2: mousePressed

bool BaselinePattern::mousePressed(const OIS::MouseEvent &evt, OIS::MouseButtonID id)
{
    Ogre::Ray ray = OgreFramework::getSingletonPtr()->getCursorRay();
    Ogre::RaySceneQuery* query = OgreFramework::getSingletonPtr()->m_pSceneMgr->createRayQuery(ray);
    
    query->setSortByDistance(true);
    Ogre::RaySceneQueryResult result = query->execute();
    
    //Handle Selection
    if (stage->selected == NULL) {
        if (result.size() > 0 && result[0].movable != NULL) {
            for (int i = 0; i < stage->poppies.size(); ++i)
                if ( stage->poppies[i]->hasEntity( (Ogre::Entity*)result[0].movable ) ) {
                    stage->poppies[i]->setColor(getRandomPotColor());
                    stage->selected = stage->poppies[i];
                    stage->poppies[i]->deactivateJump();
                    //soundPickUp->play();
                }
            
            for (int i = 0; i < stage->pots.size(); ++i)
                if (stage->pots[i]->hasEntity( (Ogre::Entity*)result[0].movable) )
                    stage->pots[i]->setColor(getRandomPotColor());
        }
    }
    
    return true;
}
开发者ID:animekraxe,项目名称:brain-game,代码行数:27,代码来源:BaselinePattern.cpp


示例3: quickSelect

bool DemoApp::quickSelect()
{
	// Create RaySceneQuery
	Ogre::Ray mouseRay = mCamera->getCameraToViewportRay(static_cast<float>(mMouse->getMouseState().X.abs)/mMouse->getMouseState().width, static_cast<float>(mMouse->getMouseState().Y.abs)/mMouse->getMouseState().height);

	Ogre::RaySceneQuery * mRaySceneQuery = mSceneMgr->createRayQuery(Ogre::Ray());

	// Set ray
	mRaySceneQuery->setRay(mouseRay);

	mRaySceneQuery->setQueryTypeMask(Ogre::SceneManager::ENTITY_TYPE_MASK);
			
	mRaySceneQuery->setSortByDistance(true);

	// Ray-cast and get first hit
	Ogre::RaySceneQueryResult &result = mRaySceneQuery->execute();
	Ogre::RaySceneQueryResult::iterator itr = result.begin();

	if((itr != result.end() && itr->movable))
	{
		
		//Get hit location
		Ogre::String name = itr->movable->getName();
		bool found=false;
		if(name=="Box")
		{
			itr++;
			name = itr->movable->getName();
		}

		for(int i=0;i<TANK_LIMIT;i++)
		{
			if(name=="Tank"+std::to_string(i))
			{
				tanks.at(i).selected=true;
				if(tanks.at(i).mSelectionCircle->getParentSceneNode()!=tanks.at(i).tankNode)
					tanks.at(i).tankNode->attachObject(tanks.at(i).mSelectionCircle);
				if(tanks.at(i).mHealthBar->getParentSceneNode()!=tanks.at(i).tankNode)
					tanks.at(i).tankNode->attachObject(tanks.at(i).mHealthBar);
				found=true;	
				tanks.at(i).path2->setVisible(true);
			}
			else if(controlPressed==false)
			{
				tanks.at(i).selected=false;
				if(tanks.at(i).mSelectionCircle->getParentSceneNode()==tanks.at(i).tankNode)
					tanks.at(i).tankNode->detachObject(tanks.at(i).mSelectionCircle);
				if(tanks.at(i).mHealthBar->getParentSceneNode()==tanks.at(i).tankNode)
					tanks.at(i).tankNode->detachObject(tanks.at(i).mHealthBar);
				tanks.at(i).path2->setVisible(false);
			}
		}
		if(found==false)
			return false;
		else return true;
	}
	return false;
}
开发者ID:Pured,项目名称:CSCI356,代码行数:58,代码来源:Camera.cpp


示例4: collision

//-------------------------------------------------------------------------------------
///controls collision in given direction (true-front false-back)
bool Player::collision(bool goAhead){
	Ogre::Ray ray = Ogre::Ray(sceneNode->getPosition(), getDirection(sceneNode->getOrientation(),goAhead));
	Ogre::RaySceneQuery* mRaySceneQuery = manager->createRayQuery(ray);
	Ogre::RaySceneQueryResult result = mRaySceneQuery->execute();
	
	for(Ogre::RaySceneQueryResult::iterator it = result.begin(); it != result.end() ; ++it){
		if((it->distance < farFarAway)&& (it->distance > 0)){
			return true;
		}
	}
	return false;
}
开发者ID:vavrekmichal,项目名称:OgreApp1,代码行数:14,代码来源:Player.cpp


示例5: make_pair

std::pair<DetectionResult, DetectionIterator&> ViewDetection::detectObjects() {
	//Ogre::ResourceGroupManager::getSingletonPtr();
	//Ogre::OverlayManager* mg = Ogre::OverlayManager::getSingletonPtr();
	//Ogre::Overlay* ov = mg->getByName("TestScriptOverlay");

	Ogre::RaySceneQuery* rayQuery = viewManager->createRayQuery(*detection);
	rayQuery->setSortByDistance(true);

	DetectionResult result = rayQuery->execute();
	DetectionIterator& endOfResult = filterObjects(result);

	return std::make_pair(result, endOfResult);
}
开发者ID:RichardvanRijn,项目名称:GameMinor,代码行数:13,代码来源:viewdetection.cpp


示例6: ray

    const ActorVector& OgreRaySceneQuery::execute()
    {
        // Clear last results
        mResult.clear();

		Ray ray(getRayStart(), (getRayEnd() - getRayStart()).normalisedCopy());

		Ogre::RaySceneQuery* query = CoreSubsystem::getSingleton().getWorld()->getSceneManager()
			->createRayQuery(ray, getQueryMask());

		query->execute(this);

        return mResult;
    }
开发者ID:BackupTheBerlios,项目名称:dsa-hl-svn,代码行数:14,代码来源:SceneQuery.cpp


示例7: CheckAndRespawnPlayers

void Game::CheckAndRespawnPlayers()
{
	// When A Player is dead, he is simply invisible
	for (std::vector<RenderableChar*>::iterator ite = local_players.begin(); ite != local_players.end(); ++ite) {
		if ( (*ite)->getCharState() == RenderableChar::SPAWNING ) {
			std::cout << "I should respawn!" << std::endl;
			(*ite)->resetVelX();
			(*ite)->resetVelY();
			(*ite)->setCharState(RenderableChar::IDLE);
			
			bool free = false;
			Ogre::RaySceneQuery* msq;
			float x;
			float y;
			int c = 0;
			
			// Here, we look for a position in the level which is collision free
			// TODO: IN NARROW LEVELS, THIS CAN LEAD TO INFINITE LOOPS!
			do {
				if (c > 20) {
					x = 10.0f;
					y = 10.0f;
					free = true;
				}
				x = Ogre::Math::RangeRandom(myLevel->getObjectSide(), myLevel->getObjectSide() * (myLevel->getWidth() -1));
				y = Ogre::Math::RangeRandom(myLevel->getObjectSide(), myLevel->getObjectSide() * (myLevel->getHeight()));	
				
				std::cout << "GENX: " << x << " --- GENY: " << y << std::endl;

				msq = OgreFW::getSingletonPtr()->m_pSceneMgr->createRayQuery(Ogre::Ray(Ogre::Vector3(x, y, 0.0f), Ogre::Vector3::UNIT_Y));
				msq->setSortByDistance(true, 3);
				//Ogre::RaySceneQuery	msq->setRay(Ogre::Ray( ( (*ite)->getWorldPosition() + Ogre::Vector3(0.0f, (*ite)->getAABB().getHalfSize().y, 0.0f) ), Ogre::Vector3::UNIT_Y ));
				Ogre::RaySceneQueryResult& result = msq->execute();
			
				for (Ogre::RaySceneQueryResult::iterator itr = result.begin(); itr != result.end(); ++itr) {
					if ( itr->distance >= (*ite)->getAABB().getSize().x ){
						free = true;
						break;
					}
				}
				c++;
			} while (free != true);
			(*ite)->SetPosition(Ogre::Vector3(x, y + 0.1, 0.0f));
			(*ite)->setVisible(true);
			msq->clearResults();
		}
	}
}
开发者ID:winterismute,项目名称:JumpingNinjas,代码行数:48,代码来源:Game.cpp


示例8: pSceneNode

//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
RenderingCanvas::querySceneNodes(Math::Real _x, Math::Real _y, I_SceneNodeVisitor& _visitor)
{
    Ogre::Camera& camera = m_pCurrentCamera->getOgreCamera();
    Ogre::Vector3 position;
    if( camera.getParentSceneNode() )
    {
        position = camera.getParentSceneNode()->_getDerivedPosition();
    }
    else
    {
        position = camera.getDerivedPosition();
    }

    Ogre::RaySceneQuery* pSceneQuery =
        m_pSceneManager->createRayQuery(camera.getCameraToViewportRay(_x, _y));
    pSceneQuery->setSortByDistance(true);

    Ogre::RaySceneQueryResult::const_iterator iter;
    const Ogre::RaySceneQueryResult& queryResult = pSceneQuery->execute();

    _visitor.begin();
    for(iter = queryResult.begin(); iter != queryResult.end(); iter++)
    {
        const Ogre::RaySceneQueryResultEntry& result = *iter;

        // Check to see if this is a scene node.
        if (result.movable != NULL)
        {
            Ogre::SceneNode *pNode = dynamic_cast<Ogre::SceneNode*>(result.movable->getParentSceneNode());
            if (pNode)
            {
                if (!pNode->getUserAny().isEmpty())
                {
                    SceneNode* pRawSceneNode = Ogre::any_cast<SceneNode*>(pNode->getUserAny());

                    I_SceneNodeVisitor::pSceneNode_type pSceneNode(pRawSceneNode->getSelfReference().lock());

                    _visitor.visit(pSceneNode);
                }
            }
        }
    }
    _visitor.end();

    delete pSceneQuery;
}
开发者ID:SgtFlame,项目名称:indiezen,代码行数:48,代码来源:RenderingCanvas.cpp


示例9: createPalms

void createPalms(Ogre::SceneManager *mSceneMgr)
{
	const int NumberOfPalms = 12;

	Ogre::SceneNode* mPalmsSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
		
	for (int k = 0; k < NumberOfPalms; k++)
	{
		Ogre::Vector3 RandomPos = Ogre::Vector3(rnd_(500,2500),
			0,
			rnd_(500,2500));

		Ogre::RaySceneQuery * raySceneQuery = mSceneMgr->
			createRayQuery(Ogre::Ray(RandomPos + Ogre::Vector3(0,1000000,0), 
			Ogre::Vector3::NEGATIVE_UNIT_Y));

		Ogre::RaySceneQueryResult& qryResult = raySceneQuery->execute();
		Ogre::RaySceneQueryResult::iterator i = qryResult.begin();

		if (i != qryResult.end() && i->worldFragment)
		{
			if (i->worldFragment->singleIntersection.y>105 || i->worldFragment->singleIntersection.y<20)
			{
				k--;
				continue;
			}

			RandomPos.y = i->worldFragment->singleIntersection.y;
		}
		else
		{
			k--;
			continue;
		}

		Ogre::Entity *mPalmEnt = mSceneMgr->createEntity("Palm"+Ogre::StringConverter::toString(k), "Palm.mesh");
		Ogre::SceneNode *mPalmSN = mPalmsSceneNode->createChildSceneNode();

		mPalmSN->rotate(Ogre::Vector3(-1,0,rnd_(-0.3,0.3)), Ogre::Degree(90));
		mPalmSN->attachObject(mPalmEnt);
		Ogre::Real Scale = rnd_(50,75);
		mPalmSN->scale(Scale,Scale,Scale);
		mPalmSN->setPosition(RandomPos);
	}
}
开发者ID:coverxit,项目名称:fairytale,代码行数:45,代码来源:hydraxtest.cpp


示例10: mouseMoved

bool BaselinePattern::mouseMoved(const OIS::MouseEvent &evt)
{
    Ogre::Ray ray = OgreFramework::getSingletonPtr()->getCursorRay();
    Ogre::RaySceneQuery* query = OgreFramework::getSingletonPtr()->m_pSceneMgr->createRayQuery(ray);
    
    query->setSortByDistance(true);
    Ogre::RaySceneQueryResult result = query->execute();
    
    if (stage->selected && stage->selected->getType() == Selectable::TYPE_POPPY)
        for (int i = 0; i < result.size(); ++i)
            if (stage->ground->hasEntity( (Entity*)result[i].movable )) {
                Poppy* toMove = (Poppy*)stage->selected;
                Vector3 hoverPos = ray * result[i].distance;
                hoverPos.y = poppyRadius;
                toMove->setPosition(hoverPos);
            }
    return true;
}
开发者ID:animekraxe,项目名称:brain-game,代码行数:18,代码来源:BaselinePattern.cpp


示例11: checkCameraHeight

	void checkCameraHeight()
	{
		Ogre::RaySceneQuery *raySceneQuery = 
			m_sceneManager->
			createRayQuery(Ogre::Ray(m_camera->getPosition() + Ogre::Vector3(0,10000,0), 
			Ogre::Vector3::NEGATIVE_UNIT_Y));
		Ogre::RaySceneQueryResult& qryResult = raySceneQuery->execute();
		Ogre::RaySceneQueryResult::iterator i = qryResult.begin();
		if (i != qryResult.end() && i->worldFragment)
		{
			if (m_camera->getPosition().y < i->worldFragment->singleIntersection.y + 30)
			{
				m_camera->setPosition(m_camera->getPosition().x, i->worldFragment->singleIntersection.y + 30, m_camera->getPosition().z);
			}
		}

		delete raySceneQuery;
	}
开发者ID:juanjmostazo,项目名称:ouan-tests,代码行数:18,代码来源:main.cpp


示例12: mouseReleased

bool BaselinePattern::mouseReleased(const OIS::MouseEvent &evt, OIS::MouseButtonID id)
{
    Ogre::Ray ray = OgreFramework::getSingletonPtr()->getCursorRay();
    Ogre::RaySceneQuery* query = OgreFramework::getSingletonPtr()->m_pSceneMgr->createRayQuery(ray);
    
    query->setSortByDistance(true);
    Ogre::RaySceneQueryResult result = query->execute();
    
    if (stage->selected != NULL && stage->selected->getType() == Selectable::TYPE_POPPY && result.size() > 0) {
        Poppy* old = (Poppy*)stage->selected;
        stage->selected = NULL;
        Vector3 placeDest = ray * result[0].distance;
        placeDest.y = poppyRadius;
        old->setPosition(placeDest);
        old->activateJump();
    }
    
    return true;
}
开发者ID:animekraxe,项目名称:brain-game,代码行数:19,代码来源:BaselinePattern.cpp


示例13: finalCameraPosition

Ogre::Vector3 CCS::CollidableOrbitalCameraMode::DefaultCollisionDetectionFunction(Ogre::Vector3 cameraTargetPosition, Ogre::Vector3 cameraPosition)
{
	Ogre::Vector3 finalCameraPosition (cameraPosition.x, cameraPosition.y, cameraPosition.z);

	Ogre::RaySceneQuery *raySceneQuery = mCameraCS->getSceneManager()->createRayQuery(Ogre::Ray(cameraTargetPosition, cameraPosition));

	// Perform the scene query
	Ogre::RaySceneQueryResult &result = raySceneQuery->execute();
	Ogre::RaySceneQueryResult::iterator itr = result.begin();

	// Get the results, set the camera height
	if (itr != result.end() && itr->worldFragment)
	{
		finalCameraPosition = itr->worldFragment->singleIntersection;				
	}

	mCameraCS->getSceneManager()->destroyQuery(raySceneQuery);

	return finalCameraPosition;
}
开发者ID:Hindi,项目名称:OgreBullet,代码行数:20,代码来源:CCSCollidableOrbitalCameraMode.cpp


示例14: catch

WorldObject *RTSState::getObjectUnderRay(const Ogre::Ray &ray) const
{
    EngineManager *mng = m_gameEngine->getManager();
    Ogre::RaySceneQuery *query = mng->getGraphic()->getSceneManager()->createRayQuery(ray);
    Ogre::RaySceneQueryResult &queryResult = query->execute();

    for (Ogre::RaySceneQueryResultEntry & entry : queryResult)
    {
        if (entry.movable)
        {
            WorldObject *worldObject;
            try
            {
                worldObject = Ogre::any_cast<WorldObject *>(entry.movable->getUserObjectBindings().getUserAny());
                if (worldObject)
                    return worldObject;
            }
            catch (...) {}
        }
    }
    mng->getGraphic()->getSceneManager()->destroyQuery(query);

    return nullptr;
}
开发者ID:xabufr,项目名称:meteor-falls,代码行数:24,代码来源:RTSState.cpp


示例15: mouseReleaseEvent

void QOgreWindow::mouseReleaseEvent(QMouseEvent *e)
{
    if (camMan) camMan->injectMouseUp(*e);

    QPoint pos = e->pos();
    Ogre::Ray mouseRay = oCam->getCameraToViewportRay(
                (Ogre::Real)pos.x() / oWin->getWidth(),
                (Ogre::Real)pos.y() / oWin->getHeight());
    Ogre::RaySceneQuery* sceneQuery = oSceneMgr->createRayQuery(mouseRay);
    sceneQuery->setSortByDistance(true);
    Ogre::RaySceneQueryResult vResult = sceneQuery->execute();

    for (size_t ui = 0; ui < vResult.size(); ui++)
    {
        if (vResult[ui].movable)
        {
            if (vResult[ui].movable->getMovableType().compare("Entity") == 0)
            {
                emit entitySelected((Ogre::Entity*)vResult[ui].movable);
            }
        }
    }
    oSceneMgr->destroyQuery(sceneQuery);
}
开发者ID:ZaibatsuTEAM,项目名称:PoneNgine,代码行数:24,代码来源:qogrewindow.cpp


示例16: Querytest

//-------------------------------------------------------------------------------------
bool RollerCoaster::Querytest()
{
	Ogre::RaySceneQuery *mQuery = mSceneMgr->createRayQuery(Ogre::Ray());
	Ogre::Vector3 direction =trainNode->getPosition()+
		trainNode->_getDerivedOrientation()*Ogre::Vector3::UNIT_Z;
	
	Ogre::Ray objRay( trainNode->getPosition(),direction);

	mQuery->setRay(objRay);

	Ogre::RaySceneQueryResult &result = mQuery->execute();
	Ogre::RaySceneQueryResult::iterator iter = result.begin();

	for (iter; iter!=result.end(); iter++)
	{
		if((*iter).movable->getName()== "mTarget")
		{
			return true;
		}
	}

	mQuery->clearResults();
	return false;
}
开发者ID:CyuanChen,项目名称:Roller-Coaster---computer-graphics-project-3,代码行数:25,代码来源:RollerCoaster.cpp


示例17: mouseDoubleClickEvent

void OgreWidget::mouseDoubleClickEvent(QMouseEvent *e)
{
    if(e->buttons().testFlag(Qt::LeftButton))
    {
        Ogre::Real x = e->pos().x() / (float)width();
        Ogre::Real y = e->pos().y() / (float)height();

        Ogre::Ray ray = ogreCamera->getCameraToViewportRay(x, y);
        Ogre::RaySceneQuery *query = ogreSceneManager->createRayQuery(ray);
        Ogre::RaySceneQueryResult &queryResult = query->execute();
        Ogre::RaySceneQueryResult::iterator queryResultIterator = queryResult.begin();

        if(queryResultIterator != queryResult.end())
        {
            if(queryResultIterator->movable)
            {
                selectedNode = queryResultIterator->movable->getParentSceneNode();
                selectedNode->showBoundingBox(true);
            }
        }
        else
        {
            selectedNode->showBoundingBox(false);
            selectedNode = 0;
        }

        ogreSceneManager->destroyQuery(query);

        update();
        e->accept();
    }
    else
    {
        e->ignore();
    }
}
开发者ID:Orwel,项目名称:Modelisation_Aeronautique,代码行数:36,代码来源:ogrewidget.cpp


示例18: update


//.........这里部分代码省略.........
			Ogre::Degree angle = getShootingAngle(targetPosition);

			mTankTurretNode->lookAt(targetPosition, Ogre::Node::TransformSpace::TS_WORLD, Ogre::Vector3::NEGATIVE_UNIT_X);
			//barrelDegree = angle;
			if (weaponTimer > 4)
			{
				tnkMgr->createProjectile(mTankBodyNode->getPosition(), mTankTurretNode->_getDerivedOrientation(), angle, shootingVelocity, dmg);
				weaponTimer = 0;
			}
			if (target->hp <= 0 || mTankBodyNode->getPosition().distance(target->getPosition()) > 600 )
				currentState = WANDER;
		}
		case WANDER:
			//wander(deltaTime);
			wanderMovement(deltaTime);
			break;
	
		case SEEK:
			//seek(mPowerUpSpawns[powerUpNo]->getPowerLocation(), deltaTime);

			//seek(Ogre::Vector3::ZERO, deltaTime);
			//seekMovement(deltaTime);
		break;
		case ESCAPE:
			
		break;
		case STOP:
		
		break;

		case POSSESSED: {
			Ogre::Vector3 rayDest;

			if (mMove < 0)
				rayDest = mTankBodyNode->getOrientation() * Ogre::Vector3(-1,0,0);
			else if (mMove > 0)
				rayDest = mTankBodyNode->getOrientation() * Ogre::Vector3(1,0,0);


			//THIS IS WHERE THE TANK IS MOVED WHEN PROCESSING

			//if (rayDest != NULL)
			{
				Ogre::Ray shootToCheckWall = Ogre::Ray(mTankBodyNode->getPosition(), rayDest);

				Ogre::RaySceneQuery* mRaySceneQuery = mSceneMgr->createRayQuery(shootToCheckWall, Ogre::SceneManager::ENTITY_TYPE_MASK);
				mRaySceneQuery->setSortByDistance(true);

				// Ray-cast and get first hit
				Ogre::RaySceneQueryResult &result = mRaySceneQuery->execute();
				Ogre::RaySceneQueryResult::iterator itr = result.begin();

				bool hit = false;
				for (itr = result.begin(); itr != result.end(); itr++) 
				{
					
					std::string x = itr->movable->getName();
					printf("Check %s \n", x.c_str());

					if (x[0] == 'C' && itr->distance < 10)
					{
						printf("Too close to %s: %f \n", x.c_str(), (float)itr->distance);
						hit = true;
					}
				}

				if(hit == false)
				{
				
					mTankBodyNode->translate(mMove * deltaTime * mMoveSpd, 0, 0, Ogre::Node::TransformSpace::TS_LOCAL);
				}
			}		

			mTankBodyNode->yaw(Ogre::Degree(bodyRotate * deltaTime * mRotSpd));

			// Rotate the tank turret
			mTankTurretNode->yaw(Ogre::Degree(turretRotation * deltaTime * mRotSpd * 1.5));

			turretDegree += turretRotation;

			//to move barrel change barrelRotation
			float barrelChange = barrelRotation * deltaTime * mRotSpd;
			barrelDegree += barrelChange;

			if(barrelDegree > 30)
				barrelDegree = 30;
			else if(barrelDegree < 0)
				barrelDegree = 0;
			else
				mTankBarrelNode->roll(Ogre::Degree(-barrelChange));				
		}

		break;
	}

	Ogre::Vector3 setpos = mTankBodyNode->getPosition();
	setpos.y = 13.f;
	mTankBodyNode->setPosition(setpos);

}
开发者ID:swn881,项目名称:CSCI356_JUSTDOEET,代码行数:101,代码来源:TankManager.cpp


示例19: Update

bool Player::Update(InputManager* input,
					PhysicsManager* physics,
					EWSManager* ews,
					const OgreTransform& transform)
{
	if(input->isCFGKeyPressed(InputManager::ENVWARNSYS))
	{
		placeEWS(ews,physics,transform);
	}

	cGunData* gun = nullptr;

	if(_equippables[_curEquippable].equip->getIsWeapon())
	{
		gun = static_cast<cGunData*>(_equippables[_curEquippable].equip);
	}

	if(gun != nullptr)
	{	
		bool movkey = false;
		movkey = (input->isCFGKeyPressed(InputManager::FORWARD) || 
			      input->isCFGKeyPressed(InputManager::BACKWARD)||
				  input->isCFGKeyPressed(InputManager::RIGHT) ||
				  input->isCFGKeyPressed(InputManager::LEFT));

		if(input->isMBPressed(OIS::MB_Left))
		{
			//shoot gun
			//std::cout << "MB_Left pressed..." << std::endl;
			gun->fire();
			//check for collisions with enemies if first time through
			if(gun->shouldDamage())
			{
				Ogre::SceneManager* scene = _equipNode->getCreator();
				Ogre::Vector3 dir = transform.direction;
				Ogre::Ray ray(transform.position,dir);

				Ogre::RaySceneQuery* rayQuery = scene->createRayQuery(ray);
				rayQuery->setSortByDistance(true);

				Ogre::RaySceneQueryResult results = rayQuery->execute();

				auto shot =  [this,gun] (Ogre::RaySceneQueryResultEntry& entry) 
				{
					if(entry.movable != nullptr)
					{
						std::string name = entry.movable->getName().substr(3,std::string::npos);
						LevelData::BaseEntity* ent = LuaManager::getSingleton().getEntity(name);
						if(ent != nullptr && (ent->getType() == LevelData::NPC || ent->getType() == LevelData::ENEMY))
						{
							_damageInterface->registerShotAtEnemy(gun->getGunshotData(),name);
						}
					}
				};
				std::for_each(results.begin(),results.end(),shot);

				scene->destroyQuery(rayQuery);
			}
		}
		else
		{
			gun->setFiring(false);
		}

		if(input->isCFGKeyPressed(InputManager::RELOAD))
		{
			gun->reload();
		}

		if(movkey)
		{
			gun->setMoving(true);
		}
		else
		{
			if(gun->isMoving())
			{
				gun->setMoving(false);
			}
		}
	}

	if(_damageInterface != nullptr)
	{
		//this clears out the added-up damage in the interface.
		_health -= static_cast<int>(_damageInterface->getTotalDamagePlayer());
	}

	return true;
}
开发者ID:Dar13,项目名称:WastelandArchive,代码行数:90,代码来源:Player.cpp


示例20: frameStarted

    bool frameStarted(const FrameEvent &e)
    {
		mKeyboard->capture();

		// Check camera height
		Ogre::RaySceneQuery *raySceneQuery = 
			mSceneMgr->
			     createRayQuery(Ogre::Ray(mCamera->getPosition() + Ogre::Vector3(0,1000000,0), 
				                Vector3::NEGATIVE_UNIT_Y));
		Ogre::RaySceneQueryResult& qryResult = raySceneQuery->execute();
        Ogre::RaySceneQueryResult::iterator i = qryResult.begin();
        if (i != qryResult.end() && i->worldFragment)
        {
			if (mCamera->getPosition().y < i->worldFragment->singleIntersection.y + 30)
			{
                mCamera->
				     setPosition(mCamera->getPosition().x, 
                                 i->worldFragment->singleIntersection.y + 30, 
                                 mCamera->getPosition().z);
			}
        }

		delete raySceneQuery;

		// Change SkyX atmosphere options if needed
		SkyX::AtmosphereManager::Options SkyXOptions = mSkyX->getAtmosphereManager()->getOptions();

		// Time
		if (!mShowInformation)
		{
			mSkyX->setTimeMultiplier(mTimeMultiplier);
		}
		else
		{
			mSkyX->setTimeMultiplier(0.0f);
		}

		if (mKeyboard->isKeyDown(OIS::KC_1) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			mSkyX->setTimeMultiplier(1.0f);
		if (mKeyboard->isKeyDown(OIS::KC_1) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			mSkyX->setTimeMultiplier(-1.0f);

		// Rayleigh multiplier
		if (mKeyboard->isKeyDown(OIS::KC_2) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.RayleighMultiplier += e.timeSinceLastFrame*0.025f;
		if (mKeyboard->isKeyDown(OIS::KC_2) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.RayleighMultiplier -= e.timeSinceLastFrame*0.025f;

		// Mie multiplier
		if (mKeyboard->isKeyDown(OIS::KC_3) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.MieMultiplier += e.timeSinceLastFrame*0.025f;
		if (mKeyboard->isKeyDown(OIS::KC_3) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.MieMultiplier -= e.timeSinceLastFrame*0.025f;

		// Exposure
		if (mKeyboard->isKeyDown(OIS::KC_4) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.Exposure += e.timeSinceLastFrame*0.5f;
		if (mKeyboard->isKeyDown(OIS::KC_4) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.Exposure -= e.timeSinceLastFrame*0.5f;

		// Inner radius
		if (mKeyboard->isKeyDown(OIS::KC_5) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.InnerRadius += e.timeSinceLastFrame*0.25f;
		if (mKeyboard->isKeyDown(OIS::KC_5) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.InnerRadius -= e.timeSinceLastFrame*0.25f;

		// Outer radius
		if (mKeyboard->isKeyDown(OIS::KC_6) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.OuterRadius += e.timeSinceLastFrame*0.25f;
		if (mKeyboard->isKeyDown(OIS::KC_6) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.OuterRadius -= e.timeSinceLastFrame*0.25f;

		// Number of samples
		if (mKeyboard->isKeyDown(OIS::KC_7) && mKeyBuffer < 0 &&!(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
		{
			SkyXOptions.NumberOfSamples ++;
			mKeyBuffer = 0.25f;
		}
		if (mKeyboard->isKeyDown(OIS::KC_7) && mKeyBuffer < 0 && (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
		{
			SkyXOptions.NumberOfSamples --;
			mKeyBuffer = 0.25f;
		}

		// Height position
		if (mKeyboard->isKeyDown(OIS::KC_8) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.HeightPosition += e.timeSinceLastFrame*0.05f;
		if (mKeyboard->isKeyDown(OIS::KC_8) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			SkyXOptions.HeightPosition -= e.timeSinceLastFrame*0.05f;

		// Time multiplier
		if (mKeyboard->isKeyDown(OIS::KC_9) && !(mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			mTimeMultiplier += e.timeSinceLastFrame*0.15f;
		if (mKeyboard->isKeyDown(OIS::KC_9) &&  (mKeyboard->isKeyDown(OIS::KC_LSHIFT) || mKeyboard->isKeyDown(OIS::KC_RSHIFT)))
			mTimeMultiplier -= e.timeSinceLastFrame*0.15f;

		mSkyX->getAtmosphereManager()->setOptions(SkyXOptions);

		// Show/Hide information
		if (mKeyboard->isKeyDown(OIS::KC_F1) && mKeyBuffer < 0)
//.........这里部分代码省略.........
开发者ID:coverxit,项目名称:fairytale,代码行数:101,代码来源:hydraxtest.cpp



注:本文中的ogre::RaySceneQuery类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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