1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * |
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4 | * |
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5 | * License notice: |
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6 | * |
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7 | * This program is free software: you can redistribute it and/or modify |
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8 | * it under the terms of the GNU General Public License as published by |
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9 | * the Free Software Foundation, either version 3 of the License, or |
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10 | * (at your option) any later version. |
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11 | * |
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12 | * This program is distributed in the hope that it will be useful, |
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13 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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14 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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15 | * GNU General Public License for more details. |
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16 | * |
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17 | * You should have received a copy of the GNU General Public License |
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18 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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19 | * |
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20 | * |
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21 | * Author: |
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22 | * Reto Grieder |
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23 | * Co-authors: |
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24 | * ... |
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25 | */ |
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26 | |
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27 | /** |
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28 | * RunManager is the basic control object during the game. |
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29 | * |
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30 | * The RunManger class is designed to actually "run" the main part of the |
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31 | * game. The Idea is, that you could derive from the RunManager in order |
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32 | * to distinguish between a first person shooter or a space craft shooter. |
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33 | * RunManager loads and initialises everything in the scene (like the ship, |
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34 | * the enemies in the scene, any scripts, the physics, window events, |
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35 | * environment, HUD, etc.). |
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36 | * It also captures any input from keyboard, mous, joystick (optional) or |
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37 | * Ogre (window events). |
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38 | */ |
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39 | |
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40 | #include "RunManager.h" |
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41 | |
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42 | |
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43 | /** |
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44 | * Contructor only needs the render window and the Root object which are both |
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45 | * the OgreControl object. |
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46 | * Right now the constructor does all the initialisation work. This could also |
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47 | * be done in a new method "initialize()", for whatever purpose. |
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48 | * |
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49 | * |
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50 | * @param mOgre The OgreControl object holding the render window and the Root |
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51 | */ |
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52 | RunManager::RunManager(OgreControl * mOgre, bool bufferedKeys, |
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53 | bool bufferedMouse, bool bufferedJoy ) |
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54 | : mOgre(mOgre), mWindow(mOgre->getRenderWindow()), leftButtonDown(false), |
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55 | mStatsOn(true), mNumScreenShots(0), mTimeUntilNextToggle(0), |
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56 | mFiltering(TFO_BILINEAR), mAniso(1), mSceneDetailIndex(0), |
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57 | mDebugOverlay(0), mInputManager(0), mMouse(0), mKeyboard(0), mJoy(0) |
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58 | { |
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59 | |
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60 | // SETTING UP THE SCENE |
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61 | |
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62 | // create one new SceneManger |
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63 | mSceneMgr = mOgre->getRoot()->createSceneManager(ST_GENERIC, "mScene"); |
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64 | |
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65 | // background scene (world objects, skybox, lights, etc.) |
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66 | mScene = new OrxonoxScene(mSceneMgr); |
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67 | |
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68 | // PLAYER SPACESHIP |
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69 | |
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70 | // create a steerable SceneNode (not derived!) object. The idea is that this |
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71 | // object only receives the mouse and the keyboard input (not specifi keys, |
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72 | // more like up, down, left, right, roll left, roll right, move down, |
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73 | // move up). The steering class can then decide how to control the node for |
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74 | // the spaceship. This gives a certain flexibility. |
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75 | // It should also be considered, that this class should provide another Node |
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76 | // for a camera to be attached (otherwise the spaceship in front of the |
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77 | // would be very static, never moving at all. |
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78 | mShipNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("ShipNode", |
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79 | Vector3(20, 20, 20)); |
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80 | |
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81 | // Construct a new spaceship and attach it to the node |
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82 | mShip = new OrxonoxShip(mSceneMgr, mShipNode); |
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83 | |
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84 | |
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85 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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86 | |
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87 | // load all resources and create the entities by calling the initialise() |
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88 | // methods for each object (don't initialise in the constructor!). |
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89 | mScene->initialise(); |
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90 | mShip->initialise(); |
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91 | |
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92 | |
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93 | // CAMERA AND VIEWPORT |
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94 | // TODO: create a camera manager. It should be able to change its position |
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95 | // around the space ship (predefined states would be nice too). And it should |
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96 | // also be able to switch between different locations (like ship, spactator, |
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97 | // certain fixed positions (e.g. finish line, etc.)). These are just ideas. |
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98 | |
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99 | // create camera and viewport |
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100 | createCamera(); |
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101 | createViewports(); |
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102 | |
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103 | |
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104 | // Set default mipmap level (NB some APIs ignore this) |
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105 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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106 | |
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107 | |
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108 | // BULLET LIST FOR THE TEST APPLICATION |
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109 | |
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110 | // TODO: Use STL to make life easier. But it works this way too.. |
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111 | mBullets = new Bullet*[10]; |
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112 | mBulletsPosition = 0; |
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113 | mBulletsSize = 10; |
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114 | |
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115 | |
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116 | // HUMAN INTERFACE |
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117 | |
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118 | using namespace OIS; |
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119 | |
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120 | mDebugOverlay = OverlayManager::getSingleton() |
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121 | .getByName("Core/DebugOverlay"); |
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122 | |
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123 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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124 | ParamList pl; |
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125 | size_t windowHnd = 0; |
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126 | std::ostringstream windowHndStr; |
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127 | |
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128 | mWindow->getCustomAttribute("WINDOW", &windowHnd); |
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129 | windowHndStr << windowHnd; |
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130 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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131 | |
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132 | mInputManager = InputManager::createInputSystem( pl ); |
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133 | |
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134 | // Create all devices (We only catch joystick exceptions here, |
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135 | // as, most people have Key/Mouse) |
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136 | mKeyboard = static_cast<Keyboard*>(mInputManager |
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137 | ->createInputObject( OISKeyboard, bufferedKeys )); |
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138 | mMouse = static_cast<Mouse*>(mInputManager |
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139 | ->createInputObject( OISMouse, bufferedMouse )); |
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140 | try { |
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141 | mJoy = static_cast<JoyStick*>(mInputManager |
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142 | ->createInputObject( OISJoyStick, bufferedJoy )); |
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143 | } |
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144 | catch(...) { |
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145 | mJoy = 0; |
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146 | } |
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147 | |
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148 | //Set initial mouse clipping size |
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149 | windowResized(mWindow); |
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150 | |
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151 | showDebugOverlay(true); |
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152 | |
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153 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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154 | // It will then receive events liek windowClosed, windowResized, etc. |
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155 | WindowEventUtilities::addWindowEventListener(mWindow, this); |
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156 | } |
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157 | |
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158 | /** |
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159 | * Standard destructor. |
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160 | * Removes this object as a window event listener and deletes all created |
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161 | * variables. |
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162 | */ |
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163 | RunManager::~RunManager() |
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164 | { |
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165 | //Remove ourself as a Window listener |
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166 | WindowEventUtilities::removeWindowEventListener(mWindow, this); |
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167 | windowClosed(mWindow); |
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168 | |
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169 | if (mScene) |
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170 | delete mScene; |
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171 | if (mShip) |
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172 | delete mShip; |
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173 | |
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174 | // clean up the bullet list |
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175 | for (int i = 0; i < mBulletsPosition; i++) |
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176 | delete mBullets[i]; |
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177 | delete mBullets; |
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178 | } |
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179 | |
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180 | |
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181 | /** |
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182 | * Method to compute anyting between 2 frames. |
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183 | * |
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184 | * Everything that needs to be computed during the games happens right here. |
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185 | * The only exception are the listeners (which should only set variables, |
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186 | * not actually do something). |
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187 | * |
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188 | * @param time Absolute play time |
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189 | * @param deltaTime Time passed since last frame |
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190 | * @return Return false to end rendering |
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191 | */ |
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192 | bool RunManager::tick(unsigned long time, float deltaTime) |
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193 | { |
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194 | // synchronize with internal class timer |
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195 | mTime = time; |
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196 | |
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197 | // Call tick() for every object |
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198 | // This could be done by registering (needs a factory..) |
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199 | mScene->tick(time, deltaTime); |
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200 | mShip->tick(time, deltaTime); |
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201 | |
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202 | |
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203 | // Update the 'HUD' |
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204 | updateStats(); |
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205 | |
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206 | // update the bullet positions |
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207 | for (int i = 0; i < mBulletsPosition; i++) |
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208 | { |
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209 | mBullets[i]->mNode->translate(mBullets[i]->mSpeed*deltaTime); |
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210 | mBullets[i]->mNode->yaw(Degree(deltaTime*100)); |
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211 | mBullets[i]->mNode->roll(Degree(deltaTime*300)); |
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212 | } |
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213 | |
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214 | // HUMAN INTERFACE |
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215 | |
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216 | using namespace OIS; |
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217 | |
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218 | if(mWindow->isClosed()) return false; |
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219 | |
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220 | //Need to capture/update each device |
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221 | mKeyboard->capture(); |
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222 | mMouse->capture(); |
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223 | if( mJoy ) mJoy->capture(); |
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224 | |
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225 | bool buffJ = (mJoy) ? mJoy->buffered() : true; |
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226 | |
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227 | //Check if one of the devices is not buffered |
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228 | if( !mMouse->buffered() || !mKeyboard->buffered() || !buffJ ) |
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229 | { |
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230 | // one of the input modes is immediate, so setup what |
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231 | // is needed for immediate movement |
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232 | if (mTimeUntilNextToggle >= 0) |
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233 | mTimeUntilNextToggle -= deltaTime; |
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234 | } |
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235 | |
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236 | //Check to see which device is not buffered, and handle it |
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237 | if( !mKeyboard->buffered() ) |
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238 | if( processUnbufferedKeyInput() == false ) |
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239 | return false; |
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240 | if( !mMouse->buffered() ) |
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241 | if( processUnbufferedMouseInput() == false ) |
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242 | return false; |
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243 | |
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244 | // keep rendering |
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245 | return true; |
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246 | } |
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247 | |
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248 | |
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249 | /** |
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250 | * Adjust mouse clipping area. |
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251 | * This method is called by Ogre without regards of tick()! |
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252 | * Avoid doing too much in this call. |
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253 | * @param rw render window |
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254 | */ |
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255 | void RunManager::windowResized(RenderWindow* rw) |
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256 | { |
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257 | unsigned int width, height, depth; |
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258 | int left, top; |
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259 | rw->getMetrics(width, height, depth, left, top); |
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260 | |
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261 | const OIS::MouseState &ms = mMouse->getMouseState(); |
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262 | ms.width = width; |
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263 | ms.height = height; |
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264 | } |
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265 | |
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266 | |
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267 | /** |
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268 | * Unattach OIS before window shutdown (very important under Linux). |
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269 | * Again, avoid computing a lot in this function. |
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270 | * @param rw Render Window |
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271 | */ |
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272 | void RunManager::windowClosed(RenderWindow* rw) |
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273 | { |
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274 | //Only close for window that created OIS (the main window in these demos) |
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275 | if( rw == mWindow ) |
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276 | { |
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277 | if( mInputManager ) |
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278 | { |
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279 | mInputManager->destroyInputObject( mMouse ); |
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280 | mInputManager->destroyInputObject( mKeyboard ); |
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281 | mInputManager->destroyInputObject( mJoy ); |
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282 | |
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283 | OIS::InputManager::destroyInputSystem(mInputManager); |
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284 | mInputManager = 0; |
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285 | } |
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286 | } |
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287 | } |
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288 | |
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289 | /** |
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290 | * Processes the Keyboard input. |
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291 | * TODO: Use listeners to improve performance. |
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292 | * A lookup table should be implemented to bind any key to a specific action. |
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293 | * @return Return true to keep rendering |
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294 | */ |
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295 | bool RunManager::processUnbufferedKeyInput() |
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296 | { |
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297 | using namespace OIS; |
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298 | |
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299 | if(mKeyboard->isKeyDown(KC_A) || mKeyboard->isKeyDown(KC_LEFT)) |
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300 | mShip->setSideThrust(1); |
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301 | else if(mKeyboard->isKeyDown(KC_D) || mKeyboard->isKeyDown(KC_RIGHT)) |
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302 | mShip->setSideThrust(-1); |
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303 | else |
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304 | mShip->setSideThrust(0); |
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305 | |
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306 | if(mKeyboard->isKeyDown(KC_UP) || mKeyboard->isKeyDown(KC_W) ) |
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307 | mShip->setThrust(1); |
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308 | else if(mKeyboard->isKeyDown(KC_DOWN) || mKeyboard->isKeyDown(KC_S) ) |
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309 | mShip->setThrust(-1); |
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310 | else |
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311 | mShip->setThrust(0); |
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312 | |
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313 | if( mKeyboard->isKeyDown(KC_ESCAPE) || mKeyboard->isKeyDown(KC_Q) ) |
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314 | return false; |
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315 | |
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316 | if( mKeyboard->isKeyDown(KC_F) && mTimeUntilNextToggle <= 0 ) |
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317 | { |
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318 | mStatsOn = !mStatsOn; |
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319 | showDebugOverlay(mStatsOn); |
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320 | mTimeUntilNextToggle = 1; |
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321 | } |
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322 | |
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323 | if( mKeyboard->isKeyDown(KC_T) && mTimeUntilNextToggle <= 0 ) |
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324 | { |
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325 | switch(mFiltering) |
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326 | { |
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327 | case TFO_BILINEAR: |
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328 | mFiltering = TFO_TRILINEAR; |
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329 | mAniso = 1; |
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330 | break; |
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331 | case TFO_TRILINEAR: |
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332 | mFiltering = TFO_ANISOTROPIC; |
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333 | mAniso = 8; |
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334 | break; |
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335 | case TFO_ANISOTROPIC: |
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336 | mFiltering = TFO_BILINEAR; |
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337 | mAniso = 1; |
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338 | break; |
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339 | default: break; |
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340 | } |
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341 | MaterialManager::getSingleton().setDefaultTextureFiltering(mFiltering); |
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342 | MaterialManager::getSingleton().setDefaultAnisotropy(mAniso); |
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343 | |
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344 | showDebugOverlay(mStatsOn); |
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345 | mTimeUntilNextToggle = 1; |
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346 | } |
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347 | |
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348 | if(mKeyboard->isKeyDown(KC_SYSRQ) && mTimeUntilNextToggle <= 0) |
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349 | { |
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350 | std::ostringstream ss; |
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351 | ss << "screenshot_" << ++mNumScreenShots << ".png"; |
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352 | mWindow->writeContentsToFile(ss.str()); |
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353 | mTimeUntilNextToggle = 0.5; |
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354 | mDebugText = "Saved: " + ss.str(); |
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355 | } |
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356 | |
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357 | if(mKeyboard->isKeyDown(KC_R) && mTimeUntilNextToggle <=0) |
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358 | { |
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359 | mSceneDetailIndex = (mSceneDetailIndex+1)%3 ; |
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360 | switch(mSceneDetailIndex) { |
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361 | case 0 : mCamera->setPolygonMode(PM_SOLID); break; |
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362 | case 1 : mCamera->setPolygonMode(PM_WIREFRAME); break; |
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363 | case 2 : mCamera->setPolygonMode(PM_POINTS); break; |
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364 | } |
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365 | mTimeUntilNextToggle = 0.5; |
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366 | } |
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367 | |
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368 | static bool displayCameraDetails = false; |
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369 | if(mKeyboard->isKeyDown(KC_P) && mTimeUntilNextToggle <= 0) |
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370 | { |
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371 | displayCameraDetails = !displayCameraDetails; |
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372 | mTimeUntilNextToggle = 0.5; |
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373 | if (!displayCameraDetails) |
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374 | mDebugText = ""; |
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375 | } |
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376 | |
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377 | // Print camera details |
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378 | if(displayCameraDetails) |
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379 | mDebugText = StringConverter::toString(mShip->getThrust()) |
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380 | + " | Speed = " + StringConverter::toString(mShip->speed); |
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381 | // mDebugText = "P: " + StringConverter::toString(mCamera |
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382 | // ->getDerivedPosition()) + " " + "O: " |
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383 | // + StringConverter::toString(mCamera->getDerivedOrientation()); |
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384 | |
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385 | // Return true to continue rendering |
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386 | return true; |
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387 | } |
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388 | |
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389 | |
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390 | /** |
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391 | * Processes the Mouse input. |
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392 | * TODO: Use listeners to improve performance. |
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393 | * A lookup table should be implemented to bind ANY button or movement |
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394 | * to a specific action. |
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395 | * @return Return true to keep rendering |
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396 | */ |
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397 | bool RunManager::processUnbufferedMouseInput() |
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398 | { |
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399 | using namespace OIS; |
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400 | |
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401 | const MouseState &ms = mMouse->getMouseState(); |
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402 | |
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403 | // This is a 'hack' to show some flying barrels.. |
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404 | // Usually, the Bullet created by the ship should be managed |
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405 | // by the physics engine.. |
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406 | if (ms.buttonDown(MB_Left) && !leftButtonDown) |
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407 | { |
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408 | // Prevent continuous fire for the moment. |
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409 | leftButtonDown = true; |
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410 | |
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411 | // let ship fire one shot with its only weapon (Barrels..) |
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412 | Bullet *mTempBullet = mShip->fire(); |
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413 | |
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414 | // resize array if neccessary (double the size then) |
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415 | if (mBulletsPosition >= mBulletsSize) |
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416 | { |
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417 | // redimension the array |
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418 | Bullet **mTempArray = new Bullet*[2*mBulletsSize]; |
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419 | for (int i = 0; i < mBulletsSize; i++) |
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420 | mTempArray[i] = mBullets[i]; |
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421 | mBulletsSize *= 2; |
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422 | delete mBullets; |
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423 | mBullets = mTempArray; |
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424 | } |
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425 | |
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426 | // add the bullet to the list |
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427 | mBullets[mBulletsPosition++] = mTempBullet; |
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428 | |
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429 | } |
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430 | else if (!ms.buttons) |
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431 | leftButtonDown = false; |
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432 | |
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433 | // space ship steering. This should definitely be done in the steering object |
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434 | // Simply give it the mouse movements. |
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435 | mShip->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); |
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436 | mShip->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); |
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437 | |
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438 | // keep rendering |
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439 | return true; |
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440 | } |
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441 | |
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442 | /** |
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443 | * Show the debug overlay of desired. |
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444 | * @param show Whether or not to show the debug overlay |
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445 | */ |
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446 | void RunManager::showDebugOverlay(bool show) |
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447 | { |
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448 | if (mDebugOverlay) |
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449 | { |
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450 | if (show) |
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451 | mDebugOverlay->show(); |
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452 | else |
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453 | mDebugOverlay->hide(); |
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454 | } |
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455 | } |
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456 | |
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457 | |
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458 | /** |
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459 | * Show stats (e.g. FPS) in the left lower corner of the screen. |
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460 | * Copied from the ExampleFrameListener.h in the Ogre SDK |
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461 | */ |
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462 | void RunManager::updateStats(void) |
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463 | { |
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464 | static String currFps = "Current FPS: "; |
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465 | static String avgFps = "Average FPS: "; |
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466 | static String bestFps = "Best FPS: "; |
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467 | static String worstFps = "Worst FPS: "; |
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468 | static String tris = "Triangle Count: "; |
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469 | static String batches = "Batch Count: "; |
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470 | |
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471 | // update stats when necessary |
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472 | try { |
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473 | OverlayElement* guiAvg = OverlayManager::getSingleton() |
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474 | .getOverlayElement("Core/AverageFps"); |
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475 | OverlayElement* guiCurr = OverlayManager::getSingleton() |
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476 | .getOverlayElement("Core/CurrFps"); |
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477 | OverlayElement* guiBest = OverlayManager::getSingleton() |
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478 | .getOverlayElement("Core/BestFps"); |
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479 | OverlayElement* guiWorst = OverlayManager::getSingleton() |
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480 | .getOverlayElement("Core/WorstFps"); |
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481 | |
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482 | const RenderTarget::FrameStats& stats = mWindow->getStatistics(); |
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483 | guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); |
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484 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); |
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485 | guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) |
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486 | +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); |
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487 | guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) |
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488 | +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); |
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489 | |
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490 | OverlayElement* guiTris = OverlayManager::getSingleton() |
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491 | .getOverlayElement("Core/NumTris"); |
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492 | guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); |
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493 | |
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494 | OverlayElement* guiBatches = OverlayManager::getSingleton() |
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495 | .getOverlayElement("Core/NumBatches"); |
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496 | guiBatches->setCaption(batches |
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497 | + StringConverter::toString(stats.batchCount)); |
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498 | |
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499 | OverlayElement* guiDbg = OverlayManager::getSingleton() |
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500 | .getOverlayElement("Core/DebugText"); |
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501 | guiDbg->setCaption(mDebugText); |
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502 | } |
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503 | catch(...) { /* ignore */ } |
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504 | } |
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505 | |
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506 | |
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507 | |
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508 | /** |
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509 | * Simple camera creator. |
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510 | * mShipNode->attachObject(mCamera) should no be here! This is what the camera |
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511 | * manager is for. Right now, this method should do just fine, setting the |
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512 | * cam behind the ship. |
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513 | */ |
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514 | void RunManager::createCamera(void) |
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515 | { |
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516 | mCamera = mSceneMgr->createCamera("PlayerCam"); |
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517 | mShipNode->attachObject(mCamera); |
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518 | mCamera->setNearClipDistance(5); |
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519 | mCamera->setPosition(Vector3(0,10,500)); |
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520 | mCamera->lookAt(Vector3(0,0,0)); |
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521 | } |
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522 | |
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523 | /** |
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524 | * Simple viewport creator. |
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525 | * TODO: fully understand the concept of viewports concerning orxnox. |
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526 | * E.g. do we need splitscreen mode? |
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527 | * For now the viewport uses the entire render window and is based on the one |
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528 | * camera created so far. |
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529 | */ |
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530 | void RunManager::createViewports(void) |
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531 | { |
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532 | // Create one viewport, entire window |
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533 | Viewport* vp = mWindow->addViewport(mCamera); |
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534 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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535 | |
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536 | // Alter the camera aspect ratio to match the viewport |
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537 | mCamera->setAspectRatio( |
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538 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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539 | } |
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540 | |
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541 | |
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