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 "run_manager.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 ogre_ The OgreControl object holding the render window and the Root |
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51 | */ |
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52 | RunManager::RunManager(OgreControl * ogre) |
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53 | : ogre_(ogre), window_(ogre->getRenderWindow()), leftButtonDown_(false), |
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54 | statsOn_(true), screenShotCounter_(0), timeUntilNextToggle_(0), |
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55 | filtering_(TFO_BILINEAR), aniso_(1), sceneDetailIndex_(0), |
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56 | debugOverlay_(0), inputManager_(0), mouse_(0), keyboard_(0), joystick_(0) |
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57 | { |
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58 | |
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59 | // SETTING UP THE SCENE |
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60 | |
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61 | // create one new SceneManger |
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62 | sceneMgr_ = ogre_->getRoot()->createSceneManager(ST_GENERIC, "backgroundScene_"); |
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63 | |
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64 | // background scene (world objects, skybox, lights, etc.) |
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65 | backgroundScene_ = new OrxonoxScene(sceneMgr_); |
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66 | |
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67 | // PLAYER SPACESHIP |
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68 | |
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69 | // Create a space ship object and its SceneNode. |
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70 | // Some ideas about the steering: The ship should only receive events like |
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71 | // up, down, left, right, roll left, roll right, move down, move up, etc). |
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72 | // Multiple interpretations of these commands would make the game more |
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73 | // but it also makes AI steering more difficult, since for every type of |
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74 | // steering, new methods have to be written. |
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75 | // --> clearly define how a space ship can fly (rolling?, conservation of |
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76 | // impuls?, direct mouse sight steeering?, etc.) |
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77 | // It should also be considered, that the ship should provide another Node |
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78 | // for a camera to be attached (otherwise the spaceship in front of the |
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79 | // would be very static, never moving at all). |
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80 | |
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81 | // Construct a new spaceship and give it the node |
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82 | playerShip_ = new OrxonoxShip(sceneMgr_, getRootSceneNode() |
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83 | ->createChildSceneNode("ShipNode", Vector3(20, 20, 20))); |
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84 | |
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85 | |
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86 | // RESOURCE LOADING (using ResourceGroups if implemented) |
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87 | |
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88 | // load all resources and create the entities by calling the initialise() |
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89 | // methods for each object (don't initialise in the constructor!). |
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90 | backgroundScene_->initialise(); |
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91 | playerShip_->initialise(); |
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92 | |
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93 | |
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94 | // CAMERA AND VIEWPORT |
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95 | // TODO: create a camera manager. It should be able to change its position |
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96 | // around the space ship (predefined states would be nice too). And it should |
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97 | // also be able to switch between different locations (like ship, spactator, |
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98 | // certain fixed positions (e.g. finish line, etc.)). These are just ideas. |
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99 | |
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100 | // create camera and viewport |
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101 | createCamera(); |
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102 | createViewports(); |
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103 | |
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104 | |
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105 | // Set default mipmap level (NB some APIs ignore this) |
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106 | TextureManager::getSingleton().setDefaultNumMipmaps(5); |
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107 | |
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108 | |
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109 | // BULLET LIST FOR THE TEST APPLICATION |
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110 | |
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111 | // TODO: Use STL to make life easier. But it works this way too.. |
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112 | bullets_ = new Bullet*[10]; |
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113 | bulletsIndex_ = 0; |
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114 | bulletsSize_ = 10; |
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115 | |
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116 | |
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117 | // HUMAN INTERFACE |
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118 | |
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119 | using namespace OIS; |
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120 | |
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121 | debugOverlay_ = OverlayManager::getSingleton() |
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122 | .getByName("Core/DebugOverlay"); |
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123 | |
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124 | LogManager::getSingletonPtr()->logMessage("*** Initializing OIS ***"); |
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125 | ParamList pl; |
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126 | size_t windowHnd = 0; |
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127 | std::ostringstream windowHndStr; |
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128 | |
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129 | window_->getCustomAttribute("WINDOW", &windowHnd); |
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130 | windowHndStr << windowHnd; |
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131 | pl.insert(std::make_pair(std::string("WINDOW"), windowHndStr.str())); |
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132 | |
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133 | inputManager_ = InputManager::createInputSystem( pl ); |
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134 | |
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135 | // Create all devices (We only catch joystick exceptions here, |
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136 | // as, most people have Key/Mouse) |
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137 | keyboard_ = static_cast<Keyboard*>(inputManager_ |
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138 | ->createInputObject( OISKeyboard, false )); |
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139 | mouse_ = static_cast<Mouse*>(inputManager_ |
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140 | ->createInputObject( OISMouse, false )); |
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141 | try { |
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142 | joystick_ = static_cast<JoyStick*>(inputManager_ |
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143 | ->createInputObject( OISJoyStick, false )); |
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144 | } |
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145 | catch(...) { |
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146 | joystick_ = 0; |
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147 | } |
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148 | |
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149 | //Set initial mouse clipping size |
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150 | windowResized(window_); |
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151 | |
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152 | showDebugOverlay(true); |
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153 | |
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154 | // REGISTER THIS OBJECT AS A WINDOW EVENT LISTENER IN OGRE |
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155 | // It will then receive events liek windowClosed, windowResized, etc. |
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156 | WindowEventUtilities::addWindowEventListener(window_, this); |
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157 | } |
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158 | |
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159 | /** |
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160 | * Standard destructor. |
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161 | * Removes this object as a window event listener and deletes all created |
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162 | * variables. |
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163 | */ |
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164 | RunManager::~RunManager() |
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165 | { |
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166 | //Remove ourself as a Window listener |
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167 | WindowEventUtilities::removeWindowEventListener(window_, this); |
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168 | windowClosed(window_); |
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169 | |
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170 | if (backgroundScene_) |
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171 | delete backgroundScene_; |
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172 | if (playerShip_) |
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173 | delete playerShip_; |
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174 | |
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175 | // clean up the bullet list |
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176 | for (int i = 0; i < bulletsIndex_; i++) |
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177 | delete bullets_[i]; |
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178 | delete bullets_; |
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179 | } |
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180 | |
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181 | |
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182 | /** |
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183 | * Method to compute anyting between 2 frames. |
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184 | * |
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185 | * Everything that needs to be computed during the games happens right here. |
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186 | * The only exception are the listeners (which should only set variables, |
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187 | * not actually do something). |
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188 | * |
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189 | * @param time Absolute play time |
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190 | * @param deltaTime Time passed since last frame |
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191 | * @return Return false to end rendering |
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192 | */ |
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193 | bool RunManager::tick(unsigned long time, float deltaTime) |
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194 | { |
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195 | // synchronize with internal class timer |
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196 | totalTime_ = time; |
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197 | |
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198 | // Call tick() for every object |
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199 | // This could be done by registering (needs a factory..) |
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200 | backgroundScene_->tick(time, deltaTime); |
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201 | playerShip_->tick(time, deltaTime); |
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202 | |
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203 | |
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204 | // Update the 'HUD' |
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205 | updateStats(); |
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206 | |
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207 | // update the bullet positions |
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208 | for (int i = 0; i < bulletsIndex_; i++) |
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209 | { |
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210 | bullets_[i]->mNode->translate(bullets_[i]->mSpeed*deltaTime); |
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211 | bullets_[i]->mNode->yaw(Degree(deltaTime*100)); |
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212 | bullets_[i]->mNode->roll(Degree(deltaTime*300)); |
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213 | } |
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214 | |
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215 | // HUMAN INTERFACE |
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216 | |
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217 | using namespace OIS; |
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218 | |
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219 | if(window_->isClosed()) return false; |
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220 | |
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221 | //Need to capture/update each device |
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222 | keyboard_->capture(); |
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223 | mouse_->capture(); |
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224 | if( joystick_ ) joystick_->capture(); |
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225 | |
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226 | bool buffJ = (joystick_) ? joystick_->buffered() : true; |
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227 | |
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228 | //Check if one of the devices is not buffered |
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229 | if( !mouse_->buffered() || !keyboard_->buffered() || !buffJ ) |
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230 | { |
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231 | // one of the input modes is immediate, so setup what |
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232 | // is needed for immediate movement |
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233 | if (timeUntilNextToggle_ >= 0) |
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234 | timeUntilNextToggle_ -= deltaTime; |
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235 | } |
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236 | |
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237 | // handle HID devices |
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238 | if( processUnbufferedKeyInput() == false ) |
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239 | return false; |
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240 | if( processUnbufferedMouseInput() == false ) |
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241 | return false; |
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242 | |
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243 | // keep rendering |
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244 | return true; |
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245 | } |
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246 | |
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247 | |
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248 | /** |
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249 | * Adjust mouse clipping area. |
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250 | * This method is called by Ogre without regards of tick()! |
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251 | * Avoid doing too much in this call. |
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252 | * @param rw render window |
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253 | */ |
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254 | void RunManager::windowResized(RenderWindow* rw) |
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255 | { |
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256 | unsigned int width, height, depth; |
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257 | int left, top; |
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258 | rw->getMetrics(width, height, depth, left, top); |
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259 | |
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260 | const OIS::MouseState &ms = mouse_->getMouseState(); |
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261 | ms.width = width; |
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262 | ms.height = height; |
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263 | } |
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264 | |
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265 | |
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266 | /** |
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267 | * Unattach OIS before window shutdown (very important under Linux). |
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268 | * Again, avoid computing a lot in this function. |
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269 | * @param rw Render Window |
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270 | */ |
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271 | void RunManager::windowClosed(RenderWindow* rw) |
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272 | { |
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273 | //Only close for window that created OIS (the main window in these demos) |
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274 | if( rw == window_ ) |
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275 | { |
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276 | if( inputManager_ ) |
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277 | { |
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278 | inputManager_->destroyInputObject( mouse_ ); |
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279 | inputManager_->destroyInputObject( keyboard_ ); |
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280 | inputManager_->destroyInputObject( joystick_ ); |
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281 | |
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282 | OIS::InputManager::destroyInputSystem(inputManager_); |
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283 | inputManager_ = 0; |
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284 | } |
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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 | * Processes the Keyboard input. |
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290 | * TODO: Use listeners to improve performance. |
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291 | * A lookup table should be implemented to bind any key to a specific action. |
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292 | * @return Return true to keep rendering |
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293 | */ |
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294 | bool RunManager::processUnbufferedKeyInput() |
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295 | { |
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296 | using namespace OIS; |
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297 | |
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298 | if(keyboard_->isKeyDown(KC_A) || keyboard_->isKeyDown(KC_LEFT)) |
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299 | playerShip_->setSideThrust(1); |
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300 | else if(keyboard_->isKeyDown(KC_D) || keyboard_->isKeyDown(KC_RIGHT)) |
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301 | playerShip_->setSideThrust(-1); |
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302 | else |
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303 | playerShip_->setSideThrust(0); |
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304 | |
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305 | if(keyboard_->isKeyDown(KC_UP) || keyboard_->isKeyDown(KC_W) ) |
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306 | playerShip_->setThrust(1); |
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307 | else if(keyboard_->isKeyDown(KC_DOWN) || keyboard_->isKeyDown(KC_S) ) |
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308 | playerShip_->setThrust(-1); |
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309 | else |
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310 | playerShip_->setThrust(0); |
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311 | |
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312 | if( keyboard_->isKeyDown(KC_ESCAPE) || keyboard_->isKeyDown(KC_Q) ) |
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313 | return false; |
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314 | |
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315 | if( keyboard_->isKeyDown(KC_F) && timeUntilNextToggle_ <= 0 ) |
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316 | { |
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317 | statsOn_ = !statsOn_; |
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318 | showDebugOverlay(statsOn_); |
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319 | timeUntilNextToggle_ = 1; |
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320 | } |
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321 | |
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322 | if( keyboard_->isKeyDown(KC_T) && timeUntilNextToggle_ <= 0 ) |
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323 | { |
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324 | switch(filtering_) |
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325 | { |
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326 | case TFO_BILINEAR: |
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327 | filtering_ = TFO_TRILINEAR; |
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328 | aniso_ = 1; |
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329 | break; |
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330 | case TFO_TRILINEAR: |
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331 | filtering_ = TFO_ANISOTROPIC; |
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332 | aniso_ = 8; |
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333 | break; |
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334 | case TFO_ANISOTROPIC: |
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335 | filtering_ = TFO_BILINEAR; |
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336 | aniso_ = 1; |
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337 | break; |
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338 | default: break; |
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339 | } |
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340 | MaterialManager::getSingleton().setDefaultTextureFiltering(filtering_); |
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341 | MaterialManager::getSingleton().setDefaultAnisotropy(aniso_); |
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342 | |
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343 | showDebugOverlay(statsOn_); |
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344 | timeUntilNextToggle_ = 1; |
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345 | } |
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346 | |
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347 | if(keyboard_->isKeyDown(KC_SYSRQ) && timeUntilNextToggle_ <= 0) |
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348 | { |
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349 | std::ostringstream ss; |
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350 | ss << "screenshot_" << ++screenShotCounter_ << ".png"; |
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351 | window_->writeContentsToFile(ss.str()); |
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352 | timeUntilNextToggle_ = 0.5; |
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353 | mDebugText = "Saved: " + ss.str(); |
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354 | } |
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355 | |
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356 | if(keyboard_->isKeyDown(KC_R) && timeUntilNextToggle_ <=0) |
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357 | { |
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358 | sceneDetailIndex_ = (sceneDetailIndex_+1)%3 ; |
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359 | switch(sceneDetailIndex_) { |
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360 | case 0 : camera_->setPolygonMode(PM_SOLID); break; |
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361 | case 1 : camera_->setPolygonMode(PM_WIREFRAME); break; |
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362 | case 2 : camera_->setPolygonMode(PM_POINTS); break; |
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363 | } |
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364 | timeUntilNextToggle_ = 0.5; |
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365 | } |
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366 | |
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367 | static bool displayCameraDetails = false; |
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368 | if(keyboard_->isKeyDown(KC_P) && timeUntilNextToggle_ <= 0) |
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369 | { |
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370 | displayCameraDetails = !displayCameraDetails; |
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371 | timeUntilNextToggle_ = 0.5; |
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372 | if (!displayCameraDetails) |
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373 | mDebugText = ""; |
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374 | } |
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375 | |
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376 | // Print camera details |
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377 | if(displayCameraDetails) |
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378 | mDebugText = StringConverter::toString(playerShip_->getThrust()) |
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379 | + " | Speed = " + StringConverter::toString(playerShip_->speed); |
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380 | // mDebugText = "P: " + StringConverter::toString(camera_ |
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381 | // ->getDerivedPosition()) + " " + "O: " |
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382 | // + StringConverter::toString(camera_->getDerivedOrientation()); |
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383 | |
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384 | // Return true to continue rendering |
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385 | return true; |
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386 | } |
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387 | |
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388 | |
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389 | /** |
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390 | * Processes the Mouse input. |
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391 | * TODO: Use listeners to improve performance. |
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392 | * A lookup table should be implemented to bind ANY button or movement |
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393 | * to a specific action. |
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394 | * @return Return true to keep rendering |
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395 | */ |
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396 | bool RunManager::processUnbufferedMouseInput() |
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397 | { |
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398 | using namespace OIS; |
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399 | |
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400 | const MouseState &ms = mouse_->getMouseState(); |
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401 | |
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402 | // This is a 'hack' to show some flying barrels.. |
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403 | // Usually, the Bullet created by the ship should be managed |
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404 | // by the physics engine.. |
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405 | if (ms.buttonDown(MB_Left) && !leftButtonDown_) |
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406 | { |
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407 | // Prevent continuous fire for the moment. |
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408 | leftButtonDown_ = true; |
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409 | |
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410 | // let ship fire one shot with its only weapon (Barrels..) |
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411 | Bullet *tempBullet = playerShip_->fire(); |
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412 | |
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413 | // resize array if neccessary (double the size then) |
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414 | if (bulletsIndex_ >= bulletsSize_) |
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415 | { |
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416 | // redimension the array |
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417 | Bullet **tempArray = new Bullet*[2*bulletsSize_]; |
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418 | for (int i = 0; i < bulletsSize_; i++) |
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419 | tempArray[i] = bullets_[i]; |
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420 | bulletsSize_ *= 2; |
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421 | delete bullets_; |
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422 | bullets_ = tempArray; |
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423 | } |
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424 | |
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425 | // add the bullet to the list |
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426 | bullets_[bulletsIndex_++] = tempBullet; |
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427 | |
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428 | } |
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429 | else if (!ms.buttons) |
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430 | leftButtonDown_ = false; |
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431 | |
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432 | // space ship steering. This should definitely be done in the steering object |
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433 | // Simply give it the mouse movements. |
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434 | playerShip_->turnUpAndDown(Radian(ms.Y.rel * mouseSensitivity_)); |
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435 | playerShip_->turnLeftAndRight(Radian(ms.X.rel * mousSensitivity_)); |
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436 | //playerShip_->mRootNode->pitch(Degree(-ms.Y.rel * 0.13), Ogre::Node::TransformSpace::TS_LOCAL); |
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437 | //playerShip_->mRootNode->yaw(Degree(-ms.X.rel * 0.13), Ogre::Node::TransformSpace::TS_PARENT); |
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438 | |
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439 | // keep rendering |
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440 | return true; |
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441 | } |
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442 | |
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443 | /** |
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444 | * Show the debug overlay of desired. |
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445 | * @param show Whether or not to show the debug overlay |
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446 | */ |
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447 | void RunManager::showDebugOverlay(bool show) |
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448 | { |
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449 | if (debugOverlay_) |
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450 | { |
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451 | if (show) |
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452 | debugOverlay_->show(); |
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453 | else |
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454 | debugOverlay_->hide(); |
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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 | /** |
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460 | * Show stats (e.g. FPS) in the left lower corner of the screen. |
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461 | * Copied from the ExampleFrameListener.h in the Ogre SDK |
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462 | */ |
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463 | void RunManager::updateStats(void) |
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464 | { |
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465 | static String currFps = "Current FPS: "; |
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466 | static String avgFps = "Average FPS: "; |
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467 | static String bestFps = "Best FPS: "; |
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468 | static String worstFps = "Worst FPS: "; |
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469 | static String tris = "Triangle Count: "; |
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470 | static String batches = "Batch Count: "; |
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471 | |
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472 | // update stats when necessary |
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473 | try { |
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474 | OverlayElement* guiAvg = OverlayManager::getSingleton() |
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475 | .getOverlayElement("Core/AverageFps"); |
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476 | OverlayElement* guiCurr = OverlayManager::getSingleton() |
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477 | .getOverlayElement("Core/CurrFps"); |
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478 | OverlayElement* guiBest = OverlayManager::getSingleton() |
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479 | .getOverlayElement("Core/BestFps"); |
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480 | OverlayElement* guiWorst = OverlayManager::getSingleton() |
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481 | .getOverlayElement("Core/WorstFps"); |
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482 | |
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483 | const RenderTarget::FrameStats& stats = window_->getStatistics(); |
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484 | guiAvg->setCaption(avgFps + StringConverter::toString(stats.avgFPS)); |
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485 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); |
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486 | guiBest->setCaption(bestFps + StringConverter::toString(stats.bestFPS) |
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487 | +" "+StringConverter::toString(stats.bestFrameTime)+" ms"); |
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488 | guiWorst->setCaption(worstFps + StringConverter::toString(stats.worstFPS) |
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489 | +" "+StringConverter::toString(stats.worstFrameTime)+" ms"); |
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490 | |
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491 | OverlayElement* guiTris = OverlayManager::getSingleton() |
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492 | .getOverlayElement("Core/NumTris"); |
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493 | guiTris->setCaption(tris + StringConverter::toString(stats.triangleCount)); |
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494 | |
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495 | OverlayElement* guiBatches = OverlayManager::getSingleton() |
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496 | .getOverlayElement("Core/NumBatches"); |
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497 | guiBatches->setCaption(batches |
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498 | + StringConverter::toString(stats.batchCount)); |
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499 | |
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500 | OverlayElement* guiDbg = OverlayManager::getSingleton() |
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501 | .getOverlayElement("Core/DebugText"); |
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502 | guiDbg->setCaption(mDebugText); |
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503 | } |
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504 | catch(...) { /* ignore */ } |
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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 | /** |
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510 | * Simple camera creator. |
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511 | * playerShip_Node->attachObject(camera_) should no be here! This is what the camera |
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512 | * manager is for. Right now, this method should do just fine, setting the |
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513 | * cam behind the ship. |
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514 | */ |
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515 | void RunManager::createCamera(void) |
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516 | { |
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517 | camera_ = sceneMgr_->createCamera("PlayerCam"); |
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518 | playerShip_Node->attachObject(camera_); |
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519 | camera_->setNearClipDistance(5); |
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520 | camera_->setPosition(Vector3(0,10,500)); |
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521 | camera_->lookAtVector3(0,0,0)); |
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522 | } |
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523 | |
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524 | /** |
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525 | * Simple viewport creator. |
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526 | * TODO: fully understand the concept of viewports concerning orxnox. |
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527 | * E.g. do we need splitscreen mode? |
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528 | * For now the viewport uses the entire render window and is based on the one |
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529 | * camera created so far. |
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530 | */ |
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531 | void RunManager::createViewports(void) |
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532 | { |
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533 | // Create one viewport, entire window |
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534 | Viewport* vp = window_->addViewport(camera_); |
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535 | vp->setBackgroundColour(ColourValue(0,0,0)); |
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536 | |
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537 | // Alter the camera aspect ratio to match the viewport |
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538 | camera_->setAspectRatio( |
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539 | Real(vp->getActualWidth()) / Real(vp->getActualHeight())); |
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540 | } |
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