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Listing Source Code fungsi keyboard aktif pada ogre Labels=0

Listing Source Code fungsi keyboard aktif pada ogre

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Listing Source Code fungsi keyboard aktif pada ogre Empty Listing Source Code fungsi keyboard aktif pada ogre

Post by risdo Tue May 04, 2010 1:05 pm

kawan-kawan gw ada code biar tombol keyboard bs digunakan... silahkan di eksplore lebih lg.. klo ada yg udh bs di upload biar yg laen bs dpt jg


#include "ExampleApplication.h"

#include
using namespace std;

class MoveDemoListener : public ExampleFrameListener
{
public:

MoveDemoListener(RenderWindow* win, Camera* cam, SceneNode *sn,
Entity *ent, deque<Vector3> &walk)
: ExampleFrameListener(win, cam, false, false), mNode(sn), mEntity(ent), mWalkList(walk)
{

// Set default values for variables
mWalkSpeed = 35.0f;
mDirection = Vector3::ZERO;
} // MoveDemoListener

/* This function is called to start the object moving to the next position
in mWalkList.
*/

bool nextLocation()
{
if (mWalkList.empty())
return false;

mDestination = mWalkList.front(); // this gets the front of the deque
mWalkList.pop_front(); // this removes the front of the deque

mDirection = mDestination - mNode->getPosition();
mDistance = mDirection.normalise();

Vector3 src = mNode->getOrientation() * Vector3::UNIT_X;
if ((1.0f + src.dotProduct(mDirection)) < 0.0001f)
{
mNode->yaw(Degree(180));
}
else
{
Ogre::Quaternion quat = src.getRotationTo(mDirection);
mNode->rotate(quat);
} // else

return true;
} // nextLocation()

bool frameStarted(const FrameEvent &evt)
{
if (mDirection == Vector3::ZERO)
{
if (nextLocation())
{
// Set walking animation
mAnimationState = mEntity->getAnimationState("Walk");
mAnimationState->setLoop(true);
mAnimationState->setEnabled(true);
}
}
else
{
Real move = mWalkSpeed * evt.timeSinceLastFrame;
mDistance -= move;

if (mDistance <= 0.0f)
{
mNode->setPosition(mDestination);
mDirection = Vector3::ZERO;

// Set animation based on if the robot has another point to walk to.
if (! nextLocation())
{
// Set Idle animation
mAnimationState = mEntity->getAnimationState("Idle");
mAnimationState->setLoop(true);
mAnimationState->setEnabled(true);
}
else
{
// Rotation Code will go here later
}
}

else
{
mNode->translate(mDirection * move);
} // else
} // if

mAnimationState->addTime(evt.timeSinceLastFrame);
return ExampleFrameListener::frameStarted(evt);
}
protected:
Real mDistance; // The distance the object has left to travel
Vector3 mDirection; // The direction the object is moving
Vector3 mDestination; // The destination the object is moving towards

AnimationState *mAnimationState; // The current animation state of the object

Entity *mEntity; // The Entity we are animating
SceneNode *mNode; // The SceneNode that the Entity is attached to
std::deque<Vector3> mWalkList; // The list of points we are walking to

Real mWalkSpeed; // The speed at which the object is moving
};


class MoveDemoApplication : public ExampleApplication
{
protected:
public:
MoveDemoApplication()
{
}

~MoveDemoApplication()
{
}
protected:
Entity *mEntity; // The entity of the object we are animating
SceneNode *mNode; // The SceneNode of the object we are moving
std::deque<Vector3> mWalkList; // A deque containing the waypoints

void createScene(void)
{
// Set the default lighting.
mSceneMgr->setAmbientLight(ColourValue(1.0f, 1.0f, 1.0f));

// Create the entity
mEntity = mSceneMgr->createEntity("Robot", "robot.mesh");

// Create the scene node
mNode = mSceneMgr->getRootSceneNode()->
createChildSceneNode("RobotNode", Vector3(0.0f, 0.0f, 25.0f));
mNode->attachObject(mEntity);

// Create the walking list
mWalkList.push_back(Vector3(550.0f, 0.0f, 50.0f));
mWalkList.push_back(Vector3(-100.0f, 0.0f, -200.0f));

// Create objects so we can see movement
Entity *ent;
SceneNode *node;

ent = mSceneMgr->createEntity("Knot1", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot1Node",
Vector3(0.0f, -10.0f, 25.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);

ent = mSceneMgr->createEntity("Knot2", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot2Node",
Vector3(550.0f, -10.0f, 50.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);

ent = mSceneMgr->createEntity("Knot3", "knot.mesh");
node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Knot3Node",
Vector3(-100.0f, -10.0f,-200.0f));
node->attachObject(ent);
node->setScale(0.1f, 0.1f, 0.1f);

// Set the camera to look at our handiwork
mCamera->setPosition(90.0f, 280.0f, 535.0f);
mCamera->pitch(Degree(-30.0f));
mCamera->yaw(Degree(-15.0f));
}

void createFrameListener(void)
{
mFrameListener= new MoveDemoListener(mWindow, mCamera, mNode, mEntity, mWalkList);
mFrameListener->showDebugOverlay(true);
mRoot->addFrameListener(mFrameListener);
}

};


#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"


INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT)
#else
int main(int argc, char **argv)
#endif
{
// Create application object
MoveDemoApplication app;

try {
app.go();
} catch(Exception& e){
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBoxA(NULL, e.getFullDescription().c_str(), "An exception has occurred!",
MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
fprintf(stderr, "An exception has occurred: %s\n",
e.getFullDescription().c_str());
#endif
}


return 0;
}
risdo
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