/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OgreSceneManager.h" #include "OgreSceneNode.h" #include "OgreEntity.h" #include "OgreLight.h" #include "OgreBillboard.h" #include "OgreBillboardSet.h" #include "OgreVector3.h" #include "orxonox_scene.h" namespace orxonox { using namespace Ogre; /** * The orxonox scene includes everything running in the background like terrain, * static figures, dangling lamp, etc. */ /** * Empty Consructor except the initialiser list. * @param sceneMgr The Scene Manager. */ OrxonoxScene::OrxonoxScene(SceneManager *sceneMgr) : sceneMgr_(sceneMgr) { } /** * Empty Destructor. */ OrxonoxScene::~OrxonoxScene() { } /** * Ogre initialisation method. * This function is called by the Run Manager to load the neccessary recources * and to create the scene. * @return False if failed. */ bool OrxonoxScene::initialise() { // Load resources loadResources(); distance_ = 0; radius_ = 100; createScene(); return true; } /** * Resource loader. * Currently, this method loads everything! TODO: If done this ugly, it should * at least be in the Run Manager. */ void OrxonoxScene::loadResources() { // Initialise, parse scripts etc ResourceGroupManager::getSingleton().initialiseAllResourceGroups(); } /** * Scene creation. * Currently just a test scene with an ogre head an a surrounding light. */ void OrxonoxScene::createScene() { sceneMgr_->setAmbientLight(ColourValue(0.3,0.3,0.3)); //create first entity Entity *head = sceneMgr_->createEntity("head", "ogrehead.mesh"); //create a scene node to attach the head to SceneNode *node = sceneMgr_->getRootSceneNode() ->createChildSceneNode("OgreHeadNode", Vector3(0,0,0)); //attach the ogre head node->attachObject(head); // set up skybox sceneMgr_->setSkyBox(true, "Examples/SceneSkyBox2"); // set up one light_ source light_ = sceneMgr_->createLight("Light1"); light_->setType(Light::LT_POINT); light_->setPosition(Vector3(0, 0, 0)); light_->setDiffuseColour(1.0, 1.0, 1.0); light_->setSpecularColour(1.0, 1.0, 1.0); //create billboard bbs_ = sceneMgr_->createBillboardSet("bb", 1); bbs_->createBillboard(Vector3::ZERO, ColourValue(1.0, 1.0, 1.0)); bbs_->setMaterialName("Examples/Flare"); lightNode_ = sceneMgr_->getRootSceneNode() ->createChildSceneNode("lightNode_", Vector3(0, 100, 0)); lightNode_->attachObject(bbs_); lightNode_->attachObject(light_); } /** * Compute something between frames if neccessary. * @param time Absolute time. * @param deltaTime Relative time. * @return Return true to continue rendering. */ bool OrxonoxScene::tick(unsigned long time, Real deltaTime) { Real t = time/1000.0; lightNode_->setPosition(radius_*sin(5*t), radius_*cos(5*t), sin(1*t)*distance_); light_->setDiffuseColour(sin(1*t), sin(1*t + 2.09), sin(1*t + 2.09*2)); light_->setSpecularColour(sin(1*t), sin(1*t + 2.09), sin(1*t + 2.09*2)); bbs_->getBillboard(0)->setColour(ColourValue(sin(1*t), sin(1*t + 2.09), sin(1*t + 2.09*2))); return true; } }