对上次的代码做了一些修改今天传上来,代码中肯定有很多问题需要高人指点一二
1.可以运用00P和GP方法对代码进行压缩
2.对内存的利用更合理,更节省开销
.................
如果谁有时间修改,麻烦修改后回复,多谢
截图:
#pragma once
#include "exampleapplication.h"
#include <stdlib.h>
class ParticleSysListener : public ExampleFrameListener
{
public:
ParticleSysListener(RenderWindow* win,Camera* cam,AnimationState* anistate,AnimationState* anistate1,
AnimationState* bbsp_anistate,AnimationState* stateTrail,SceneNode* pNode,SceneNode* Node_chain) : ExampleFrameListener(win,cam)
{
mAnimationSate=anistate;
mAnimationSate1=anistate1;
mNode=pNode;
bbsp_anistate1=bbsp_anistate;
mstatetrial=stateTrail;
node_chain = Node_chain;
}
protected:
bool frameStarted(const FrameEvent& evt)
{
if (trFlag==0)
{
mNode->translate(Vector3(-3,-1.5,-3));
}
else
{
if(trFlag==3)
{
mNode->translate(Vector3(0,0,0));
}
if (trFlag==6)
{
mNode->translate(Vector3(3,1.5,3));
}
}
//mNode->yaw(Radian(evt.timeSinceLastFrame*0.1));
mAnimationSate->addTime(evt.timeSinceLastFrame);
mAnimationSate1->addTime(evt.timeSinceLastFrame*0.3);
trFlag++;
if (trFlag==8)
{
trFlag=0;
}
bbsp_anistate1->addTime(evt.timeSinceLastFrame);
mstatetrial->addTime(evt.timeSinceLastFrame);
node_chain->roll(Radian(evt.timeSinceLastFrame*100));
return ExampleFrameListener::frameStarted(evt);
}
private:
AnimationState* mAnimationSate;
AnimationState* mAnimationSate1;
//static SceneNode* mNode;
SceneNode* mNode;
static UINT trFlag;
AnimationState* bbsp_anistate1;
AnimationState* mstatetrial;
SceneNode* node_chain;
};
//SceneNode* ParticleSysListener::mNode=NULL;
UINT ParticleSysListener::trFlag=FALSE;
class ParticleSysApplication : public ExampleApplication
{
public:
ParticleSysApplication()
{
mHeadAnimation=NULL;
//mHeadAnimation1=NULL;
stateTrail=NULL;
}
~ParticleSysApplication()
{
//如果指针是new得到的,则一定要delete [] p;
}
protected:
void createScene(void)
{
mRootSceneNode = mSceneMgr->getRootSceneNode();
mHeadNode = mRootSceneNode->createChildSceneNode("RobotHeadNode");
mRollHeadNode = mRootSceneNode->createChildSceneNode("RollParentNode");
mRollLeftNode = mRollHeadNode->createChildSceneNode("RollLeftNode");
mRollRightNode = mRollHeadNode->createChildSceneNode("RollRightNode");
mSceneMgr->setAmbientLight(ColourValue(0.2,0.2,0.2,1.0));//仅影响环境的亮度
//机器人以及绑定在机器人上的灯光
//实体
Entity* ent=mSceneMgr->createEntity("Rotbot","robot.mesh");
//Entity* ent= static_cast<Entity*> (mSceneMgr->createMovableObject("Robot","Entity"));//这种定义方式无效
ent->setMaterialName("Examples/Robot");//是否添加材质不影响效果,因为robot.skeleton
//mRollHeadNode->setDirection(0,0,1);
mHeadNode->setOrientation(0.86,0,-0.5,0); //Q = (c,s XA,s YA,s ZA)。其中s = sin(θ/2),c = cos(θ/2)。
//mRollHeadNode->setScale(0.5,0.5,0.5);
mHeadNode->setPosition(0,-50,0);
mHeadNode->attachObject(ent);
/**//*
//灯光,为什么聚光灯失效
Light* lent=mSceneMgr->createLight("ent_light");
lent->setType(Light::LT_SPOTLIGHT);
lent->setPosition(0,100,0);
lent->setDirection(0,-1,0);
lent->setDiffuseColour(0.0,1.0,0.0);
lent->setSpotlightRange(Radian(Degree(10.0)),Radian(Degree(30.0)),2.0);
mHeadNode->attachObject(lent);
*/
//整体的灯灯光
Light* l=mSceneMgr->createLight("SpotLight");
l->setType(Light::LT_DIRECTIONAL); //方向性光源,setPosition无效
Vector3 dir(-1,-1,0);
dir.normalise();//当Vector表示向量时一定要注意记得归一化
l->setDirection(Vector3(-1,-1,0)); //参数是向量,不是点坐标,所以(0,0,0)无效
l->setDiffuseColour(0.4,0.4,0.8);
//骨骼动画
//mHeadAnimation=mSceneMgr->createAnimation();
Animation::setDefaultInterpolationMode(Animation::IM_SPLINE);//帧间样条插值,脚步移动平缓
mHeadAnistate=ent->getAnimationState("Walk");
mHeadAnistate1=ent->getAnimationState("Shoot");
mHeadAnistate->setEnabled(TRUE);
mHeadAnistate1->setEnabled(TRUE);
//粒子系统
//Green steam on Robot'head
ParticleSystem* PsRobotHead=mSceneMgr->createParticleSystem("Nimbus","Examples/GreenyNimbus");
//mHeadNode->createChildSceneNode()->attachObject(RobotHead);
mHeadNode->createChildSceneNode(Vector3(0,40,0))->attachObject(PsRobotHead);
//手动创建地面
Plane p;
p.normal=Vector3::UNIT_Y;
p.d=50;
//MovablePlane p(Vector3(0,1,0),Vector3(0,0,0));
MeshManager::getSingleton().createPlane(
"FloorPlane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
p, 200000, 200000, 20, 20, true, 1, 50, 50, Vector3::UNIT_X);
Entity* ent1=mSceneMgr->createEntity("floor","FloorPlane");
ent1->setMaterialName("Examples/RustySteel");
//mRollHeadNode->
mRollHeadNode->attachObject(ent1);
//天空
mSceneMgr->setSkyDome(true, "Examples/SpaceSkyPlane", 5, 8);
//公告板 星星
BillboardSet* bbs0=mSceneMgr->createBillboardSet("star",1);//Billboard的位置由SceneNode决定
bbs0->setMaterialName("Examples/praticlesys_bbs0");
Billboard* bb0=bbs0->createBillboard(Vector3(-80,200,-1800));
//bb0=bbs0->createBillboard(Vector3(0,200,-1800));
SceneNode* bbs0Node=mSceneMgr->getRootSceneNode()->createChildSceneNode("bbs0Node");
bbs0Node->attachObject(bbs0);
//公告板 精灵
BillboardSet* bbs1=mSceneMgr->createBillboardSet("sprite",3);
bbs1->setMaterialName("Examples/FlarePointSprite");
Billboard* bb_sp_00=bbs1->createBillboard(0,0,0,ColourValue(1.0,0.0,0.0,1.0));
Billboard* bb_sp_01=bbs1->createBillboard(-20,0,0,ColourValue(0.0,1.0,0.0,1.0));
Billboard* bb_sp_02=bbs1->createBillboard(-40,0,0,ColourValue(0.0,1.0,0.0,1.0));
//bb_sp_00->setColour()
bb_sp_00->setDimensions(30.0,30.0);
bb_sp_01->setDimensions(20.0,20.0);
bb_sp_02->setDimensions(10.0,10.0);
//每个精灵上都绑定一个Light
Light* lsp[3];
lsp[0]=mSceneMgr->createLight("lsp_0");
lsp[1]=mSceneMgr->createLight("lsp_1");
lsp[2]=mSceneMgr->createLight("lsp_2");
lsp[0]->setType(Light::LT_POINT);
lsp[1]->setType(Light::LT_POINT);
lsp[2]->setType(Light::LT_POINT);
//光照的影响与材质的反光系数有关
lsp[0]->setSpecularColour(ColourValue(0.0,1.0,0.0));
lsp[0]->setDiffuseColour(ColourValue(0.0,1.0,0.0));
lsp[1]->setSpecularColour(ColourValue(0.0,1.0,0.0));
lsp[1]->setDiffuseColour(ColourValue(0.0,1.0,0.0));
lsp[2]->setSpecularColour(ColourValue(0.0,1.0,0.0));
lsp[2]->setDiffuseColour(ColourValue(0.0,1.0,0.0));
lsp[0]->setPosition(Vector3(0,0,0));
lsp[1]->setPosition(Vector3(-80,0,0));
lsp[2]->setPosition(Vector3(-160,0,0));
SceneNode* bbs_sp_node=mSceneMgr->getRootSceneNode()->createChildSceneNode();
bbs_sp_node->attachObject(bbs1);
bbs_sp_node->attachObject(lsp[0]);
bbs_sp_node->attachObject(lsp[1]);
bbs_sp_node->attachObject(lsp[2]);
/**//*
//公告板集合 巴格达星星群
bbs0=mSceneMgr->createBillboardSet("bagedastar",1);//Billboard的位置由SceneNode决定
bbs0->setMaterialName("Examples/praticlesys_bageda");
Billboard* bb_bageda_01=bbs0->createBillboard(Vector3(0,600,-100));
//bb0=bbs0->createBillboard(Vector3(0,200,-1800));
//SceneNode* bbs0Node=mSceneMgr->getRootSceneNode()->createChildSceneNode("bbs0Node");
bbs0Node->attachObject(bbs0);
*/
//关于精灵的节点动画
Animation* ami_bbsp=mSceneMgr->createAnimation("anibbsp",32);//总共32秒钟
Animation::setDefaultInterpolationMode(Animation::IM_SPLINE);
//ami_bbsp->setInterpolationMode(Animation::IM_SPLINE);
NodeAnimationTrack* track=ami_bbsp->createNodeTrack(0,bbs_sp_node);
TransformKeyFrame* tk=track->createNodeKeyFrame(0);
tk->setTranslate(Vector3(-500,-35,-200));//这里点坐标应该是世界坐标系里的吧?
tk=track->createNodeKeyFrame(2);
//tk->setTranslate(Vector3(rand(),-35,200));//ogre中怎样随机取值
tk->setTranslate(Vector3(-300,-35,-100));
tk=track->createNodeKeyFrame(4);
tk->setTranslate(Vector3(0,-35,0));
tk=track->createNodeKeyFrame(6);
tk->setTranslate(Vector3(0,-35,0));
tk=track->createNodeKeyFrame(8);
tk->setTranslate(Vector3(100,-35,100));
tk=track->createNodeKeyFrame(10);
tk->setTranslate(Vector3(50,-35,150));
tk=track->createNodeKeyFrame(12);
tk->setTranslate(Vector3(-100,-35,150));
tk=track->createNodeKeyFrame(13);
tk->setTranslate(Vector3(0,-35,200));
tk=track->createNodeKeyFrame(14);
tk->setTranslate(Vector3(100,-35,200));
tk=track->createNodeKeyFrame(15);
tk->setTranslate(Vector3(200,-35,200));
tk=track->createNodeKeyFrame(16);
tk->setTranslate(Vector3(300,-35,200));
tk=track->createNodeKeyFrame(17);
tk->setTranslate(Vector3(500,-35,200));
tk=track->createNodeKeyFrame(18);
tk->setTranslate(Vector3(200,-35,300));
tk=track->createNodeKeyFrame(19);
tk->setTranslate(Vector3(100,-35,300));
tk=track->createNodeKeyFrame(20);
tk->setTranslate(Vector3(50,-35,300));
tk=track->createNodeKeyFrame(22);
tk->setTranslate(Vector3(0,-35,300));
tk=track->createNodeKeyFrame(24);
tk->setTranslate(Vector3(-50,-35,300));
tk=track->createNodeKeyFrame(26);
tk->setTranslate(Vector3(-100,-35,300));
tk=track->createNodeKeyFrame(28);
tk->setTranslate(Vector3(-200,-35,300));
tk=track->createNodeKeyFrame(30);
tk->setTranslate(Vector3(-500,-35,300));
tk=track->createNodeKeyFrame(31);
tk->setTranslate(Vector3(-500,-35,100));
tk=track->createNodeKeyFrame(32);
tk->setTranslate(Vector3(-500,-35,-200));
bbsp_anistate=mSceneMgr->createAnimationState("anibbsp");
bbsp_anistate->setEnabled(1);
/**//* Ogre::RibbonTrail轨迹条(带状轨迹),: pubilic Ogre::BillboardChain : public MovableObject
我们通常通过公告板链来创建诸如闪电、电波、速度线和轨迹这种需要“跟随前面的运动”而不是独立的公告板集合产生的特效。
在Ogre中我们提供了一个现成的带状轨迹类型,用以实现追赶一个场景节点的公告板链,
就如同场景节点在空间中划出一道光亮的轨迹一般的效果
*/
//条状轨迹初始化
//RibbonTrail* trial=mSceneMgr->createRibbonTrail()
NameValuePairList paralist;
paralist["numberOfChains"]="1"; //2个RibbonTrail,默认为1,写成0的时候怎样?第一条轨迹的索引为0
paralist["maxElements"]="100"; //每一个RibbonTrail含有100个Billboard
RibbonTrail* trial = static_cast<RibbonTrail*>(
mSceneMgr->createMovableObject("RibbonTrail_01","RibbonTrail",¶list));//创建RibbonTrail的一种方式
trial->setMaterialName("Examples/LightRibbonTrail/particleSys");//在这个脚本中改变轨迹条的形状
trial->setTrailLength(300);//轨迹条中每个元素的长度为3(300/"maxElements");
SceneNode* Node_Trail=mSceneMgr->getRootSceneNode()->createChildSceneNode(Vector3(0,200,0));
Node_Trail->attachObject(trial);//挂接的这个Node到底是什么作用,难道这里trail是一个相当于BillboardSet的东西(容器)?
//初始化轨迹条
//颜色递减式
trial->setInitialColour(0,ColourValue(1.0,1.0,1.0,1.0));
trial->setColourChange(0,ColourValue(0.5,0.2,0.1,0.05));
//宽度递减式
trial->setInitialWidth(0,5);
trial->setWidthChange(0,1);
SceneNode* node_trial_tral=mSceneMgr->getRootSceneNode()->createChildSceneNode();
Animation* aniTrail=mSceneMgr->createAnimation("Animation_trail",12);//节点动画的名称和运行的时间
Animation::setDefaultInterpolationMode(Animation::IM_SPLINE);
//或者
//aniTrail->setInterpolationMode(Animation::IM_SPLINE);
//NodeAnimationTrack* trialtrack=aniTrail->createNodeTrack(0,Node_Trail);
NodeAnimationTrack* trialtrack=aniTrail->createNodeTrack(0,node_trial_tral);
TransformKeyFrame* tf=trialtrack->createNodeKeyFrame(0);
tf->setTranslate(Vector3(0,0,0));
tf=trialtrack->createNodeKeyFrame(2);
tf->setTranslate(Vector3(0,100,0));
tf=trialtrack->createNodeKeyFrame(4);
tf->setTranslate(Vector3(-100,0,0));
tf=trialtrack->createNodeKeyFrame(6);
tf->setTranslate(Vector3(0,-100,0));
tf=trialtrack->createNodeKeyFrame(8);
tf->setTranslate(Vector3(100,0,0));
tf=trialtrack->createNodeKeyFrame(10);
tf->setTranslate(Vector3(0,100,0));
tf=trialtrack->createNodeKeyFrame(12);
tf->setTranslate(Vector3(0,0,0));
//动画状态
stateTrail=mSceneMgr->createAnimationState("Animation_trail");
stateTrail->setEnabled(TRUE);
//trial->addNode(Node_Trail);
trial->addNode(node_trial_tral);
//为轨迹条头部装上"导航点"
BillboardSet* trialSet=mSceneMgr->createBillboardSet("trialSet",1);
Billboard* bbtrial_01=trialSet->createBillboard(Vector3(0,0,0));
bbtrial_01->setDimensions(60,60);
//trialSet->setMaterialName("Examples/trialSet");//在Billboard中可以放入任何东西,任何形状,但最终都是方形的
trialSet->setMaterialName("Examples/praticlesys_bbs0"); //添加星星
node_trial_tral->attachObject(trialSet);
//BillboardChain公告板链
BillboardChain* chain=mSceneMgr->createBillboardChain("1chain");//不含具体的数据如:长度,chain条数,等信息
//chain->setMaterialName("Examples/LightRibbonTrail");//材质是闪电
chain->setNumberOfChains(4);//一个Chain索引号为0
chain->setTextureCoordDirection(BillboardChain::TCD_U);//从U方向上分割纹理
//存储Element的Vector
BillboardChain::ElementList melementList;
for (int i=0;i<20;i++)
{
melementList.push_back(BillboardChain::Element(Vector3(i*10,i*10,i*10),5,0.05*i,
ColourValue((Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX)));
}
//解析Vector,并添加Element到chain中,1chain_0
BillboardChain::ElementList::iterator pelement;
for (pelement=melementList.begin();pelement !=melementList.end();++pelement)
{
//第一个参数为chain的索引号,即第几个chain;第二个参数为元素
chain->addChainElement(0,*pelement);
}
Node_chain=mSceneMgr->getRootSceneNode()->createChildSceneNode("Node_chain",Vector3(0.0,0.0,-100));
Node_chain->attachObject(chain);
{
chain->updateChainElement(0,10,BillboardChain::Element(Vector3(100,100,100),5,0.5,ColourValue(0.0,0.0,0.0,1.0)));
chain->updateChainElement(0,11,BillboardChain::Element(Vector3(110,110,110),5,0.55,ColourValue(0.0,0.0,0.0,1.0)));
}
Node_chain->scale(0.5,0.5,0.5);
//1chain_1
//存储Element的Vector
BillboardChain::ElementList melementList1;
for (int i=0;i<20;i++)
{
melementList1.push_back(BillboardChain::Element(Vector3(i*(-10),i*10,i*10),5,0.05*i,
ColourValue((Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX)));
}
//解析Vector,并添加Element到chain中,1chain_0
BillboardChain::ElementList::iterator pelement1;
for (pelement1=melementList1.begin();pelement1 !=melementList1.end();++pelement1)
{
//第一个参数为chain的索引号,即第几个chain;第二个参数为元素
chain->addChainElement(1,*pelement1);
}
//1chain_2
//存储Element的Vector
BillboardChain::ElementList melementList2;
for (int i=0;i<20;i++)
{
melementList2.push_back(BillboardChain::Element(Vector3(i*(-10),i*(-10),i*10),5,0.05*i,
ColourValue((Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX)));
}
//解析Vector,并添加Element到chain中,1chain_0
BillboardChain::ElementList::iterator pelement2;
for (pelement2=melementList2.begin();pelement2 !=melementList2.end();++pelement2)
{
//第一个参数为chain的索引号,即第几个chain;第二个参数为元素
chain->addChainElement(2,*pelement2);
}
//1chain_3
//存储Element的Vector
BillboardChain::ElementList melementList3;
//melementList2.clear();
for (int i=0;i<20;i++)
{
melementList3.push_back(BillboardChain::Element(Vector3(i*10,i*(-10),i*10),5,0.05*i,
ColourValue((Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX,(Real)rand()/(Real)RAND_MAX)));
}
//解析Vector,并添加Element到chain中,1chain_0
BillboardChain::ElementList::iterator pelement3;
for (pelement3=melementList3.begin();pelement3 !=melementList3.end();++pelement3)
{
//第一个参数为chain的索引号,即第几个chain;第二个参数为元素
chain->addChainElement(3,*pelement3);
}
}
void createFrameListener()
{
mFrameListener=OGRE_NEW ParticleSysListener(mWindow,mCamera,mHeadAnistate,mHeadAnistate1,bbsp_anistate,
stateTrail,mRollHeadNode,Node_chain);
//mFrameListener->showDebugOverlay(true);
mRoot->addFrameListener(mFrameListener);
}
private:
SceneNode* mRootSceneNode;
SceneNode* mHeadNode;
SceneNode* mRollHeadNode;
SceneNode* mRollLeftNode;
SceneNode* mRollRightNode;
Animation* mHeadAnimation;
AnimationState* mHeadAnistate;
AnimationState* mHeadAnistate1;
//SceneNode* mNode;
AnimationState* bbsp_anistate;
AnimationState* stateTrail;
SceneNode* Node_chain;
};
posted on 2009-06-06 13:42
闫军yy 阅读(1361)
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