Dino
20-02-2009 07:06:03
i worked OgreOde first wiki. but i dont understand that crate goes through plane.
in wiki "The crate should go through your plane at this point, for we haven't implemented collision handling at all. That can be found at OgreOde Collision Handling " .
i dont want the crate to go through plane.
how do i do?? and why do so??
here is my code
in wiki "The crate should go through your plane at this point, for we haven't implemented collision handling at all. That can be found at OgreOde Collision Handling " .
i dont want the crate to go through plane.
how do i do?? and why do so??
here is my code
/** TutorialApplication.cpp */
/** Include example application headerfile */
#include "exampleApplication.h"
//#include "OgreOde\OgreOde_Core.h"
//#include "OgreOde_Core.h"
class TutorialFrameListener : public ExampleFrameListener
{
protected:
OgreOde::World* mWorld;
OgreOde::StepHandler* mStepper;
public:
TutorialFrameListener(RenderWindow* win, Camera* cam, OgreOde::World* _world,
OgreOde::StepHandler* _stepper)
: ExampleFrameListener(win, cam), mWorld(_world), mStepper(_stepper)
{
}
//bool frameStarted(const FrameEvent& evt)
bool frameEnded(const FrameEvent& evt)
{
Real time = evt.timeSinceLastFrame;
if ( mStepper->step(time) )
mWorld->synchronise();
return ExampleFrameListener::frameEnded(evt);
//return ExampleFrameListener::frameStarted(evt);
}
};
/** Class TutorialApplication */
class TutorialApplication : public ExampleApplication, public OgreOde::CollisionListener
{
protected:
public:
TutorialApplication(void)
{
}
~TutorialApplication(void)
{
}
virtual bool collision(OgreOde::Contact* contact);
protected:
void createScene(void)
{
/** Create ambient light */
mSceneMgr->setAmbientLight(ColourValue(1, 1, 1));
/** Create point light, set its type and position */
Light *light = mSceneMgr->createLight("Light1");
light->setType(Light::LT_POINT);
light->setPosition(Vector3(0, 150, 250));
/** set the diffuse and specular colour */
light->setDiffuseColour(1.0, 1.0, 1.0);
light->setSpecularColour(1.0, 1.0, 1.0);
/** Add physics to Ogre */
mWorld = new OgreOde::World(mSceneMgr);
mWorld->setGravity(Ogre::Vector3(0, -9.80665, 0));
mWorld->setCFM(10e-5);
mWorld->setERP(0.8);
mWorld->setAutoSleep(true);
mWorld->setAutoSleepAverageSamplesCount(10);
mWorld->setContactCorrectionVelocity(1.0);
mSpace = mWorld->getDefaultSpace();
mWorld->setCollisionListener(this);
const Ogre::Real _time_step = 0.5;
const Ogre::Real time_scale = Ogre::Real(1.7);
const Ogre::Real max_frame_time = Ogre::Real(1.0 / 4);
mStepper = new OgreOde::StepHandler(mWorld, OgreOde::StepHandler::QuickStep,
_time_step, max_frame_time, time_scale);
mGround = new OgreOde::InfinitePlaneGeometry(Plane(Ogre::Vector3(0,1,0),0), mWorld,
mWorld->getDefaultSpace());
//load meshed
int i = 0;
StaticGeometry *s;
s = mSceneMgr->createStaticGeometry("StaticFloor");
s->setRegionDimensions(Ogre::Vector3(160.0, 100.0, 160.0));
//set the region origin so the center is at 0 world
s->setOrigin(Ogre::Vector3::ZERO);
for(Real z = -80.0; z <= 80.0; z += 20.0)
{
for(Real x = -80.0; x <= 80.0; x += 20.0)
{
String name = String("Ground") + StringConverter::toString(i++);
Entity *entity = mSceneMgr->createEntity(name, "plane.mesh");
entity->setQueryFlags(1<<4);
entity->setUserObject(mGround);
entity->setCastShadows(false);
s->addEntity(entity, Ogre::Vector3(x,0,z));
}
}
s->build();
mEntity = mSceneMgr->createEntity("crate", "crate.mesh");
mEntity->setQueryFlags(1<<2);
mNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("crate");
mNode->attachObject(mEntity);
//mEntity->setNormaliseNormals(true);
mEntity->setNormaliseNormals(true);
mEntity->setCastShadows(true);
//create a body for our crate
//and "register" it in our world and the scene node
mBody = new OgreOde::Body(mWorld);
mNode->attachObject(mBody);
//set size and mass of the box
Vector3 size(10.0,10.0,10.0);
OgreOde::BoxMass mMass(0.5, size);
mMass.setDensity(5.0, size);
mGeom = (OgreOde::Geometry*) new OgreOde::BoxGeometry(size, mWorld, mSpace);
mNode->setScale(size.x * 0.1, size.y * 0.1, size.z * 0.1);
mBody->setMass(mMass);
mGeom->setBody(mBody);
mEntity->setUserObject(mGeom);
//set the orientation and position of the crate
mBody->setOrientation(Quaternion(Radian(5.0), Ogre::Vector3(0,0,0)));
mBody->setPosition(Vector3(0,120,-20));
}
//create framelistener
void createFrameListener(void)
{
mFrameListener = new TutorialFrameListener(mWindow, mCamera, mWorld, mStepper);
mRoot->addFrameListener(mFrameListener);
}
private:
OgreOde::World *mWorld;
OgreOde::Space *mSpace;
OgreOde::StepHandler *mStepper;
OgreOde::InfinitePlaneGeometry *mGround;
OgreOde::Body *mBody;
OgreOde::Geometry *mGeom;
OgreOde::BoxMass *mMass;
Ogre::SceneNode *mNode;
Ogre::Entity *mEntity;
};
bool TutorialApplication::collision(OgreOde::Contact* contact)
{
// Check for collisions between things that are connected and ignore them
OgreOde::Geometry * const g1 = contact->getFirstGeometry();
OgreOde::Geometry * const g2 = contact->getSecondGeometry();
if (g1 && g2)
{
const OgreOde::Body * const b1 = g1->getBody();
const OgreOde::Body * const b2 = g2->getBody();
if (b1 && b2 && OgreOde::Joint::areConnected(b1, b2))
return false;
}
// Set the friction at the contact
contact->setCoulombFriction(OgreOde::Utility::Infinity);
contact->setBouncyness(0.1);
//contact->setCoulombFriction(5.0);
//contact->setFrictionMode(OgreOde::Contact::Flag_SurfaceIsBouncy);
//contact->setCoulombFriction(OgreOde::Utility::Infinity);
// Yes, this collision is valid
return true;;
}
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance, LPSTR lpCmdLine, INT nShowCmd)
#else
int main(int argc, char **argv)
#endif
{
/** Create application object */
TutorialApplication app;
try
{
app.go();
}
catch(Exception e)
{
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox(NULL, (LPCSTR)e.getFullDescription().c_str(),
(LPCSTR)"An Exception has occured.", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
fprintf(stderr, "An exception has occured: %s\n", e.getFullDescription().c_str());
#endif
}
return 0;
}
/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2006 Torus Knot Software Ltd
Also see acknowledgements in Readme.html
You may use this sample code for anything you like, it is not covered by the
LGPL like the rest of the engine.
-----------------------------------------------------------------------------
*/
/*
-----------------------------------------------------------------------------
Filename: ExampleApplication.h
Description: Base class for all the OGRE examples
-----------------------------------------------------------------------------
*/
#ifndef __ExampleApplication_H__
#define __ExampleApplication_H__
#include "Ogre.h"
#include "OgreConfigFile.h"
#include "ExampleFrameListener.h"
#include "OgreOde_Core.h"
#include "OgreOde_Prefab.h"
#include "OgreOde_Loader.h"
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
#include <CoreFoundation/CoreFoundation.h>
// This function will locate the path to our application on OS X,
// unlike windows you can not rely on the curent working directory
// for locating your configuration files and resources.
std::string macBundlePath()
{
char path[1024];
CFBundleRef mainBundle = CFBundleGetMainBundle();
assert(mainBundle);
CFURLRef mainBundleURL = CFBundleCopyBundleURL(mainBundle);
assert(mainBundleURL);
CFStringRef cfStringRef = CFURLCopyFileSystemPath( mainBundleURL, kCFURLPOSIXPathStyle);
assert(cfStringRef);
CFStringGetCString(cfStringRef, path, 1024, kCFStringEncodingASCII);
CFRelease(mainBundleURL);
CFRelease(cfStringRef);
return std::string(path);
}
#endif
using namespace Ogre;
/** Base class which manages the standard startup of an Ogre application.
Designed to be subclassed for specific examples if required.
*/
class ExampleApplication
{
public:
/// Standard constructor
ExampleApplication()
{
mFrameListener = 0;
mRoot = 0;
// Provide a nice cross platform solution for locating the configuration files
// On windows files are searched for in the current working directory, on OS X however
// you must provide the full path, the helper function macBundlePath does this for us.
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
mResourcePath = macBundlePath() + "/Contents/Resources/";
#else
mResourcePath = "";
#endif
}
/// Standard destructor
virtual ~ExampleApplication()
{
if (mFrameListener)
delete mFrameListener;
if (mRoot)
delete mRoot;
}
/// Start the example
virtual void go(void)
{
if (!setup())
return;
mRoot->startRendering();
// clean up
destroyScene();
}
protected:
Root *mRoot;
Camera* mCamera;
SceneManager* mSceneMgr;
ExampleFrameListener* mFrameListener;
RenderWindow* mWindow;
Ogre::String mResourcePath;
OgreOde::World *mWorld;
OgreOde::Space *mSpace;
OgreOde::StepHandler *mStepper;
OgreOde::InfinitePlaneGeometry *mGround;
OgreOde::Body *mBody;
OgreOde::Geometry *mGeom;
OgreOde::BoxMass *mMass;
Ogre::SceneNode *mNode;
Ogre::Entity *mEntity;
// These internal methods package up the stages in the startup process
/** Sets up the application - returns false if the user chooses to abandon configuration. */
virtual bool setup(void)
{
String pluginsPath;
// only use plugins.cfg if not static
#ifndef OGRE_STATIC_LIB
pluginsPath = mResourcePath + "plugins.cfg";
#endif
mRoot = new Root(pluginsPath,
mResourcePath + "ogre.cfg", mResourcePath + "Ogre.log");
setupResources();
bool carryOn = configure();
if (!carryOn) return false;
chooseSceneManager();
createCamera();
createViewports();
// Set default mipmap level (NB some APIs ignore this)
TextureManager::getSingleton().setDefaultNumMipmaps(5);
// Create any resource listeners (for loading screens)
createResourceListener();
// Load resources
loadResources();
// Create the scene
createScene();
createFrameListener();
return true;
}
/** Configures the application - returns false if the user chooses to abandon configuration. */
virtual bool configure(void)
{
// Show the configuration dialog and initialise the system
// You can skip this and use root.restoreConfig() to load configuration
// settings if you were sure there are valid ones saved in ogre.cfg
if(mRoot->showConfigDialog())
{
// If returned true, user clicked OK so initialise
// Here we choose to let the system create a default rendering window by passing 'true'
mWindow = mRoot->initialise(true);
return true;
}
else
{
return false;
}
}
virtual void chooseSceneManager(void)
{
// Create the SceneManager, in this case a generic one
mSceneMgr = mRoot->createSceneManager(ST_GENERIC, "ExampleSMInstance");
}
virtual void createCamera(void)
{
// Create the camera
mCamera = mSceneMgr->createCamera("PlayerCam");
// Position it at 500 in Z direction
mCamera->setPosition(Vector3(0,0,500));
// Look back along -Z
mCamera->lookAt(Vector3(0,0,-300));
mCamera->setNearClipDistance(5);
}
virtual void createFrameListener(void)
{
mFrameListener= new ExampleFrameListener(mWindow, mCamera);
mFrameListener->showDebugOverlay(true);
mRoot->addFrameListener(mFrameListener);
}
virtual void createScene(void) = 0; // pure virtual - this has to be overridden
virtual void destroyScene(void){} // Optional to override this
virtual void createViewports(void)
{
// Create one viewport, entire window
Viewport* vp = mWindow->addViewport(mCamera);
vp->setBackgroundColour(ColourValue(0,0,0));
// Alter the camera aspect ratio to match the viewport
mCamera->setAspectRatio(
Real(vp->getActualWidth()) / Real(vp->getActualHeight()));
}
/// Method which will define the source of resources (other than current folder)
virtual void setupResources(void)
{
// Load resource paths from config file
ConfigFile cf;
cf.load(mResourcePath + "resources.cfg");
// Go through all sections & settings in the file
ConfigFile::SectionIterator seci = cf.getSectionIterator();
String secName, typeName, archName;
while (seci.hasMoreElements())
{
secName = seci.peekNextKey();
ConfigFile::SettingsMultiMap *settings = seci.getNext();
ConfigFile::SettingsMultiMap::iterator i;
for (i = settings->begin(); i != settings->end(); ++i)
{
typeName = i->first;
archName = i->second;
#if OGRE_PLATFORM == OGRE_PLATFORM_APPLE
// OS X does not set the working directory relative to the app,
// In order to make things portable on OS X we need to provide
// the loading with it's own bundle path location
ResourceGroupManager::getSingleton().addResourceLocation(
String(macBundlePath() + "/" + archName), typeName, secName);
#else
ResourceGroupManager::getSingleton().addResourceLocation(
archName, typeName, secName);
#endif
}
}
}
/// Optional override method where you can create resource listeners (e.g. for loading screens)
virtual void createResourceListener(void)
{
}
/// Optional override method where you can perform resource group loading
/// Must at least do ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
virtual void loadResources(void)
{
// Initialise, parse scripts etc
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
}
};
#endif