Пример #1
0
        public void Init(string name, Mogre.RenderWindow window, InputContext inputContext, UIListener listener)
        {
            Name              = name;
            this.window       = window;
            this.inputContext = inputContext;
            this.listener     = listener;
            cursorWasVisible  = false;

            OverlayManager om       = Mogre.OverlayManager.Singleton;
            string         nameBase = Name + "/";

            cursorLayer        = om.Create(nameBase + "CursorLayer");
            cursorLayer.ZOrder = 1;

            // make backdrop and cursor overlay containers
            cursor = (Mogre.OverlayContainer)om.CreateOverlayElementFromTemplate("SdkTrays/Cursor", "Panel", nameBase + "Cursor");
            cursorLayer.Add2D(cursor);
            cursorLayer.ZOrder = 400;

            ShowCursor();
            gameCursor = new GameCursor();
        }
Пример #2
0
        public bool Initialise()
        {
            m_Shutdown = false;

            m_Rand = new Random();

            new Mogre.LogManager();
            m_Log = Mogre.LogManager.Singleton.CreateLog("OgreLogfile.log", true, true, false);

            m_Root = new Root();
            ConfigFile cf = new ConfigFile();
            cf.Load("Resources.cfg", "\t:=", true);

            ConfigFile.SectionIterator seci = cf.GetSectionIterator();

            while (seci.MoveNext())
            {
                ConfigFile.SettingsMultiMap settings = seci.Current;
                foreach (KeyValuePair<string, string> pair in settings)
                    ResourceGroupManager.Singleton.AddResourceLocation(pair.Value, pair.Key, seci.CurrentKey);
            }

            if (!m_Root.RestoreConfig())    // comment this line to view configuration dialog box
                if (!m_Root.ShowConfigDialog())
                    return false;

            m_RenderWindow = m_Root.Initialise(true);
            ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

            m_SceneManager = m_Root.CreateSceneManager(SceneType.ST_GENERIC);
            m_Camera = m_SceneManager.CreateCamera("MainCamera");
            m_Viewport = m_RenderWindow.AddViewport(m_Camera);
            m_Camera.NearClipDistance = 0.1f;
            m_Camera.FarClipDistance = 1000.0f;

            MOIS.ParamList pl = new MOIS.ParamList();
            IntPtr windowHnd;
            m_RenderWindow.GetCustomAttribute("WINDOW", out windowHnd);
            pl.Insert("WINDOW", windowHnd.ToString());

            m_InputManager = MOIS.InputManager.CreateInputSystem(pl);

            m_Keyboard = (MOIS.Keyboard)m_InputManager.CreateInputObject(MOIS.Type.OISKeyboard, true);
            m_Mouse = (MOIS.Mouse)m_InputManager.CreateInputObject(MOIS.Type.OISMouse, true);

            m_NewtonWorld = new World();
            m_NewtonWorld.SetWorldSize(new AxisAlignedBox(-500, -500, -500, 500, 500, 500));
            m_NewtonDebugger = new Debugger(m_NewtonWorld);
            m_NewtonDebugger.Init(m_SceneManager);

            m_GameCamera = new GameCamera();
            m_ObjectManager = new ObjectManager();
            m_StateManager = new StateManager();
            m_PhysicsManager = new PhysicsManager();
            m_SoundDict = new SoundDict();

            /*
             * To co tu mamy nalezy przeniesc jak najszybciej do ogitora
             * Materialy dla kazdej mapy moga byc inne inne parametry inne powiazania itp wiec tworzone
             * sa oddzielnie dla kazdej nowej mapy, a potem przy obiektach konkretny material jest przypsiywany
             * przy starcie ladowania physicsmanager powinien byc wyczyszczony
             */

            //inicjalizacja konkretnych obiektow, w sumie tylko nadanie nazw w dictionary
            m_PhysicsManager.addMaterial("Metal");
            //podstawowe
            m_PhysicsManager.addMaterial("Ground");
            m_PhysicsManager.addMaterial("Trigger");
            m_PhysicsManager.addMaterial("Player");
            m_PhysicsManager.addMaterial("NPC");

            //laczenie materialow w pary
            //dla kazdej mapy rozne powiazania (zapewne beda sie powtarzac ale im wieksza ilosc
            //materialow tym wieksze obciazenie dla silnika wiec nalezy to ograniczac
            //dla kazdej pary materialow mozna ustawic rozne parametry kolizji
            //jak tarcie, elastycznosc, miekkosc kolizji oraz callback ktory jest wywolywany przy kolizji
            m_PhysicsManager.addMaterialPair("Metal", "Metal");
            m_PhysicsManager.getMaterialPair("MetalMetal").SetDefaultFriction(1.5f, 1.4f);
            m_PhysicsManager.setPairCallback("MetalMetal", "MetalCallback");

            //obowiazkowe
            m_PhysicsManager.addMaterialPair("Trigger", "Player");//wyzwalacze pozycja obowiazkowa
            m_PhysicsManager.setPairCallback("TriggerPlayer", "TriggerCallback");

            //obowiazkowe
            m_PhysicsManager.addMaterialPair("Ground", "Player");//ground material podstawowy
            m_PhysicsManager.getMaterialPair("GroundPlayer").SetDefaultElasticity(0);
            m_PhysicsManager.setPairCallback("GroundPlayer", "GroundPlayerCallback");

            // NPC:
            //m_PhysicsManager.addMaterialPair("NPC", "NPC");//ground material podstawowy
            //m_PhysicsManager.getMaterialPair("NPCNPC").SetDefaultElasticity(0);
            //m_PhysicsManager.setPairCallback("NPCNPC", "NPCNPCCallback");

            //m_PhysicsManager.addMaterialPair("Ground", "NPC");//ground material podstawowy
            //m_PhysicsManager.getMaterialPair("GroundNPC").SetDefaultElasticity(0);
            // m_PhysicsManager.setPairCallback("GroundNPC", "GroundPlayerCallback");
            /*
                                    * Koniec inicjalizacji materialow ktora musi sie znalezc w opisie mapy, dla niekumatych w ogitorze.
                                    */

            CreateOgitorScene();
            //CreateScene();

            /*
             *  Rejestracja listenerów
             **/
            m_Root.FrameRenderingQueued += new FrameListener.FrameRenderingQueuedHandler(Update);

            m_Keyboard.KeyPressed += new MOIS.KeyListener.KeyPressedHandler(KeyPressed);
            m_Keyboard.KeyReleased += new MOIS.KeyListener.KeyReleasedHandler(KeyReleased);

            m_Keyboard.KeyPressed += new MOIS.KeyListener.KeyPressedHandler(m_StateManager.KeyPressed);
            m_Keyboard.KeyReleased += new MOIS.KeyListener.KeyReleasedHandler(m_StateManager.KeyReleased);
            m_Mouse.MouseMoved += new MOIS.MouseListener.MouseMovedHandler(m_StateManager.MouseMoved);
            m_Mouse.MousePressed += new MOIS.MouseListener.MousePressedHandler(m_StateManager.MousePressed);
            m_Mouse.MouseReleased += new MOIS.MouseListener.MouseReleasedHandler(m_StateManager.MouseReleased);

            Tools.ConsoleParser.Init();
            m_RenderWindow.SetDeactivateOnFocusChange(false);

            return true;
        }