DefaultFrameListener.cpp
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 | //==========================================================================// // Ogre A* Example - December 2009 // // // // Author: Daniel Soltyka // // E-Mail: dsoltyka [at] gmail [dot] com // // // // This example demonstrates the A* pathfinding algorithm in a 3D // // environment. // // // // Modified A* routines based off of A* Algorithm Implementation using STL // // by Justin Heyes-Jones. // // // // Original Routines can be found at http://www.heyes-jones.com/astar.html // //==========================================================================// #include "DefaultFrameListener.h" using namespace std; DefaultFrameListener::DefaultFrameListener(RenderWindow* win, Camera* cam, SceneManager* sm, SceneNode *sn, Entity *ent, WorldMap* map, PathFinder* pathFinder) : ExampleFrameListener(win, cam, false , false ), mSceneMgr(sm), mNode(sn), mEntity(ent), mMap(map), mPathFinder(pathFinder) { // set default variables mWalkSpeed = 150.0f; mDirection = Vector3::ZERO; // find our path findPath(); mStartPoint = mWalkList.front(); // get the vector from the front mEndPoint = mWalkList.back(); // get the vector from the back mWalkList.pop_front(); // remove waypoint from the front // position start and end markers setStartEnd(); mNode->setPosition(mStartPoint); } // This function is called to start the object moving to the next position in mWalkList. bool DefaultFrameListener::nextLocation() { if (mWalkList.empty()) return false ; mDestination = mWalkList.front(); // get the vector from the front mWalkList.pop_front(); // remove from the front mDirection = mDestination - mNode->getPosition(); mDistance = mDirection.normalise(); return true ; } // nextLocation() // Per frame logic. Called before each frame is rendered bool DefaultFrameListener::frameStarted( const FrameEvent &evt) { if (mEntity) { if (mDirection == Vector3::ZERO) { if (nextLocation()) { // set walking anim mAnimationState = mEntity->getAnimationState( "Walk" ); mAnimationState->setLoop( true ); mAnimationState->setEnabled( true ); // set initial rotation 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 } } 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 anim mAnimationState = mEntity->getAnimationState( "Idle" ); mAnimationState->setLoop( true ); mAnimationState->setEnabled( true ); // find a new path findPath(&mEndPoint); mStartPoint = mWalkList.front(); // get the vector from the front mEndPoint = mWalkList.back(); // get the vector from the back mWalkList.pop_front(); // remove waypoint from the front // position start and end markers setStartEnd(); } else { // rotation code 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 } } else { mNode->translate(mDirection * move); } } mAnimationState->addTime(evt.timeSinceLastFrame); } return ExampleFrameListener::frameStarted(evt); } // Generate a new path in our maze void DefaultFrameListener::findPath() { // create pathfinder mPathFinder = new PathFinder(mMap); // generate path mPathFinder->Run(); // get path mPathFinder->GetResults(&mWalkList); } // Generate a new path in our maze using a specified starting point void DefaultFrameListener::findPath(Vector3 *startingPoint) { // create pathfinder mPathFinder = new PathFinder(mMap, startingPoint); // generate path mPathFinder->Run(); // get path mPathFinder->GetResults(&mWalkList); } // Positions the start/end markers at their respective positions void DefaultFrameListener::setStartEnd() { SceneNode* node; node = mSceneMgr->getSceneNode( "StartNode" ); node->setPosition(mStartPoint); node = mSceneMgr->getSceneNode( "EndNode" ); node->setPosition(mEndPoint); } |