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intermed_3.py
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import sys
sys.path.insert(0,'..')
import PythonOgreConfig
import ogre.renderer.OGRE as ogre
import ogre.gui.CEGUI as CEGUI
import ogre.io.OIS as OIS
import SampleFramework as sf
class MouseQueryListener(sf.FrameListener, OIS.MouseListener):
"""A FrameListener class that handles basic user input."""
NINJA_MASK = 1 << 0
ROBOT_MASK = 1 << 1
def __init__(self, win, cam, sc, renderer):
# Subclass any Python-Ogre class and you must call its constructor.
sf.FrameListener.__init__(self, win, cam, True, True)
OIS.MouseListener.__init__(self)
self.sceneManager = sc
self.ceguiRenderer = renderer
self.camera = cam
# Register as MouseListener (Basic tutorial 5)
self.Mouse.setEventCallback(self)
# Initialize our state values
self.raySceneQuery = None
self.leftMouseDown = False
self.rightMouseDown = False
self.robotCount = 0
self.currentObject = None
self.moveSpeed = 50
self.rotateSpeed = 1/500.0
self.robotMode = True
self.debugText = "Robot Mode Enabled - Press Space to Toggle"
self.raySceneQuery = self.sceneManager.createRayQuery(ogre.Ray())
def frameStarted(self, evt):
if not sf.FrameListener.frameStarted(self, evt):
return False
if self.Keyboard.isKeyDown(OIS.KC_SPACE) and self.timeUntilNextToggle <= 0:
self.robotMode = not self.robotMode
self.timeUntilNextToggle = 1
if self.robotMode:
type = "Robot"
else:
type = "Ninja"
self.debugText = type + " Mode Enabled - Press Space to Toggle"
# Find the current position, fire a Ray straight down
# in order to determine the distance to the terrain
# If we are too close, keep the distance to a certain amount
camPos = self.camera.getPosition()
ray = ogre.Ray((camPos.x, 5000.0, camPos.y), ogre.Vector3().NEGATIVE_UNIT_Y)
self.raySceneQuery.setRay(ray)
self.raySceneQuery.setSortByDistance(False)
# Perform the scene query
result = self.raySceneQuery.execute()
for item in result:
# Result of this query is a list of worldFragments and a list of movables
# Find the terrain-fragment
if item.worldFragment != None:
terrainHeight = item.worldFragment.singleIntersection.y
if (terrainHeight + 10.0) > camPos.y:
self.camera.setPosition(camPos.x, terrainHeight + 10.0, camPos.z)
return True
def mouseMoved(self, evt):
CEGUI.System.getSingleton().injectMouseMove(evt.get_state().X.rel, evt.get_state().Y.rel)
if self.leftMouseDown:
# We are dragging the left mouse button
# Drag the object if we selected one
mousePos = CEGUI.MouseCursor.getSingleton().getPosition()
mouseRay = self.camera.getCameraToViewportRay(mousePos.d_x / float(evt.get_state().width),
mousePos.d_y / float(evt.get_state().height))
self.raySceneQuery.setRay(mouseRay)
self.raySceneQuery.setSortByDistance(False)
result = self.raySceneQuery.execute()
for item in result:
if item.worldFragment:
self.currentObject.setPosition(item.worldFragment.singleIntersection)
elif self.rightMouseDown:
self.camera.yaw(ogre.Degree(-evt.get_state().X.rel * self.rotateSpeed))
self.camera.pitch(ogre.Degree(-evt.get_state().Y.rel * self.rotateSpeed))
return True
def mousePressed(self, evt, id):
if id == OIS.MB_Left:
self.onLeftPressed(evt)
self.leftMouseDown = True
elif id == OIS.MB_Right:
CEGUI.MouseCursor.getSingleton().hide()
self.rightMouseDown = True
return True
def mouseReleased(self, evt, id):
if id == OIS.MB_Left:
self.leftMouseDown = False
elif id == OIS.MB_Right:
CEGUI.MouseCursor.getSingleton().show()
self.rightMouseDown = False
return True
def onLeftPressed(self, evt):
if self.currentObject:
self.currentObject.showBoundingBox(False)
# Setup the ray scene query, use CEGUI's mouse position
mousePos = CEGUI.MouseCursor.getSingleton().getPosition()
mouseRay = self.camera.getCameraToViewportRay(mousePos.d_x / float(evt.get_state().width),
mousePos.d_y / float(evt.get_state().height))
self.raySceneQuery.setRay(mouseRay)
self.raySceneQuery.setSortByDistance(True)
if self.robotMode:
self.raySceneQuery.setQueryMask(self.ROBOT_MASK)
else:
self.raySceneQuery.setQueryMask(self.NINJA_MASK)
# Execute query
result = self.raySceneQuery.execute()
if len(result) > 0:
for item in result:
if item.movable and item.movable.getName()[0:5] != "tile[":
self.currentObject = item.movable.getParentSceneNode()
break # We found an existing object
elif item.worldFragment:
# We have the position we clicked on, create a new
# object and place it here
if self.robotMode:
name = "Robot" + str(self.robotCount)
ent = self.sceneManager.createEntity(name, "robot.mesh")
ent.setQueryFlags(self.ROBOT_MASK)
else:
name = "Ninja" + str(self.robotCount)
ent = self.sceneManager.createEntity(name, "ninja.mesh")
ent.setQueryFlags(self.NINJA_MASK)
self.robotCount += 1
self.currentObject = self.sceneManager.getRootSceneNode().createChildSceneNode(name + "Node", item.worldFragment.singleIntersection)
self.currentObject.attachObject(ent)
self.currentObject.setScale(0.1, 0.1, 0.1)
if self.currentObject:
self.currentObject.showBoundingBox(True)
class TutorialApplication(sf.Application):
"""Application class."""
def _chooseSceneManager(self):
self.sceneManager = self.root.createSceneManager(ogre.ST_EXTERIOR_CLOSE, 'TerrainSM')
def _createScene(self):
# CEGUI setup (see Basic Tutorial 7 about this)
self.ceguiRenderer = CEGUI.OgreCEGUIRenderer(self.renderWindow, ogre.RENDER_QUEUE_OVERLAY, False, 3000, self.sceneManager)
self.ceguiSystem = CEGUI.System(self.ceguiRenderer)
self.sceneManager.setAmbientLight((0.5, 0.5, 0.5))
self.sceneManager.setSkyDome(True, "Examples/CloudySky", 5, 8)
# World geometry (Basic tutorial 3)
self.sceneManager.setWorldGeometry("terrain.cfg")
# Set camera lookpoint
self.camera.setPosition(40, 100, 580)
self.camera.pitch(ogre.Degree(-30))
self.camera.yaw(ogre.Degree(-45))
# Show the mouse cursor
CEGUI.SchemeManager.getSingleton().loadScheme("TaharezLookSkin.scheme")
CEGUI.MouseCursor.getSingleton().setImage("TaharezLook", "MouseArrow")
def _createFrameListener(self):
self.frameListener = MouseQueryListener(self.renderWindow,
self.camera,
self.sceneManager,
self.ceguiRenderer
)
self.root.addFrameListener(self.frameListener)
self.frameListener.showDebugOverlay(True)
if __name__ == '__main__':
ta = TutorialApplication()
ta.go()