转自:http://blog.csdn.net/weiqubo/article/details/7108363
Ogre采用树桩管理场景中的各种"元素"(摄像机、灯光、物体等),所有的东西都挂在"树"上,不在"树"上的东西不会被渲染。
Ogre::SceneManager就是"树"的管理者,Ogre::SceneNode是从SceneManager中创建的(当然BSP和8*树的管理也和这两个类有关,这暂时不讨论)。
AABB(轴对齐包围盒)
这个东西是碰撞检测的基础,和它类似的还有OBB(有向包围盒),由于OBB创建复杂,所以Ogre采用了AABB。
最简单的碰撞检测:
通过Ogre::SceneNode::_getWorldAABB()可以取得这个叶子节点的AABB(Ogre::AxisAlignedBox),Ogre::AxisAlignedBox封装了对AABB的支持,该类的成员函数Ogre::AxisAlignedBox::intersects()可以判断一个AABB和"球体、点、面以及其他面"的相交情况(碰撞情况)。
m_SphereNode树的叶子,挂了一个"球"
m_CubeNode树的叶子,挂了一个"正方体"
- AxisAlignedBox spbox = m_SphereNode->_getWorldAABB();
- AxisAlignedBox cbbox = m_CubeNode->_getWorldAABB();
- if(spbox.intersects(cbbox))
- {
- //相交
- }
AxisAlignedBox spbox = m_SphereNode->_getWorldAABB(); AxisAlignedBox cbbox = m_CubeNode->_getWorldAABB(); if(spbox.intersects(cbbox)) { //相交 }
- #include"ExampleApplication.h"
- #include <stdio.h>
- class CollionFrameListener:public ExampleFrameListener
- {
- private:
- SceneNode* m_node;
- SceneNode*m_node2;
- SceneManager* mSceneMgr;
- public:
- CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneNode*node22,SceneManager* manager)
- :ExampleFrameListener(win,cam),m_node(node),m_node2(node22),mSceneMgr(manager)
- {
- }
- bool frameStarted(const FrameEvent& evt)
- {
- AxisAlignedBox spbox=m_node->_getWorldAABB();
- AxisAlignedBox cbbox=m_node2->_getWorldAABB();
- if(spbox.intersects(cbbox))
- {
- m_node2->setScale(10,10,10);
- }
- return ExampleFrameListener::frameStarted(evt);
- }
- };
- class CollionApplication:public ExampleApplication
- {
- protected:
- SceneNode*node1;
- SceneNode* node2;
- void createScene()
- {
- mSceneMgr->setAmbientLight(ColourValue(1,1,1));
- Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh");
- node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");
- node1->attachObject(ent1);
- Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");
- node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0));
- node2->attachObject(ent2);
- }
- void createFrameListener()
- {
- mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,node2,mSceneMgr);
- mFrameListener->showDebugOverlay(true);
- mRoot->addFrameListener(mFrameListener);
- }
- };
- INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int )
- {
- CollionApplication app;
- app.go();
- }
#include"ExampleApplication.h" #include <stdio.h> class CollionFrameListener:public ExampleFrameListener { private: SceneNode* m_node; SceneNode*m_node2; SceneManager* mSceneMgr; public: CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneNode*node22,SceneManager* manager) :ExampleFrameListener(win,cam),m_node(node),m_node2(node22),mSceneMgr(manager) { } bool frameStarted(const FrameEvent& evt) { AxisAlignedBox spbox=m_node->_getWorldAABB(); AxisAlignedBox cbbox=m_node2->_getWorldAABB(); if(spbox.intersects(cbbox)) { m_node2->setScale(10,10,10); } return ExampleFrameListener::frameStarted(evt); } }; class CollionApplication:public ExampleApplication { protected: SceneNode*node1; SceneNode* node2; void createScene() { mSceneMgr->setAmbientLight(ColourValue(1,1,1)); Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh"); node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode"); node1->attachObject(ent1); Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh"); node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0)); node2->attachObject(ent2); } void createFrameListener() { mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,node2,mSceneMgr); mFrameListener->showDebugOverlay(true); mRoot->addFrameListener(mFrameListener); } }; INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int ) { CollionApplication app; app.go(); }
简单的讲就是,查询某一区域中有什么东西,分为AABB、球体、面查询。
- //创建一个球体查询,这里的100是m_SphereNode挂着的那个球体的半径
- SphereSceneQuery * pQuery=m_SceneMgr->createSphereQuery(Sphere(m_SphereNode->getPosition(),100));
- //执行这个查询
- SceneQueryResult QResult=pQuery->execute();
- //遍历查询列表找出范围内的物体
- for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
- {
- MovableObject* pObject=static_cast<MovableObject*>(*iter);
- if(pObject)
- {
- if(pObject->getMovableType()=="Entity")
- {
- Entity* ent = static_cast<Entity*>(pObject);
- //这里简化了操作,由于只有一个"球体"和一个"正方体",
- //所以只判断了球体和正方体的相交
- if(ent->getName()=="cube")
- {
- //改变位置防止物体重叠
- vtl=-vtl;
- m_SphereNode->translate(vtl);
- break;
- }
- }
- }
- }
//创建一个球体查询,这里的100是m_SphereNode挂着的那个球体的半径 SphereSceneQuery * pQuery=m_SceneMgr->createSphereQuery(Sphere(m_SphereNode->getPosition(),100)); //执行这个查询 SceneQueryResult QResult=pQuery->execute(); //遍历查询列表找出范围内的物体 for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter) { MovableObject* pObject=static_cast<MovableObject*>(*iter); if(pObject) { if(pObject->getMovableType()=="Entity") { Entity* ent = static_cast<Entity*>(pObject); //这里简化了操作,由于只有一个"球体"和一个"正方体", //所以只判断了球体和正方体的相交 if(ent->getName()=="cube") { //改变位置防止物体重叠 vtl=-vtl; m_SphereNode->translate(vtl); break; } } } }
- #include"ExampleApplication.h"
- #include <stdio.h>
- class CollionFrameListener:public ExampleFrameListener
- {
- private:
- SceneNode* m_node;
- SceneManager* mSceneMgr;
- public:
- CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneManager* manager)
- :ExampleFrameListener(win,cam),m_node(node),mSceneMgr(manager)
- {
- }
- bool frameStarted(const FrameEvent& evt)
- {
- SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(m_node->getPosition(),10));
- SceneQueryResult QResult=pQuery->execute();
- for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
- {
- MovableObject* pObject=static_cast<MovableObject*>(*iter);
- if(pObject)
- {
- if(pObject->getMovableType()=="Entity")
- {
- Entity* ent = static_cast<Entity*>(pObject);
- if(ent->getName()=="ogrehead")
- {
- m_node->setScale(10,10,10);
- break;
- }
- }
- }
- }
- return ExampleFrameListener::frameStarted(evt);
- }
- };
- class CollionApplication:public ExampleApplication
- {
- protected:
- SceneNode*node1;
- void createScene()
- {
- mSceneMgr->setAmbientLight(ColourValue(1,1,1));
- Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh");
- node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode");
- node1->attachObject(ent1);
- Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh");
- SceneNode* node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0));
- node2->attachObject(ent2);
- }
- void createFrameListener()
- {
- mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,mSceneMgr);
- mFrameListener->showDebugOverlay(true);
- mRoot->addFrameListener(mFrameListener);
- }
- };
- INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int )
- {
- CollionApplication app;
- app.go();
- }
#include"ExampleApplication.h" #include <stdio.h> class CollionFrameListener:public ExampleFrameListener { private: SceneNode* m_node; SceneManager* mSceneMgr; public: CollionFrameListener(RenderWindow* win, Camera* cam,SceneNode* node,SceneManager* manager) :ExampleFrameListener(win,cam),m_node(node),mSceneMgr(manager) { } bool frameStarted(const FrameEvent& evt) { SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(m_node->getPosition(),10)); SceneQueryResult QResult=pQuery->execute(); for (SceneQueryResultMovableList::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter) { MovableObject* pObject=static_cast<MovableObject*>(*iter); if(pObject) { if(pObject->getMovableType()=="Entity") { Entity* ent = static_cast<Entity*>(pObject); if(ent->getName()=="ogrehead") { m_node->setScale(10,10,10); break; } } } } return ExampleFrameListener::frameStarted(evt); } }; class CollionApplication:public ExampleApplication { protected: SceneNode*node1; void createScene() { mSceneMgr->setAmbientLight(ColourValue(1,1,1)); Entity* ent1=mSceneMgr->createEntity("robot","robot.mesh"); node1=mSceneMgr->getRootSceneNode()->createChildSceneNode("robotnode"); node1->attachObject(ent1); Entity *ent2=mSceneMgr->createEntity("ogrehead","ogreHead.mesh"); SceneNode* node2=mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreheadnode",Vector3(2,0,0)); node2->attachObject(ent2); } void createFrameListener() { mFrameListener=new CollionFrameListener(mWindow,mCamera,node1,mSceneMgr); mFrameListener->showDebugOverlay(true); mRoot->addFrameListener(mFrameListener); } }; INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int ) { CollionApplication app; app.go(); }相交查询:
遍历所有的对象,找到一对一对的相交物体(废话呀,相交当然至少两个物体)。
- //创建相交检测
- IntersectionSceneQuery* pISQuery=m_SceneMgr->createIntersectionQuery();
- //执行查询
- IntersectionSceneQueryResult QResult=pISQuery->execute();
- //遍历查询列表找出两个相交的物体
- for (SceneQueryMovableIntersectionList::iterator iter = QResult.movables2movables.begin();
- iter != QResult.movables2movables.end();++iter)
- {
- SceneQueryMovableObjectPair pObject=static_cast<SceneQueryMovableObjectPair>(*iter);
- //if(pObject)
- {
- String strFirst=pObject.first->getName();
- String strSecond=pObject.second->getName();
- //下面加入你自己的两个物体相交判断代码,或者简单的用AABB的判断方法,
- }
- }
//创建相交检测 IntersectionSceneQuery* pISQuery=m_SceneMgr->createIntersectionQuery(); //执行查询 IntersectionSceneQueryResult QResult=pISQuery->execute(); //遍历查询列表找出两个相交的物体 for (SceneQueryMovableIntersectionList::iterator iter = QResult.movables2movables.begin(); iter != QResult.movables2movables.end();++iter) { SceneQueryMovableObjectPair pObject=static_cast<SceneQueryMovableObjectPair>(*iter); //if(pObject) { String strFirst=pObject.first->getName(); String strSecond=pObject.second->getName(); //下面加入你自己的两个物体相交判断代码,或者简单的用AABB的判断方法, } }
在Ogre中,可以创建一个查询器,比如球体查询器,AABB查询器,面查询器等。下面我们以最常用的球形查询器为例来说明:
如下面的代码,我们首先创建一个球形查询器,它需要定义一个球体,我们把它的位置,设置为摄像机的位置,半径为10,掩码为第二个参数,默认为-1,
通过掩码,可以把碰撞的物体分成不同的组,比如我们设置球形场景查询器的掩码为0x1,则它只检测和它掩码相同物体的碰撞。该摄像机检测到entity对象后,就把摄像机位置沿摄像机方向,向后移动一个单位,这样会实现碰撞检测,但是摄像机因为向后有个移动,所以会有抖动。
- //创建球形查询器,第二个参数表示掩码,默认情况下为-1
- SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10));
- SceneQueryResult QResult=pQuery->execute();
- for (std::list<MovableObject*>::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
- {
- MovableObject* pObject=static_cast<MovableObject*>(*iter);
- if(pObject)
- {
- if(pObject->getMovableType()=="Entity")
- {
- Entity* ent = static_cast<Entity*>(pObject);
- //if(ent->getName()=="Head")
- //{
- // //m_node->setScale(10,10,10);
- // pObject->getParentNode()->scale(0.5,0.5,0.5);
- // break;
- //}
- Ogre::Vector3 v = mCamera->getPosition();
- Ogre::Vector3 d = mCamera->getDirection();
- v = v + d*(-1);
- mCamera->setPosition(v);
- }
- }
- }全部的代码:
//创建球形查询器,第二个参数表示掩码,默认情况下为-1 SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10)); SceneQueryResult QResult=pQuery->execute(); for (std::list<MovableObject*>::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter) { MovableObject* pObject=static_cast<MovableObject*>(*iter); if(pObject) { if(pObject->getMovableType()=="Entity") { Entity* ent = static_cast<Entity*>(pObject); //if(ent->getName()=="Head") //{ // //m_node->setScale(10,10,10); // pObject->getParentNode()->scale(0.5,0.5,0.5); // break; //} Ogre::Vector3 v = mCamera->getPosition(); Ogre::Vector3 d = mCamera->getDirection(); v = v + d*(-1); mCamera->setPosition(v); } } }全部的代码:
- #include "ExampleApplication.h"
- RaySceneQuery* raySceneQuery = 0;
- // Event handler to add ability to alter curvature
- class TerrainFrameListener : public ExampleFrameListener
- {
- public:
- SceneManager* mSceneMgr;
- TerrainFrameListener(SceneManager *sceneMgr,RenderWindow* win, Camera* cam)
- : ExampleFrameListener(win, cam)
- {
- // Reduce move speed
- mMoveSpeed = 50;
- mSceneMgr = sceneMgr;
- }
- bool frameRenderingQueued(const FrameEvent& evt)
- {
- if( ExampleFrameListener::frameRenderingQueued(evt) == false )
- return false;
- // clamp to terrain
- static Ray updateRay;
- updateRay.setOrigin(mCamera->getPosition());
- updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y);
- raySceneQuery->setRay(updateRay);
- RaySceneQueryResult& qryResult = raySceneQuery->execute();
- RaySceneQueryResult::iterator i = qryResult.begin();
- if (i != qryResult.end() && i->worldFragment)//把摄像机定在地形10个单位高的地方。
- {
- mCamera->setPosition(mCamera->getPosition().x,
- i->worldFragment->singleIntersection.y + 10,
- mCamera->getPosition().z);
- }
- //创建球形查询器,第二个参数表示掩码,默认情况下为-1
- SphereSceneQuery * pQuery=mSceneMgr->createSphereQuery(Sphere(mCamera->getPosition(),10));
- SceneQueryResult QResult=pQuery->execute();
- for (std::list<MovableObject*>::iterator iter = QResult.movables.begin(); iter != QResult.movables.end();++iter)
- {
- MovableObject* pObject=static_cast<MovableObject*>(*iter);
- if(pObject)
- {
- if(pObject->getMovableType()=="Entity")
- {
- Entity* ent = static_cast<Entity*>(pObject);
- //if(ent->getName()=="Head")
- //{
- // //m_node->setScale(10,10,10);
- // pObject->getParentNode()->scale(0.5,0.5,0.5);
- // break;
- //}
- Ogre::Vector3 v = mCamera->getPosition();
- Ogre::Vector3 d = mCamera->getDirection();
- v = v + d*(-1);
- mCamera->setPosition(v);
- }
- }
- }
- return true;
- }
- };
- class TerrainApplication : public ExampleApplication
- {
- public:
- TerrainApplication() {}
- ~TerrainApplication()
- {
- delete raySceneQuery;
- }
- protected:
- virtual void chooseSceneManager(void)
- {
- // Get the SceneManager, in this case a generic one
- mSceneMgr = mRoot->createSceneManager("TerrainSceneManager");
- }
- virtual void createCamera(void)
- {
- // Create the camera
- mCamera = mSceneMgr->createCamera("PlayerCam");
- // Position it at 500 in Z direction
- mCamera->setPosition(Vector3(128,25,128));
- // Look back along -Z
- mCamera->lookAt(Vector3(0,0,-300));
- mCamera->setNearClipDistance( 1 );
- mCamera->setFarClipDistance( 1000 );
- }
- // Just override the mandatory create scene method
- void createScene(void)
- {
- // Set ambient light
- mSceneMgr->setAmbientLight(ColourValue(0.5, 0.5, 0.5));
- // Create a light
- Light* l = mSceneMgr->createLight("MainLight");
- // Accept default settings: point light, white diffuse, just set position
- // NB I could attach the light to a SceneNode if I wanted it to move automatically with
- // other objects, but I don't
- l->setPosition(20,80,50);
- // Fog
- // NB it's VERY important to set this before calling setWorldGeometry
- // because the vertex program picked will be different
- ColourValue fadeColour(0.93, 0.86, 0.76);
- mSceneMgr->setFog( FOG_LINEAR, fadeColour, .001, 500, 1000);
- mWindow->getViewport(0)->setBackgroundColour(fadeColour);
- std::string terrain_cfg("terrain.cfg");
- mSceneMgr -> setWorldGeometry( terrain_cfg );
- // Infinite far plane?
- if (mRoot->getRenderSystem()->getCapabilities()->hasCapability(RSC_INFINITE_FAR_PLANE))
- {
- mCamera->setFarClipDistance(0);
- }
- // Set a nice viewpoint
- mCamera->setPosition(707,2500,528);
- mCamera->setOrientation(Quaternion(-0.3486, 0.0122, 0.9365, 0.0329));
- //mRoot -> showDebugOverlay( true );
- raySceneQuery = mSceneMgr->createRayQuery(
- Ray(mCamera->getPosition(), Vector3::NEGATIVE_UNIT_Y));//光线的位置和方向,垂直向下
- Entity* ogreHead = mSceneMgr->createEntity("Head", "ogrehead.mesh");
- //创建ogre head实体,测试通过射线查询movable来实现摄像机碰撞检测
- SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode("ogreHead");
- headNode->attachObject(ogreHead);
- headNode->setPosition(500.0, 100.0, 500.0);
- headNode->scale(Vector3(2,2,2));
- }
- // Create new frame listener
- void createFrameListener(void)
- {
- mFrameListener= new TerrainFrameListener(mSceneMgr,mWindow, mCamera);
- mRoot->addFrameListener(mFrameListener);
- }
- };