/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2005 The OGRE Team
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:    CameraTrack.cpp
Description: An example of using AnimationTracks to smoothly make a node
             follow a predefined path, with spline interpolation. Also 
             uses the auto tracking ability of the camera.
-----------------------------------------------------------------------------
*/

#include "ExampleApplication.h"

AnimationState* mAnimState;

// Event handler 
class CameraTrackListener: public ExampleFrameListener
{
protected:
public:
    CameraTrackListener(RenderWindow* win, Camera* cam)
        : ExampleFrameListener(win, cam)
    {
    }

    bool frameStarted(const FrameEvent& evt)
    {

        mAnimState->addTime(evt.timeSinceLastFrame);

        // Call default
        return ExampleFrameListener::frameStarted(evt);
        

    }
};

class CameraTrackApplication : public ExampleApplication
{
public:
    CameraTrackApplication() {
    

    
    }

    ~CameraTrackApplication() {  }

protected:
    SceneNode* mFountainNode;

    // Just override the mandatory create scene method
    void createScene(void)
    {

        // Set ambient light
        mSceneMgr->setAmbientLight(ColourValue(0.2, 0.2, 0.2));

        // Create a skydome
        mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8);

        // 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);

        Entity *ent;

        // Define a floor plane mesh
        Plane p;
        p.normal = Vector3::UNIT_Y;
        p.d = 200;
        MeshManager::getSingleton().createPlane(
            "FloorPlane", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, 
            p, 200000, 200000, 20, 20, true, 1, 50, 50, Vector3::UNIT_Z);

        // Create an entity (the floor)
        ent = mSceneMgr->createEntity("floor", "FloorPlane");
        ent->setMaterialName("Examples/RustySteel");
        // Attach to child of root node, better for culling (otherwise bounds are the combination of the 2)
        mSceneMgr->getRootSceneNode()->createChildSceneNode()->attachObject(ent);

        // Add a head, give it it's own node
        SceneNode* headNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        ent = mSceneMgr->createEntity("head", "ogrehead.mesh");
        headNode->attachObject(ent);

        // Make sure the camera track this node
        mCamera->setAutoTracking(true, headNode);

        // Create the camera node & attach camera
        SceneNode* camNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
        camNode->attachObject(mCamera);

        // set up spline animation of node
        Animation* anim = mSceneMgr->createAnimation("CameraTrack", 10);
        // Spline it for nice curves
        anim->setInterpolationMode(Animation::IM_SPLINE);
        // Create a track to animate the camera's node
        AnimationTrack* track = anim->createTrack(0, camNode);
        // Setup keyframes
        KeyFrame* key = track->createKeyFrame(0); // startposition
        key = track->createKeyFrame(2.5);
        key->setTranslate(Vector3(500,500,-1000));
        key = track->createKeyFrame(5);
        key->setTranslate(Vector3(-1500,1000,-600));
        key = track->createKeyFrame(7.5);
        key->setTranslate(Vector3(0,-100,0));
        key = track->createKeyFrame(10);
        key->setTranslate(Vector3(0,0,0));
        // Create a new animation state to track this
        mAnimState = mSceneMgr->createAnimationState("CameraTrack");
        mAnimState->setEnabled(true);

        // Put in a bit of fog for the hell of it
        mSceneMgr->setFog(FOG_EXP, ColourValue::White, 0.0002);

    }

    // Create new frame listener
    void createFrameListener(void)
    {
        mFrameListener= new CameraTrackListener(mWindow, mCamera);
        mRoot->addFrameListener(mFrameListener);

    }


};



#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#endif

#ifdef __cplusplus
extern "C" {
#endif

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char **argv)
#endif
{
    // Create application object
    CameraTrackApplication app;

    try {
        app.go();
    } catch( Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
        MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
        std::cerr << "An exception has occured: " << e.getFullDescription();
#endif
    }


    return 0;
}

#ifdef __cplusplus
}
#endif
