forked from Mirrorlandia_minetest/irrlicht
208 lines
36 KiB
HTML
208 lines
36 KiB
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<title>Tutorial 17: Helloworld mobile for WinCE 6. DEPRECATED</title>
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<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
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<!--END TITLEAREA-->
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<!-- end header part -->
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<!-- Generated by Doxygen 1.8.13 -->
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</div><!-- top -->
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<div class="header">
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<div class="headertitle">
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<div class="title">Tutorial 17: Helloworld mobile for WinCE 6. DEPRECATED </div> </div>
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</div><!--header-->
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<div class="contents">
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<div class="textblock"><div class="image">
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<img src="../../media/example_screenshots/017shot.jpg" alt="017shot.jpg"/>
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</div>
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This was Example 017 Helloworld mobile for WinCE 6. But WinCE6 support has been removed for Irrlicht 1.9. If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.</p>
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<p>Sources still kept for now as it compiles on other platform too. And we might use this example again once we support Windows RT. </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"></div><div class="line"><span class="preprocessor">#if defined ( _IRR_WINDOWS_ )</span></div><div class="line"><span class="preprocessor"> #include <windows.h></span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div><div class="line"></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"></div><div class="line"><span class="keyword">class </span>EventReceiver_basic : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> IrrlichtDevice *Device;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}</div><div class="line"></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& event)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span> (event.EventType == EET_GUI_EVENT)</div><div class="line"> {</div><div class="line"> s32 <span class="keywordtype">id</span> = <span class="keyword">event</span>.GUIEvent.Caller->getID();</div><div class="line"></div><div class="line"> <span class="keywordflow">switch</span>(event.GUIEvent.EventType)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">case</span> EGET_BUTTON_CLICKED:</div><div class="line"> <span class="keywordflow">if</span> (<span class="keywordtype">id</span> == 2)</div><div class="line"> {</div><div class="line"> Device->closeDevice();</div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">true</span>;</div><div class="line"> } <span class="keywordflow">break</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line">};</div><div class="line"></div><div class="line"><span class="keyword">class </span>CSampleSceneNode : <span class="keyword">public</span> ISceneNode</div><div class="line">{</div><div class="line"> aabbox3d<f32> Box;</div><div class="line"> S3DVertex Vertices[4];</div><div class="line"> SMaterial Material;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"></div><div class="line"> CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 <span class="keywordtype">id</span>)</div><div class="line"> : ISceneNode(parent, mgr, id)</div><div class="line"> {</div><div class="line"> Material.Wireframe = <span class="keyword">false</span>;</div><div class="line"> Material.Lighting = <span class="keyword">false</span>;</div><div class="line"></div><div class="line"> Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);</div><div class="line"> Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);</div><div class="line"> Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1
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<p>To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we switch off the lighting, and we set the file terrain-texture.jpg as texture for the terrain and detailmap3.jpg as second texture, called detail map. At last, we set the scale values for the texture: The first texture will be repeated only one time over the whole terrain, and the second one (detail map) 20 times. </p><div class="fragment"><div class="line"><span class="comment">// add terrain scene node</span></div><div class="line">scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(</div><div class="line"> <span class="stringliteral">"../../media/terrain-heightmap.bmp"</span>,</div><div class="line"> 0, <span class="comment">// parent node</span></div><div class="line"> -1, <span class="comment">// node id</span></div><div class="line"> core::vector3df(0.f, 0.f, 0.f), <span class="comment">// position</span></div><div class="line"> core::vector3df(0.f, 0.f, 0.f), <span class="comment">// rotation</span></div><div class="line"> core::vector3df(40.f, 4.4f, 40.f), <span class="comment">// scale</span></div><div class="line"> video::SColor ( 255, 255, 255, 255 ), <span class="comment">// vertexColor</span></div><div class="line"> 5, <span class="comment">// maxLOD</span></div><div class="line"> scene::ETPS_17, <span class="comment">// patchSize</span></div><div class="line"> 4 <span class="comment">// smoothFactor</span></div><div class="line"> );</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> ( terrain )</div><div class="line">{</div><div class="line"> terrain->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"> terrain->setMaterialTexture(0,</div><div class="line"> driver->getTexture(<span class="stringliteral">"../../media/terrain-texture.jpg"</span>));</div><div class="line"> terrain->setMaterialTexture(1,</div><div class="line"> driver->getTexture(<span class="stringliteral">"../../media/detailmap3.jpg"</span>));</div><div class="line"></div><div class="line"> terrain->setMaterialType(video::EMT_DETAIL_MAP);</div><div class="line"></div><div class="line"> terrain->scaleTexture(1.0f, 20.0f);</div><div class="line"> <span class="comment">//terrain->setDebugDataVisible ( true );</span></div></div><!-- fragment --><p> To be able to do collision with the terrain, we create a triangle selector. If you want to know what triangle selectors do, just take a look into the collision tutorial. The terrain triangle selector works together with the terrain. To demonstrate this, we create a collision response animator and attach it to the camera, so that the camera will not be able to fly through the terrain. </p><div class="fragment"><div class="line"><span class="comment">// create triangle selector for the terrain</span></div><div class="line">scene::ITriangleSelector* selector</div><div class="line"> = smgr->createTerrainTriangleSelector(terrain, 0);</div><div class="line">terrain->setTriangleSelector(selector);</div><div class="line"></div><div class="line"><span class="comment">// create collision response animator and attach it to the camera</span></div><div class="line">scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(</div><div class="line"> selector, camera, core::vector3df(60,100,60),</div><div class="line"> core::vector3df(0,0,0),</div><div class="line"> core::vector3df(0,50,0));</div><div class="line">selector->drop();</div><div class="line">camera->addAnimator(anim);</div><div class="line">anim->drop();</div></div><!-- fragment --><p> If you need access to the terrain data you can also do this directly via the following code fragment. </p><div class="fragment"><div class="line"> scene::CDyn
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