Delete lots of unused features (#48)

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hecks 2021-07-23 16:23:44 +02:00 committed by GitHub
parent dc2246dae7
commit 4ab3de3bab
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1103 changed files with 41 additions and 216490 deletions

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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 01.HelloWorld
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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/** Example 001 HelloWorld
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
to write a simple HelloWorld program with it. The program will show how to use
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
Microsoft Visual Studio is used as an IDE, but you will also be able to
understand everything if you are using a different one or even another
operating system than Windows.
You have to include the header file <irrlicht.h> in order to use the engine. The
header file can be found in the Irrlicht Engine SDK directory \c include. To let
the compiler find this header file, the directory where it is located has to be
added in your project as include path. This is different for every IDE and
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
"C/C++" - "General" option, and select the "Additional Include Directories".
Add the \c include directory of the Irrlicht engine folder to the list of
directories. Now the compiler will find the irrlicht.h header file. We also
need the irrlicht.lib to be found, so select "Linker" - "General" and
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
to "Additional Library Directories". Which of the 2 Irrlicht versions you
chose depends on the target platform for your application (win32 or x64).
In your project properties you can see what your active solution platform
is, you can use the same one for Irrlicht.
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
Linux) to your Linker input files.
For VisualStudio we can be lazy and use the pragma comment lib.
We also want to get rid of the console window, which pops up when starting a
program with main() (instead of WinMain). This is done by the second pragma.
We could also use the WinMain method, though losing platform independence then.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
That's it. With your IDE set up like this, you will now be able to develop
applications with the Irrlicht Engine.
Lets start!
After we have set up the IDE, the compiler will know where to find the Irrlicht
Engine header files so we can include it now in our code.
*/
#include <irrlicht.h>
/*
That header just adds the getExampleMediaPath tool-functions to help locating
the media we need. More about that later below.
*/
#include "exampleHelper.h"
/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
Note that you never should do that in headers - otherwise you will pollute the
namespace of every file including such a header. So in headers always write
out the full names including all namespaces.
*/
using namespace irr;
/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
This is the main method. We can now use main() on every platform.
*/
int main()
{
/*
The most important function of the engine is the createDevice()
function. The IrrlichtDevice is created by it, which is the root
object for doing anything with the engine. createDevice() has the
following parameters:
- driverType: Type of the video driver. This can currently be the Null-device,
one of the two software renderers, D3D9, or OpenGL. In this
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
Generally you will want to use OpenGL or Direct3D as they are
using your graphic card for calculations instead of the CPU and
are way faster (and usually better looking). We just use one of the
software renderers here as it even works when your graphic card driver
isn't set up for 3d support.
- windowSize: Size of the Window or screen in FullScreenMode to be
created. In this example we use 640x480.
- bits: Amount of color bits per pixel. This should be 16 or 32. The
parameter is often ignored when running in windowed mode. More
commonly you would chose 32 bit, again we're just playing it safe.
- fullscreen: Specifies if we want the device to run in fullscreen mode
or windowed.
- stencilbuffer: Specifies if we want to use the stencil buffer (you
need it for drawing shadows).
- vsync: Specifies if we want to have vsync enabled, this is only useful
in fullscreen mode.
- eventReceiver: An object to receive events. We do not want to use this
parameter here, and set it to 0.
Always check the return value to cope with unsupported drivers,
dimensions, etc.
*/
IrrlichtDevice *device =
createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
false, false, false, 0);
if (!device)
return 1;
/*
Set the caption of the window to some nice text. Note that there is an
'L' in front of the string. The Irrlicht Engine uses wide character
strings when displaying text.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform. Finding media files for your
applications can be tricky. First you have 2 options - working with relative
paths or working with absolute paths.
On Windows a common solution is that your installer will write a key into
the registry with the absolute path of wherever the user installed the
media. And in your application you read out that key from the registry.
On Linux a common solution is to use config file which is placed in some
fixed location (for example in a . file/folder in the user home).
But you can also work with relative paths - which is what we do here. There
is a slight complication with relative paths as they are relative to your
current working directory. And that depends on the way your application is
started and it might change inside your application. But mostly it will be
set to your executable on start so you can ignore that problem while
developing.
When inside VisualStudio the current working directory is set to your
project files location unless you overwrite Project properties - Debugging
- Working Directory. In Irrlicht examples the media folder is on most
platforms ../../media which works for the examples as it's relative to our
project files as well as to the binary (.exe) files.
Whatever you chose to find your base-folder for media - wrap it with some
function and then you can improve the code to locate the media later on.
*/
const io::path mediaPath = getExampleMediaPath();
/*
To show something interesting, we load a Quake 2 model and display it.
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
of getMesh() to become aware of loading problems and other errors.
Instead of writing the filename sydney.md2, it would also be possible
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
other supported file format. By the way, that cool Quake 2 model
called sydney was modeled by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/*
OK, now we have set up the scene, lets draw everything: We run the
device in a while() loop, until the device does not want to run any
more. This would be when the user closes the window or presses ALT+F4
(or whatever keycode closes a window on your OS).
*/
while(device->run())
{
/*
Anything can be drawn between a beginScene() and an endScene()
call. The beginScene() call clears the screen with a color and
the depth buffer, if desired. Then we let the Scene Manager and
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
/*
After we are done with the render loop, we have to delete the Irrlicht
Device created before with createDevice(). In the Irrlicht Engine, you
have to delete all objects you created with a method or function which
starts with 'create'. The object is simply deleted by calling ->drop().
See the documentation at irr::IReferenceCounted::drop() for more
information.
*/
device->drop();
return 0;
}
/*
That's it. Compile and run.
**/

@ -1,394 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<p>This Tutorial shows how to set up the IDE for using the
Irrlicht Engine and how to write a simple HelloWorld program
with it. The program will show how to use the basics of
the VideoDriver, the GUIEnvironment and the SceneManager.<br>
The result of this example will look like this:</p>
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
</p>
</div></td>
</tr>
</table>
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr> <a name="settingup"></a>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
IDE</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<p align="left">To use the engine, we will have to include
the header file &lt;irrlicht.h&gt;, which can be found
in the Irrlicht Engine SDK directory \include. To let
the compiler find this header file, the directory where
it is located should be specified somewhere. This is different
for every IDE and compiler. I will explain how to do this
in Microsoft Visual Studio C++ 6.0 and .NET:</p>
</div>
<ul>
<li>
<div align="left">If you use Version 6.0, select the Menu
Extras -&gt; Options. Select the directories tab, and
select the 'Include' Item in the combo box. Add the
\include directory of the Irrlicht Engine folder to
the list of directories. Now the compiler will find
the Irrlicht.h header file. We also need the location
of irrlicht.lib to be listed, so select the 'Libraries'
tab and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
&nbsp; <br>
</div>
</li>
<li>If your IDE is Visual Studio .NET, select Tools -&gt;
Options. Select the Projects entry and then select VC++
directories. Select 'show directories for include files'
in the combo box, and add the \include directory of the
Irrlicht Engine folder to the list of directories so the
compiler will find the Irrlicht.h header file. We also
need the irrlicht.lib to be found, so select 'show directories
for Library files' and add the \lib\VisualStudio directory.<br>
<br>
<img src="../../media/vcnetinclude.jpg" width="256" height="160">
<br>
</li>
</ul>
<p>&nbsp;</p>
</div></td>
</tr>
</table>
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
<div align="left">
<div align="left">
<div align="left">
<p>After we have set up the IDE, the compiler will know
where to find the Irrlicht Engine header files so
we can include it now into our code.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>
</tr>
</table>
<p>In the Irrlicht Engine, everything can be found in
the namespace 'irr'. So if you want to use a class
of the engine, you'll have to type an irr:: before
the name of the class. For example, to use the IrrlichtDevice,
write: irr::IrrlichtDevice. To avoid having to put
irr:: before of the name of every class, we tell the
compiler that we use that namespace.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace irr;</pre> </td>
</tr>
</table>
<p>There are 5 sub-namespaces in the Irrlicht Engine.
Take a look at them: you can read a detailed description
of them in the documentation by clicking on the top
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
List</a>'. To keep this example simple, we don't want
to have to specify the name spaces, Hence:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
</tr>
</table>
<p>To be able to use the Irrlicht.DLL file, we need
to link with the Irrlicht.lib. We could set this option
in the project settings, but to make it easy we use
a pragma comment:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
</tr>
</table>
<p>Now the main method: to keep this example simple
we use int main(), which can be used on any platform.
However, on Windows platforms, we could also use the
WinMain method if we would want to get rid of the
console window which pops up when starting a program
with main().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{</pre> </td>
</tr>
</table>
<p>The most important function of the engine is the
'createDevice' function. The Irrlicht Device, which
is the root object for doing everything with the engine,
can be created with it. createDevice() has 7 parameters:</p>
</div>
<ul>
<li>
<div align="left"> deviceType: Type of the device. This can currently
be the Null device, the Software device, Direct3D8, Direct3D9,
or OpenGL. In this example we use EDT_SOFTWARE, but, to try
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
EDT_DIRECT3D9 or EDT_OPENGL. </div>
</li>
<li>
<div align="left">windowSize: Size of the window or
full screen mode to be created. In this example
we use 512x384.</div>
</li>
<li>
<div align="left">bits: Number of bits per pixel when
in full screen mode. This should be 16 or 32. This
parameter is ignored when running in windowed mode.</div>
</li>
<li>
<div align="left">fullscreen: Specifies if we want
the device to run in full screen mode or not.</div>
</li>
<li>stencilbuffer: Specifies if we want to use the stencil
buffer for drawing shadows.</li>
<li>vsync: Specifies if we want to have vsync enabled.
This is only useful in full screen mode.</li>
<li>
<div align="left">eventReceiver: An object to receive
events. We do not want to use this parameter here,
and set it to 0.</div>
</li>
</ul>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td>
</tr>
</table>
<p>Now we set the caption of the window to some nice text.
Note that there is a 'L' in front of the string: the
Irrlicht Engine uses wide character strings when displaying
text.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>
</tr>
</table>
<p>Now we store a pointer to the video driver, the SceneManager,
and the graphical user interface environment so that
we do not always have to write device-&gt;getVideoDriver(),
device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>
</tr>
</table>
<p> We add a hello world label to the window using the
GUI environment. The text is placed at the position
(10,10) as top left corner and (200,22) as lower right
corner.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br> rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>
</tr>
</table>
<p>To display something interesting, we load a Quake 2
model and display it. We only have to get the Mesh from
the Scene Manager with getMesh() and add a SceneNode
to display the mesh with addAnimatedMeshSceneNode().
Instead of loading a Quake2 file (.md2), it is also
possible to load a Maya object file (.obj), a complete
Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
By the way, that cool Quake 2 model called sydney.md2
was modelled by Brian Collins.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>
</tr>
</table>
<p>To make the mesh look a little bit nicer, we change
its material a little bit: we disable lighting because
we do not have a dynamic light in here and the mesh
would be totally black. Then we set the frame loop so
that the animation is looped between the frames 0 and
310. Then, at last, we apply a texture to the mesh.
Without it the mesh would be drawn using only a solid
color.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node)<br>{<br> node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br> node-&gt;setFrameLoop(0, 310); <br> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre>
</td>
</tr>
</table>
<p>To look at the mesh, we place a camera into 3d space
at the position (0, 10, -40). The camera looks from
there to (0,5,0).</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
</tr>
</table>
<p>Ok. Now that we have set up the scene, let's draw everything:
we run the device in a while() loop until the device
does not want to run any more. This would be when the
user closes the window or presses ALT+F4 in Windows.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>while(device-&gt;run())<br>{</pre> </td>
</tr>
</table>
<p> Everything must be drawn between a beginScene() and
an endScene() call. The beginScene clears the screen
with a color and also the depth buffer, if desired.
Then we let the Scene Manager and the GUI environment
draw their content. With the endScene() call, everything
is presented on the screen.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
smgr-&gt;drawAll();
guienv-&gt;drawAll();</pre>
<pre> driver-&gt;endScene();
}</pre> </td>
</tr>
</table>
<p>After we are finished, we have to delete the Irrlicht
Device created earlier with createDevice(). With the
Irrlicht Engine, you should delete all objects you created
with a method or function that starts with 'create'.
The object is deleted simply by calling -&gt;drop().
See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
for more information.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();<br> return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and run. </p>
<p>&nbsp;</p>
</div>
</div>
</div></td>
</tr>
</table>
<br>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
or Problems</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#F7F3F7"> <div align="left">
<div align="left">
<div align="left">
<p><strong>Visual Studio</strong><br>
While trying to compile the tutorial, if you get the
error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
error C1083: Cannot open include file: 'irrlicht.h':
No such file or directory</font></td>
</tr>
</table>
<p>Solution: You may have set the include directory improperly
in the Visual Studio options. See <a href="#settingup">above</a>
for information on setting it. </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
: LNK6004: HelloWorld.exe not found or not built
by the last incremental link; performing full link<br>
LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
Error executing link.exe</font></td>
</tr>
</table>
<p> Solution: You may have set the library directory improperly.
See <a href="#settingup">above</a> for information on
setting it. <br>
<br>
</p>
<p><strong>Compiler independent problems<br>
</strong>If the tutorial compiles successfully but gives
the error: </p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
application has failed to start because Irrlicht.dll
was not found. Re-installing the application may
fix this problem</font></td>
</tr>
</table>
<p>Solution: You may have forgotten to copy the Irrlicht.dll
file from Irrlicht\bin\VisualStudio to the directory
the tutorial's project file is in. </p>
If the tutorial compiles and runs successfully but produces
errors in the console like:<br>
<br>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
not load mesh, because file could not be opened.:
../media/sydney.md2</font></td>
</tr>
</table>
<p> Or:</p>
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
</b><em>Could not load texture: stones.jpg </em></font></td>
</tr>
</table>
<p>Solution: The file listed in the error message cannot
be found. Ensure that the directory specified in the
main.cpp exists and is where the file is located. <br>
</p>
</div>
</div>
</div></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,21 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.irrlicht.example"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="10"/>
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
<application android:icon="@drawable/irr_icon" android:label="HelloWorldMobile" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:debuggable="true">
<activity android:name="android.app.NativeActivity"
android:label="HelloWorldMobile"
android:launchMode="singleTask"
android:configChanges="orientation|keyboardHidden"
android:clearTaskOnLaunch="true">
<meta-data android:name="android.app.lib_name" android:value="HelloWorldMobile" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

@ -1,184 +0,0 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "android_tools.h"
#include <android/log.h> // for the occasional debugging, style: __android_log_print(ANDROID_LOG_VERBOSE, "Irrlicht", "%s\n", "We do log");
namespace irr
{
namespace android
{
// Not all DisplayMetrics are available through the NDK.
// So we access the Java classes with the JNI interface.
// You can access other Java classes available in Android in similar ways.
// Function based roughly on the code from here: http://stackoverflow.com/questions/13249164/android-using-jni-from-nativeactivity
bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics)
{
if (!app || !app->activity || !app->activity->vm )
return false;
JNIEnv* jni = 0;
app->activity->vm->AttachCurrentThread(&jni, NULL);
if (!jni )
return false;
// get all the classes we want to access from the JVM
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
jclass classWindowManager = jni->FindClass("android/view/WindowManager");
jclass classDisplay = jni->FindClass("android/view/Display");
jclass classDisplayMetrics = jni->FindClass("android/util/DisplayMetrics");
if (!classNativeActivity || !classWindowManager || !classDisplay || !classDisplayMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
// Get all the methods we want to access from the JVM classes
// Note: You can get the signatures (third parameter of GetMethodID) for all
// functions of a class with the javap tool, like in the following example for class DisplayMetrics:
// javap -s -classpath myandroidpath/adt-bundle-linux-x86_64-20131030/sdk/platforms/android-10/android.jar android/util/DisplayMetrics
jmethodID idNativeActivity_getWindowManager = jni->GetMethodID( classNativeActivity
, "getWindowManager"
, "()Landroid/view/WindowManager;");
jmethodID idWindowManager_getDefaultDisplay = jni->GetMethodID( classWindowManager
, "getDefaultDisplay"
, "()Landroid/view/Display;");
jmethodID idDisplayMetrics_constructor = jni->GetMethodID( classDisplayMetrics
, "<init>"
, "()V");
jmethodID idDisplay_getMetrics = jni->GetMethodID( classDisplay
, "getMetrics"
, "(Landroid/util/DisplayMetrics;)V");
if (!idNativeActivity_getWindowManager || !idWindowManager_getDefaultDisplay || !idDisplayMetrics_constructor
|| !idDisplay_getMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
// In Java the following code would be: getWindowManager().getDefaultDisplay().getMetrics(metrics);
// Note: If you need to call java functions in time-critical places you can split getting the jmethodID's
// and calling the functions into separate functions as you only have to get the jmethodID's once.
jobject windowManager = jni->CallObjectMethod(app->activity->clazz, idNativeActivity_getWindowManager);
if (!windowManager)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jobject display = jni->CallObjectMethod(windowManager, idWindowManager_getDefaultDisplay);
if (!display)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jobject displayMetrics = jni->NewObject( classDisplayMetrics, idDisplayMetrics_constructor);
if (!displayMetrics)
{
app->activity->vm->DetachCurrentThread();
return false;
}
jni->CallVoidMethod(display, idDisplay_getMetrics, displayMetrics);
// access the fields of DisplayMetrics (we ignore the DENSITY constants)
jfieldID idDisplayMetrics_widthPixels = jni->GetFieldID( classDisplayMetrics, "widthPixels", "I");
jfieldID idDisplayMetrics_heightPixels = jni->GetFieldID( classDisplayMetrics, "heightPixels", "I");
jfieldID idDisplayMetrics_density = jni->GetFieldID( classDisplayMetrics, "density", "F");
jfieldID idDisplayMetrics_densityDpi = jni->GetFieldID( classDisplayMetrics, "densityDpi", "I");
jfieldID idDisplayMetrics_scaledDensity = jni->GetFieldID( classDisplayMetrics, "scaledDensity", "F");
jfieldID idDisplayMetrics_xdpi = jni->GetFieldID(classDisplayMetrics, "xdpi", "F");
jfieldID idDisplayMetrics_ydpi = jni->GetFieldID(classDisplayMetrics, "ydpi", "F");
if ( idDisplayMetrics_widthPixels )
metrics.widthPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_widthPixels);
if ( idDisplayMetrics_heightPixels )
metrics.heightPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_heightPixels);
if (idDisplayMetrics_density )
metrics.density = jni->GetFloatField(displayMetrics, idDisplayMetrics_density);
if (idDisplayMetrics_densityDpi)
metrics.densityDpi = jni->GetIntField(displayMetrics, idDisplayMetrics_densityDpi);
if (idDisplayMetrics_scaledDensity)
metrics.scaledDensity = jni->GetFloatField(displayMetrics, idDisplayMetrics_scaledDensity);
if ( idDisplayMetrics_xdpi )
metrics.xdpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_xdpi);
if ( idDisplayMetrics_ydpi )
metrics.ydpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_ydpi);
app->activity->vm->DetachCurrentThread();
return true;
}
void setSoftInputVisibility(android_app* app, bool visible)
{
// NOTE: Unfortunately ANativeActivity_showSoftInput from the NDK does not work and Google does not care.
// This is based on the solution from @Ratamovic from here: http://stackoverflow.com/questions/5864790/how-to-show-the-soft-keyboard-on-native-activity
if (!app || !app->activity || !app->activity->vm )
return;
JNIEnv* jni = 0;
app->activity->vm->AttachCurrentThread(&jni, NULL);
if (!jni )
return;
// get all the classes we want to access from the JVM (could be cached)
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
jclass classInputMethodManager = jni->FindClass("android/view/inputmethod/InputMethodManager");
jclass classWindow = jni->FindClass("android/view/Window");
jclass classView = jni->FindClass("android/view/View");
if (classNativeActivity && classInputMethodManager && classWindow)
{
// Get all the methods we want to access from the JVM classes (could be cached)
jmethodID mid_getSystemService = jni->GetMethodID(classNativeActivity, "getSystemService","(Ljava/lang/String;)Ljava/lang/Object;");
jmethodID mid_showSoftInput = jni->GetMethodID(classInputMethodManager, "showSoftInput", "(Landroid/view/View;I)Z");
jmethodID mid_hideSoftInput = jni->GetMethodID(classInputMethodManager, "hideSoftInputFromWindow", "(Landroid/os/IBinder;I)Z");
jmethodID mid_getWindow = jni->GetMethodID(classNativeActivity, "getWindow", "()Landroid/view/Window;");
jmethodID mid_getWindowToken = jni->GetMethodID(classView, "getWindowToken", "()Landroid/os/IBinder;");
jmethodID mid_getDecorView = jni->GetMethodID(classWindow, "getDecorView", "()Landroid/view/View;");
if ( mid_getSystemService && mid_showSoftInput && mid_hideSoftInput && mid_getWindow && mid_getDecorView && mid_getWindowToken )
{
jstring paramInput = jni->NewStringUTF("input_method");
jobject objInputMethodManager = jni->CallObjectMethod(app->activity->clazz, mid_getSystemService, paramInput);
jni->DeleteLocalRef(paramInput);
jobject objWindow = jni->CallObjectMethod(app->activity->clazz, mid_getWindow);
if ( visible && objInputMethodManager && objWindow)
{
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
if ( objDecorView )
{
int showFlags = 0;
jni->CallBooleanMethod(objInputMethodManager, mid_showSoftInput, objDecorView, showFlags);
}
}
else if ( !visible && objInputMethodManager && objWindow )
{
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
if ( objDecorView )
{
jobject objBinder = jni->CallObjectMethod(objDecorView, mid_getWindowToken);
if ( objBinder )
{
int hideFlags = 0;
jni->CallBooleanMethod(objInputMethodManager, mid_hideSoftInput, objBinder, hideFlags);
}
}
}
}
}
app->activity->vm->DetachCurrentThread();
}
} // namespace android
} // namespace irr

@ -1,33 +0,0 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __IRR_ANDROID_TOOLS_H__
#define __IRR_ANDROID_TOOLS_H__
#include <irrlicht.h>
#include <android_native_app_glue.h>
namespace irr
{
namespace android
{
struct SDisplayMetrics
{
irr::s32 widthPixels;
irr::s32 heightPixels;
irr::f32 density;
irr::s32 densityDpi;
irr::f32 scaledDensity;
irr::f32 xdpi;
irr::f32 ydpi;
};
//! Access SDisplayMetrics
extern bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics);
extern void setSoftInputVisibility(android_app* app, bool visible);
}
}
#endif // __IRR_ANDROID_TOOLS_H__

@ -1,17 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project name="HelloWorldMobile" default="help">
<property file="local.properties" />
<property file="ant.properties" />
<property environment="env" />
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
<isset property="env.ANDROID_HOME" />
</condition>
<loadproperties srcFile="project.properties" />
<fail
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
unless="sdk.dir"
/>
<import file="custom_rules.xml" optional="true" />
<import file="${sdk.dir}/tools/ant/build.xml" />
</project>

@ -1,50 +0,0 @@
LOCAL_PATH := $(call my-dir)/..
IRRLICHT_PROJECT_PATH := $(LOCAL_PATH)
include $(CLEAR_VARS)
LOCAL_MODULE := Irrlicht
LOCAL_SRC_FILES := $(IRRLICHT_PROJECT_PATH)/../../lib/Android/libIrrlicht.a
include $(PREBUILT_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := HelloWorldMobile
LOCAL_CFLAGS := -pipe -fno-exceptions -fno-rtti -fstrict-aliasing
ifndef NDEBUG
LOCAL_CFLAGS += -g -D_DEBUG
else
LOCAL_CFLAGS += -fexpensive-optimizations -O3
endif
ifeq ($(TARGET_ARCH_ABI),x86)
LOCAL_CFLAGS += -fno-stack-protector
endif
LOCAL_C_INCLUDES := ../../include
LOCAL_SRC_FILES := main.cpp android_tools.cpp
LOCAL_LDLIBS := -lEGL -llog -lGLESv1_CM -lGLESv2 -lz -landroid
LOCAL_STATIC_LIBRARIES := Irrlicht android_native_app_glue
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/native_app_glue)
# copy Irrlicht data to assets
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders)
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/src)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/Shaders/*.* $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/irrlichtlogo3.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.x $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/axe.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/fonthaettenschweiler.bmp $(IRRLICHT_PROJECT_PATH)/assets/media/)
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/bigfont.png $(IRRLICHT_PROJECT_PATH)/assets/media/)

@ -1,2 +0,0 @@
APP_PLATFORM := android-10
APP_MODULES := HelloWorldMobile

@ -1,387 +0,0 @@
/** Example 027 Helloworld_Android
This example shows a simple application for Android.
*/
#include <irrlicht.h>
#ifdef _IRR_ANDROID_PLATFORM_
#include <android_native_app_glue.h>
#include "android_tools.h"
#include "android/window.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
enum GUI_IDS
{
GUI_INFO_FPS,
GUI_IRR_LOGO,
};
/*
Android is using multitouch events.
We allow users to move around the Irrlicht logo as example of how to use those.
*/
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(android_app* app )
: Device(0), AndroidApp(app), SpriteToMove(0), TouchID(-1)
{
}
void Init(IrrlichtDevice *device)
{
Device = device;
}
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_TOUCH_INPUT_EVENT)
{
/*
For now we fake mouse-events. Touch-events will be handled inside Irrlicht in the future, but until
that is implemented you can use this workaround to get a GUI which works at least for simple elements like
buttons. That workaround does ignore multi-touch events - if you need several buttons pressed at the same
time you have to handle that yourself.
*/
SEvent fakeMouseEvent;
fakeMouseEvent.EventType = EET_MOUSE_INPUT_EVENT;
fakeMouseEvent.MouseInput.X = event.TouchInput.X;
fakeMouseEvent.MouseInput.Y = event.TouchInput.Y;
fakeMouseEvent.MouseInput.Shift = false;
fakeMouseEvent.MouseInput.Control = false;
fakeMouseEvent.MouseInput.ButtonStates = 0;
fakeMouseEvent.MouseInput.Event = EMIE_COUNT;
switch (event.TouchInput.Event)
{
case ETIE_PRESSED_DOWN:
{
// We only work with the first for now.force opengl error
if ( TouchID == -1 )
{
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
if (Device)
{
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
IGUIElement * logo = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId ( GUI_IRR_LOGO );
if ( logo && logo->isPointInside (touchPoint) )
{
TouchID = event.TouchInput.ID;
SpriteToMove = logo;
SpriteStartRect = SpriteToMove->getRelativePosition();
TouchStartPos = touchPoint;
}
}
}
break;
}
case ETIE_MOVED:
if ( TouchID == event.TouchInput.ID )
{
fakeMouseEvent.MouseInput.Event = EMIE_MOUSE_MOVED;
fakeMouseEvent.MouseInput.ButtonStates = EMBSM_LEFT;
if ( SpriteToMove && TouchID == event.TouchInput.ID )
{
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
MoveSprite(touchPoint);
}
}
break;
case ETIE_LEFT_UP:
if ( TouchID == event.TouchInput.ID )
{
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
if ( SpriteToMove )
{
TouchID = -1;
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
MoveSprite(touchPoint);
SpriteToMove = 0;
}
}
break;
default:
break;
}
if ( fakeMouseEvent.MouseInput.Event != EMIE_COUNT && Device )
{
Device->postEventFromUser(fakeMouseEvent);
}
}
else if ( event.EventType == EET_GUI_EVENT )
{
/*
Show and hide the soft input keyboard when an edit-box get's the focus.
*/
switch(event.GUIEvent.EventType)
{
case EGET_EDITBOX_ENTER:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
if( Device->getGUIEnvironment() )
Device->getGUIEnvironment()->setFocus(NULL);
android::setSoftInputVisibility(AndroidApp, false);
}
break;
case EGET_ELEMENT_FOCUS_LOST:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
/* Unfortunatly this only works on some android devices.
On other devices Android passes through touch-input events when the virtual keyboard is clicked while blocking those events in areas where the keyboard isn't.
Very likely an Android bug as it only happens in certain cases (like Android Lollipop with landscape mode on MotoG, but also some reports from other devices).
Or maybe Irrlicht still does something wrong.
Can't figure it out so far - so be warned - with landscape mode you might be better off writing your own keyboard.
*/
android::setSoftInputVisibility(AndroidApp, false);
}
break;
case EGET_ELEMENT_FOCUSED:
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
{
android::setSoftInputVisibility(AndroidApp, true);
}
break;
default:
break;
}
}
return false;
}
void MoveSprite(const irr::core::position2d<irr::s32> &touchPos)
{
irr::core::position2d<irr::s32> move(touchPos-TouchStartPos);
SpriteToMove->setRelativePosition(SpriteStartRect.UpperLeftCorner + move);
}
private:
IrrlichtDevice * Device;
android_app* AndroidApp;
gui::IGUIElement * SpriteToMove;
core::rect<s32> SpriteStartRect;
core::position2d<irr::s32> TouchStartPos;
s32 TouchID;
};
/* Mainloop.
*/
void mainloop( IrrlichtDevice *device, IGUIStaticText * infoText )
{
u32 loop = 0; // loop is reset when the app is destroyed unlike runCounter
static u32 runCounter = 0; // static's seem to survive even an app-destroy message (not sure if that's guaranteed).
while(device->run())
{
/*
The window seems to be always active in this setup.
That's because when it's not active Android will stop the code from running.
*/
if (device->isWindowActive())
{
/*
Show FPS and some counters to show which parts of an app run
in different app-lifecycle states.
*/
if ( infoText )
{
stringw str = L"FPS:";
str += (s32)device->getVideoDriver()->getFPS();
str += L" r:";
str += runCounter;
str += L" l:";
str += loop;
infoText->setText ( str.c_str() );
}
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
device->getSceneManager()->drawAll();
device->getGUIEnvironment()->drawAll();
device->getVideoDriver()->endScene ();
}
device->yield(); // probably nicer to the battery
++runCounter;
++loop;
}
}
/* Main application code. */
void android_main(android_app* app)
{
// Make sure glue isn't stripped.
app_dummy();
/*
The receiver can already receive system events while createDeviceEx is called.
So we create it first.
*/
MyEventReceiver receiver(app);
/*
Create the device.
You have currently the choice between 2 drivers:
EDT_OGLES1 is basically a opengl fixed function pipeline.
EDT_OGLES2 is a shader pipeline. Irrlicht comes with shaders to simulate
typical fixed function materials. For this to work the
corresponding shaders from the Irrlicht media/Shaders folder are
copied to the application assets folder (done in the Makefile).
*/
SIrrlichtCreationParameters param;
// param.DriverType = EDT_OGLES1; // android:glEsVersion in AndroidManifest.xml should be "0x00010000" (requesting 0x00020000 will also guarantee that ES1 works)
param.DriverType = EDT_OGLES2; // android:glEsVersion in AndroidManifest.xml should be "0x00020000"
param.WindowSize = dimension2d<u32>(300,300); // using 0,0 it will automatically set it to the maximal size
param.PrivateData = app;
param.Bits = 24;
param.ZBufferBits = 16;
param.AntiAlias = 0;
param. EventReceiver = &receiver;
/* Logging is written to a file. So your application should disable all logging when you distribute your
application or it can fill up that file over time.
*/
#ifndef _DEBUG
param.LoggingLevel = ELL_NONE;
#endif
IrrlichtDevice *device = createDeviceEx(param);
if (device == 0)
return;
receiver.Init(device);
// ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
ILogger* logger = device->getLogger();
IFileSystem * fs = device->getFileSystem();
/* Access to the Android native window. You often need this when accessing NDK functions like we are doing here.
Note that windowWidth/windowHeight have already subtracted things like the taskbar which your device might have,
so you get the real size of your render-window.
*/
ANativeWindow* nativeWindow = static_cast<ANativeWindow*>(driver->getExposedVideoData().OGLESAndroid.Window);
int32_t windowWidth = ANativeWindow_getWidth(app->window);
int32_t windowHeight = ANativeWindow_getHeight(app->window);
/* Get display metrics. We are accessing the Java functions of the JVM directly in this case as there is no NDK function for that yet.
Checkout android_tools.cpp if you want to know how that is done. */
irr::android::SDisplayMetrics displayMetrics;
memset(&displayMetrics, 0, sizeof displayMetrics);
irr::android::getDisplayMetrics(app, displayMetrics);
/* For troubleshooting you can use the Irrlicht logger.
The Irrlicht logging messages are send to the Android logging system using the tag "Irrlicht".
They stay in a file there, so you can check them even after running your app.
You can watch them with the command: "adb logcat Irrlicht:V DEBUG:V *:S"
This means Irrlicht _V_erbose, debug messages verbose (p.E callstack on crashes) and all other messages _S_ilent.
Clean the logging file with: "adb logcat -c".
See http://developer.android.com/tools/debugging/debugging-log.html for more advanced log options.
*/
char strDisplay[1000];
sprintf(strDisplay, "Window size:(%d/%d)\nDisplay size:(%d/%d)", windowWidth, windowHeight, displayMetrics.widthPixels, displayMetrics.heightPixels);
logger->log(strDisplay);
core::dimension2d<s32> dim(driver->getScreenSize());
sprintf(strDisplay, "getScreenSize:(%d/%d)", dim.Width, dim.Height);
logger->log(strDisplay);
/* Your media must be somewhere inside the assets folder. The assets folder is the root for the file system.
This example copies the media in the Android.mk makefile. */
stringc mediaPath = "media/";
// The Android assets file-system does not know which sub-directories it has (blame google).
// So we have to add all sub-directories in assets manually. Otherwise we could still open the files,
// but existFile checks will fail (which are for example needed by getFont).
for ( u32 i=0; i < fs->getFileArchiveCount(); ++i )
{
IFileArchive* archive = fs->getFileArchive(i);
if ( archive->getType() == EFAT_ANDROID_ASSET )
{
archive->addDirectoryToFileList(mediaPath);
break;
}
}
/* Set the font-size depending on your device.
dpi=dots per inch. 1 inch = 2.54 cm. */
IGUISkin* skin = guienv->getSkin();
IGUIFont* font = 0;
if ( displayMetrics.xdpi < 100 ) // just guessing some value where fontsize might start to get too small
font = guienv->getFont(mediaPath + "fonthaettenschweiler.bmp");
else
font = guienv->getFont(mediaPath + "bigfont.png");
if (font)
skin->setFont(font);
// A field to show some text. Comment out stat->setText in run() if you want to see the dpi instead of the fps.
IGUIStaticText *text = guienv->addStaticText(stringw(displayMetrics.xdpi).c_str(),
rect<s32>(5,5,635,35), false, false, 0, GUI_INFO_FPS );
guienv->addEditBox( L"", rect<s32>(5,40,475,80));
// add irrlicht logo
IGUIImage * logo = guienv->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
core::position2d<s32>(5,85), true, 0, GUI_IRR_LOGO);
s32 minLogoWidth = windowWidth/3;
if ( logo && logo->getRelativePosition().getWidth() < minLogoWidth )
{
/* Scale to make it better visible on high-res devices (we could also work with dpi here).
*/
logo->setScaleImage(true);
core::rect<s32> logoPos(logo->getRelativePosition());
f32 scale = (f32)minLogoWidth/(f32)logoPos.getWidth();
logoPos.LowerRightCorner.X = logoPos.UpperLeftCorner.X + minLogoWidth;
logoPos.LowerRightCorner.Y = logoPos.UpperLeftCorner.Y + (s32)((f32)logoPos.getHeight()*scale);
logo->setRelativePosition(logoPos);
}
/*
Add a 3d model. Note that you might need to add light when using other models.
A copy of the model and it's textures must be inside the assets folder to be installed to Android.
In this example we do copy it to the assets folder in the Makefile jni/Android.mk
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "dwarf.x");
if (!mesh)
{
device->closeDevice();
device->drop();
return;
}
smgr->addAnimatedMeshSceneNode( mesh );
/*
To look at the mesh, we place a camera.
*/
smgr->addCameraSceneNode(0, vector3df(15,40,-90), vector3df(0,30,0));
/*
Mainloop. Applications usually never quit themself in Android. The OS is responsible for that.
*/
mainloop(device, text);
/* Cleanup */
device->setEventReceiver(0);
device->closeDevice();
device->drop();
}
#endif // defined(_IRR_ANDROID_PLATFORM_)
/*
**/

@ -1 +0,0 @@
target = android-10

@ -1,95 +0,0 @@
------------
REQUIREMENTS
------------
To use Android you need to have installed:
- Android SDK (from http://developer.android.com)
- Android NDK (from http://developer.android.com)
- ant (a build tool commonly used for Java)
- A Java jdk (for example openjdk-6-jdk)
- GNU Make 3.81 or later
- A recent version of awk
- On Windows you need to have Cygwin (at least version 1.7) installed
----------------------------
BUILDING Irrlicht & your App
----------------------------
1. Assign your Android SDK path to an ANDROID_HOME environment variable.
2. Add $ANDROID_HOME/tools and $ANDROID_HOME/platform-tools and the Android NDK main folder to your PATH environment variable.
3. Go to: source/Irrlicht/Android and call "ndk-build" or "ndk-build NDEBUG=1"
4. Go to: examples/01.HelloWorld_Android and call "ndk-build" or "ndk-build NDEBUG=1"
5. Call "ant debug" to create package
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
Troubleshooting:
Error: Unable to resolve project target 'android-10'
Solution: Run "android sdk" in sdk/tools and install API 10.
Alternatively you can probably (not yet tested) set another APP_PLATFORM
in the Application.mk's for the project and for Irrlicht. In this case you
should likely also change the android:minSdkVersion in the AndroidManifest.xml
-----
FILES
-----
AndroidManifest.xml:
Every Android application needs one of those to describe the needs of the application.
Must have exactly this name.
See http://developer.android.com/guide/topics/manifest/manifest-intro.html
build.xml:
Ant build file to create the final package.
You might want to create a new one as described in the Android documentation:
http://developer.android.com/tools/projects/projects-cmdline.html
That will then also update project.properties.
project.properties
Contains the build target (and maybe other project properties). Must exist.
jni:
A folder by this name must exist below the folder where you have build.xml.
Usually it contains the native (c/c++) source files, but in our case we put
the source-files one level higher (with LOCAL_PATH in Android.mk).
jni/Android.mk:
The Makefile for the project.
Source-files in the project are added to LOCAL_SRC_FILES
In the Irrlicht example it also copies the assets, but you can
also already create your project assets in the right place.
jni/Application.mk:
Optional file which for example restricts which modules are installed and
where you can set specific target architectures.
More info about this can be found in the ndk docs.
res:
A folder with resources which districuted with your application and can be accessed via ID's.
Unfortunately no direct NDK access to resources at the time of writing this. So you either have
to access them with java-code and copy to c++ somehow or you have to use hacks to read the format
directly (which is done by some apps, but not future-safe and google recommends not doing that).
Please check the official "App Resources" android developer documention, as this is rather complex.
We use it only for the application icons in this example.
assets:
Files in here are distributed with your app. It's acting like a read-only file system.
assets/media/Shaders:
Shader code needed by the OGLES2 driver to simulate a fixed function pipeline.
In the example this code is automatically copied within the Android.mk makefile.
The path where the shaders are searched is set in the IRR_OGLES2_SHADER_PATH define in IrrCompileConfig.h
The names are hardcoded so they have to be identical to those found in media/Shaders.
You can rewrite the shaders, but ensure to add some working shaders files by those names.
The OGLES1 driver doesn't need those files.
obj:
All object and library files mentioned in the Android.mk are put in here before linking.
libs:
Contains the binaries of your application after compilation. The application itself is a lib(probably because native code can't run directly but only as lib).
src:
The src folder is needed when you have Java sources and should only contain .java and .aidl files.
Although the examples doesn't use Java the makefile creates this folder as the ant build.xml in the android sdk needs it.

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@ -1,98 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 01.HelloEmscripten
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
all_emscripten: EMSCRIPTEN=1
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
ifdef EMSCRIPTEN
LDFLAGS += -s DEMANGLE_SUPPORT=1
endif
CXXFLAGS += -g -Wall
else
ifdef EMSCRIPTEN
LDFLAGS += -O3
endif
CXXFLAGS += -O3
endif
ifdef EMSCRIPTEN
CXXFLAGS += -std=gnu++11 -U__STRICT_ANSI__
endif
ifdef EMSCRIPTEN
all: all_emscripten
else
all: all_linux
endif
# target specific settings
all_linux all_emscripten all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL
ifndef EMSCRIPTEN
LDFLAGS += -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
endif
all_linux clean_linux: SYSTEM=Linux
all_emscripten clean_emscripten: SYSTEM=emscripten
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
all_emscripten clean_emscripten: SUF=.html
all_emscripten: CXXFLAGS += -fno-exceptions -fno-rtti -fstrict-aliasing -std=gnu++11 -U__STRICT_ANSI__
# Pass on a custom html file.
#all_emscripten: CXXFLAGS += --shell-file shell_minimal.html
all_emscripten: LDFLAGS += -lGL -lSDL --preload-file ../../media@/media -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=1
#If you know the maximum memory (in bytes) which your application need then set it. It can speed things up a lot.
#all_emscripten: LDFLAGS += -s TOTAL_MEMORY=268435456
# You need the FULL_ES2 when using EDT_OGLES2 driver
#all_emscripten: LDFLAGS += -s FULL_ES2=1
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
# Enable compiling to WASM and not just asm.js (you have to set it in the engine Makefile as well)
ifdef EMSCRIPTEN
ifdef WASM
CXXFLAGS += -s WASM=1
endif
endif
emscripten: all_emscripten
all_linux all_win32 all_emscripten static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32 clean_emscripten
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
clean_emscripten:
@$(RM) $(BinPath)/$(Target).data
@$(RM) $(BinPath)/$(Target).html*
@$(RM) $(BinPath)/$(Target).js
.PHONY: all all_win32 all_emscripten static_win32 clean clean_linux clean_win32 clean_emscripten
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,240 +0,0 @@
/** Example 001 HelloWorld adapted to emscripten
This Tutorial shows how to run code with emscripten.
Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
You have to setup the emscripten environment on your system first to use this.
*/
#include <irrlicht.h>
#include "exampleHelper.h"
#include <emscripten.h>
#include <stdio.h>
/*
The code in here is mostly similar to the usual HelloWorld.
You can find more information about it there. Here we mainly document the
differences needed for emscripten.
*/
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
/*
This part not necessary for emscripten, only useful to keep it in
in case you want to run the same code on Windows with VS as well.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
/*
Variables on the stack will stay intact between runs of one_iter()
*/
IrrlichtDevice *device = 0;
IVideoDriver* driver = 0;
ISceneManager* smgr = 0;
IGUIEnvironment* guienv = 0;
ICameraSceneNode* camera = 0;
dimension2d<u32> screenSize(640, 480);
#ifdef __EMSCRIPTEN__
/*
Handle changes in canvas size which are done with html/js.
Note that it's only OK for windowed so far,
the switch to fullscreen not yet working.
Also the emscripten_get_canvas_size might cause a slow-down
(but haven't found yet a way to avoid it with SDL1).
*/
void checkCanvasResize()
{
int w, h, fs;
emscripten_get_canvas_size(&w, &h, &fs);
const core::dimension2d<u32> canvasDim(w,h);
if ( canvasDim != screenSize )
{
screenSize = canvasDim;
driver->OnResize(canvasDim);
driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
irr::f32 aspect = (irr::f32)w / (irr::f32)h;
camera->setAspectRatio(aspect);
}
}
/*
emscripten can't run things in an endless-loop or otherwise the browse will consider
the script to hang.
*/
void one_iter()
{
if(!device->run())
{
// Could clean up here in theory, but not sure if it makes a difference
/*
This tells emscripten to not run any further code.
*/
emscripten_cancel_main_loop();
return;
}
// In case you have a resizeable canvas (resized from html)
//checkCanvasResize();
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
#endif //__EMSCRIPTEN__
/*
The main method is also run on emscripten.
*/
int main()
{
/*
Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
*/
printf("Build-date: %s %s\n", __DATE__, __TIME__);
SIrrlichtCreationParameters parameters;
/*
Create device flags for emscripten are still experimental
and might not all work.
- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
EDT_WEBGL1 is better optimized but does not yet support all options.
EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
*/
#ifndef __EMSCRIPTEN__
parameters.DriverType = EDT_OGLES2;
#else //__EMSCRIPTEN__
parameters.DriverType = EDT_WEBGL1;
#endif //__EMSCRIPTEN__
parameters.LoggingLevel = ELL_DEBUG;
parameters.WindowSize = screenSize;
parameters.Stencilbuffer = false;
parameters.AntiAlias = 4;
device = createDeviceEx(parameters);
if (!device)
return 1;
/*
Window caption will set the title-text in the browser.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
driver = device->getVideoDriver();
smgr = device->getSceneManager();
guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform.
We tell emscripten to copy the media folder in the Makefile with:
"--preload-file ../../media@/media"
That copies our ../../media folder in a .data
file which is loaded by the browser. It can then be accessed there
by "/media" name (that's the parameter after the '@').
Note that usually you would try to copy only as many files
as absolutely necessary to reduce start-up times.
*/
const io::path mediaPath = getExampleMediaPath();
/*
Make a model called Sydney show up.
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
Disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise.
Set the frame loop such that the predefined STAND animation is used.
Add a texture to the model.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
/*
On desktop we run and endless loop until the user closes the window or
presses ALT+F4 (or whatever keycode closes a window).
*/
while(device->run())
{
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
#else // __EMSCRIPTEN__
/*
Setting fps to 0 or a negative value will use the browsers
requestAnimationFrame mechanism to call the main loop function.
Emscripten documentation recommends to do that, but you can also set
another fps value and the browser will try to call the main-loop
fps times per second.
The simulate_infinite_loop tells emscripten that this is an application
which will simulate an infinite loop. There is also a flag in the
Makefile about that: -s NO_EXIT_RUNTIME=1
*/
int fps = 0;
int simulate_infinite_loop = 1;
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
#endif //__EMSCRIPTEN__
return 0;
}
/*
That's it. Compile and run.
**/

@ -1,24 +0,0 @@
Emscripten is a project to compile c/c++ code int the asm.js format which can be run in some browsers.
See http://kripken.github.io/emscripten-site for more information.
emscripten support for Irrlicht is a work in process. Use at your own risk.
Might take work and knowledge to get it running.
------------
REQUIREMENTS
------------
You have to install the emscripten environment.
----------------------------
BUILDING Irrlicht & your App
----------------------------
Linux:
Go into source/Irrlicht folder and call:
emmake make emscripten
Go into examples/01.HelloWord_emscripten folder and call:
emmake make all_emscripten
Note: The shell_minimal.html is currently not used (as resizing isn't working yet correctly), but can be enabled in the Makefile.

@ -1,180 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
textarea.emscripten { font-family: monospace; width: 80%; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { width: 95vw; height: 75vh; display: block; border: 0px none; background-color: black; }
.spinner {
height: 50px;
width: 50px;
margin: 0px auto;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 10px solid rgb(0,150,240);
border-right: 10px solid rgb(0,150,240);
border-bottom: 10px solid rgb(0,150,240);
border-top: 10px solid rgb(100,0,200);
border-radius: 100%;
background-color: rgb(200,100,250);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
</style>
<script type='text/javascript'>
function resize(canvas) {
// Lookup the size the browser is displaying the canvas.
var displayWidth = canvas.clientWidth;
var displayHeight = canvas.clientHeight;
// Check if the canvas is not the same size.
if (canvas.width != displayWidth ||
canvas.height != displayHeight) {
// Make the canvas the same size
canvas.width = displayWidth;
canvas.height = displayHeight;
}
}
function OnResize() {
resize( document.getElementsByTagName('canvas')[0] );
}
function OnLoad() {
resize( document.getElementsByTagName('canvas')[0] );
}
</script>
</head>
<body>
<body onresize="OnResize()">
<body onload="OnLoad()">
<hr/>
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<hr/>
<div class="emscripten">
<input type="checkbox" id="resize">Resize canvas
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
&nbsp;&nbsp;&nbsp;
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
document.getElementById('resize').checked)">
</div>
<hr/>
<textarea class="emscripten" id="output" rows="8"></textarea>
<hr>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.hidden = true;
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function() {
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
{{{ SCRIPT }}}
</body>
</html>

@ -1,68 +0,0 @@
{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "60x60",
"scale" : "3x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "76x76",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "76x76",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

@ -1,302 +0,0 @@
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#include <irrlicht.h>
#include "exampleHelper.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
// It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function.
void irrlicht_main()
{
IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d<u32>(0, 0), 16, false, false, false, 0);
if (!device)
return;
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true);
const io::path mediaPath = getExampleMediaPath();
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while (device->run())
if (device->isWindowActive())
{
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
}

@ -1,56 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 02.Quake3Map
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,58 +0,0 @@
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<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 02 Quake Map" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/QuakeMap" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="GL" />
<Add library="EGL" />
<Add library="X11" />
<Add library="GLESv1_CM" />
<Add library="GLESv2" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Quake3Map" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

@ -1,162 +0,0 @@
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Name="VCPostBuildEventTool"/>
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Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
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<Tool
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</Configurations>
<References>
</References>
<Files>
<File
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<Globals>
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/** Example 002 Quake3Map
This tutorial shows how to load a Quake 3 map into the engine, create a
SceneNode for optimizing the speed of rendering, and how to create a user
controlled camera.
Please note that you should know the basics of the engine before starting this
tutorial. Just take a short look at the first tutorial, if you haven't done
this yet: http://irrlicht.sourceforge.net/docu/example001.html
Lets start like the HelloWorld example: We include the irrlicht header files
and an additional file to be able to ask the user for a driver type using the
console.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
/*
As already written in the HelloWorld example, in the Irrlicht Engine everything
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
name of every class, we tell the compiler that we use that namespace from now
on, and we will not have to write that 'irr::'. There are 5 other sub
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
example, we do not call 'using namespace' for these 5 other namespaces, because
in this way you will see what can be found in which namespace. But if you like,
you can also include the namespaces like in the previous example.
*/
using namespace irr;
/*
Again, to be able to use the Irrlicht.DLL file, we need to link with the
Irrlicht.lib. We could set this option in the project settings, but to make it
easy, we use a pragma comment lib:
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
OK, lets start. Again, we use the main() method as start, not the WinMain().
*/
int main()
{
/*
Like in the HelloWorld example, we create an IrrlichtDevice with
createDevice(). The difference now is that we ask the user to select
which video driver to use. The Software device might be
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
this decision possible, too.
*/
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
if (driverType==video::EDT_COUNT)
return 1;
// create device and exit if creation failed
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<u32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
/*
Get a pointer to the video driver and the SceneManager so that
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
irr::IrrlichtDevice::getSceneManager().
*/
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
/*
To display the Quake 3 map, we first need to load it. Quake 3 maps
are packed into .pk3 files which are nothing else than .zip files.
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
we can read from the files in that archive as if they were stored on disk.
*/
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
/*
Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
not really animated, they are only a chunk of static geometry with
some materials attached. Hence the IAnimatedMesh consists of only one
frame, so we get the "first frame" of the "animation", which is our
quake level and create an Octree scene node with it, using
irr::scene::ISceneManager::addOctreeSceneNode().
The Octree optimizes the scene a little bit, trying to draw only geometry
which is currently visible. An alternative to the Octree would be a
irr::scene::IMeshSceneNode, which would always draw the complete
geometry of the mesh, without optimization. Try it: Use
irr::scene::ISceneManager::addMeshSceneNode() instead of
addOctreeSceneNode() and compare the primitives drawn by the video
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
method in the irr::video::IVideoDriver class). Note that this
optimization with the Octree is only useful when drawing huge meshes
consisting of lots of geometry and if users can't see the whole scene at
once.
*/
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
scene::ISceneNode* node = 0;
if (mesh)
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
/*
Because the level was not modeled around the origin (0,0,0), we
translate the whole level a little bit. This is done on
irr::scene::ISceneNode level using the methods
irr::scene::ISceneNode::setPosition() (in this case),
irr::scene::ISceneNode::setRotation(), and
irr::scene::ISceneNode::setScale().
*/
if (node)
node->setPosition(core::vector3df(-1300,-144,-1249));
/*
Now we need a camera to look at the Quake 3 map.
We want to create a user controlled camera. There are some
cameras available in the Irrlicht engine. For example the
MayaCamera which can be controlled like the camera in Maya:
Rotate with left mouse button pressed, Zoom with both buttons pressed,
translate with right mouse button pressed. This could be created with
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
example, we want to create a camera which behaves like the ones in
first person shooter games (FPS) and hence use
irr::scene::ISceneManager::addCameraSceneNodeFPS().
*/
smgr->addCameraSceneNodeFPS();
/*
The mouse cursor needs not be visible, so we hide it via the
irr::IrrlichtDevice::ICursorControl.
*/
device->getCursorControl()->setVisible(false);
/*
Everything is set up, so lets draw it. We also write the current
frames per second and the primitives drawn into the caption of the
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
but prevents the engine to grab the mouse cursor after task switching
when other programs are active. The call to irr::IrrlichtDevice::yield()
will avoid the busy loop to eat up all CPU cycles when the window is not
active.
*/
int lastFPS = -1;
while(device->run())
{
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
else
device->yield();
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

@ -1,181 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2"> <div align="left">
<p>This Tutorial shows how to load a Quake 3 map into the engine, create
a SceneNode for optimizing the speed of rendering and how to create
a user controlled camera. Please note that you should know the basics
of the engine before starting this tutorial, just take a short look
at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
The result of this example will look like this:</p>
<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br>
</p>
</div></td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
<font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>Lets start like the HelloWorld example: We include the irrlicht header
files and an additional file to be able<br>
to ask the user for a driver type using the console.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br></pre></td>
</tr>
</table>
<p>As already written in the HelloWorld example, in the Irrlicht Engine,
everything can be found in the namespace 'irr'. To get rid of the irr::
in front of the name of every class, we tell the compiler that we use
that namespace from now on, and we will not have to write that 'irr::'.<br>
There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
for these 5 other namespaces because in this way you will see what can
be found in which namespace. But if you like, you can also include the
namespaces like in the previous example. Code just like you want to.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>using namespace irr;</pre> </td>
</tr>
</table>
<p>Again, to be able to use the Irrlicht.DLL file, we need to link with
the Irrlicht.lib. We could set this option in the project settings,
but to make it easy, we use a pragma comment lib:</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>
</tr>
</table>
</div>
<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
because its shorter to write.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{</pre> </td>
</tr>
</table>
<p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
The difference now is that we ask the user to select which hardware accelerated
driver to use. The Software device would be too slow to draw a huge Quake
3 map, but just for the fun of it, we make this decision possible too.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br>
char i;<br>std::cin &gt;&gt; i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
</tr>
</table>
<p>Get a pointer to the video driver and the SceneManager so that we do
not always have to write device-&gt;getVideoDriver() and device-&gt;getSceneManager().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> </td>
</tr>
</table>
<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
packed into .pk3 files wich are nothing other than .zip files. So we add
the .pk3 file to our FileSystem. After it was added, we are able to read
from the files in that archive as they would directly be stored on disk.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;getFileSystem()-&gt;addZipFileArchive(&quot;../../media/map-20kdm2.pk3&quot;);</pre> </td>
</tr>
</table>
<p>Now we can load the mesh by calling getMesh(). We get a pointer returned
to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
they are only a huge chunk of static geometry with some materials attached.
Hence the IAnimated mesh consists of only one frame,<br>
so we get the &quot;first frame&quot; of the &quot;animation&quot;, which
is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
The OctTree optimizes the scene a little bit, trying to draw only geometry
which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
which would draw always the complete geometry of the mesh, without optimization.
Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
method in the IVideoDriver class). Note that this optimization with the
Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;20kdm2.bsp&quot;);<br>scene::ISceneNode* node = 0;
if (mesh)<br> node = smgr-&gt;addOctTreeSceneNode(mesh-&gt;getMesh(0));</pre> </td>
</tr>
</table>
<p>Because the level was modelled not around the origin (0,0,0), we translate
the whole level a little bit.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node)<br> node-&gt;setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
</tr>
</table>
<p>Now we only need a Camera to look at the Quake 3 map. And we want to
create a user controlled camera. There are some different cameras available
in the Irrlicht engine. For example the Maya Camera which can be controlled
compareable to the camera in Maya: Rotate with left mouse button pressed,
Zoom with both buttons pressed,<br>
translate with right mouse button pressed. This could be created with
addCameraSceneNodeMaya(). But for this example, we want to create a camera
which behaves like the ones in first person shooter games (FPS):</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNodeFPS();</pre> </td>
</tr>
</table>
<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>device-&gt;getCursorControl()-&gt;setVisible(false);</pre> </td>
</tr>
</table>
<p>We have done everything, so lets draw it. We also write the current frames
per second and the drawn primitives to the caption of the window. The
'if (device-&gt;isWindowActive())' line is optional, but prevents the
engine render to set the position of the mouse cursor after task switching
when other program are active.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int lastFPS = -1;</pre>
<pre>while(device-&gt;run())
{
driver-&gt;beginScene(true, true, video::SColor(0,200,200,200));
smgr-&gt;drawAll();
driver-&gt;endScene();</pre>
<pre> int fps = driver-&gt;getFPS();</pre>
<pre> if (lastFPS != fps)
{
core::stringw str = L&quot;Irrlicht Engine - Quake 3 Map example [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;
}
}</pre> </td>
</tr>
</table>
<p>In the end, delete the Irrlicht device.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();<br> return 0;<br>}</pre> </td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p></td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
</body>
</html>

@ -1,58 +0,0 @@
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@ -1,163 +0,0 @@
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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 03.CustomSceneNode
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

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/** Example 003 Custom SceneNode
This tutorial is more advanced than the previous ones.
If you are currently just playing around with the Irrlicht
engine, you may want to look at other examples first.
This tutorials shows how to create a custom scene node and
how to use it in the engine. A custom scene node is needed
if you want to implement a render technique the Irrlicht
Engine currently does not support. For example, you can write
an indoor portal based renderer or an advanced terrain scene
node with it. By creating custom scene nodes, you can
easily extend the Irrlicht Engine and adapt it to your needs.
I will keep the tutorial simple: Keep everything very short
and everything in one .cpp file. This is the style which
will also be used in most of the following tutorials.
To start, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
Here comes the more sophisticated part of this tutorial:
The class of our very own custom scene node. To keep it simple,
our scene node will not be an indoor portal renderer nor a terrain
scene node, but a simple tetrahedron, a 3D object consisting of 4
connected vertices, which only draws itself and does nothing more.
Note that this scenario does not require a custom scene node in Irrlicht.
Instead one would create a mesh from the geometry and pass it to a
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
scene node in a simple setting.
To allow our scene node to be inserted into the Irrlicht
Engine scene, the class we create needs to be derived from the
irr::scene::ISceneNode class and has to override some methods.
*/
class CSampleSceneNode : public scene::ISceneNode
{
/*
First, we declare some member variables:
The bounding box, 4 vertices, and the material of the tetrahedron.
*/
core::aabbox3d<f32> Box;
video::S3DVertex Vertices[4];
video::SMaterial Material;
public:
/*
The parameters of the constructor specify the parent of the scene node,
a pointer to the scene manager, and an id of the scene node.
In the constructor we call the parent class' constructor,
set some properties of the material, and create the 4 vertices of
the tetrahedron.
*/
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;
Material.Thickness=0.f;
Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
video::SColor(255,0,255,255), 0, 1);
Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
video::SColor(255,255,0,255), 1, 1);
Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
video::SColor(255,255,255,0), 1, 0);
Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
video::SColor(255,0,255,0), 0, 0);
/*
The Irrlicht Engine needs to know the bounding box of a scene node.
It will use it for automatic culling and other things. Hence, we
need to create a bounding box from the 4 vertices we use.
If you do not want the engine to use the box for automatic culling,
and/or don't want to create the box, you could also call
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
*/
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos);
}
/*
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
method of every scene node in the scene is called by the scene manager.
If the scene node wishes to draw itself, it may register itself in the
scene manager to be drawn. This is necessary to tell the scene manager
when it should call irr::scene::ISceneNode::render(). For
example, normal scene nodes render their content one after another,
while stencil buffer shadows would like to be drawn after all other
scene nodes. And camera or light scene nodes need to be rendered before
all other scene nodes (if at all). So here we simply register the
scene node to render normally. If we would like to let it be rendered
like cameras or light, we would have to call
SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
method of the base class, which lets all the child scene nodes of this node
register themselves.
*/
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
/*
In the render() method most of the interesting stuff happens: The
Scene node renders itself. We override this method and draw the
tetrahedron.
*/
virtual void render()
{
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
so you have to pass the 3 corresponding indices for each triangle to
tell which of the vertices should be used for it. */
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
/*
And finally we create three small additional methods.
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
amount of materials in this scene node (our tetrahedron only has one
material), and irr::scene::ISceneNode::getMaterial() returns the
material at an index. Because we have only one material, we can
return that and assume that no one ever calls getMaterial() with an index
greater than 0.
*/
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};
/*
That's it. The Scene node is done. Now we start the engine,
create the scene node and a camera, and look at the result.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<u32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
// set window caption, get some pointers, create a camera
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
/*
Create our scene node. I don't check the result of calling new, as it
should throw an exception rather than returning 0 on failure. Because
the new node will create itself with a reference count of 1, and then
will have another reference added by its parent scene node when it is
added to the scene, I need to drop my reference to it. Best practice is
to drop it only *after* I have finished using it, regardless of what
the reference count of the object is after creation.
*/
CSampleSceneNode *myNode =
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
/*
To animate something in this boring scene consisting only of one
tetrahedron, and to show that you now can use your scene node like any
other scene node in the engine, we add an animator to the scene node,
which rotates the node a little bit.
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
should be checked.
*/
scene::ISceneNodeAnimator* anim =
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
if(anim)
{
myNode->addAnimator(anim);
/*
I'm done referring to anim, so must
irr::IReferenceCounted::drop() this reference now because it
was produced by a createFoo() function. As I shouldn't refer to
it again, ensure that I can't by setting to 0.
*/
anim->drop();
anim = 0;
}
/*
I'm done with my CSampleSceneNode object, and so must drop my reference.
This won't delete the object, yet, because it is still attached to the
scene graph, which prevents the deletion until the graph is deleted or the
custom scene node is removed from it.
*/
myNode->drop();
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
/*
Now draw everything and finish.
*/
u32 frames=0;
while(device->run())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
if (++frames==100) // don't update more often, setWindowCaption can be expensive
{
core::stringw str = L"Irrlicht Engine [";
str += driver->getName();
str += L"] FPS: ";
str += (s32)driver->getFPS();
device->setWindowCaption(str.c_str());
frames=0;
}
}
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

@ -1,222 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This Tutorial is a tutorial for more advanced developers. If you are
currently just playing around with the Irrlicht engine, please look
at other examples first. This tutorial shows how to create a custom
scene node and how to use it in the engine. A custom scene node is needed,
if you want to implement a render technique, the Irrlicht Engine is
currently not supporting. For example you can write a indoor portal
based renderer or a advanced terrain scene node with it. With creating
custom scene nodes, you can easily extend the Irrlicht Engine and adapt
it to your needs.</p>
<p>I will keep the tutorial simple: Keep everything very short, everything
in one .cpp file, and I'll use the engine here as in all other tutorials.
At the end of the tutorial, the result will look like the image below.
This looks not very exciting, but it is a complete customized scene
node and a good point to start from creating you own scene nodes.</p>
<p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>To start, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;</pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td>
</tr>
</table>
<p>Here comes the most sophisticated part of this tutorial: The class
of our very own custom scene node. To keep it simple,<br>
our scene node will not be an indoor portal renderer nor a terrain scene
node, but a simple tetraeder, a 3d object consiting of 4 connected vertices,
which only draws itself and does nothing more.</p>
<p>To let our scene node be able to be inserted into the Irrlicht Engine
scene, the class we create needs only be derived from the ISceneNode
class and has to override some methods.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td>
</tr>
</table>
<p>First, we declare some member variables, to hold data for our tetraeder:
The bounding box, 4 vertices, and<br>
the material of the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>core::aabbox3d&lt;f32&gt; Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td>
</tr>
</table>
<p>The parameters of the constructor specify the parent of the scene node,
a pointer to the scene manager, and an id of the scene node. In the
constructor itself, we call the parent classes constructor, set some
properties of the material we use to draw the scene node and create
the 4 vertices of the tetraeder we will draw later. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;</pre>
<pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1);
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1);
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0);
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0);
</pre></td>
</tr>
</table>
<br>
The Irrlicht Engine needs to know the bounding box of your scene node.
It will use it for doing automatic culling and other things. Hence we
need to create a bounding box from the 4 vertices we use. If you do not
want the engine to use the box for automatic culling, and/or don't want
to create the box, you could also write<br>
<font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i&lt;4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos);
}</pre> </td>
</tr>
</table>
<br>
<p>Before it is drawn, the OnPreRender() method of every scene node in
the scene is called by the scene manager. If the scene node wishes to
draw itself, it may register itself in the scene manager to be drawn.
This is necessary to tell the scene manager when it should call the
::render method. For example normal scene nodes render their content
one after another, while stencil buffer shadows would like to be drawn
after all other scene nodes. And camera or light scene nodes need to
be rendered before all other scene nodes (if at all). <br>
So here we simply register the scene node to get rendered normally.
If we would like to let it be rendered like cameras or light, we would
have to call SceneManager-&gt;registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
<br>
After this, we call the OnPreRender-method of the base class ISceneNode,
which simply lets also all the child scene nodes of this node register
themselves. </p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager-&gt;registerNodeForRendering(this);
ISceneNode::OnPreRender();
}</pre> </td>
</tr>
</table>
<p>In the render() method most of the interresting stuff happenes: The Scene
node renders itself. We override this method and draw the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager-&gt;getVideoDriver();</pre>
<pre> driver-&gt;setMaterial(Material);
driver-&gt;setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver-&gt;drawIndexedTriangleList(&amp;Vertices[0], 4, &amp;indices[0], 4);
}</pre> </td>
</tr>
</table>
<p> At least, we create three small additional methods. GetBoundingBox()
returns the bounding box of this scene node, <br>
GetMaterialCount() returns the amount of materials in this scene node
(our tetraeder only has one material), and getMaterial() returns the material
at an index. Because we have only one material here, we can return the
only one material, assuming that no one ever calls getMaterial() with
an index greater than 0. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> virtual const core::aabbox3d&lt;f32&gt;&amp; getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount()
{
return 1;
}</pre> <pre> virtual video::SMaterial&amp; getMaterial(u32 i)
{
return Material;
}
};</pre></td>
</tr>
</table>
<p>That's it. The Scene node is done. Now we simply have to start the engine,
create the scene node and a camera, and look at the result.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480), 16, false);</pre> <pre> device-&gt;setWindowCaption(L&quot;Custom Scene Node - Irrlicht Engine Demo&quot;);</pre> <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
<pre> smgr-&gt;addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
</pre></td>
</tr>
</table>
<p>Create our scene node. Note that it is dropped (-&gt;drop()) instantly
after we create it. This is possible because the scene manager now takes
care of it. This is not nessecary, it would also be possible to drop it
at the end of the program.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr-&gt;getRootSceneNode(), smgr, 666);
myNode-&gt;drop();</pre> </td>
</tr>
</table>
<p>To animate something in this boring scene consisting only of one tetraeder,
and to show, that you now can use your scene node like any other scene
node in the engine, we add an animator to the scene node, which rotates
the node a little bit. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr-&gt;createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
myNode-&gt;addAnimator(anim);
anim-&gt;drop();</pre> </td>
</tr>
</table>
<p>Now draw everything and finish.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> while(device-&gt;run())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(0,100,100,100));
smgr-&gt;drawAll();
driver-&gt;endScene();
}
device-&gt;drop();
return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,56 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 04.Movement
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,55 +0,0 @@
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<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 04 Movement" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option output="../../bin/Win32-gcc/Movement" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/Movement" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="GL" />
<Add library="X11" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
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</CodeBlocks_project_file>

@ -1,163 +0,0 @@
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
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<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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</Configurations>
<References>
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<File
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<FileConfiguration
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<Tool
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<FileConfiguration
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<Tool
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@ -1,265 +0,0 @@
/** Example 004 Movement
This tutorial shows how to move and animate SceneNodes. The
basic concept of SceneNodeAnimators is shown as well as manual
movement of nodes using the keyboard. We'll demonstrate framerate
independent movement, which means moving by an amount dependent
on the duration of the last run of the Irrlicht loop.
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
As always, include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
/*
To receive events like mouse and keyboard input, or GUI events like
"button has been clicked", we need an object which is derived from the
irr::IEventReceiver object. There is only one method to override:
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
when an event happens. What we really want to know is whether a key is being
held down, and so we will remember the current state of each key.
*/
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
/*
Always return false by default. If you return true you tell the engine
that you handled this event completely and the Irrlicht should not
process it any further. So for example if you return true for all
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
to it's GUI system.
*/
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
}
private:
// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
/*
The event receiver for keeping the pressed keys is ready, the actual responses
will be made inside the render loop, right before drawing the scene. So lets
create an irr::IrrlichtDevice and the scene node we want to move. We also
create some additional scene nodes to show different possibilities to move and
animate scene nodes.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
/*
Create the event receiver. Take care that the pointer to it has to
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
reference counted.
*/
MyEventReceiver receiver;
// create device
IrrlichtDevice* device = createDevice(driverType,
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
const io::path mediaPath = getExampleMediaPath();
/*
Create the node which will be moved with the WSAD keys. We create a
sphere node, which is a built-in geometry primitive. We place the node
at (0,0,30) and assign a texture to it to let it look a little bit more
interesting. Because we have no dynamic lights in this scene we disable
lighting for each model (otherwise the models would be black).
*/
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
if (sphereNode)
{
sphereNode->setPosition(core::vector3df(0,0,30));
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
}
/*
Now we create another node, movable using a scene node animator. Scene
node animators modify scene nodes and can be attached to any scene node
like mesh scene nodes, billboards, lights and even camera scene nodes.
Scene node animators are not only able to modify the position of a
scene node, they can also animate the textures of an object for
example. We create a cube scene node and attach a 'fly circle' scene
node animator to it, letting this node fly around our sphere scene node.
*/
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
if (cubeNode)
{
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
if (anim)
{
cubeNode->addAnimator(anim);
anim->drop();
}
}
/*
The last scene node we add is a b3d model of a walking ninja. Is shows the
use of a 'fly straight' animator to move the node between two points.
*/
scene::IAnimatedMeshSceneNode* ninjaNode =
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
if (ninjaNode)
{
scene::ISceneNodeAnimator* anim =
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
core::vector3df(-100,0,60), 3500, true);
if (anim)
{
ninjaNode->addAnimator(anim);
anim->drop();
}
/*
To make the model look right we disable lighting, set the
frames between which the animation should loop, rotate the
model around 180 degrees, and adjust the animation speed and
the texture. To set the correct animation (frames and speed), we
would also be able to just call
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
animation instead of "setFrameLoop" and "setAnimationSpeed",
But that only works with MD2 animations, while this can be used to
start other animations. For MD2 it's usually good advice not to use
hardcoded frame-numbers...
*/
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
ninjaNode->setFrameLoop(0, 13);
ninjaNode->setAnimationSpeed(15);
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
ninjaNode->setRotation(core::vector3df(0,-90,0));
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
}
/*
To be able to look at and move around in this scene, we create a first
person shooter style camera and make the mouse cursor invisible.
*/
smgr->addCameraSceneNodeFPS();
device->getCursorControl()->setVisible(false);
/*
Add a colorful irrlicht logo
*/
device->getGUIEnvironment()->addImage(
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,20));
/*
Lets draw the scene and also write the current frames per second and the
name of the driver to the caption of the window.
*/
int lastFPS = -1;
// In order to do framerate independent movement, we have to know
// how long it was since the last frame
u32 then = device->getTimer()->getTime();
// This is the movement speed in units per second.
const f32 MOVEMENT_SPEED = 5.f;
while(device->run())
{
// Work out a frame delta time.
const u32 now = device->getTimer()->getTime();
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
then = now;
/* Check if keys W, S, A or D are being held down, and move the
sphere node around respectively. */
core::vector3df nodePosition = sphereNode->getPosition();
if(receiver.IsKeyDown(irr::KEY_KEY_W))
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
if(receiver.IsKeyDown(irr::KEY_KEY_A))
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
sphereNode->setPosition(nodePosition);
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
smgr->drawAll(); // draw the 3d scene
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
tmp += driver->getName();
tmp += L"] fps: ";
tmp += fps;
device->setWindowCaption(tmp.c_str());
lastFPS = fps;
}
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}
/*
That's it. Compile and play around with the program.
**/

@ -1,188 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 4.Movement</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This Tutorial shows how to move and animate SceneNodes. The basic concept
of SceneNodeAnimators is shown as well as manual movement of nodes using
the keyboard.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>As always, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;stdio.h&gt;<br>#include &lt;wchar.h&gt;<br>#include &lt;irrlicht.h&gt;</pre>
<pre>using namespace irr;</pre>
<pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td>
</tr>
</table>
<p>In this tutorial, one of our goals is to move a scene node using some
keys on the keyboard. We store a pointer to the scene node we want to
move with the keys here.<br>
The other pointer is a pointer to the Irrlicht Device, which we need
int the EventReceiver to manipulate the scene node and to get the active
camera.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
</tr>
</table>
<p>To get events like mouse and keyboard input, or GUI events like &quot;the
OK button has been clicked&quot;, we need an object wich is derived
from the IEventReceiver object. There is only one method to override:
OnEvent. This method will be called by the engine when an event happened.
We will use this input to move the scene node with the keys W and S.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> { </pre></td>
</tr>
</table>
<p>If the key 'W' or 'S' was left up, we get the position of the scene
node, and modify the Y coordinate a little bit. So if you press 'W',
the node moves up, and if you press 'S' it moves down.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>if (node != 0 &amp;&amp; event.EventType == irr::EET_KEY_INPUT_EVENT&amp;&amp;<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node-&gt;getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node-&gt;setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
</tr>
</table>
</div>
<p>The event receiver for moving a scene node is ready. So lets just create
an Irrlicht Device and the scene node we want to move. We also create
some other additional scene nodes, to show that there are also some different
possibilities to move and animate scene nodes.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>int main()<br>{<br> MyEventReceiver receiver;
device = createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480),
16, false, false, false, &amp;receiver);</pre>
<pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
</td>
</tr>
</table>
<p> Create the node for moving it with the 'W' and 'S' key. We create a
sphere node, which is a built in geometric primitive scene node.
We place the node at (0,0,30) and assign a texture to it to let it look
a little bit more interesting.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>node = smgr-&gt;addSphereSceneNode();
node-&gt;setPosition(core::vector3df(0,0,30));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));</pre></td>
</tr>
</table>
<p>Now we create another node, moving using a scene node animator. Scene
node animators modify scene nodes and can be attached to any scene node
like<br>
mesh scene nodes, billboards, lights and even camera scene nodes. Scene
node animators are not only able to modify the position of a scene node,
they can<br>
also animate the textures of an object for example. We create a test scene
node again an attach a 'fly circle' scene node to it, letting this node
fly around our first test scene node.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>scene::ISceneNode* n = smgr-&gt;addCubeSceneNode();
n-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/t351sml.jpg&quot;));
n-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr-&gt;createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
n-&gt;addAnimator(anim);
anim-&gt;drop();</pre></td>
</tr>
</table>
<p>The last scene node we add to show possibilities of scene node animators
is a md2 model, which uses a 'fly straight' animator to run between to
points.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr-&gt;addAnimatedMeshSceneNode(<br> smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;));
if (n)<br> {<br> anim = smgr-&gt;createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms-&gt;addAnimator(anim);<br> anim-&gt;drop();</pre>
</td>
</tr>
</table>
<p>To make to model look right we set the frames between which
the animation should loop, rotate the model around 180 degrees, and adjust
the animation speed and the texture.<br>
To set the right animation (frames and speed), we would also be able to
just call &quot;anms-&gt;setMD2Animation(scene::EMAT_RUN)&quot; for the
'run' animation instead of &quot;setFrameLoop&quot; and &quot;setAnimationSpeed&quot;,
but this only works with MD2 animations, and so you know how to start
other animations.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> anms-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> anms-&gt;setFrameLoop(320, 360);
anms-&gt;setAnimationSpeed(30);<br> anms-&gt;setRotation(core::vector3df(0,180.0f,0));<br> anms-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;));<br>}<br></pre></td>
</tr>
</table>
<p>To be able to look at and move around in this scene, we create a first
person shooter style camera and make the mouse cursor invisible.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>smgr-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device-&gt;getCursorControl()-&gt;setVisible(false); </pre></td>
</tr>
</table>
<p>We have done everything, so lets draw it. We also write the current frames
per second and the name of the driver to the caption of the window.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int lastFPS = -1;</pre>
<pre>while(device-&gt;run())
{
driver-&gt;beginScene(true, true, video::SColor(255,90,90,156));
smgr-&gt;drawAll();
driver-&gt;endScene();</pre>
<pre> int fps = driver-&gt;getFPS();</pre>
<pre> if (lastFPS != fps)
{
wchar_t tmp[1024];
swprintf(tmp, 1024, L&quot;Movement Example - Irrlicht Engine (%ls)(fps:%d)&quot;,<br> driver-&gt;getName(), fps);</pre>
<pre> device-&gt;setWindowCaption(tmp);
lastFPS = fps;
}
}
device-&gt;drop();<br>return 0;<br>}</pre></td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p>
<p>&nbsp;</p></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,56 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 05.UserInterface
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,55 +0,0 @@
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<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 05 User Interface" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/UserInterface" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
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<Option type="1" />
<Option compiler="gcc" />
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</Compiler>
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<Add library="GL" />
<Add library="X11" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
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/** Example 005 User Interface
This tutorial shows how to use the built in User Interface of
the Irrlicht Engine. It will give a brief overview and show
how to create and use windows, buttons, scroll bars, static
texts, and list boxes.
As always, we include the header files, and use the irrlicht
namespaces. We also store a pointer to the Irrlicht device,
a counter variable for changing the creation position of a window,
and a pointer to a listbox.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
// Declare a structure to hold some context for the event receiver so that it
// has it available inside its OnEvent() method.
struct SAppContext
{
IrrlichtDevice *device;
s32 counter;
IGUIListBox* listbox;
};
// Define some values that we'll use to identify individual GUI controls.
enum
{
GUI_ID_QUIT_BUTTON = 101,
GUI_ID_NEW_WINDOW_BUTTON,
GUI_ID_FILE_OPEN_BUTTON,
GUI_ID_TRANSPARENCY_SCROLL_BAR
};
/*
Set the skin transparency by changing the alpha values of all skin-colors
*/
void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin)
{
for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
{
video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i);
col.setAlpha(alpha);
skin->setColor((EGUI_DEFAULT_COLOR)i, col);
}
}
/*
The Event Receiver is not only capable of getting keyboard and
mouse input events, but also events of the graphical user interface
(gui). There are events for almost everything: button click,
listbox selection change, events that say that a element was hovered
and so on. To be able to react to some of these events, we create
an event receiver.
We only react to gui events, and if it's such an event, we get the
id of the caller (the gui element which caused the event) and get
the pointer to the gui environment.
*/
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(SAppContext & context) : Context(context) { }
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT)
{
s32 id = event.GUIEvent.Caller->getID();
IGUIEnvironment* env = Context.device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
/*
If a scrollbar changed its scroll position, and it is
'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR),
then we change the transparency of all gui elements. This is an
easy task: There is a skin object, in which all color
settings are stored. We simply go through all colors
stored in the skin and change their alpha value.
*/
case EGET_SCROLL_BAR_CHANGED:
if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR)
{
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
setSkinTransparency(pos, env->getSkin());
}
break;
/*
If a button was clicked, it could be one of 'our'
three buttons. If it is the first, we shut down the engine.
If it is the second, we create a little window with some
text on it. We also add a string to the list box to log
what happened. And if it is the third button, we create
a file open dialog, and add also this as string to the list box.
That's all for the event receiver.
*/
case EGET_BUTTON_CLICKED:
switch(id)
{
case GUI_ID_QUIT_BUTTON:
Context.device->closeDevice();
return true;
case GUI_ID_NEW_WINDOW_BUTTON:
{
Context.listbox->addItem(L"Window created");
Context.counter += 30;
if (Context.counter > 200)
Context.counter = 0;
IGUIWindow* window = env->addWindow(
rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter),
false, // modal?
L"Test window");
env->addStaticText(L"Please close me",
rect<s32>(35,35,140,50),
true, // border?
false, // wordwrap?
window);
}
return true;
case GUI_ID_FILE_OPEN_BUTTON:
Context.listbox->addItem(L"File open");
// There are some options for the file open dialog
// We set the title, make it a modal window, and make sure
// that the working directory is restored after the dialog
// is finished.
env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true);
return true;
default:
return false;
}
break;
case EGET_FILE_SELECTED:
{
// show the model filename, selected in the file dialog
IGUIFileOpenDialog* dialog =
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
Context.listbox->addItem(dialog->getFileName());
}
break;
default:
break;
}
}
return false;
}
private:
SAppContext & Context;
};
/*
OK, now for the more interesting part. First, create the Irrlicht device. As in
some examples before, we ask the user which driver he wants to use for this
example.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device and exit if creation failed
IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
/* The creation was successful, now we set the event receiver and
store pointers to the driver and to the gui environment. */
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
device->setResizable(true);
video::IVideoDriver* driver = device->getVideoDriver();
IGUIEnvironment* env = device->getGUIEnvironment();
const io::path mediaPath = getExampleMediaPath();
/*
To make the font a little bit nicer, we load an external font
and set it as the new default font in the skin.
To keep the standard font for tool tip text, we set it to
the built-in font.
*/
IGUISkin* skin = env->getSkin();
IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);
skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP);
/*
We add three buttons. The first one closes the engine. The second
creates a window and the third opens a file open dialog. The third
parameter is the id of the button, with which we can easily identify
the button in the event receiver.
*/
env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON,
L"Quit", L"Exits Program");
env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON,
L"New Window", L"Launches a new Window");
env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON,
L"File Open", L"Opens a file");
/*
Now, we add a static text and a scrollbar, which modifies the
transparency of all gui elements. We set the maximum value of
the scrollbar to 255, because that's the maximal value for
a color value.
Then we create an other static text and a list box.
*/
env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);
IGUIScrollBar* scrollbar = env->addScrollBar(true,
rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR);
scrollbar->setMax(255);
scrollbar->setPos(255);
setSkinTransparency( scrollbar->getPos(), env->getSkin());
// set scrollbar position to alpha value of an arbitrary element
scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha());
env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
IGUIListBox * listbox = env->addListBox(rect<s32>(50, 140, 250, 210));
env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100));
// Store the appropriate data in a context structure.
SAppContext context;
context.device = device;
context.counter = 0;
context.listbox = listbox;
// Then create the event receiver, giving it that context structure.
MyEventReceiver receiver(context);
// And tell the device to use our custom event receiver.
device->setEventReceiver(&receiver);
/*
And at last, we create a nice Irrlicht Engine logo in the top left corner.
*/
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
position2d<int>(10,10));
/*
That's all, we only have to draw everything.
*/
while(device->run() && driver)
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
env->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
/*
**/

@ -1,225 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 5.User Interface</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This tutorial shows how to use the built in User Interface of the Irrlicht
Engine. It will give a brief overview and show how to create and use
windows, buttons, scroll bars, static texts and list boxes. </p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/005shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>As always, we include the header files (conio and curses for getting
user input from the console), and use the irrlicht namespaces. We also
store a pointer to the Irrlicht device, a counter variable for changing
the creation position of a window, and a pointer to a listbox.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;
#include &lt;iostream&gt;<br>
using namespace irr;</pre>
<pre>using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;</pre>
<pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre>
<pre>IrrlichtDevice *device = 0;
s32 cnt = 0;
IGUIListBox* listbox = 0;
</pre></td>
</tr>
</table>
<p>The Event Receiver is not only capable of getting keyboard and mouse
input events, but also events of the graphical user interface (gui).
There are events for almost everything: Button click, Listbox selection
change, events that say that a element was hovered and so on. To be
able to react to some of these events, we create <br>
an event receiver. We only react to gui events, and if it's such an
event, we get the id of the caller (the gui element which caused the
event) and get the pointer to the gui environment. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> {<br> if (event.EventType == EET_GUI_EVENT)<br> {<br> s32 id = event.GUIEvent.Caller-&gt;getID();<br> IGUIEnvironment* env = device-&gt;getGUIEnvironment();</pre>
<pre> switch(event.GUIEvent.EventType)
{</pre>
</td>
</tr>
</table>
<p> If a scrollbar changed its scroll position, and it is 'our' scrollbar
(the one with id 104), then we change the <br>
transparency of all gui elements. This is a very easy task: There is
a skin object, in which all color settings are stored. We simply go
through all colors stored in the skin and change their alpha value.
</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td height="80"> <pre>case EGET_SCROLL_BAR_CHANGED:<br> if (id == 104)<br> {<br> s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)-&gt;getPos();<br> <br> for (s32 i=0; i&lt;EGDC_COUNT ; ++i)<br> {<br> SColor col = env-&gt;getSkin()-&gt;getColor((EGUI_DEFAULT_COLOR)i);<br> col.setAlpha(pos);<br> env-&gt;getSkin()-&gt;setColor((EGUI_DEFAULT_COLOR)i, col);<br> }<br> }<br>break;</pre></td>
</tr>
</table>
<p>If a button was clicked, it could be one of 'our' three buttons. If
it is the first, we shut down the engine.<br>
If it is the second, we create a little window with some text on it.
We also add a string to the list box to log<br>
what happened. And if it is the third button, we create a file open
dialog, and add also this as string to the list box.<br>
That's all for the event receiver.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td>
<pre> case EGET_BUTTON_CLICKED:
if (id == 101)
{
device-&gt;closeDevice();
return true;
}</pre>
<pre> if (id == 102)
{
listbox-&gt;addItem(L&quot;Window created&quot;);
cnt += 30;
if (cnt &gt; 200)
cnt = 0;</pre>
<pre> IGUIWindow* window = env-&gt;addWindow(
rect&lt;s32&gt;(100 + cnt, 100 + cnt, 300 + cnt, 200 + cnt), <br> false, // modal?
L&quot;Test window&quot;);</pre>
<pre> env-&gt;addStaticText(L&quot;Please close me&quot;,
rect&lt;s32&gt;(35,35,140,50),
true, // border?,
false, // wordwrap?
window);
return true;
}</pre>
<pre> if (id == 103)
{
listbox-&gt;addItem(L&quot;File open&quot;);
env-&gt;addFileOpenDialog(L&quot;Please choose a file.&quot;);
return true;
}</pre>
<pre> break;
}
}
return false;
}
};</pre>
</td>
</tr>
</table>
<p>Ok, now for the more interesting part. First, create the Irrlicht device.
As in some examples before, we ask the user which driver he wants to
use for this example:</p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType;
printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br>
switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
// create device and exit if creation failed
device = createDevice(driverType, core::dimension2d&lt;s32&gt;(640, 480));<br>
if (device == 0)
return 1;
</pre>
</td>
</tr>
</table>
<p>The creation was successful, now we set the event receiver and store
pointers to the driver and to the gui environment. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>MyEventReceiver receiver;
device-&gt;setEventReceiver(&amp;receiver);
device-&gt;setWindowCaption(L&quot;Irrlicht Engine - User Inferface Demo&quot;);</pre>
<pre>video::IVideoDriver* driver = device-&gt;getVideoDriver();
IGUIEnvironment* env = device-&gt;getGUIEnvironment();
</pre>
</td>
</tr>
</table>
<p>We add three buttons. The first one closes the engine. The second creates
a window and the third opens a file open dialog. The third parameter is
the id of the button, with which we can easily identify the button in
the event receiver.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>env-&gt;addButton(rect&lt;s32&gt;(10,240,100,270), 0, 101, L&quot;Quit&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,280,100,320), 0, 102, L&quot;New Window&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,330,100,370), 0, 103, L&quot;File Open&quot;);</pre></td>
</tr>
</table>
<p> Now, we add a static text and a scrollbar, which modifies the transparency
of all gui elements. We set the maximum value of the scrollbar to 255,
because that's the maximal value for a color value.<br>
Then we create an other static text and a list box.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>env-&gt;addStaticText(L&quot;Transparent Control:&quot;, rect&lt;s32&gt;(150,20,350,40), true);<br>IGUIScrollBar* scrollbar = env-&gt;addScrollBar(true,
rect&lt;s32&gt;(150, 45, 350, 60), 0, 104);<br>scrollbar-&gt;setMax(255);</pre>
<pre>env-&gt;addStaticText(L&quot;Logging ListBox:&quot;, rect&lt;s32&gt;(50,110,250,130), true);
listbox = env-&gt;addListBox(rect&lt;s32&gt;(50, 140, 250, 210));</pre></td>
</tr>
</table>
<br>
To make the font a little bit nicer, we load an external font and set it
as new font in the skin. An at last, we create a nice Irrlicht Engine logo
in the top left corner. <br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>IGUISkin* skin = env-&gt;getSkin();<br>IGUIFont* font = env-&gt;getFont(&quot;../../media/fonthaettenschweiler.bmp&quot;);<br>if (font)<br> skin-&gt;setFont(font);</pre>
<pre>IGUIImage* img = env-&gt;addImage(<br> driver-&gt;getTexture(&quot;../../media/irrlichtlogoalpha.tga&quot;),<br> position2d&lt;int&gt;(10,10));</pre></td>
</tr>
</table>
<p>That's all, we only have to draw everything.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td>
<pre> while(device-&gt;run() &amp;&amp; driver)<br> if (device-&gt;isWindowActive()) <br> {<br> driver-&gt;beginScene(true, true, SColor(0,122,65,171));
env-&gt;drawAll();
driver-&gt;endScene();
}
device-&gt;drop();</pre>
<pre> return 0;
}</pre>
</td>
</tr>
</table>
</td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,55 +0,0 @@
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0c07</Culture>
</ResourceCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\06.2DGraphics.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Midl>
<TypeLibraryName>.\Debug/2DGraphics.tlb</TypeLibraryName>
<HeaderFileName>
</HeaderFileName>
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<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0c07</Culture>
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<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\06.2DGraphics.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<ImportGroup Label="ExtensionTargets">
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@ -1,56 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 06.2DGraphics
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,168 +0,0 @@
/** Example 006 2D Graphics
This tutorial shows how to do 2d graphics with the Irrlicht Engine.
It shows how to draw images, keycolor based sprites,
transparent rectangles, and different fonts. You may consider
this useful if you want to make a 2d game with the engine, or if
you want to draw a cool interface or head up display for your 3d game.
As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
/*
At first, we let the user select the driver type, then start up the engine, set
a caption, and get a pointer to the video driver.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
IrrlichtDevice *device = createDevice(driverType,
core::dimension2d<u32>(512, 384));
if (device == 0)
return 1; // could not create selected driver.
device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
video::IVideoDriver* driver = device->getVideoDriver();
const io::path mediaPath = getExampleMediaPath();
/*
All 2d graphics in this example are put together into one texture,
2ddemo.png. Because we want to draw colorkey based sprites, we need to
load this texture and tell the engine, which part of it should be
transparent based on a colorkey.
In this example, we don't tell it the color directly, we just say "Hey
Irrlicht Engine, you'll find the color I want at position (0,0) on the
texture.". Instead, it would be also possible to call
driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
e.g. all black pixels transparent. Please note that
makeColorKeyTexture just creates an alpha channel based on the color.
*/
video::ITexture* images = driver->getTexture(mediaPath + "2ddemo.png");
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
/*
To be able to draw some text with two different fonts, we first load
them. OK, we load just one. As the first font we just use the default
font which is built into the engine. Also, we define two rectangles
which specify the position of the images of the red imps (little flying
creatures) in the texture.
*/
gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
gui::IGUIFont* font2 =
device->getGUIEnvironment()->getFont(mediaPath + "fonthaettenschweiler.bmp");
core::rect<s32> imp1(349,15,385,78);
core::rect<s32> imp2(387,15,423,78);
/*
Prepare a nicely filtering 2d render mode for special cases.
*/
driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
/*
Everything is prepared, now we can draw everything in the draw loop,
between the begin scene and end scene calls. In this example, we are
just doing 2d graphics, but it would be no problem to mix them with 3d
graphics. Just try it out, and draw some 3d vertices or set up a scene
with the scene manager and draw it.
*/
while(device->run() && driver)
{
if (device->isWindowActive())
{
u32 time = device->getTimer()->getTime();
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));
/*
First, we draw 3 sprites, using the alpha channel we
created with makeColorKeyTexture. The last parameter
specifies that the drawing method should use this alpha
channel. The last-but-one parameter specifies a
color, with which the sprite should be colored.
(255,255,255,255) is full white, so the sprite will
look like the original. The third sprite is drawn
with the red channel modulated based on the time.
*/
// draw fire & dragons background world
driver->draw2DImage(images, core::position2d<s32>(50,50),
core::rect<s32>(0,0,342,224), 0,
video::SColor(255,255,255,255), true);
// draw flying imp
driver->draw2DImage(images, core::position2d<s32>(164,125),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,255,255,255), true);
// draw second flying imp with color cycle
driver->draw2DImage(images, core::position2d<s32>(270,105),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,(time) % 255,255,255), true);
/*
Drawing text is really simple. The code should be self
explanatory.
*/
// draw some text
if (font)
font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
core::rect<s32>(130,10,300,50),
video::SColor(255,255,255,255));
// draw some other text
if (font2)
font2->draw(L"Also mixing with 3d graphics is possible.",
core::rect<s32>(130,20,300,60),
video::SColor(255,time % 255,time % 255,255));
/*
Next, we draw the Irrlicht Engine logo (without
using a color or an alpha channel). Since we slightly scale
the image we use the prepared filter mode.
*/
driver->enableMaterial2D();
driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
core::rect<s32>(354,87,442,118));
driver->enableMaterial2D(false);
/*
Finally draw a half-transparent rect under the mouse cursor.
*/
core::position2d<s32> m = device->getCursorControl()->getPosition();
driver->draw2DRectangle(video::SColor(100,255,255,255),
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
driver->endScene();
}
}
device->drop();
return 0;
}
/*
That's all. I hope it was not too difficult.
**/

@ -1,163 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
It shows how to draw images, keycolor based sprites, transparent rectangles
and different fonts. You will may consider this useful if you want to
make a 2d game with the engine, or if you want to draw a cool interface
or head up display for your 3d game.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>As always, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include &lt;irrlicht.h&gt;<br>#include &lt;iostream&gt;<br><br>using namespace irr;</pre>
<pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)
</pre></td>
</tr>
</table>
<p>At first, we let the user select the driver type, then start up the
engine, set a caption, and get a pointer to the video driver.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br><br> // create device</pre>
<pre> IrrlichtDevice *device = createDevice(driverType,
core::dimension2d&lt;s32&gt;(512, 384));</pre>
<pre> if (device == 0)
return 1;
<br> device-&gt;setWindowCaption(L&quot;Irrlicht Engine - 2D Graphics Demo&quot;);</pre>
<pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();</pre></td>
</tr>
</table>
<p> All 2d graphics in this example are put together into one texture,
2ddemo.bmp. Because we want to draw colorkey based sprites, we need
to load this texture and tell the engine, which part of it should be
transparent based on a colorkey. In this example, we don't tell it the
color directly, we just say &quot;Hey Irrlicht Engine, you'll find the
color I want at position (0,0) on the texture.&quot;. Instead, it would
be also possible to call <font face="Courier New, Courier, mono">driver-&gt;makeColorKeyTexture(images,
video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
Please note, that makeColorKeyTexture just creates an alpha channel
based on the color. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>video::ITexture* images = driver-&gt;getTexture(&quot;../../media/2ddemo.bmp&quot;);<br>driver-&gt;makeColorKeyTexture(images, core::position2d&lt;s32&gt;(0,0));</pre></td>
</tr>
</table>
<p>To be able to draw some text with two different fonts, we load them.
Ok, we load just one, as first font we just use the default font which
is built into the engine.<br>
Also, we define two rectangles, which specify the position of the images
of the red imps (little flying creatures) in the texture.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>gui::IGUIFont* font = device-&gt;getGUIEnvironment()-&gt;getBuiltInFont();<br>gui::IGUIFont* font2 = device-&gt;getGUIEnvironment()-&gt;getFont(
&quot;../../media/fonthaettenschweiler.bmp&quot;);</pre>
<pre>core::rect&lt;s32&gt; imp1(349,15,385,78);
core::rect&lt;s32&gt; imp2(387,15,423,78);</pre></td>
</tr>
</table>
<p>Everything is prepared, now we can draw everything in the draw loop,
between the begin scene and end scene calls. In this example, we are
just doing 2d graphics, but it would be no problem to mix them with
3d graphics. Just try it out, and draw some 3d vertices or set up a
scene with the scene manager and draw it.</p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>while(device-&gt;run() &amp;&amp; driver)<br>{<br> if (device-&gt;isWindowActive())<br> {<br> u32 time = device-&gt;getTimer()-&gt;getTime();<br> driver-&gt;beginScene(true, true, video::SColor(0,120,102,136));
</pre></td>
</tr>
</table>
<p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture.
The last parameter specifiys that the drawing method should use thiw alpha
channel. The parameter before the last one specifies a color, with wich
the sprite should be colored. (255,255,255,255) is full white, so the
sprite will look like the original. The third sprite is drawed colored
based on the time. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>// draw fire &amp; dragons background world<br>driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(50,50),<br> core::rect&lt;s32&gt;(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre>
<pre>// draw flying imp
driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(164,125),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,255,255,255), true);</pre>
<pre>// draw second flying imp with colorcylce
driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(270,105),
(time/500 % 2) ? imp1 : imp2, 0,
video::SColor(255,(time) % 255,255,255), true);</pre></td>
</tr>
</table>
<p> Drawing text is really simple. The code should be self explanatory.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>// draw some text<br>if (font)<br> font-&gt;draw(L&quot;This is some text.&quot;,<br> core::rect&lt;s32&gt;(130,10,300,50),<br> video::SColor(255,255,255,255));</pre>
<pre>// draw some other text
if (font2)
font2-&gt;draw(L&quot;This is some other text.&quot;,
core::rect&lt;s32&gt;(130,20,300,60),
video::SColor(255,time % 255,time % 255,255));</pre></td>
</tr>
</table>
<p>At last, we draw the Irrlicht Engine logo (without using a color or an
alpha channel) and a transparent 2d Rectangle at the position of the mouse
cursor.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> // draw logo<br> driver-&gt;draw2DImage(images, core::position2d&lt;s32&gt;(10,10),<br> core::rect&lt;s32&gt;(354,87,442,118));</pre>
<pre> // draw transparent rect under cursor
core::position2d&lt;s32&gt; m = device-&gt;getCursorControl()-&gt;getPosition();
driver-&gt;draw2DRectangle(video::SColor(100,255,255,255),
core::rect&lt;s32&gt;(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre>
<pre> driver-&gt;endScene();
}
}</pre></td>
</tr>
</table>
<p>That's all, it was not really difficult, I hope.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> device-&gt;drop();
return 0;
}</pre>
</td>
</tr>
</table>
<p>&nbsp;</p></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,55 +0,0 @@
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<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Collision" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Option projectResourceIncludeDirsRelation="1" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
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<Option platforms="Unix;" />
<Option output="../../bin/Linux/Collision" prefix_auto="0" extension_auto="0" />
<Option type="1" />
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<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

@ -1,163 +0,0 @@
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SccLocalPath="">
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</Platforms>
<Configurations>
<Configuration
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OutputDirectory=".\Debug"
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# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 07.Collision
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,375 +0,0 @@
/** Example 007 Collision
We will describe 2 methods: Automatic collision detection for moving through
3d worlds with stair climbing and sliding, and manual scene node and triangle
picking using a ray. In this case, we will use a ray coming out from the
camera, but you can use any ray.
To start, we take the program from tutorial 2, which loads and displays a
quake 3 level. We will use the level to walk in it and to pick triangles from.
In addition we'll place 3 animated models into it for triangle picking. The
following code starts up the engine and loads the level, as per tutorial 2.
*/
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
enum
{
// I use this ISceneNode ID to indicate a scene node that is
// not pickable by getSceneNodeAndCollisionPointFromRay()
ID_IsNotPickable = 0,
// I use this flag in ISceneNode IDs to indicate that the
// scene node can be picked by ray selection.
IDFlag_IsPickable = 1 << 0,
// I use this flag in ISceneNode IDs to indicate that the
// scene node can be highlighted. In this example, the
// homonids can be highlighted, but the level mesh can't.
IDFlag_IsHighlightable = 1 << 1
};
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
/*
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
If you set this to false you will no longer get material names in the title bar.
*/
const bool separateMeshBuffers = true;
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
const io::path mediaPath = getExampleMediaPath();
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
scene::IMeshSceneNode* q3node = 0;
// The Quake mesh is pickable, but doesn't get highlighted.
if (q3levelmesh)
q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
/*
So far so good, we've loaded the quake 3 level like in tutorial 2. Now,
here comes something different: We create a triangle selector. A
triangle selector is a class which can fetch the triangles from scene
nodes for doing different things with them, for example collision
detection. There are different triangle selectors, and all can be
created with the ISceneManager. In this example, we create an
OctreeTriangleSelector, which optimizes the triangle output a little
bit by reducing it like an octree. This is very useful for huge meshes
like quake 3 levels. After we created the triangle selector, we attach
it to the q3node. This is not necessary, but in this way, we do not
need to care for the selector, for example dropping it after we do not
need it anymore.
*/
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1350,-130,-1400));
/*
There is currently no way to split an octree by material.
So if we need material infos we have to create one octree per
meshbuffer and put them together in a MetaTriangleSelector.
*/
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
{
scene::IMetaTriangleSelector * metaSelector = smgr->createMetaTriangleSelector();
for ( irr::u32 m=0; m < q3node->getMesh()->getMeshBufferCount(); ++m )
{
scene::ITriangleSelector*
bufferSelector = smgr->createOctreeTriangleSelector(
q3node->getMesh()->getMeshBuffer(m), m, q3node);
if ( bufferSelector )
{
metaSelector->addTriangleSelector( bufferSelector );
bufferSelector->drop();
}
}
selector = metaSelector;
}
else
{
// If you don't need material infos just create one octree for the
// whole mesh.
selector = smgr->createOctreeTriangleSelector(
q3node->getMesh(), q3node, 128);
}
q3node->setTriangleSelector(selector);
// We're not done with this selector yet, so don't drop it.
}
/*
We add a first person shooter camera to the scene so that we can see and
move in the quake 3 level like in tutorial 2. But this, time, we add a
special animator to the camera: A collision response animator. This
animator modifies the scene node to which it is attached in order to
prevent it from moving through walls and to add gravity to the node. The
only things we have to tell the animator is how the world looks like,
how big the scene node is, how much gravity to apply and so on. After the
collision response animator is attached to the camera, we do not have to do
anything else for collision detection, it's all done automatically.
The rest of the collision detection code below is for picking. And please
note another cool feature: The collision response animator can be
attached also to all other scene nodes, not only to cameras. And it can
be mixed with other scene node animators. In this way, collision
detection and response in the Irrlicht engine is really easy.
Now we'll take a closer look on the parameters of
createCollisionResponseAnimator(). The first parameter is the
TriangleSelector, which specifies how the world, against which collision
detection is done, looks like. The second parameter is the scene node,
which is the object which is affected by collision detection - in our
case it is the camera. The third defines how big the object is, it is
the radius of an ellipsoid. Try it out and change the radius to smaller
values, the camera will be able to move closer to walls after this. The
next parameter is the direction and speed of gravity. We'll set it to
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
And that's it, collision detection works now.
*/
// Set a jump speed of 300 units per second, which gives a fairly realistic jump
// when used with the gravity of (0, -1000, 0) in the collision response animator.
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 300.f);
camera->setPosition(core::vector3df(50,50,-60));
camera->setTarget(core::vector3df(-70,30,-60));
if (selector)
{
scene::ISceneNodeAnimatorCollisionResponse * anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-1000,0), core::vector3df(0,30,0));
selector->drop(); // As soon as we're done with the selector, drop it.
camera->addAnimator(anim);
anim->drop(); // And likewise, drop the animator when we're done referring to it.
}
// Now I create three animated characters which we can pick, a dynamic light for
// lighting them, and a billboard for drawing where we found an intersection.
// First, let's get rid of the mouse cursor. We'll use a billboard to show
// what we're looking at.
device->getCursorControl()->setVisible(false);
// Add the billboard.
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
/* Add 3 animated hominids, which we can pick using a ray-triangle intersection.
They all animate quite slowly, to make it easier to see that accurate triangle
selection is being performed. */
scene::IAnimatedMeshSceneNode* node = 0;
video::SMaterial material;
// Add an MD2 node, which uses vertex-based animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
// Now create a triangle selector for it. The selector will know that it
// is associated with an animated node, and will update itself as necessary.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop(); // We're done with this selector, so drop it now.
// And this B3D file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
// This X files uses skeletal animation, but without skinning.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
// And this mdl file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
material.setTexture(0, 0);
material.Lighting = false;
// Add a light, so that the unselected nodes aren't completely dark.
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
// Remember which scene node is highlighted
scene::ISceneNode* highlightedSceneNode = 0;
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
// draw the selection triangle only as wireframe
material.Wireframe=true;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
smgr->drawAll();
// Unlight any currently highlighted scene node
if (highlightedSceneNode)
{
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
highlightedSceneNode = 0;
}
// All intersections in this example are done with a ray cast out from the camera to
// a distance of 1000. You can easily modify this to check (e.g.) a bullet
// trajectory or a sword's position, or create a ray from a mouse click position using
// ISceneCollisionManager::getRayFromScreenCoordinates()
core::line3d<f32> ray;
ray.start = camera->getPosition();
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
// This call is all you need to perform ray/triangle collision on every scene node
// that has a triangle selector, including the Quake level mesh. It finds the nearest
// collision point/triangle, and returns the scene node containing that point.
// Irrlicht provides other types of selection, including ray/triangle selector,
// ray/box and ellipse/triangle selector, plus associated helpers.
// You might also want to check the other methods of ISceneCollisionManager.
irr::io::SNamedPath hitTextureName;
scene::SCollisionHit hitResult;
scene::ISceneNode * selectedSceneNode =collMan->getSceneNodeAndCollisionPointFromRay(
hitResult, // Returns all kind of info about the collision
ray,
IDFlag_IsPickable, // This ensures that only nodes that we have
// set up to be pickable are considered
0); // Check the entire scene (this is actually the implicit default)
// If the ray hit anything, move the billboard to the collision position
// and draw the triangle that was hit.
if(selectedSceneNode)
{
bill->setPosition(hitResult.Intersection); // Show the current intersection point with the level or a mesh
// We need to reset the transform before doing our own rendering.
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
// We can check the flags for the scene node that was hit to see if it should be
// highlighted. The animated nodes can be highlighted, but not the Quake level mesh
if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
{
highlightedSceneNode = selectedSceneNode;
// Highlighting in this case means turning lighting OFF for this node,
// which means that it will be drawn with full brightness.
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
}
// When separateMeshBuffers is set to true we can now find out which material was hit
if ( hitResult.MeshBuffer && hitResult.Node && hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture )
{
// Note we are interested in the node material and not in the meshbuffer material.
// Otherwise we wouldn't get the fairy2 texture which is only set on the node.
hitTextureName = hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture->getName();
}
}
// We're all done drawing, so end the scene.
driver->endScene();
// Show some info in title-bar
int fps = driver->getFPS();
static core::stringw lastString;
core::stringw str = L"Collision detection example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
if ( !hitTextureName.getInternalName().empty() )
{
str += " ";
irr::io::path texName(hitTextureName.getInternalName());
str += core::deletePathFromFilename(texName);
}
if ( str != lastString ) // changing caption is somewhat expensive, so don't when nothing changed
{
device->setWindowCaption(str.c_str());
lastString = str;
}
}
device->drop();
return 0;
}
/*
**/

@ -1,308 +0,0 @@
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 7. Collision detection
and response</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>In this tutorial, I will show how to collision detection with the Irrlicht
Engine. I will describe 3 methods: Automatic collision detection for
moving through 3d worlds with stair climbing and sliding, manual triangle
picking and manual scene node picking.</p>
<p>The program which is described here will look like this:</p>
<p align="center"><img src="../../media/007shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<div align="left">
<p>To start, we take the program from tutorial 2, which loaded and displayed
a quake 3 level. We will use the level to walk in it and to pick triangles
from it. In addition we'll place 3 animated models into it for scene
node picking. The following code starts up the engine and loads a
quake 3 level. I will not explain it, because it should already be
known from tutorial 2.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"><font color="#008000">#include &lt;irrlicht.h&gt;
#include &lt;iostream&gt;<br>
</font><b>using namespace </b>irr;
<font color="#008000">#pragma comment(lib, &quot;Irrlicht.lib&quot;)
</font><b>int </b>main()
{
<font color="#008000"> // let user select driver type</font>
<br> video::E_DRIVER_TYPE driverType;<br><br> printf(&quot;Please select the driver you want for this example:\n&quot;\<br> &quot; (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n&quot;\<br> &quot; (d) Software Renderer\n (e) Apfelbaum Software Renderer\n&quot;\<br> &quot; (f) NullDevice\n (otherKey) exit\n\n&quot;);<br><br> char i;<br> std::cin &gt;&gt; i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break; <br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br>
<font color="#008000"> // create device</font></font></pre>
<pre> IrrlichtDevice *device = createDevice(driverType,
core::dimension2d&lt;s32&gt;(640, 480), 16, false);<br>
if (device == 0)<br> return 1; // could not create selected driver.<br><br> video::IVideoDriver* driver = device-&gt;getVideoDriver();<br> scene::ISceneManager* smgr = device-&gt;getSceneManager();<br><br> <font size="2">device-&gt;getFileSystem()-&gt;addZipFileArchive<br> (<font color="#FF0000">&quot;../../media/map-20kdm2.pk3&quot;</font>);
scene::IAnimatedMesh* q3levelmesh = smgr-&gt;getMesh(<font color="#FF0000">&quot;20kdm2.bsp&quot;</font>);
scene::ISceneNode* q3node = <font color="#800080">0</font>;
<b>if </b>(q3levelmesh)
q3node = smgr-&gt;addOctTreeSceneNode(q3levelmesh-&gt;getMesh(<font color="#800080">0</font>));
</font></pre>
</td>
</tr>
</table>
<p> So far so good, we've loaded the quake 3 level like in tutorial
2. Now, here comes something different: We create a triangle selector.
A triangle selector is a class which can fetch the triangles from
scene nodes for doing different things with them, for example collision
detection. There are different triangle selectors, and all can be
created with the ISceneManager. In this example, we create an OctTreeTriangleSelector,
which optimizes the triangle output a little bit by reducing it like
an octree. This is very useful for huge meshes like quake 3 levels.<br>
Afte we created the triangle selector, we attach it to the q3node.
This is not necessary, but in this way, we do not need to care for
the selector, for example dropping it after we do not need it anymore.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2">scene::ITriangleSelector* selector = <font color="#800080">0</font>;
<b>if </b>(q3node)
{
q3node-&gt;setPosition(core::vector3df(-<font color="#800080">1370</font>,-<font color="#800080">130</font>,-<font color="#800080">1400</font>));
selector = smgr-&gt;createOctTreeTriangleSelector(
q3levelmesh-&gt;getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>);
q3node-&gt;setTriangleSelector(selector);
}</font></pre></td>
</tr>
</table>
<p> We add a first person shooter camera to the scene for being able
to move in the quake 3 level like in tutorial 2. But this, time, we
add a special animator to the camera: A Collision Response animator.
This thing modifies the scene node to which it is attached to in that
way, that it may no more move through walls and is affected by gravity.
The only thing we have to tell the animator is how the world looks
like, how big the scene node is, how gravity and so on. After the
collision response animator is attached to the camera, we do not have
to do anything more for collision detection, anything is done automaticly,
all other collision detection code below is for picking. And please
note another cool feature: The collsion response animator can be attached
also to all other scene nodes, not only to cameras. And it can be
mixed with other scene node animators. In this way, collision detection
and response in the Irrlicht<br>
engine is really, really easy.<br>
Now we'll take a closer look on the parameters of createCollisionResponseAnimator().
The first parameter is the TriangleSelector, which specifies how the
world, against collision detection is done looks like. The second
parameter is the scene node, which is the object, which is affected
by collision detection, in our case it is the camera. The third defines
how big the object is, it is the radius of an ellipsoid. Try it out
and change the radius to smaller values, the camera will be able to
move closer to walls after this. The next parameter is the direction
and speed of gravity. You could set it to (0,0,0) to disable gravity.
And the last value is just a translation: Without this, the ellipsoid
with which collision detection is done would be around the camera,
and the camera would be in the middle of the ellipsoid. But as human
beings, we are used to have our eyes on top of the body, with which
we collide with our world, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
And that's it, collision detection works now. <br>
</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"> scene::ICameraSceneNode* camera = <br> camera = smgr-&gt;addCameraSceneNodeFPS(<font color="#800080">0</font>,<font color="#800080">100.0f</font>,<font color="#800080">300.0f</font>);
camera-&gt;setPosition(core::vector3df(-10<font color="#800080">0</font>,<font color="#800080">50</font>,-15<font color="#800080">0</font>));
scene::ISceneNodeAnimator* anim =<br> smgr-&gt;createCollisionResponseAnimator(
selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>),
core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>),
core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br>
selector-&gt;drop();<br>
camera-&gt;addAnimator(anim);
anim-&gt;drop();</font></pre></td>
</tr>
</table>
<p> Because collision detection is no big deal in irrlicht, I'll describe
how to do two different types of picking in the next section. But
before this, I'll prepare the scene a little. I need three animated
characters which we <br>
could pick later, a dynamic light for lighting them, a billboard for
drawing where we found an intersection, and, yes, I need to get rid
of this mouse cursor. :)</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"> <font color="#0A246A"><i>// disable mouse cursor
</i></font> device-&gt;getCursorControl()-&gt;setVisible(<b>false</b>);
<font color="#0A246A"><i>// add billboard
</i></font> scene::IBillboardSceneNode * bill = smgr-&gt;addBillboardSceneNode();
bill-&gt;setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill-&gt;setMaterialTexture(<font color="#800080">0</font>, driver-&gt;getTexture(<br> <font color="#FF0000">&quot;../../media/particle.bmp&quot;</font>));
bill-&gt;setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
bill-&gt;setSize(core::dimension2d&lt;f32&gt;(<font color="#800080">20.0f</font>, <font color="#800080">20.0f</font>));
<font color="#0A246A"><i>// add 3 animated faeries.
</i></font> video::SMaterial material;
material.Texture1 = driver-&gt;getTexture(<font color="#FF0000"><br> &quot;../../media/faerie2.bmp&quot;</font>);
material.Lighting = <b>true</b>;
scene::IAnimatedMeshSceneNode* node = <font color="#800080">0</font>;
scene::IAnimatedMesh* faerie = smgr-&gt;getMesh(<br> <font color="#FF0000">&quot;../../media/faerie.md2&quot;</font>);
<b>if </b>(faerie)
{
node = smgr-&gt;addAnimatedMeshSceneNode(faerie);
node-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">90</font>));
node-&gt;setMD2Animation(scene::EMAT_RUN);
node-&gt;getMaterial(<font color="#800080">0</font>) = material;
node = smgr-&gt;addAnimatedMeshSceneNode(faerie);
node-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">30</font>));
node-&gt;setMD2Animation(scene::EMAT_SALUTE);
node-&gt;getMaterial(<font color="#800080">0</font>) = material;
node = smgr-&gt;addAnimatedMeshSceneNode(faerie);
node-&gt;setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">60</font>));
node-&gt;setMD2Animation(scene::EMAT_JUMP);
node-&gt;getMaterial(<font color="#800080">0</font>) = material;
}
material.Texture1 = <font color="#800080">0</font>;
material.Lighting = <b>false</b>;
<font color="#0A246A"><i>// Add a light
</i></font> smgr-&gt;addLightSceneNode(<font color="#800080">0</font>, core::vector3df(-<font color="#800080">60</font>,<font color="#800080">100</font>,<font color="#800080">400</font>),
video::SColorf(<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>),
<font color="#800080">600.0f</font>);</font></pre></td>
</tr>
</table>
<p>For not making it to complicated, I'm doing picking inside the drawing
loop. We take two pointers for storing the current and the last selected
scene node and start the loop.</p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"> scene::ISceneNode* selectedSceneNode = <font color="#800080">0</font>;
scene::ISceneNode* lastSelectedSceneNode = <font color="#800080">0</font>;
<b>int </b>lastFPS = -<font color="#800080">1</font>;
<b>while</b>(device-&gt;run())<br> <strong>if</strong> (device-&gt;isWindowActive())
{
driver-&gt;beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
smgr-&gt;drawAll();</font></pre></td>
</tr>
</table>
<p> After we've drawn the whole scene whit smgr-&gt;drawAll(), we'll do
the first picking: We want to know which triangle of the world we are
looking at. In addition, we want the exact point of the quake 3 level
we are looking at. For this, we create a 3d line starting at the position
of the camera and going through the lookAt-target of it. Then we ask
the collision manager if this line collides with a triangle of the world
stored in the triangle selector. If yes, we draw the 3d triangle and
set the position of the billboard to the intersection point. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font size="2"> core::line3d&lt;f32&gt; line;
line.start = camera-&gt;getPosition();
line.end = line.start +
(camera-&gt;getTarget() - line.start).normalize() * <font color="#800080">1000.0f</font>;
core::vector3df intersection;
core::triangle3df tri;
<b>if </b>(smgr-&gt;getSceneCollisionManager()-&gt;getCollisionPoint(
line, selector, intersection, tri))
{
bill-&gt;setPosition(intersection);
driver-&gt;setTransform(video::ETS_WORLD, core::matrix4());
driver-&gt;setMaterial(material);
driver-&gt;draw3DTriangle(tri, video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
}</font></pre></td>
</tr>
</table>
<p> Another type of picking supported by the Irrlicht Engine is scene
node picking based on bouding boxes. Every scene node has got a bounding
box, and because of that, it's very fast for example to get the scene
node which the camera looks<br>
at. Again, we ask the collision manager for this, and if we've got a
scene node, we highlight it by disabling Lighting in its material, if
it is not the billboard or the quake 3 level. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre><font size="2"> selectedSceneNode = smgr-&gt;getSceneCollisionManager()-&gt;
getSceneNodeFromCameraBB(camera);
<b>if </b>(lastSelectedSceneNode)
lastSelectedSceneNode-&gt;setMaterialFlag(
video::EMF_LIGHTING, <b>true</b>);
<b>if </b>(selectedSceneNode == q3node ||
selectedSceneNode == bill)
selectedSceneNode = <font color="#800080">0</font>;
<b>if </b>(selectedSceneNode)
selectedSceneNode-&gt;setMaterialFlag(
video::EMF_LIGHTING, <b>false</b>);
lastSelectedSceneNode = selectedSceneNode;</font></pre></td>
</tr>
</table>
<p> That's it, we just have to finish drawing.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font size="2"> driver-&gt;endScene();
<b>int </b>fps = driver-&gt;getFPS();
<b>if </b>(lastFPS != fps)
{
core::stringw str = L&quot;Collision detection example - Irrlicht Engine [&quot;;<br> str += driver-&gt;getName();<br> str += &quot;] FPS:&quot;;<br> str += fps;<br><br> device-&gt;setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
}
device-&gt;drop();
<b>return </b><font color="#800080">0</font>;
}
</font></pre></td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
</div>
</td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>

@ -1,56 +0,0 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 08.SpecialFX
# List of source files, separated by spaces
Sources := main.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

@ -1,54 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 08 Special Effects" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

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