mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-15 04:03:48 +01:00
826 lines
18 KiB
C++
826 lines
18 KiB
C++
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/*!
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Model Factory.
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create the additional scenenodes for ( bullets, health... )
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Defines the Entities for Quake3
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*/
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#include <irrlicht.h>
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#include "q3factory.h"
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#include "sound.h"
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using namespace irr;
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using namespace scene;
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using namespace gui;
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using namespace video;
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using namespace core;
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using namespace quake3;
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//! This list is based on the original quake3.
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static const SItemElement Quake3ItemElement [] = {
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{ "item_health",
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{"models/powerups/health/medium_cross.md3",
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"models/powerups/health/medium_sphere.md3"},
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"sound/items/n_health.wav",
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"icons/iconh_yellow",
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"25 Health",
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25,
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HEALTH,
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SUB_NONE,
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SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
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},
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{ "item_health_large",
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"models/powerups/health/large_cross.md3",
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"models/powerups/health/large_sphere.md3",
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"sound/items/l_health.wav",
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"icons/iconh_red",
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"50 Health",
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50,
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HEALTH,
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SUB_NONE,
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SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
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},
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{
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"item_health_mega",
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"models/powerups/health/mega_cross.md3",
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"models/powerups/health/mega_sphere.md3",
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"sound/items/m_health.wav",
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"icons/iconh_mega",
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"Mega Health",
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100,
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HEALTH,
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SUB_NONE,
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SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
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},
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{
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"item_health_small",
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"models/powerups/health/small_cross.md3",
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"models/powerups/health/small_sphere.md3",
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"sound/items/s_health.wav",
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"icons/iconh_green",
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"5 Health",
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5,
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HEALTH,
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SUB_NONE,
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SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
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},
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{ "ammo_bullets",
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"models/powerups/ammo/machinegunam.md3",
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"",
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"sound/misc/am_pkup.wav",
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"icons/icona_machinegun",
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"Bullets",
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50,
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AMMO,
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MACHINEGUN,
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SPECIAL_SFX_BOUNCE,
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},
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{
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"ammo_cells",
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"models/powerups/ammo/plasmaam.md3",
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"",
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"sound/misc/am_pkup.wav",
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"icons/icona_plasma",
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"Cells",
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30,
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AMMO,
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PLASMAGUN,
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SPECIAL_SFX_BOUNCE
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},
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{ "ammo_rockets",
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"models/powerups/ammo/rocketam.md3",
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"",
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"",
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"icons/icona_rocket",
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"Rockets",
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5,
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AMMO,
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ROCKET_LAUNCHER,
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SPECIAL_SFX_ROTATE
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},
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{
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"ammo_shells",
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"models/powerups/ammo/shotgunam.md3",
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"",
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"sound/misc/am_pkup.wav",
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"icons/icona_shotgun",
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"Shells",
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10,
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AMMO,
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SHOTGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"ammo_slugs",
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"models/powerups/ammo/railgunam.md3",
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"",
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"sound/misc/am_pkup.wav",
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"icons/icona_railgun",
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"Slugs",
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10,
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AMMO,
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RAILGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"item_armor_body",
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"models/powerups/armor/armor_red.md3",
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"",
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"sound/misc/ar2_pkup.wav",
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"icons/iconr_red",
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"Heavy Armor",
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100,
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ARMOR,
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SUB_NONE,
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SPECIAL_SFX_ROTATE
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},
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{
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"item_armor_combat",
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"models/powerups/armor/armor_yel.md3",
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"",
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"sound/misc/ar2_pkup.wav",
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"icons/iconr_yellow",
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"Armor",
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50,
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ARMOR,
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SUB_NONE,
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SPECIAL_SFX_ROTATE
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},
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{
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"item_armor_shard",
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"models/powerups/armor/shard.md3",
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"",
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"sound/misc/ar1_pkup.wav",
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"icons/iconr_shard",
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"Armor Shared",
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5,
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ARMOR,
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SUB_NONE,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_gauntlet",
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"models/weapons2/gauntlet/gauntlet.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_gauntlet",
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"Gauntlet",
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0,
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WEAPON,
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GAUNTLET,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_shotgun",
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"models/weapons2/shotgun/shotgun.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_shotgun",
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"Shotgun",
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10,
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WEAPON,
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SHOTGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_machinegun",
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"models/weapons2/machinegun/machinegun.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_machinegun",
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"Machinegun",
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40,
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WEAPON,
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MACHINEGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_grenadelauncher",
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"models/weapons2/grenadel/grenadel.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_grenade",
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"Grenade Launcher",
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10,
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WEAPON,
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GRENADE_LAUNCHER,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_rocketlauncher",
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"models/weapons2/rocketl/rocketl.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_rocket",
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"Rocket Launcher",
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10,
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WEAPON,
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ROCKET_LAUNCHER,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_lightning",
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"models/weapons2/lightning/lightning.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_lightning",
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"Lightning Gun",
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100,
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WEAPON,
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LIGHTNING,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_railgun",
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"models/weapons2/railgun/railgun.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_railgun",
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"Railgun",
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10,
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WEAPON,
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RAILGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_plasmagun",
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"models/weapons2/plasma/plasma.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_plasma",
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"Plasma Gun",
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50,
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WEAPON,
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PLASMAGUN,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_bfg",
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"models/weapons2/bfg/bfg.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_bfg",
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"BFG10K",
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20,
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WEAPON,
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BFG,
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SPECIAL_SFX_ROTATE
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},
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{
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"weapon_grapplinghook",
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"models/weapons2/grapple/grapple.md3",
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"",
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"sound/misc/w_pkup.wav",
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"icons/iconw_grapple",
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"Grappling Hook",
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0,
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WEAPON,
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GRAPPLING_HOOK,
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SPECIAL_SFX_ROTATE
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},
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{
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0
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}
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};
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/*!
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*/
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const SItemElement * getItemElement ( const stringc& key )
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{
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const SItemElement *item = Quake3ItemElement;
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while ( item->key )
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{
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if ( 0 == strcmp ( key.c_str(), item->key ) )
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return item;
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item += 1;
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}
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return 0;
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}
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/*!
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Quake3 Model Factory.
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Takes the mesh buffers and creates scenenodes for their associated shaders
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*/
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void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
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IrrlichtDevice *device,
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IQ3LevelMesh* mesh,
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eQ3MeshIndex meshIndex,
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ISceneNode *parent,
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IMetaTriangleSelector *meta,
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bool showShaderName )
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{
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if ( 0 == mesh || 0 == device )
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return;
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IMeshSceneNode* node = 0;
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ISceneManager* smgr = device->getSceneManager();
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ITriangleSelector * selector = 0;
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// the additional mesh can be quite huge and is unoptimized
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// Save to cast to SMesh
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SMesh * additional_mesh = (SMesh*) mesh->getMesh ( meshIndex );
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if ( 0 == additional_mesh || additional_mesh->getMeshBufferCount() == 0)
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return;
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char buf[128];
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if ( loadParam.verbose > 0 )
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{
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loadParam.startTime = device->getTimer()->getRealTime();
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if ( loadParam.verbose > 1 )
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{
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snprintf_irr(buf, 128, "q3shaderfactory start" );
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device->getLogger()->log( buf, ELL_INFORMATION);
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}
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}
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IGUIFont *font = 0;
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if ( showShaderName )
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font = device->getGUIEnvironment()->getFont("fontlucida.png");
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IVideoDriver *driver = device->getVideoDriver();
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// create helper textures
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if ( 1 )
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{
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tTexArray tex;
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u32 pos = 0;
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getTextures ( tex, "$redimage $blueimage $whiteimage $checkerimage", pos,
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device->getFileSystem(), driver );
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}
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s32 sceneNodeID = 0;
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for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
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{
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IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
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const SMaterial &material = meshBuffer->getMaterial();
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//! The ShaderIndex is stored in the second material parameter
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s32 shaderIndex = (s32) material.MaterialTypeParam2;
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// the meshbuffer can be rendered without additional support, or it has no shader
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IShader *shader = (IShader *) mesh->getShader ( shaderIndex );
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// no shader, or mapped to existing material
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if ( 0 == shader )
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{
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#if 1
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// clone mesh
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SMesh * m = new SMesh ();
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m->addMeshBuffer ( meshBuffer );
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SMaterial &mat = m->getMeshBuffer( 0 )->getMaterial();
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if ( mat.getTexture( 0 ) == 0 )
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mat.setTexture ( 0, driver->getTexture ( "$blueimage" ) );
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if ( mat.getTexture( 1 ) == 0 )
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mat.setTexture ( 1, driver->getTexture ( "$redimage" ) );
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IMesh * store = smgr->getMeshManipulator ()->createMeshWith2TCoords ( m );
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m->drop();
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node = smgr->addMeshSceneNode ( store, parent, sceneNodeID );
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node->setAutomaticCulling ( scene::EAC_OFF );
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store->drop ();
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sceneNodeID += 1;
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#endif
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}
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else if ( 1 )
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{
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/*
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stringc s;
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dumpShader ( s, shader );
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printf ( s.c_str () );
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*/
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// create sceneNode
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node = smgr->addQuake3SceneNode ( meshBuffer, shader, parent, sceneNodeID );
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node->setAutomaticCulling ( scene::EAC_FRUSTUM_BOX );
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sceneNodeID += 1;
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}
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// show Debug Shader Name
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if ( showShaderName && node )
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{
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swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
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smgr->addBillboardTextSceneNode(
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font,
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(wchar_t*) buf,
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node,
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dimension2d<f32>(80.0f, 8.0f),
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vector3df(0, 10, 0),
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sceneNodeID);
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sceneNodeID += 1;
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}
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// create Portal Rendertargets
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if ( shader )
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{
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const SVarGroup *group = shader->getGroup(1);
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if ( group->isDefined( "surfaceparm", "portal" ) )
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{
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}
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}
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// add collision
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// find out if shader is marked as nonsolid
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u8 doCreate = meta !=0 ;
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if ( shader )
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{
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const SVarGroup *group = shader->getGroup(1);
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if ( group->isDefined( "surfaceparm", "trans" )
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// || group->isDefined( "surfaceparm", "sky" )
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// || group->isDefined( "surfaceparm", "nonsolid" )
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)
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{
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if ( !group->isDefined( "surfaceparm", "metalsteps" ) )
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{
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doCreate = 0;
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}
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}
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}
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if ( doCreate )
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||
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{
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IMesh *m = 0;
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||
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|
||
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//! controls if triangles are modified by the scenenode during runtime
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||
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bool takeOriginal = true;
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||
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||
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if ( takeOriginal )
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{
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m = new SMesh ();
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((SMesh*) m )->addMeshBuffer (meshBuffer);
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}
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else
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{
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m = node->getMesh();
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}
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//selector = smgr->createOctreeTriangleSelector ( m, 0, 128 );
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||
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selector = smgr->createTriangleSelector ( m, 0 );
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meta->addTriangleSelector ( selector );
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||
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selector->drop ();
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||
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|
||
|
if ( takeOriginal )
|
||
|
{
|
||
|
delete m;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
if ( meta )
|
||
|
{
|
||
|
selector = smgr->createOctreeTriangleSelector ( additional_mesh, 0 );
|
||
|
meta->addTriangleSelector ( selector );
|
||
|
selector->drop ();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( loadParam.verbose > 0 )
|
||
|
{
|
||
|
loadParam.endTime = device->getTimer()->getRealTime ();
|
||
|
snprintf_irr(buf, 128, "q3shaderfactory needed %04d ms to create %d shader nodes",
|
||
|
loadParam.endTime - loadParam.startTime,
|
||
|
sceneNodeID
|
||
|
);
|
||
|
device->getLogger()->log(buf, ELL_INFORMATION);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
create Items from Entity
|
||
|
*/
|
||
|
void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
|
||
|
IrrlichtDevice *device,
|
||
|
IQ3LevelMesh* masterMesh,
|
||
|
ISceneNode *parent,
|
||
|
bool showShaderName
|
||
|
)
|
||
|
{
|
||
|
if ( 0 == masterMesh )
|
||
|
return;
|
||
|
|
||
|
tQ3EntityList &entity = masterMesh->getEntityList ();
|
||
|
ISceneManager* smgr = device->getSceneManager();
|
||
|
|
||
|
|
||
|
char buf[128];
|
||
|
const SVarGroup *group;
|
||
|
IEntity search;
|
||
|
s32 index;
|
||
|
s32 lastIndex;
|
||
|
|
||
|
/*
|
||
|
stringc s;
|
||
|
FILE *f = 0;
|
||
|
f = fopen ( "entity.txt", "wb" );
|
||
|
for ( index = 0; (u32) index < entityList.size (); ++index )
|
||
|
{
|
||
|
const IEntity *entity = &entityList[ index ];
|
||
|
s = entity->name;
|
||
|
dumpShader ( s, entity );
|
||
|
fwrite ( s.c_str(), 1, s.size(), f );
|
||
|
}
|
||
|
fclose ( f );
|
||
|
*/
|
||
|
IAnimatedMeshMD3* model;
|
||
|
SMD3Mesh * mesh;
|
||
|
const SMD3MeshBuffer *meshBuffer;
|
||
|
IMeshSceneNode* node;
|
||
|
ISceneNodeAnimator* anim;
|
||
|
const IShader *shader;
|
||
|
u32 pos;
|
||
|
vector3df p;
|
||
|
u32 nodeCount = 0;
|
||
|
tTexArray textureArray;
|
||
|
|
||
|
IGUIFont *font = 0;
|
||
|
if ( showShaderName )
|
||
|
font = device->getGUIEnvironment()->getFont("fontlucida.png");
|
||
|
|
||
|
const SItemElement *itemElement;
|
||
|
|
||
|
// walk list
|
||
|
for ( index = 0; (u32) index < entity.size(); ++index )
|
||
|
{
|
||
|
itemElement = getItemElement ( entity[index].name );
|
||
|
if ( 0 == itemElement )
|
||
|
continue;
|
||
|
|
||
|
pos = 0;
|
||
|
p = getAsVector3df ( entity[index].getGroup(1)->get ( "origin" ), pos );
|
||
|
|
||
|
nodeCount += 1;
|
||
|
for ( u32 g = 0; g < 2; ++g )
|
||
|
{
|
||
|
if ( 0 == itemElement->model[g] || itemElement->model[g][0] == 0 )
|
||
|
continue;
|
||
|
model = (IAnimatedMeshMD3*) smgr->getMesh( itemElement->model[g] );
|
||
|
if ( 0 == model )
|
||
|
continue;
|
||
|
|
||
|
mesh = model->getOriginalMesh();
|
||
|
for ( u32 j = 0; j != mesh->Buffer.size (); ++j )
|
||
|
{
|
||
|
meshBuffer = mesh->Buffer[j];
|
||
|
if ( 0 == meshBuffer )
|
||
|
continue;
|
||
|
|
||
|
shader = masterMesh->getShader ( meshBuffer->Shader.c_str(), false );
|
||
|
IMeshBuffer *final = model->getMesh(0)->getMeshBuffer(j);
|
||
|
if ( shader )
|
||
|
{
|
||
|
//!TODO: Hack don't modify the vertexbuffer. make it better;-)
|
||
|
final->getMaterial().ColorMask = 0;
|
||
|
node = smgr->addQuake3SceneNode ( final, shader, parent );
|
||
|
final->getMaterial().ColorMask = 15;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// clone mesh
|
||
|
SMesh * m = new SMesh ();
|
||
|
m->addMeshBuffer ( final );
|
||
|
node = smgr->addMeshSceneNode ( m, parent );
|
||
|
m->drop();
|
||
|
}
|
||
|
|
||
|
if ( 0 == node )
|
||
|
{
|
||
|
snprintf_irr ( buf, 128, "q3ModelFactory shader %s failed", meshBuffer->Shader.c_str() );
|
||
|
device->getLogger()->log ( buf );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// node was maybe centered by shaderscenenode
|
||
|
node->setPosition ( p );
|
||
|
node->setName ( meshBuffer->Shader );
|
||
|
node->setAutomaticCulling ( scene::EAC_BOX );
|
||
|
|
||
|
// add special effects to node
|
||
|
if ( itemElement->special & SPECIAL_SFX_ROTATE ||
|
||
|
(g == 0 && itemElement->special & SPECIAL_SFX_ROTATE_1)
|
||
|
)
|
||
|
{
|
||
|
anim = smgr->createRotationAnimator ( vector3df ( 0.f,
|
||
|
2.f, 0.f ) );
|
||
|
node->addAnimator ( anim );
|
||
|
anim->drop ();
|
||
|
}
|
||
|
|
||
|
if ( itemElement->special & SPECIAL_SFX_BOUNCE )
|
||
|
{
|
||
|
//anim = smgr->createFlyStraightAnimator (
|
||
|
// p, p + vector3df ( 0.f, 60.f, 0.f ), 1000, true, true );
|
||
|
anim = smgr->createFlyCircleAnimator (
|
||
|
p + vector3df( 0.f, 20.f, 0.f ),
|
||
|
20.f,
|
||
|
0.005f,
|
||
|
vector3df ( 1.f, 0.f, 0.f ),
|
||
|
core::fract ( nodeCount * 0.05f ),
|
||
|
1.f
|
||
|
);
|
||
|
node->addAnimator ( anim );
|
||
|
anim->drop ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// show name
|
||
|
if ( showShaderName )
|
||
|
{
|
||
|
swprintf_irr ( (wchar_t*) buf, sizeof(buf) / 2, L"%hs", itemElement->key );
|
||
|
smgr->addBillboardTextSceneNode(
|
||
|
font,
|
||
|
(wchar_t*) buf,
|
||
|
parent,
|
||
|
dimension2d<f32>(80.0f, 8.0f),
|
||
|
p + vector3df(0, 30, 0),
|
||
|
0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// music
|
||
|
search.name = "worldspawn";
|
||
|
index = entity.binary_search_multi ( search, lastIndex );
|
||
|
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
group = entity[ index ].getGroup(1);
|
||
|
background_music ( group->get ( "music" ).c_str () );
|
||
|
}
|
||
|
|
||
|
// music
|
||
|
search.name = "worldspawn";
|
||
|
index = entity.binary_search_multi ( search, lastIndex );
|
||
|
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
group = entity[ index ].getGroup(1);
|
||
|
background_music ( group->get ( "music" ).c_str () );
|
||
|
}
|
||
|
|
||
|
//IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
|
||
|
//IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
/*!
|
||
|
so we need a good starting Position in the level.
|
||
|
we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"
|
||
|
*/
|
||
|
s32 Q3StartPosition ( IQ3LevelMesh* mesh,
|
||
|
ICameraSceneNode* camera,
|
||
|
s32 startposIndex,
|
||
|
const vector3df &translation
|
||
|
)
|
||
|
{
|
||
|
if ( 0 == mesh )
|
||
|
return 0;
|
||
|
|
||
|
tQ3EntityList &entityList = mesh->getEntityList ();
|
||
|
|
||
|
IEntity search;
|
||
|
search.name = "info_player_start"; // "info_player_deathmatch";
|
||
|
|
||
|
// find all entities in the multi-list
|
||
|
s32 lastIndex;
|
||
|
s32 index = entityList.binary_search_multi ( search, lastIndex );
|
||
|
|
||
|
if ( index < 0 )
|
||
|
{
|
||
|
search.name = "info_player_deathmatch";
|
||
|
index = entityList.binary_search_multi ( search, lastIndex );
|
||
|
}
|
||
|
|
||
|
if ( index < 0 )
|
||
|
return 0;
|
||
|
|
||
|
index += core::clamp ( startposIndex, 0, lastIndex - index );
|
||
|
|
||
|
u32 parsepos;
|
||
|
|
||
|
const SVarGroup *group;
|
||
|
group = entityList[ index ].getGroup(1);
|
||
|
|
||
|
parsepos = 0;
|
||
|
vector3df pos = getAsVector3df ( group->get ( "origin" ), parsepos );
|
||
|
pos += translation;
|
||
|
|
||
|
parsepos = 0;
|
||
|
f32 angle = getAsFloat ( group->get ( "angle"), parsepos );
|
||
|
|
||
|
vector3df target ( 0.f, 0.f, 1.f );
|
||
|
target.rotateXZBy ( angle - 90.f, vector3df () );
|
||
|
|
||
|
if ( camera )
|
||
|
{
|
||
|
camera->setPosition ( pos );
|
||
|
camera->setTarget ( pos + target );
|
||
|
//! New. FPSCamera and animators catches reset on animate 0
|
||
|
camera->OnAnimate ( 0 );
|
||
|
}
|
||
|
return lastIndex - index + 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
gets a accumulated force on a given surface
|
||
|
*/
|
||
|
vector3df getGravity ( const c8 * surface )
|
||
|
{
|
||
|
if ( 0 == strcmp ( surface, "earth" ) ) return vector3df ( 0.f, -900.f, 0.f );
|
||
|
if ( 0 == strcmp ( surface, "moon" ) ) return vector3df ( 0.f, -6.f , 0.f );
|
||
|
if ( 0 == strcmp ( surface, "water" ) ) return vector3df ( 0.1f, -2.f, 0.f );
|
||
|
if ( 0 == strcmp ( surface, "ice" ) ) return vector3df ( 0.2f, -9.f, 0.3f );
|
||
|
|
||
|
return vector3df ( 0.f, 0.f, 0.f );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
Dynamically load the Irrlicht Library
|
||
|
*/
|
||
|
|
||
|
#if defined(_IRR_WINDOWS_API_)
|
||
|
#ifdef _MSC_VER
|
||
|
#pragma comment(lib, "Irrlicht.lib")
|
||
|
#endif
|
||
|
|
||
|
#include <windows.h>
|
||
|
|
||
|
funcptr_createDevice load_createDevice ( const c8 * filename)
|
||
|
{
|
||
|
return (funcptr_createDevice) GetProcAddress ( LoadLibrary ( filename ), "createDevice" );
|
||
|
}
|
||
|
|
||
|
funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename)
|
||
|
{
|
||
|
return (funcptr_createDeviceEx) GetProcAddress ( LoadLibrary ( filename ), "createDeviceEx" );
|
||
|
}
|
||
|
|
||
|
#else
|
||
|
|
||
|
// TODO: Dynamic Loading for other os
|
||
|
|
||
|
funcptr_createDevice load_createDevice ( const c8 * filename)
|
||
|
{
|
||
|
return createDevice;
|
||
|
}
|
||
|
|
||
|
funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename)
|
||
|
{
|
||
|
return createDeviceEx;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
get the current collision response camera animator
|
||
|
*/
|
||
|
ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device )
|
||
|
{
|
||
|
ICameraSceneNode *camera = device->getSceneManager()->getActiveCamera();
|
||
|
ISceneNodeAnimatorCollisionResponse *a = 0;
|
||
|
|
||
|
list<ISceneNodeAnimator*>::ConstIterator it = camera->getAnimators().begin();
|
||
|
for (; it != camera->getAnimators().end(); ++it)
|
||
|
{
|
||
|
a = (ISceneNodeAnimatorCollisionResponse*) (*it);
|
||
|
if ( a->getType() == ESNAT_COLLISION_RESPONSE )
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! internal Animation
|
||
|
void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
|
||
|
{
|
||
|
t->flags = flags;
|
||
|
t->next = 0;
|
||
|
t->delta = delta;
|
||
|
}
|
||
|
|
||
|
|
||
|
void checkTimeFire ( TimeFire *t, u32 listSize, u32 now )
|
||
|
{
|
||
|
u32 i;
|
||
|
for ( i = 0; i < listSize; ++i )
|
||
|
{
|
||
|
if ( now < t[i].next )
|
||
|
continue;
|
||
|
|
||
|
t[i].next = core::max_ ( now + t[i].delta, t[i].next + t[i].delta );
|
||
|
t[i].flags |= FIRED;
|
||
|
}
|
||
|
}
|