irrlicht/examples/04.Movement/tutorial.html

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<div class="title">Tutorial 4: Movement </div> </div>
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<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. We'll demonstrate framerate independent movement, which means moving by an amount dependent on the duration of the last run of the Irrlicht loop.</p>
<p>Example 19.MouseAndJoystick shows how to handle those kinds of input.</p>
<p>As always, I include the header files, use the irr namespace, and tell the linker to link with the .lib file. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="comment">// We&#39;ll also define this to stop MSVC complaining about sprintf().</span></div><div class="line"><span class="preprocessor">#define _CRT_SECURE_NO_WARNINGS</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;driverChoice.h&quot;</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> To receive events like mouse and keyboard input, or GUI events like "the OK
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. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"> </div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i&lt;KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><p> 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 just create an irr::IrrlichtDevice 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><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">// create device</span></div><div class="line"> MyEventReceiver receiver;</div><div class="line"></div><div class="line"> IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2d&lt;u32&gt;(640, 480), 16, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, &amp;receiver);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><d
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