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