Merging r6172 through r6199 from branch releases/1.8 to trunk

Changes are all related to automatic creation of documentation.
Note: It's not yet fully working in trunk due to changes since 1.8


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6200 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2021-03-18 20:33:59 +00:00
parent 1c14ae8988
commit 3fa6370cea
38 changed files with 8203 additions and 4029 deletions

@ -309,6 +309,7 @@ Changes in 1.9 (not yet released)
-------------------------- --------------------------
Changes in 1.8.5 Changes in 1.8.5
- Update script to generate tutorial.html's in example folders. Add missing ones. Update existing ones. Thanks @Guillian J for noticing those were outdated.
- Update libpng to 1.6.37 (from 1.6.23) - Update libpng to 1.6.37 (from 1.6.23)
- Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch. - Fix CIrrDeviceSDL::getVideoModeList which didn't return video modes before. Thx @kas1e for report and patch.
- CIrrDeviceMacOSX now sets the SEvent.MouseInput Shift and Control values on mouse events like the other devices. Thanks @ Zero King for patch (#321) - CIrrDeviceMacOSX now sets the SEvent.MouseInput Shift and Control values on mouse events like the other devices. Thanks @ Zero King for patch (#321)

@ -1,394 +1,234 @@
<html> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<head> <html>
<title>Irrlicht Engine Tutorial</title> <head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
</head> <meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.8.13"/>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> <meta name="viewport" content="width=device-width, initial-scale=1"/>
<br> <title>Tutorial 1: HelloWorld</title>
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> <html xmlns="http://www.w3.org/1999/xhtml">
<tr> <!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td> Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
Feel free to improve :)
</tr> -->
<tr> <style>
<td height="90" bgcolor="#F7F3F7"> <div align="left"> body, table, div, p, dl {
<p>This Tutorial shows how to set up the IDE for using the font: 400 14px/22px;
Irrlicht Engine and how to write a simple HelloWorld program }
with it. The program will show how to use the basics of body {
the VideoDriver, the GUIEnvironment and the SceneManager.<br> background-color: #F0F0F0;
The result of this example will look like this:</p> color: black;
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br> margin-left: 5%;
</p> margin-right: 5%;
</div></td> }
p.reference, p.definition {
</tr> font: 400 14px/22px;
</table> }
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> .title {
<tr> <a name="settingup"></a> font: 400 14px/28px;
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the font-size: 150%;
IDE</font></b></td> font-weight: bold;
</tr> margin: 10px 2px;
<tr> }
<td height="90" bgcolor="#F7F3F7"> <div align="left"> h1, h2, h3, h4, h5, h6 {
<div align="left"> -webkit-transition: text-shadow 0.5s linear;
<p align="left">To use the engine, we will have to include -moz-transition: text-shadow 0.5s linear;
the header file &lt;irrlicht.h&gt;, which can be found -ms-transition: text-shadow 0.5s linear;
in the Irrlicht Engine SDK directory \include. To let -o-transition: text-shadow 0.5s linear;
the compiler find this header file, the directory where transition: text-shadow 0.5s linear;
it is located should be specified somewhere. This is different margin-right: 15px;
for every IDE and compiler. I will explain how to do this }
in Microsoft Visual Studio C++ 6.0 and .NET:</p> caption {
font-weight: bold;
</div> }
<ul> h3.version {
<li> font-size: 90%;
<div align="left">If you use Version 6.0, select the Menu text-align: center;
Extras -&gt; Options. Select the directories tab, and }
select the 'Include' Item in the combo box. Add the a {
\include directory of the Irrlicht Engine folder to color: #3D578C;
the list of directories. Now the compiler will find font-weight: normal;
the Irrlicht.h header file. We also need the location text-decoration: none;
of irrlicht.lib to be listed, so select the 'Libraries' }
tab and add the \lib\VisualStudio directory.<br> .contents a:visited {
<br> color: #4665A2;
<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> a:hover {
text-decoration: underline;
</div> }
</li> a.el {
<li>If your IDE is Visual Studio .NET, select Tools -&gt; font-weight: bold;
Options. Select the Projects entry and then select VC++ }
directories. Select 'show directories for include files' a.code, a.code:visited, a.line, a.line:visited {
in the combo box, and add the \include directory of the color: #4665A2;
Irrlicht Engine folder to the list of directories so the }
compiler will find the Irrlicht.h header file. We also a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited {
need the irrlicht.lib to be found, so select 'show directories color: #4665A2;
for Library files' and add the \lib\VisualStudio directory.<br> }
<br> pre.fragment {
<img src="../../media/vcnetinclude.jpg" width="256" height="160"> border: 1px solid #C4CFE5;
<br> background-color: #FBFCFD;
</li> padding: 4px 6px;
</ul> margin: 4px 8px 4px 2px;
overflow: auto;
<p>&nbsp;</p> word-wrap: break-word;
</div></td> font-size: 9pt;
</tr> line-height: 125%;
</table> font-family: monospace, fixed;
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center"> font-size: 105%;
<tr> }
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td> div.fragment {
</tr> padding: 0px;
margin: 4px 8px 4px 2px;
<tr> background-color: #FBFCFD;
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left"> border: 1px solid #C4CFE5;
<div align="left"> }
<div align="left"> div.line {
<div align="left"> font-family: monospace, fixed;
<p>After we have set up the IDE, the compiler will know font-size: 13px;
where to find the Irrlicht Engine header files so min-height: 13px;
we can include it now into our code.</p> line-height: 1.0;
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> text-wrap: unrestricted;
<tr> white-space: -moz-pre-wrap; /* Moz */
<td> <pre>#include &lt;irrlicht.h&gt;</pre> </td> white-space: -pre-wrap; /* Opera 4-6 */
white-space: -o-pre-wrap; /* Opera 7 */
</tr> white-space: pre-wrap; /* CSS3 */
</table> word-wrap: break-word; /* IE 5.5+ */
<p>In the Irrlicht Engine, everything can be found in text-indent: -53px;
the namespace 'irr'. So if you want to use a class padding-left: 53px;
of the engine, you'll have to type an irr:: before padding-bottom: 0px;
the name of the class. For example, to use the IrrlichtDevice, margin: 0px;
write: irr::IrrlichtDevice. To avoid having to put -webkit-transition-property: background-color, box-shadow;
irr:: before of the name of every class, we tell the -webkit-transition-duration: 0.5s;
compiler that we use that namespace.</p> -moz-transition-property: background-color, box-shadow;
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> -moz-transition-duration: 0.5s;
<tr> -ms-transition-property: background-color, box-shadow;
<td> <pre>using namespace irr;</pre> </td> -ms-transition-duration: 0.5s;
</tr> -o-transition-property: background-color, box-shadow;
-o-transition-duration: 0.5s;
</table> transition-property: background-color, box-shadow;
<p>There are 5 sub-namespaces in the Irrlicht Engine. transition-duration: 0.5s;
Take a look at them: you can read a detailed description }
of them in the documentation by clicking on the top div.contents {
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace margin-top: 10px;
List</a>'. To keep this example simple, we don't want margin-left: 12px;
to have to specify the name spaces, Hence:</p> margin-right: 8px;
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> }
<tr> div.center {
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td> text-align: center;
margin-top: 0px;
</tr> margin-bottom: 0px;
</table> padding: 0px;
<p>To be able to use the Irrlicht.DLL file, we need }
to link with the Irrlicht.lib. We could set this option div.center img {
in the project settings, but to make it easy we use border: 0px;
a pragma comment:</p> }
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> span.keyword {
<tr> color: #008000
<td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td> }
span.keywordtype {
</tr> color: #604020
</table> }
<p>Now the main method: to keep this example simple span.keywordflow {
we use int main(), which can be used on any platform. color: #e08000
However, on Windows platforms, we could also use the }
WinMain method if we would want to get rid of the span.comment {
console window which pops up when starting a program color: #800000
with main().</p> }
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> span.preprocessor {
<tr> color: #806020
<td> <pre>int main()<br>{</pre> </td> }
</tr> span.stringliteral {
color: #002080
</table> }
<p>The most important function of the engine is the span.charliteral {
'createDevice' function. The Irrlicht Device, which color: #008080
is the root object for doing everything with the engine, }
can be created with it. createDevice() has 7 parameters:</p> blockquote {
</div> background-color: #F7F8FB;
<ul> border-left: 2px solid #9CAFD4;
<li> margin: 0 24px 0 4px;
padding: 0 12px 0 16px;
<div align="left"> deviceType: Type of the device. This can currently }
be the Null device, the Software device, Direct3D8, Direct3D9, hr {
or OpenGL. In this example we use EDT_SOFTWARE, but, to try height: 0px;
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8, border: none;
EDT_DIRECT3D9 or EDT_OPENGL. </div> border-top: 1px solid #4A6AAA;
</li> }
<li> address {
<div align="left">windowSize: Size of the window or font-style: normal;
full screen mode to be created. In this example color: #2A3D61;
we use 512x384.</div> }
div.header {
</li> background-image:url('nav_h.png');
<li> background-repeat:repeat-x;
<div align="left">bits: Number of bits per pixel when background-color: #F9FAFC;
in full screen mode. This should be 16 or 32. This margin: 0px;
parameter is ignored when running in windowed mode.</div> border-bottom: 1px solid #C4CFE5;
</li> }
<li> div.headertitle {
<div align="left">fullscreen: Specifies if we want padding: 5px 5px 5px 10px;
the device to run in full screen mode or not.</div> }
</li> .image {
<li>stencilbuffer: Specifies if we want to use the stencil text-align: center;
buffer for drawing shadows.</li> }
.caption {
<li>vsync: Specifies if we want to have vsync enabled. font-weight: bold;
This is only useful in full screen mode.</li> }
<li> div.zoom {
<div align="left">eventReceiver: An object to receive border: 1px solid #90A5CE;
events. We do not want to use this parameter here, }
and set it to 0.</div> tr.heading h2 {
</li> margin-top: 12px;
</ul> margin-bottom: 4px;
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> }
<tr> </style>
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br> false, false, false, 0);</pre> </td> </head>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
</tr> <!--END TITLEAREA-->
</table> <!-- end header part -->
<p>Now we set the caption of the window to some nice text. <!-- Generated by Doxygen 1.8.13 -->
Note that there is a 'L' in front of the string: the </div><!-- top -->
Irrlicht Engine uses wide character strings when displaying <div class="header">
text.</p> <div class="headertitle">
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> <div class="title">Tutorial 1: HelloWorld </div> </div>
<tr> </div><!--header-->
<td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td> <div class="contents">
<div class="textblock"><div class="image">
</tr> <img src="../../media/001shot.jpg" alt="001shot.jpg"/>
</table> </div>
<p>Now we store a pointer to the video driver, the SceneManager, <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. 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.</p>
and the graphical user interface environment so that <p>You have to include the header file &lt;irrlicht.h&gt; in order to use the engine. The header file can be found in the Irrlicht Engine SDK directory <code>include</code>. To let the compiler find this header file, the directory where it is located has to be specified. This is different for every IDE and compiler you use. Let's explain shortly how to do this in Microsoft Visual Studio:</p>
we do not always have to write device-&gt;getVideoDriver(), <ul>
device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p> <li>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 <code>include</code> 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 stay in that dialog, select 'Libraries' in the combo box and add the <code>lib/VisualStudio</code> directory. <div class="image">
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> <img src="../../media/vc6optionsdir.jpg" alt="vc6optionsdir.jpg"/>
<tr> </div>
<td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td> <div class="image">
<img src="../../media/vc6include.jpg" alt="vc6include.jpg"/>
</tr> </div>
</table> </li>
<p> We add a hello world label to the window using the <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 <code>include</code> 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 stay in that dialog, select 'show directories for Library files' and add the <code>lib/VisualStudio</code> directory. <div class="image">
GUI environment. The text is placed at the position <img src="../../media/vcnetinclude.jpg" alt="vcnetinclude.jpg"/>
(10,10) as top left corner and (200,22) as lower right </div>
corner.</p> </li>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> </ul>
<tr> <p>That's it. With your IDE set up like this, you will now be able to develop applications with the Irrlicht Engine.</p>
<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> <p>Lets start!</p>
<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 in our code. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div></div><!-- fragment --><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 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. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><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 'Namespace List' or by using this link: <a href="http://irrlicht.sourceforge.net/docu/namespaces.html">http://irrlicht.sourceforge.net/docu/namespaces.html</a> 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. </p><div class="fragment"><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><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 lib for VisualStudio. On Windows platforms, we have to get rid of the console window, which pops up when starting a program with main(). This is done by the second pragma. We could also use the WinMain method, though losing platform independence then. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _IRR_WINDOWS_</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#pragma comment(linker, &quot;/subsystem:windows /ENTRY:mainCRTStartup&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div></div><!-- fragment --><p> This is the main method. We can now use main() on every platform. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div></div><!-- fragment --><p> 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 7 parameters:</p>
</tr> <ul>
</table> <li>deviceType: Type of the device. This can currently be the Null-device, one of the two software renderers, D3D8, D3D9, or OpenGL. In this example we use EDT_SOFTWARE, but to try out, you might want to change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8, EDT_DIRECT3D9, or EDT_OPENGL.</li>
<p>To display something interesting, we load a Quake 2 <li>windowSize: Size of the Window or screen in FullScreenMode to be created. In this example we use 640x480.</li>
model and display it. We only have to get the Mesh from <li>bits: Amount of color bits per pixel. This should be 16 or 32. The parameter is often ignored when running in windowed mode.</li>
the Scene Manager with getMesh() and add a SceneNode <li>fullscreen: Specifies if we want the device to run in fullscreen mode or not.</li>
to display the mesh with addAnimatedMeshSceneNode(). <li>stencilbuffer: Specifies if we want to use the stencil buffer (for drawing shadows).</li>
Instead of loading a Quake2 file (.md2), it is also <li>vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen mode.</li>
possible to load a Maya object file (.obj), a complete <li>eventReceiver: An object to receive events. We do not want to use this parameter here, and set it to 0.</li>
Quake3 map (.bsp), or a Milshape file (.ms3d).<br> </ul>
By the way, that cool Quake 2 model called sydney.md2 <p>Always check the return value to cope with unsupported drivers, dimensions, etc. </p><div class="fragment"><div class="line">IrrlichtDevice *device =</div><div class="line"> createDevice( video::EDT_SOFTWARE, dimension2d&lt;u32&gt;(640, 480), 16,</div><div class="line"> <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, 0);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (!device)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Hello World! - Irrlicht Engine Demo&quot;</span>);</div></div><!-- fragment --><p> Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device-&gt;getVideoDriver(), device-&gt;getSceneManager(), or device-&gt;getGUIEnvironment(). </p><div class="fragment"><div class="line">IVideoDriver* driver = device-&gt;getVideoDriver();</div><div class="line">ISceneManager* smgr = device-&gt;getSceneManager();</div><div class="line">IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</div></div><!-- fragment --><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 (260,22) as lower right corner. </p><div class="fragment"><div class="line">guienv-&gt;addStaticText(L<span class="stringliteral">&quot;Hello World! This is the Irrlicht Software renderer!&quot;</span>,</div><div class="line"> rect&lt;s32&gt;(10,10,260,22), <span class="keyword">true</span>);</div></div><!-- fragment --><p> To show 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(). We check the return value of getMesh() to become aware of loading problems and other errors.</p>
was modelled by Brian Collins.</p> <p>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 modelled by Brian Collins. </p><div class="fragment"><div class="line">IAnimatedMesh* mesh = smgr-&gt;getMesh(<span class="stringliteral">&quot;../../media/sydney.md2&quot;</span>);</div><div class="line"><span class="keywordflow">if</span> (!mesh)</div><div class="line">{</div><div class="line"> device-&gt;drop();</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line">}</div><div class="line">IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node-&gt;setMaterialFlag(EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"> node-&gt;setMD2Animation(scene::EMAT_STAND);</div><div class="line"> node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(<span class="stringliteral">&quot;../../media/sydney.bmp&quot;</span>) );</div><div class="line">}</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</div></div><!-- fragment --><p> 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). </p><div class="fragment"><div class="line"><span class="keywordflow">while</span>(device-&gt;run())</div><div class="line">{</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"> driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, SColor(255,100,101,140));</div><div class="line"></div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> guienv-&gt;drawAll();</div><div class="line"></div><div class="line"> driver-&gt;endScene();</div><div class="line">}</div></div><!-- fragment --><p> 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 -&gt;drop(). See the documentation at irr::IReferenceCounted::drop() for more information. </p><div class="fragment"><div class="line"> device-&gt;drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and run. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> </div></div><!-- contents -->
<tr> <!-- HTML footer for doxygen 1.8.13-->
<td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td> <!-- start footer part -->
<p>&nbsp;</p>
</tr> </body>
</table> </html>
<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>

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@ -76,7 +76,8 @@ public:
/* /*
Load xml from disk, overwrite default settings Load xml from disk, overwrite default settings
The xml we are trying to load has the following structure The xml we are trying to load has the following structure
settings nested in sections nested in the root node, like so settings nested in sections nested in the root node, like:
\verbatim
<pre> <pre>
<?xml version="1.0"?> <?xml version="1.0"?>
<mygame> <mygame>
@ -87,6 +88,7 @@ public:
</video> </video>
</mygame> </mygame>
</pre> </pre>
\endverbatim
*/ */
bool load() bool load()
{ {

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@ -483,7 +483,7 @@ namespace video
example in picture edit programs. To avoid this problem, you example in picture edit programs. To avoid this problem, you
could use the makeColorKeyTexture method, which takes the could use the makeColorKeyTexture method, which takes the
position of a pixel instead a color value. position of a pixel instead a color value.
\param zeroTexels \deprecated If set to true, then any texels that match \param zeroTexels (deprecated) If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behavior matches the legacy (buggy) behavior prior (i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only. to release 1.5 and is provided for backwards compatibility only.
@ -500,7 +500,7 @@ namespace video
\param colorKeyPixelPos Position of a pixel with the color key \param colorKeyPixelPos Position of a pixel with the color key
color. Every texel with this color will become fully transparent as color. Every texel with this color will become fully transparent as
described above. described above.
\param zeroTexels \deprecated If set to true, then any texels that match \param zeroTexels (deprecated) If set to true, then any texels that match
the color key will have their color, as well as their alpha, set to zero the color key will have their color, as well as their alpha, set to zero
(i.e. black). This behavior matches the legacy (buggy) behavior prior (i.e. black). This behavior matches the legacy (buggy) behavior prior
to release 1.5 and is provided for backwards compatibility only. to release 1.5 and is provided for backwards compatibility only.

@ -268,7 +268,7 @@ for Windows based systems. You also have to set #define UNICODE for this to comp
#undef _IRR_WCHAR_FILESYSTEM #undef _IRR_WCHAR_FILESYSTEM
#endif #endif
//! Define _IRR_COMPILE_WITH_JPEGLIB_ to enable compiling the engine using libjpeg. //! Define _IRR_COMPILE_WITH_LIBJPEG_ to enable compiling the engine using libjpeg.
/** This enables the engine to read jpeg images. If you comment this out, /** This enables the engine to read jpeg images. If you comment this out,
the engine will no longer read .jpeg images. */ the engine will no longer read .jpeg images. */
#define _IRR_COMPILE_WITH_LIBJPEG_ #define _IRR_COMPILE_WITH_LIBJPEG_

@ -297,7 +297,8 @@ class line2d
} }
//! Get the closest point on this line to a point //! Get the closest point on this line to a point
/** \param checkOnlySegments: Default (true) is to return a point on the line-segment (between begin and end) of the line. /** \param point: Starting search at this point
\param checkOnlySegments: Default (true) is to return a point on the line-segment (between begin and end) of the line.
When set to false the function will check for the first the closest point on the the line even when outside the segment. */ When set to false the function will check for the first the closest point on the the line even when outside the segment. */
vector2d<T> getClosestPoint(const vector2d<T>& point, bool checkOnlySegments=true) const vector2d<T> getClosestPoint(const vector2d<T>& point, bool checkOnlySegments=true) const
{ {

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@ -1,3 +1,5 @@
mkdir -p ../../../doctemp/html
rm tut.txt || true; rm tut.txt || true;
mkdir ../../../doctemp mkdir ../../../doctemp
@ -8,4 +10,11 @@ for i in ../../../examples/[012]*/main.cpp; do
sed -f tutorials.sed $i >>tut.txt; sed -f tutorials.sed $i >>tut.txt;
done done
# Enable for latex docs
#doxygen doxygen-pdf.cfg
# Enable for html docs
doxygen doxygen.cfg doxygen doxygen.cfg
#cp doxygen.css ../../../doctemp/html
cp irrlicht.png logobig.png ../../../doctemp/html

@ -1,5 +1,4 @@
1,+18 d # run on single_tut.txt which is created in maketutorial.sh (or .bat)
s/src="/src="images\/tutorials\//
s/href="/href="docu\//g # replace image links as we don't copy the images into example folders but keep them below media folder
s/\(.*\) <hr.*$/\1/ s/img src="/img src="..\/..\/media\//
/<addr/,$ d

@ -1,4 +1,4 @@
type tut_head.html >%2 REM OUTDATED - don't use this anymore. For now only maketutorial.sh works, this one still has to be updated.
..\sed.exe -f maketut.sed %1 >>%2 REM type tut_head.html >%2
type tut_end.html >>%2 REM ..\sed.exe -f maketut.sed %1 >>%2
REM type tut_end.html >>%2

@ -1,4 +1,30 @@
cat tut_head.html >$2 # Create the tutorial.html files in each example folder
sed -f maketut.sed $1 >>$2
cat tut_end.html >>$2
# for every folder below examples
for i in ../../../examples/[012]*; do
echo NOW doing $i
# uses the main.cpp files to create some file to use as doxygen input
sed -f tutorials.sed $i/main.cpp >single_tut.txt
# echo tutorials.sed has run
# create the html file
doxygen doxygen_tutorial.cfg
# echo doxygen has run
# Fix the image links
sed -f maketut.sed html/example???.html >tutorial.html
# echo maketut.sed has run
#move to example folder
mv tutorial.html $i/tutorial.html
rm $i/tutorial_test.html
# echo copied
#cleanup
rm -r html
# echo cleaned
done
#cleanup
rm single_tut.txt

@ -1,14 +1,5 @@
</td> <!-- HTML footer for doxygen 1.8.13-->
</tr> <!-- start footer part -->
</table> <p>&nbsp;</p>
<p>&nbsp;</p></td>
</tr>
</table>
<div align="right"><br />
<a href="http://validator.w3.org/check?uri=referer" target="_blank"><img src="images/general/valid-xhtml10.png" alt="Valid XHTML 1.0!" width="88" height="31" border="0" /></a>
<a href="http://jigsaw.w3.org/css-validator/" target="_blank"><img src="images/general/vcss.gif" alt="Valid CSS!" width="88" height="31" border="0" /></a></div>
</div>
<p class="copyrighttext"><br />
Irrlicht Engine and Irrlicht Engine webpage &copy; 2003-2010 by Nikolaus Gebhardt</p>
</body> </body>
</html> </html>

@ -1,52 +1,228 @@
<?xml version="1.0" encoding="iso-8859-1"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml"> <html>
<head> <head>
<title>Irrlicht Engine - A free open source 3d engine</title> <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <meta http-equiv="X-UA-Compatible" content="IE=9"/>
<link rel="shortcut icon" type="image/x-icon" href="favicon.ico" /> <meta name="generator" content="Doxygen $doxygenversion"/>
<link rel="stylesheet" href="doxygen.css" type="text/css" /> <meta name="viewport" content="width=device-width, initial-scale=1"/>
<link rel="stylesheet" href="style.css" type="text/css" /> <!--BEGIN PROJECT_NAME--><title>$projectname: $title</title><!--END PROJECT_NAME-->
<!-- (c) 2005-2010 by N.Gebhardt --> <!--BEGIN !PROJECT_NAME--><title>$title</title><!--END !PROJECT_NAME-->
<html xmlns="http://www.w3.org/1999/xhtml">
<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
Feel free to improve :)
-->
<style>
body, table, div, p, dl {
font: 400 14px/22px;
}
body {
background-color: #F0F0F0;
color: black;
margin-left: 5%;
margin-right: 5%;
}
p.reference, p.definition {
font: 400 14px/22px;
}
.title {
font: 400 14px/28px;
font-size: 150%;
font-weight: bold;
margin: 10px 2px;
}
h1, h2, h3, h4, h5, h6 {
-webkit-transition: text-shadow 0.5s linear;
-moz-transition: text-shadow 0.5s linear;
-ms-transition: text-shadow 0.5s linear;
-o-transition: text-shadow 0.5s linear;
transition: text-shadow 0.5s linear;
margin-right: 15px;
}
caption {
font-weight: bold;
}
h3.version {
font-size: 90%;
text-align: center;
}
a {
color: #3D578C;
font-weight: normal;
text-decoration: none;
}
.contents a:visited {
color: #4665A2;
}
a:hover {
text-decoration: underline;
}
a.el {
font-weight: bold;
}
a.code, a.code:visited, a.line, a.line:visited {
color: #4665A2;
}
a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited {
color: #4665A2;
}
pre.fragment {
border: 1px solid #C4CFE5;
background-color: #FBFCFD;
padding: 4px 6px;
margin: 4px 8px 4px 2px;
overflow: auto;
word-wrap: break-word;
font-size: 9pt;
line-height: 125%;
font-family: monospace, fixed;
font-size: 105%;
}
div.fragment {
padding: 0px;
margin: 4px 8px 4px 2px;
background-color: #FBFCFD;
border: 1px solid #C4CFE5;
}
div.line {
font-family: monospace, fixed;
font-size: 13px;
min-height: 13px;
line-height: 1.0;
text-wrap: unrestricted;
white-space: -moz-pre-wrap; /* Moz */
white-space: -pre-wrap; /* Opera 4-6 */
white-space: -o-pre-wrap; /* Opera 7 */
white-space: pre-wrap; /* CSS3 */
word-wrap: break-word; /* IE 5.5+ */
text-indent: -53px;
padding-left: 53px;
padding-bottom: 0px;
margin: 0px;
-webkit-transition-property: background-color, box-shadow;
-webkit-transition-duration: 0.5s;
-moz-transition-property: background-color, box-shadow;
-moz-transition-duration: 0.5s;
-ms-transition-property: background-color, box-shadow;
-ms-transition-duration: 0.5s;
-o-transition-property: background-color, box-shadow;
-o-transition-duration: 0.5s;
transition-property: background-color, box-shadow;
transition-duration: 0.5s;
}
div.contents {
margin-top: 10px;
margin-left: 12px;
margin-right: 8px;
}
div.center {
text-align: center;
margin-top: 0px;
margin-bottom: 0px;
padding: 0px;
}
div.center img {
border: 0px;
}
span.keyword {
color: #008000
}
span.keywordtype {
color: #604020
}
span.keywordflow {
color: #e08000
}
span.comment {
color: #800000
}
span.preprocessor {
color: #806020
}
span.stringliteral {
color: #002080
}
span.charliteral {
color: #008080
}
blockquote {
background-color: #F7F8FB;
border-left: 2px solid #9CAFD4;
margin: 0 24px 0 4px;
padding: 0 12px 0 16px;
}
hr {
height: 0px;
border: none;
border-top: 1px solid #4A6AAA;
}
address {
font-style: normal;
color: #2A3D61;
}
div.header {
background-image:url('nav_h.png');
background-repeat:repeat-x;
background-color: #F9FAFC;
margin: 0px;
border-bottom: 1px solid #C4CFE5;
}
div.headertitle {
padding: 5px 5px 5px 10px;
}
.image {
text-align: center;
}
.caption {
font-weight: bold;
}
div.zoom {
border: 1px solid #90A5CE;
}
tr.heading h2 {
margin-top: 12px;
margin-bottom: 4px;
}
</style>
</head> </head>
<body>
<div align="center"><br/> <div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<table cellspacing="0" class="main" >
<tr> <!--END TITLEAREA-->
<td colspan="2" class="logobar" ><img alt="Irrlicht Engine logo" src="images/general/irrlichtlogo.gif" width="233" height="60" /></td> <!-- end header part -->
</tr>
<tr>
<td colspan="2" class="linkbar" ><a href="index.html">Home</a> | <a href="phpBB2/index.php">Forum</a>
| <a href="docu/index.html" target="_blank">API</a> | <a href="http://www.google.com/custom?domains=irrlicht.sourceforge.net&amp;sitesearch=irrlicht.sourceforge.net" target="_blank">Search</a></td>
</tr>
<tr>
<td class="sidebar"> <div class="sidebarentry">
<p class="sideBarTitle">Engine</p>
<a href="index.html">News</a> <a href="features.html">Features</a> <a href="screenshots.html">Screenshots</a>
<a href="downloads.html">Downloads</a>
<a href="development.html">Development</a>
<a href="toolset.html">Toolset</a>
</div>
<div class="sidebarentry">
<p class="sideBarTitle">Documentation</p>
<a href="faq.html">FAQ</a> <a href="docu/index.html" target="_blank">API</a>
<a href="docu.net/index.html" target="_blank">API.NET</a> <a href="tutorials.html">Tutorials</a>
<a href="license.html">License</a> <a href="newsarchive.html">News-Archive</a>
<a href="http://www.irrlicht3d.org/wiki" target="_blank">Wiki</a> </div>
<div class="sidebarentry">
<p class="sideBarTitle">Sourceforge</p>
<a href="http://sourceforge.net/projects/irrlicht/">Project Page</a>
<a href="phpBB2/index.php">Forums</a>
<a href="shirts.html">Shirts</a> </div>
<div class="sidebarentry">
<p class="sideBarTitle">Contact</p>
<a href="links.html">Links</a> <a href="author.html">Author</a> <a href="impressum.html">Impressum</a> </div>
<p><a href="http://irrlicht.sourceforge.net"><br />
<img alt="Irrlicht Engine logo button" src="images/general/irrlicht.png" width="88" height="31" border="0" /></a></p>
<p><a href="http://sourceforge.net"> <img src="http://sourceforge.net/sflogo.php?group_id=74339&amp;type=1" width="88" height="31" border="0" alt="SourceForge.net Logo" /></a></p>
<p> <a href="http://opensource.org/" target="_blank"><img alt="OSI Certified logo" src="images/general/osi-certified-72x60-t.png" width="72" height="60" border="0" /></a>
</p>
<p>&nbsp; </p></td>
<td class="mainframe" > <table class="newsbox" >
<tr>
<td class="newscontent">