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Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
commit
8310a3fbad
4
bin/Linux/readme.txt
Normal file
4
bin/Linux/readme.txt
Normal file
@ -0,0 +1,4 @@
|
||||
If you wish to compile the engine in linux yourself,
|
||||
goto the \source directory. Run a 'make' in the subfolder 'Irrlicht'.
|
||||
After this, you should be able to make all example applications in \examples.
|
||||
Then just start an X Server and run them, from the directory where they are.
|
1
bin/OSX/readme.txt
Normal file
1
bin/OSX/readme.txt
Normal file
@ -0,0 +1 @@
|
||||
If you want to compile only the Irrlicht Engine you should use XCode project available at source/Irrlicht/ directory. You can also use examples/BuildAllExamples.xcworkspace file to build the Irrlicht Engine + all examples.
|
BIN
bin/Win32-VisualStudio/irrlicht.ico
Normal file
BIN
bin/Win32-VisualStudio/irrlicht.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
25
bin/Win32-VisualStudio/readme.txt
Normal file
25
bin/Win32-VisualStudio/readme.txt
Normal file
@ -0,0 +1,25 @@
|
||||
The Win32-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
|
||||
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
|
||||
|
||||
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
|
||||
|
||||
To re-compile Irrlicht for Win32-VisualStudio:
|
||||
There are several project files for different VS versions in source/Irrlicht.
|
||||
Irrlicht10.0.sln is for VS 2010
|
||||
Irrlicht11.0.sln is for VS 2012
|
||||
Irrlicht12.0.sln is for VS 2013
|
||||
|
||||
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
|
||||
|
||||
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
|
||||
|
||||
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
|
||||
You might want to change that in the project settings and set it to your current version.
|
||||
Make sure you use the same platform toolset in your application and in the engine.
|
||||
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
|
||||
|
||||
Platform should be Win32
|
||||
Configuration is by default "Release"
|
||||
But you can also chose "Debug" if you want Irrlicht with Debug information.
|
||||
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
|
||||
|
BIN
bin/Win32-gcc/irrlicht.ico
Normal file
BIN
bin/Win32-gcc/irrlicht.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
16
bin/Win32-gcc/readme.txt
Normal file
16
bin/Win32-gcc/readme.txt
Normal file
@ -0,0 +1,16 @@
|
||||
If you wish to compile Irrlicht for Win32-gcc you have several choices.
|
||||
|
||||
1. You can work from within a MinGW shell.
|
||||
Go to the folder source/Irrlicht and run the Makefile with:
|
||||
make win32
|
||||
Examples can be build by going into the folder of the example (for example examples/01.HelloWorld) and running the Makefile with:
|
||||
make all_win32
|
||||
|
||||
2. Use the Code::Blocks IDE
|
||||
There is a project file called Irrlicht-gcc.cbp in source/Irrlicht to compile just the engine.
|
||||
Be sure to select a Windows target like "Win32 - release - accurate math - dll"
|
||||
|
||||
There is also Code::Blocks workspace file in the examples folder called BuildAllExamples.workspace
|
||||
Again be sure to select a Windows target like "Win32 - release - accurate math - dll"
|
||||
This workspace allows you to compile the engine together with all examples and tools.
|
||||
|
BIN
bin/Win64-VisualStudio/irrlicht.ico
Normal file
BIN
bin/Win64-VisualStudio/irrlicht.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 KiB |
24
bin/Win64-VisualStudio/readme.txt
Normal file
24
bin/Win64-VisualStudio/readme.txt
Normal file
@ -0,0 +1,24 @@
|
||||
The Win64-VisualStudio version is currently (Irrlicht 1.8) compiled with VS 2010 using the Windows 7.1 SDK as platform toolset.
|
||||
You might get the necessary Windows Platform SDK here: http://msdn.microsoft.com/en-us/windows/bb980924.aspx
|
||||
|
||||
To link to that Irrlicht.dll you need to set platform toolset in your VS version to the same target or re-compile the Irrlicht.dll using another platform toolset.
|
||||
|
||||
To re-compile Irrlicht for Win32-VisualStudio:
|
||||
There are several project files for different VS versions in source/Irrlicht.
|
||||
Irrlicht10.0.sln is for VS 2010
|
||||
Irrlicht11.0.sln is for VS 2012
|
||||
Irrlicht12.0.sln is for VS 2013
|
||||
|
||||
To compile Irrlicht + all examples and all tools check the BuildAllExamples_*.sln files in the examples folder.
|
||||
|
||||
For newer VS versions you have update one of those projects (VS usually can do that automatically when you open an older solution file).
|
||||
|
||||
Currently each of those solutions does set the platform toolset "Windows 7.1 SDK" (to be compatible to each other).
|
||||
You might want to change that in the project settings and set it to your current version.
|
||||
Make sure you use the same platform toolset in your application and in the engine.
|
||||
Also when compiling examples each example has to use the same platform toolset as was used for the engine.
|
||||
|
||||
Platform should be Win64
|
||||
Configuration is by default "Release"
|
||||
But you can also chose "Debug" if you want Irrlicht with Debug information.
|
||||
Static builds are possible but you have to additionally set the _IRR_STATIC_LIB_ define in the application when linking to a static Irrlicht.lib
|
5440
changes.txt
Normal file
5440
changes.txt
Normal file
File diff suppressed because it is too large
Load Diff
34
doc/aesGladman.txt
Normal file
34
doc/aesGladman.txt
Normal file
@ -0,0 +1,34 @@
|
||||
The Irrlicht Engine may be compiled to provide support for AES encrypted files. The implementation used by Irrlicht is provided by Dr Brian Gladman. The license for these files (including AES, a PRNG, SHA, and other algorithms) is as follows
|
||||
|
||||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Copyright (c) 2002, Dr Brian Gladman < >, Worcester, UK.
|
||||
All rights reserved.
|
||||
|
||||
LICENSE TERMS
|
||||
|
||||
The free distribution and use of this software in both source and binary
|
||||
form is allowed (with or without changes) provided that:
|
||||
|
||||
1. distributions of this source code include the above copyright
|
||||
notice, this list of conditions and the following disclaimer;
|
||||
|
||||
2. distributions in binary form include the above copyright
|
||||
notice, this list of conditions and the following disclaimer
|
||||
in the documentation and/or other associated materials;
|
||||
|
||||
3. the copyright holder's name is not used to endorse products
|
||||
built using this software without specific written permission.
|
||||
|
||||
ALTERNATIVELY, provided that this notice is retained in full, this product
|
||||
may be distributed under the terms of the GNU General Public License (GPL),
|
||||
in which case the provisions of the GPL apply INSTEAD OF those given above.
|
||||
|
||||
DISCLAIMER
|
||||
|
||||
This software is provided 'as is' with no explicit or implied warranties
|
||||
in respect of its properties, including, but not limited to, correctness
|
||||
and/or fitness for purpose.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
42
doc/bzip2-license.txt
Normal file
42
doc/bzip2-license.txt
Normal file
@ -0,0 +1,42 @@
|
||||
|
||||
--------------------------------------------------------------------------
|
||||
|
||||
This program, "bzip2", the associated library "libbzip2", and all
|
||||
documentation, are copyright (C) 1996-2007 Julian R Seward. All
|
||||
rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. The origin of this software must not be misrepresented; you must
|
||||
not claim that you wrote the original software. If you use this
|
||||
software in a product, an acknowledgment in the product
|
||||
documentation would be appreciated but is not required.
|
||||
|
||||
3. Altered source versions must be plainly marked as such, and must
|
||||
not be misrepresented as being the original software.
|
||||
|
||||
4. The name of the author may not be used to endorse or promote
|
||||
products derived from this software without specific prior written
|
||||
permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
|
||||
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
|
||||
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
|
||||
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
Julian Seward, jseward@bzip.org
|
||||
bzip2/libbzip2 version 1.0.5 of 10 December 2007
|
||||
|
||||
--------------------------------------------------------------------------
|
26
doc/irrlicht-license.txt
Normal file
26
doc/irrlicht-license.txt
Normal file
@ -0,0 +1,26 @@
|
||||
Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Please note that the Irrlicht Engine is based in part on the work of the
|
||||
Independent JPEG Group, the zlib, libPng and aesGladman. This means that if you use
|
||||
the Irrlicht Engine in your product, you must acknowledge somewhere in your
|
||||
documentation that you've used the IJPG code. It would also be nice to mention
|
||||
that you use the Irrlicht Engine, the zlib, libPng and aesGladman. See the
|
||||
corresponding license files for further informations. It is also possible to disable
|
||||
usage of those additional libraries by defines in the IrrCompileConfig.h header and
|
||||
recompiling the engine.
|
351
doc/jpglib-license.txt
Normal file
351
doc/jpglib-license.txt
Normal file
@ -0,0 +1,351 @@
|
||||
The Independent JPEG Group's JPEG software
|
||||
==========================================
|
||||
|
||||
README for release 8d of 15-Jan-2012
|
||||
====================================
|
||||
|
||||
This distribution contains the eighth public release of the Independent JPEG
|
||||
Group's free JPEG software. You are welcome to redistribute this software and
|
||||
to use it for any purpose, subject to the conditions under LEGAL ISSUES, below.
|
||||
|
||||
This software is the work of Tom Lane, Guido Vollbeding, Philip Gladstone,
|
||||
Bill Allombert, Jim Boucher, Lee Crocker, Bob Friesenhahn, Ben Jackson,
|
||||
Julian Minguillon, Luis Ortiz, George Phillips, Davide Rossi, Ge' Weijers,
|
||||
and other members of the Independent JPEG Group.
|
||||
|
||||
IJG is not affiliated with the ISO/IEC JTC1/SC29/WG1 standards committee
|
||||
(also known as JPEG, together with ITU-T SG16).
|
||||
|
||||
|
||||
DOCUMENTATION ROADMAP
|
||||
=====================
|
||||
|
||||
This file contains the following sections:
|
||||
|
||||
OVERVIEW General description of JPEG and the IJG software.
|
||||
LEGAL ISSUES Copyright, lack of warranty, terms of distribution.
|
||||
REFERENCES Where to learn more about JPEG.
|
||||
ARCHIVE LOCATIONS Where to find newer versions of this software.
|
||||
ACKNOWLEDGMENTS Special thanks.
|
||||
FILE FORMAT WARS Software *not* to get.
|
||||
TO DO Plans for future IJG releases.
|
||||
|
||||
Other documentation files in the distribution are:
|
||||
|
||||
User documentation:
|
||||
install.txt How to configure and install the IJG software.
|
||||
usage.txt Usage instructions for cjpeg, djpeg, jpegtran,
|
||||
rdjpgcom, and wrjpgcom.
|
||||
*.1 Unix-style man pages for programs (same info as usage.txt).
|
||||
wizard.txt Advanced usage instructions for JPEG wizards only.
|
||||
change.log Version-to-version change highlights.
|
||||
Programmer and internal documentation:
|
||||
libjpeg.txt How to use the JPEG library in your own programs.
|
||||
example.c Sample code for calling the JPEG library.
|
||||
structure.txt Overview of the JPEG library's internal structure.
|
||||
filelist.txt Road map of IJG files.
|
||||
coderules.txt Coding style rules --- please read if you contribute code.
|
||||
|
||||
Please read at least the files install.txt and usage.txt. Some information
|
||||
can also be found in the JPEG FAQ (Frequently Asked Questions) article. See
|
||||
ARCHIVE LOCATIONS below to find out where to obtain the FAQ article.
|
||||
|
||||
If you want to understand how the JPEG code works, we suggest reading one or
|
||||
more of the REFERENCES, then looking at the documentation files (in roughly
|
||||
the order listed) before diving into the code.
|
||||
|
||||
|
||||
OVERVIEW
|
||||
========
|
||||
|
||||
This package contains C software to implement JPEG image encoding, decoding,
|
||||
and transcoding. JPEG (pronounced "jay-peg") is a standardized compression
|
||||
method for full-color and gray-scale images.
|
||||
|
||||
This software implements JPEG baseline, extended-sequential, and progressive
|
||||
compression processes. Provision is made for supporting all variants of these
|
||||
processes, although some uncommon parameter settings aren't implemented yet.
|
||||
We have made no provision for supporting the hierarchical or lossless
|
||||
processes defined in the standard.
|
||||
|
||||
We provide a set of library routines for reading and writing JPEG image files,
|
||||
plus two sample applications "cjpeg" and "djpeg", which use the library to
|
||||
perform conversion between JPEG and some other popular image file formats.
|
||||
The library is intended to be reused in other applications.
|
||||
|
||||
In order to support file conversion and viewing software, we have included
|
||||
considerable functionality beyond the bare JPEG coding/decoding capability;
|
||||
for example, the color quantization modules are not strictly part of JPEG
|
||||
decoding, but they are essential for output to colormapped file formats or
|
||||
colormapped displays. These extra functions can be compiled out of the
|
||||
library if not required for a particular application.
|
||||
|
||||
We have also included "jpegtran", a utility for lossless transcoding between
|
||||
different JPEG processes, and "rdjpgcom" and "wrjpgcom", two simple
|
||||
applications for inserting and extracting textual comments in JFIF files.
|
||||
|
||||
The emphasis in designing this software has been on achieving portability and
|
||||
flexibility, while also making it fast enough to be useful. In particular,
|
||||
the software is not intended to be read as a tutorial on JPEG. (See the
|
||||
REFERENCES section for introductory material.) Rather, it is intended to
|
||||
be reliable, portable, industrial-strength code. We do not claim to have
|
||||
achieved that goal in every aspect of the software, but we strive for it.
|
||||
|
||||
We welcome the use of this software as a component of commercial products.
|
||||
No royalty is required, but we do ask for an acknowledgement in product
|
||||
documentation, as described under LEGAL ISSUES.
|
||||
|
||||
|
||||
LEGAL ISSUES
|
||||
============
|
||||
|
||||
In plain English:
|
||||
|
||||
1. We don't promise that this software works. (But if you find any bugs,
|
||||
please let us know!)
|
||||
2. You can use this software for whatever you want. You don't have to pay us.
|
||||
3. You may not pretend that you wrote this software. If you use it in a
|
||||
program, you must acknowledge somewhere in your documentation that
|
||||
you've used the IJG code.
|
||||
|
||||
In legalese:
|
||||
|
||||
The authors make NO WARRANTY or representation, either express or implied,
|
||||
with respect to this software, its quality, accuracy, merchantability, or
|
||||
fitness for a particular purpose. This software is provided "AS IS", and you,
|
||||
its user, assume the entire risk as to its quality and accuracy.
|
||||
|
||||
This software is copyright (C) 1991-2012, Thomas G. Lane, Guido Vollbeding.
|
||||
All Rights Reserved except as specified below.
|
||||
|
||||
Permission is hereby granted to use, copy, modify, and distribute this
|
||||
software (or portions thereof) for any purpose, without fee, subject to these
|
||||
conditions:
|
||||
(1) If any part of the source code for this software is distributed, then this
|
||||
README file must be included, with this copyright and no-warranty notice
|
||||
unaltered; and any additions, deletions, or changes to the original files
|
||||
must be clearly indicated in accompanying documentation.
|
||||
(2) If only executable code is distributed, then the accompanying
|
||||
documentation must state that "this software is based in part on the work of
|
||||
the Independent JPEG Group".
|
||||
(3) Permission for use of this software is granted only if the user accepts
|
||||
full responsibility for any undesirable consequences; the authors accept
|
||||
NO LIABILITY for damages of any kind.
|
||||
|
||||
These conditions apply to any software derived from or based on the IJG code,
|
||||
not just to the unmodified library. If you use our work, you ought to
|
||||
acknowledge us.
|
||||
|
||||
Permission is NOT granted for the use of any IJG author's name or company name
|
||||
in advertising or publicity relating to this software or products derived from
|
||||
it. This software may be referred to only as "the Independent JPEG Group's
|
||||
software".
|
||||
|
||||
We specifically permit and encourage the use of this software as the basis of
|
||||
commercial products, provided that all warranty or liability claims are
|
||||
assumed by the product vendor.
|
||||
|
||||
|
||||
ansi2knr.c is included in this distribution by permission of L. Peter Deutsch,
|
||||
sole proprietor of its copyright holder, Aladdin Enterprises of Menlo Park, CA.
|
||||
ansi2knr.c is NOT covered by the above copyright and conditions, but instead
|
||||
by the usual distribution terms of the Free Software Foundation; principally,
|
||||
that you must include source code if you redistribute it. (See the file
|
||||
ansi2knr.c for full details.) However, since ansi2knr.c is not needed as part
|
||||
of any program generated from the IJG code, this does not limit you more than
|
||||
the foregoing paragraphs do.
|
||||
|
||||
The Unix configuration script "configure" was produced with GNU Autoconf.
|
||||
It is copyright by the Free Software Foundation but is freely distributable.
|
||||
The same holds for its supporting scripts (config.guess, config.sub,
|
||||
ltmain.sh). Another support script, install-sh, is copyright by X Consortium
|
||||
but is also freely distributable.
|
||||
|
||||
The IJG distribution formerly included code to read and write GIF files.
|
||||
To avoid entanglement with the Unisys LZW patent, GIF reading support has
|
||||
been removed altogether, and the GIF writer has been simplified to produce
|
||||
"uncompressed GIFs". This technique does not use the LZW algorithm; the
|
||||
resulting GIF files are larger than usual, but are readable by all standard
|
||||
GIF decoders.
|
||||
|
||||
We are required to state that
|
||||
"The Graphics Interchange Format(c) is the Copyright property of
|
||||
CompuServe Incorporated. GIF(sm) is a Service Mark property of
|
||||
CompuServe Incorporated."
|
||||
|
||||
|
||||
REFERENCES
|
||||
==========
|
||||
|
||||
We recommend reading one or more of these references before trying to
|
||||
understand the innards of the JPEG software.
|
||||
|
||||
The best short technical introduction to the JPEG compression algorithm is
|
||||
Wallace, Gregory K. "The JPEG Still Picture Compression Standard",
|
||||
Communications of the ACM, April 1991 (vol. 34 no. 4), pp. 30-44.
|
||||
(Adjacent articles in that issue discuss MPEG motion picture compression,
|
||||
applications of JPEG, and related topics.) If you don't have the CACM issue
|
||||
handy, a PostScript file containing a revised version of Wallace's article is
|
||||
available at http://www.ijg.org/files/wallace.ps.gz. The file (actually
|
||||
a preprint for an article that appeared in IEEE Trans. Consumer Electronics)
|
||||
omits the sample images that appeared in CACM, but it includes corrections
|
||||
and some added material. Note: the Wallace article is copyright ACM and IEEE,
|
||||
and it may not be used for commercial purposes.
|
||||
|
||||
A somewhat less technical, more leisurely introduction to JPEG can be found in
|
||||
"The Data Compression Book" by Mark Nelson and Jean-loup Gailly, published by
|
||||
M&T Books (New York), 2nd ed. 1996, ISBN 1-55851-434-1. This book provides
|
||||
good explanations and example C code for a multitude of compression methods
|
||||
including JPEG. It is an excellent source if you are comfortable reading C
|
||||
code but don't know much about data compression in general. The book's JPEG
|
||||
sample code is far from industrial-strength, but when you are ready to look
|
||||
at a full implementation, you've got one here...
|
||||
|
||||
The best currently available description of JPEG is the textbook "JPEG Still
|
||||
Image Data Compression Standard" by William B. Pennebaker and Joan L.
|
||||
Mitchell, published by Van Nostrand Reinhold, 1993, ISBN 0-442-01272-1.
|
||||
Price US$59.95, 638 pp. The book includes the complete text of the ISO JPEG
|
||||
standards (DIS 10918-1 and draft DIS 10918-2).
|
||||
Although this is by far the most detailed and comprehensive exposition of
|
||||
JPEG publicly available, we point out that it is still missing an explanation
|
||||
of the most essential properties and algorithms of the underlying DCT
|
||||
technology.
|
||||
If you think that you know about DCT-based JPEG after reading this book,
|
||||
then you are in delusion. The real fundamentals and corresponding potential
|
||||
of DCT-based JPEG are not publicly known so far, and that is the reason for
|
||||
all the mistaken developments taking place in the image coding domain.
|
||||
|
||||
The original JPEG standard is divided into two parts, Part 1 being the actual
|
||||
specification, while Part 2 covers compliance testing methods. Part 1 is
|
||||
titled "Digital Compression and Coding of Continuous-tone Still Images,
|
||||
Part 1: Requirements and guidelines" and has document numbers ISO/IEC IS
|
||||
10918-1, ITU-T T.81. Part 2 is titled "Digital Compression and Coding of
|
||||
Continuous-tone Still Images, Part 2: Compliance testing" and has document
|
||||
numbers ISO/IEC IS 10918-2, ITU-T T.83.
|
||||
IJG JPEG 8 introduces an implementation of the JPEG SmartScale extension
|
||||
which is specified in two documents: A contributed document at ITU and ISO
|
||||
with title "ITU-T JPEG-Plus Proposal for Extending ITU-T T.81 for Advanced
|
||||
Image Coding", April 2006, Geneva, Switzerland. The latest version of this
|
||||
document is Revision 3. And a contributed document ISO/IEC JTC1/SC29/WG1 N
|
||||
5799 with title "Evolution of JPEG", June/July 2011, Berlin, Germany.
|
||||
|
||||
The JPEG standard does not specify all details of an interchangeable file
|
||||
format. For the omitted details we follow the "JFIF" conventions, revision
|
||||
1.02. JFIF 1.02 has been adopted as an Ecma International Technical Report
|
||||
and thus received a formal publication status. It is available as a free
|
||||
download in PDF format from
|
||||
http://www.ecma-international.org/publications/techreports/E-TR-098.htm.
|
||||
A PostScript version of the JFIF document is available at
|
||||
http://www.ijg.org/files/jfif.ps.gz. There is also a plain text version at
|
||||
http://www.ijg.org/files/jfif.txt.gz, but it is missing the figures.
|
||||
|
||||
The TIFF 6.0 file format specification can be obtained by FTP from
|
||||
ftp://ftp.sgi.com/graphics/tiff/TIFF6.ps.gz. The JPEG incorporation scheme
|
||||
found in the TIFF 6.0 spec of 3-June-92 has a number of serious problems.
|
||||
IJG does not recommend use of the TIFF 6.0 design (TIFF Compression tag 6).
|
||||
Instead, we recommend the JPEG design proposed by TIFF Technical Note #2
|
||||
(Compression tag 7). Copies of this Note can be obtained from
|
||||
http://www.ijg.org/files/. It is expected that the next revision
|
||||
of the TIFF spec will replace the 6.0 JPEG design with the Note's design.
|
||||
Although IJG's own code does not support TIFF/JPEG, the free libtiff library
|
||||
uses our library to implement TIFF/JPEG per the Note.
|
||||
|
||||
|
||||
ARCHIVE LOCATIONS
|
||||
=================
|
||||
|
||||
The "official" archive site for this software is www.ijg.org.
|
||||
The most recent released version can always be found there in
|
||||
directory "files". This particular version will be archived as
|
||||
http://www.ijg.org/files/jpegsrc.v8d.tar.gz, and in Windows-compatible
|
||||
"zip" archive format as http://www.ijg.org/files/jpegsr8d.zip.
|
||||
|
||||
The JPEG FAQ (Frequently Asked Questions) article is a source of some
|
||||
general information about JPEG.
|
||||
It is available on the World Wide Web at http://www.faqs.org/faqs/jpeg-faq/
|
||||
and other news.answers archive sites, including the official news.answers
|
||||
archive at rtfm.mit.edu: ftp://rtfm.mit.edu/pub/usenet/news.answers/jpeg-faq/.
|
||||
If you don't have Web or FTP access, send e-mail to mail-server@rtfm.mit.edu
|
||||
with body
|
||||
send usenet/news.answers/jpeg-faq/part1
|
||||
send usenet/news.answers/jpeg-faq/part2
|
||||
|
||||
|
||||
ACKNOWLEDGMENTS
|
||||
===============
|
||||
|
||||
Thank to Juergen Bruder for providing me with a copy of the common DCT
|
||||
algorithm article, only to find out that I had come to the same result
|
||||
in a more direct and comprehensible way with a more generative approach.
|
||||
|
||||
Thank to Istvan Sebestyen and Joan L. Mitchell for inviting me to the
|
||||
ITU JPEG (Study Group 16) meeting in Geneva, Switzerland.
|
||||
|
||||
Thank to Thomas Wiegand and Gary Sullivan for inviting me to the
|
||||
Joint Video Team (MPEG & ITU) meeting in Geneva, Switzerland.
|
||||
|
||||
Thank to Thomas Richter and Daniel Lee for inviting me to the
|
||||
ISO/IEC JTC1/SC29/WG1 (also known as JPEG, together with ITU-T SG16)
|
||||
meeting in Berlin, Germany.
|
||||
|
||||
Thank to John Korejwa and Massimo Ballerini for inviting me to
|
||||
fruitful consultations in Boston, MA and Milan, Italy.
|
||||
|
||||
Thank to Hendrik Elstner, Roland Fassauer, Simone Zuck, Guenther
|
||||
Maier-Gerber, Walter Stoeber, Fred Schmitz, and Norbert Braunagel
|
||||
for corresponding business development.
|
||||
|
||||
Thank to Nico Zschach and Dirk Stelling of the technical support team
|
||||
at the Digital Images company in Halle for providing me with extra
|
||||
equipment for configuration tests.
|
||||
|
||||
Thank to Richard F. Lyon (then of Foveon Inc.) for fruitful
|
||||
communication about JPEG configuration in Sigma Photo Pro software.
|
||||
|
||||
Thank to Andrew Finkenstadt for hosting the ijg.org site.
|
||||
|
||||
Last but not least special thank to Thomas G. Lane for the original
|
||||
design and development of this singular software package.
|
||||
|
||||
|
||||
FILE FORMAT WARS
|
||||
================
|
||||
|
||||
The ISO/IEC JTC1/SC29/WG1 standards committee (also known as JPEG, together
|
||||
with ITU-T SG16) currently promotes different formats containing the name
|
||||
"JPEG" which is misleading because these formats are incompatible with
|
||||
original DCT-based JPEG and are based on faulty technologies.
|
||||
IJG therefore does not and will not support such momentary mistakes
|
||||
(see REFERENCES).
|
||||
There exist also distributions under the name "OpenJPEG" promoting such
|
||||
kind of formats which is misleading because they don't support original
|
||||
JPEG images.
|
||||
We have no sympathy for the promotion of inferior formats. Indeed, one of
|
||||
the original reasons for developing this free software was to help force
|
||||
convergence on common, interoperable format standards for JPEG files.
|
||||
Don't use an incompatible file format!
|
||||
(In any case, our decoder will remain capable of reading existing JPEG
|
||||
image files indefinitely.)
|
||||
|
||||
Furthermore, the ISO committee pretends to be "responsible for the popular
|
||||
JPEG" in their public reports which is not true because they don't respond to
|
||||
actual requirements for the maintenance of the original JPEG specification.
|
||||
|
||||
There are currently distributions in circulation containing the name
|
||||
"libjpeg" which claim to be a "derivative" or "fork" of the original
|
||||
libjpeg, but don't have the features and are incompatible with formats
|
||||
supported by actual IJG libjpeg distributions. Furthermore, they
|
||||
violate the license conditions as described under LEGAL ISSUES above.
|
||||
We have no sympathy for the release of misleading and illegal
|
||||
distributions derived from obsolete code bases.
|
||||
Don't use an obsolete code base!
|
||||
|
||||
|
||||
TO DO
|
||||
=====
|
||||
|
||||
Version 8 is the first release of a new generation JPEG standard
|
||||
to overcome the limitations of the original JPEG specification.
|
||||
More features are being prepared for coming releases...
|
||||
|
||||
Please send bug reports, offers of help, etc. to jpeg-info@jpegclub.org.
|
111
doc/libpng-license.txt
Normal file
111
doc/libpng-license.txt
Normal file
@ -0,0 +1,111 @@
|
||||
|
||||
This copy of the libpng notices is provided for your convenience. In case of
|
||||
any discrepancy between this copy and the notices in the file png.h that is
|
||||
included in the libpng distribution, the latter shall prevail.
|
||||
|
||||
COPYRIGHT NOTICE, DISCLAIMER, and LICENSE:
|
||||
|
||||
If you modify libpng you may insert additional notices immediately following
|
||||
this sentence.
|
||||
|
||||
This code is released under the libpng license.
|
||||
|
||||
libpng versions 1.2.6, August 15, 2004, through 1.5.9, February 18, 2012, are
|
||||
Copyright (c) 2004, 2006-2011 Glenn Randers-Pehrson, and are
|
||||
distributed according to the same disclaimer and license as libpng-1.2.5
|
||||
with the following individual added to the list of Contributing Authors
|
||||
|
||||
Cosmin Truta
|
||||
|
||||
libpng versions 1.0.7, July 1, 2000, through 1.2.5 - October 3, 2002, are
|
||||
Copyright (c) 2000-2002 Glenn Randers-Pehrson, and are
|
||||
distributed according to the same disclaimer and license as libpng-1.0.6
|
||||
with the following individuals added to the list of Contributing Authors
|
||||
|
||||
Simon-Pierre Cadieux
|
||||
Eric S. Raymond
|
||||
Gilles Vollant
|
||||
|
||||
and with the following additions to the disclaimer:
|
||||
|
||||
There is no warranty against interference with your enjoyment of the
|
||||
library or against infringement. There is no warranty that our
|
||||
efforts or the library will fulfill any of your particular purposes
|
||||
or needs. This library is provided with all faults, and the entire
|
||||
risk of satisfactory quality, performance, accuracy, and effort is with
|
||||
the user.
|
||||
|
||||
libpng versions 0.97, January 1998, through 1.0.6, March 20, 2000, are
|
||||
Copyright (c) 1998, 1999 Glenn Randers-Pehrson, and are
|
||||
distributed according to the same disclaimer and license as libpng-0.96,
|
||||
with the following individuals added to the list of Contributing Authors:
|
||||
|
||||
Tom Lane
|
||||
Glenn Randers-Pehrson
|
||||
Willem van Schaik
|
||||
|
||||
libpng versions 0.89, June 1996, through 0.96, May 1997, are
|
||||
Copyright (c) 1996, 1997 Andreas Dilger
|
||||
Distributed according to the same disclaimer and license as libpng-0.88,
|
||||
with the following individuals added to the list of Contributing Authors:
|
||||
|
||||
John Bowler
|
||||
Kevin Bracey
|
||||
Sam Bushell
|
||||
Magnus Holmgren
|
||||
Greg Roelofs
|
||||
Tom Tanner
|
||||
|
||||
libpng versions 0.5, May 1995, through 0.88, January 1996, are
|
||||
Copyright (c) 1995, 1996 Guy Eric Schalnat, Group 42, Inc.
|
||||
|
||||
For the purposes of this copyright and license, "Contributing Authors"
|
||||
is defined as the following set of individuals:
|
||||
|
||||
Andreas Dilger
|
||||
Dave Martindale
|
||||
Guy Eric Schalnat
|
||||
Paul Schmidt
|
||||
Tim Wegner
|
||||
|
||||
The PNG Reference Library is supplied "AS IS". The Contributing Authors
|
||||
and Group 42, Inc. disclaim all warranties, expressed or implied,
|
||||
including, without limitation, the warranties of merchantability and of
|
||||
fitness for any purpose. The Contributing Authors and Group 42, Inc.
|
||||
assume no liability for direct, indirect, incidental, special, exemplary,
|
||||
or consequential damages, which may result from the use of the PNG
|
||||
Reference Library, even if advised of the possibility of such damage.
|
||||
|
||||
Permission is hereby granted to use, copy, modify, and distribute this
|
||||
source code, or portions hereof, for any purpose, without fee, subject
|
||||
to the following restrictions:
|
||||
|
||||
1. The origin of this source code must not be misrepresented.
|
||||
|
||||
2. Altered versions must be plainly marked as such and must not
|
||||
be misrepresented as being the original source.
|
||||
|
||||
3. This Copyright notice may not be removed or altered from any
|
||||
source or altered source distribution.
|
||||
|
||||
The Contributing Authors and Group 42, Inc. specifically permit, without
|
||||
fee, and encourage the use of this source code as a component to
|
||||
supporting the PNG file format in commercial products. If you use this
|
||||
source code in a product, acknowledgment is not required but would be
|
||||
appreciated.
|
||||
|
||||
|
||||
A "png_get_copyright" function is available, for convenient use in "about"
|
||||
boxes and the like:
|
||||
|
||||
printf("%s",png_get_copyright(NULL));
|
||||
|
||||
Also, the PNG logo (in PNG format, of course) is supplied in the
|
||||
files "pngbar.png" and "pngbar.jpg (88x31) and "pngnow.png" (98x31).
|
||||
|
||||
Libpng is OSI Certified Open Source Software. OSI Certified Open Source is a
|
||||
certification mark of the Open Source Initiative.
|
||||
|
||||
Glenn Randers-Pehrson
|
||||
glennrp at users.sourceforge.net
|
||||
February 18, 2012
|
2
doc/readme.txt
Normal file
2
doc/readme.txt
Normal file
@ -0,0 +1,2 @@
|
||||
Linux Users: There are some tools at the web for reading .chm files (try http://xchm.sourceforge.net/).
|
||||
You can find a html version of this documentation at http://irrlicht.sourceforge.net/docu/index.html
|
59
doc/release_checklist.txt
Normal file
59
doc/release_checklist.txt
Normal file
@ -0,0 +1,59 @@
|
||||
Checklist for Irrlicht developers for doing releases.
|
||||
|
||||
- PRE-BUILD TESTS:
|
||||
- - Run tests in the tests folder
|
||||
- - Compile and run all examples for testing (preferably on all platforms,
|
||||
compilers, settings ... until you are certain enough stuff works sufficiently).
|
||||
Ask for help for platforms which you don't own.
|
||||
- - Compile the tools on all platforms you have. Note that some tools are in the buildall-examples VS project files on Windows, but on Linux
|
||||
command line you have to compile them individually.
|
||||
|
||||
- VERSION UPDATES:
|
||||
- - check IRRLICHT_SDK_VERSION (in IrrCompileConfig.h)
|
||||
- - check version number in the Makefile
|
||||
- - update readme.txt (version number, supported compilers)
|
||||
- - Add new release information (date+version-number) in changes.txt
|
||||
- - go through folders if other .txt files still make sense (things change and updating those files tends to be forgotten)
|
||||
|
||||
- BUILDING THE RELEASE
|
||||
- - run a clean build for buildAllExamples in the examples folder with the
|
||||
target compiler for 32-bit and for release (preferably oldest supported VS
|
||||
compiler, otherwise oldest you have still installed)
|
||||
- - when possible compile the dll for MinGW on Windows (in release and with -s for smaller size)
|
||||
- - when possible compile the dll for 64 bit (again with Visual Studio and release)
|
||||
- - run makedocumentation in scripts\doc\irrlicht
|
||||
- - create a target directory, like irrlicht-1.8.1 for example
|
||||
- - svn export to the target directory
|
||||
- - copy the subfolders of doctemp into the doc folder of the target directory
|
||||
- - copy all .exe files (except test.exe) from bin\Win32-VisualStudio (.pdb's are not necessary)
|
||||
- - copy Irrlicht.dll from bin\Win32-visualstudio
|
||||
- - copy the files in lib\Win32-visualstudio
|
||||
- - copy Irrlicht.dll from bin\Win64-VisualStudio
|
||||
- - copy the files in lib\Win64-visualstudio
|
||||
- - copy Irrlicht.dll from bin\Win32-gcc
|
||||
- - copy the files in lib\Win32-gcc
|
||||
- - remove the tests folder
|
||||
- - remove scripts folder (if the release comes with docs, if you do a release
|
||||
without docs for smaller filesizes then the script folder has to stay in).
|
||||
- - create a zip file
|
||||
- - figure out how to fix unix access right for shell-scripts in the zip file (my
|
||||
trick so far is: unzip in Linux, set +x for all .sh files, zip again)
|
||||
|
||||
RELEASING:
|
||||
- - upload the zip-file somewhere, then download it again on all platforms and do
|
||||
another quick test with that file (do examples still run, can you compile)
|
||||
- - give the link to the zip out on the mailinglist for others to look at
|
||||
- - Upload new documentation (the content of doc/html) to: web.sourceforge.net
|
||||
(sftp protocol, user and passwd are your sourceforge account, the folder
|
||||
might not be shown - but you can still cd into it!):
|
||||
/home/project-web/i/ir/irrlicht/htdocs
|
||||
Best create first a folder with a new name, copy stuff in there, test (just
|
||||
check the website), rename old folder and give new folder the "docu" name.
|
||||
Then you can delete the old folder if you want.
|
||||
- - upload the zip by logging in to sourceforge and using the "Files" menu (needs
|
||||
admin privileges and it's the 'Files' menu between 'Summary' and 'Reviews').
|
||||
The target is in one of the Irrlicht SDK subfolders. Then click the "i" beside
|
||||
the file and "select all" to make it the active download.
|
||||
- - write a forum post, tell everyone in facebook, reddit, your friends...
|
||||
- - login to wordpress at http://irrlicht.sourceforge.net/wp-login.php, update the
|
||||
downloads section and write a release post.
|
2891
doc/upgrade-guide.txt
Normal file
2891
doc/upgrade-guide.txt
Normal file
File diff suppressed because it is too large
Load Diff
55
examples/01.HelloWorld/HelloWorld.cbp
Normal file
55
examples/01.HelloWorld/HelloWorld.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 01 Hello World" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/HelloWorld" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/HelloWorld" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
163
examples/01.HelloWorld/HelloWorld.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="01.HelloWorld"
|
||||
ProjectGUID="{265B57DD-0C6D-4CFD-A95E-0FCC3ECD0E90}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/HelloWorld.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\01.HelloWorld.exe</OutputFile>
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
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|
235
examples/01.HelloWorld/HelloWorld_vc14.vcxproj
Normal file
235
examples/01.HelloWorld/HelloWorld_vc14.vcxproj
Normal file
@ -0,0 +1,235 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<Configuration>Release</Configuration>
|
||||
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|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
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|
||||
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|
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|
56
examples/01.HelloWorld/Makefile
Normal file
56
examples/01.HelloWorld/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 01.HelloWorld
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
269
examples/01.HelloWorld/main.cpp
Normal file
269
examples/01.HelloWorld/main.cpp
Normal file
@ -0,0 +1,269 @@
|
||||
/** Example 001 HelloWorld
|
||||
|
||||
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
|
||||
to write a simple HelloWorld program with it. The program will show how to use
|
||||
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
|
||||
Microsoft Visual Studio is used as an IDE, but you will also be able to
|
||||
understand everything if you are using a different one or even another
|
||||
operating system than Windows.
|
||||
|
||||
You have to include the header file <irrlicht.h> in order to use the engine. The
|
||||
header file can be found in the Irrlicht Engine SDK directory \c include. To let
|
||||
the compiler find this header file, the directory where it is located has to be
|
||||
added in your project as include path. This is different for every IDE and
|
||||
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
|
||||
|
||||
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
|
||||
"C/C++" - "General" option, and select the "Additional Include Directories".
|
||||
Add the \c include directory of the Irrlicht engine folder to the list of
|
||||
directories. Now the compiler will find the irrlicht.h header file. We also
|
||||
need the irrlicht.lib to be found, so select "Linker" - "General" and
|
||||
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
|
||||
to "Additional Library Directories". Which of the 2 Irrlicht versions you
|
||||
chose depends on the target platform for your application (win32 or x64).
|
||||
In your project properties you can see what your active solution platform
|
||||
is, you can use the same one for Irrlicht.
|
||||
|
||||
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
|
||||
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
|
||||
Linux) to your Linker input files.
|
||||
|
||||
For VisualStudio we can be lazy and use the pragma comment lib.
|
||||
We also want to get rid of the console window, which pops up when starting a
|
||||
program with main() (instead of WinMain). This is done by the second pragma.
|
||||
We could also use the WinMain method, though losing platform independence then.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
/*
|
||||
That's it. With your IDE set up like this, you will now be able to develop
|
||||
applications with the Irrlicht Engine.
|
||||
|
||||
Lets start!
|
||||
|
||||
After we have set up the IDE, the compiler will know where to find the Irrlicht
|
||||
Engine header files so we can include it now in our code.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
|
||||
/*
|
||||
That header just adds the getExampleMediaPath tool-functions to help locating
|
||||
the media we need. More about that later below.
|
||||
*/
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
|
||||
you want to use a class of the engine, you have to write irr:: before the name
|
||||
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
|
||||
To get rid of the irr:: in front of the name of every class, we tell the
|
||||
compiler that we use that namespace from now on, and we will not have to write
|
||||
irr:: anymore.
|
||||
Note that you never should do that in headers - otherwise you will pollute the
|
||||
namespace of every file including such a header. So in headers always write
|
||||
out the full names including all namespaces.
|
||||
*/
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
|
||||
read a detailed description of them in the documentation by clicking on the top
|
||||
menu item 'Namespace List' or by using this link:
|
||||
http://irrlicht.sourceforge.net/docu/namespaces.html
|
||||
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
|
||||
example simple. Hence, we tell the compiler again that we do not want always to
|
||||
write their names.
|
||||
*/
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/*
|
||||
This is the main method. We can now use main() on every platform.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
The most important function of the engine is the createDevice()
|
||||
function. The IrrlichtDevice is created by it, which is the root
|
||||
object for doing anything with the engine. createDevice() has the
|
||||
following parameters:
|
||||
|
||||
- driverType: Type of the video driver. This can currently be the Null-device,
|
||||
one of the two software renderers, D3D9, or OpenGL. In this
|
||||
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
|
||||
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
|
||||
Generally you will want to use OpenGL or Direct3D as they are
|
||||
using your graphic card for calculations instead of the CPU and
|
||||
are way faster (and usually better looking). We just use one of the
|
||||
software renderers here as it even works when your graphic card driver
|
||||
isn't set up for 3d support.
|
||||
|
||||
- windowSize: Size of the Window or screen in FullScreenMode to be
|
||||
created. In this example we use 640x480.
|
||||
|
||||
- bits: Amount of color bits per pixel. This should be 16 or 32. The
|
||||
parameter is often ignored when running in windowed mode. More
|
||||
commonly you would chose 32 bit, again we're just playing it safe.
|
||||
|
||||
- fullscreen: Specifies if we want the device to run in fullscreen mode
|
||||
or windowed.
|
||||
|
||||
- stencilbuffer: Specifies if we want to use the stencil buffer (you
|
||||
need it for drawing shadows).
|
||||
|
||||
- vsync: Specifies if we want to have vsync enabled, this is only useful
|
||||
in fullscreen mode.
|
||||
|
||||
- eventReceiver: An object to receive events. We do not want to use this
|
||||
parameter here, and set it to 0.
|
||||
|
||||
Always check the return value to cope with unsupported drivers,
|
||||
dimensions, etc.
|
||||
*/
|
||||
IrrlichtDevice *device =
|
||||
createDevice( video::EDT_BURNINGSVIDEO, dimension2d<u32>(640, 480), 16,
|
||||
false, false, false, 0);
|
||||
|
||||
if (!device)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Set the caption of the window to some nice text. Note that there is an
|
||||
'L' in front of the string. The Irrlicht Engine uses wide character
|
||||
strings when displaying text.
|
||||
*/
|
||||
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||
|
||||
/*
|
||||
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||
user interface environment, so that we do not always have to write
|
||||
device->getVideoDriver(), device->getSceneManager(), or
|
||||
device->getGUIEnvironment().
|
||||
*/
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
/*
|
||||
We add a hello world label to the window, using the GUI environment.
|
||||
The text is placed at the position (10,10) as top left corner and
|
||||
(260,22) as lower right corner.
|
||||
*/
|
||||
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
|
||||
rect<s32>(10,10,260,22), true);
|
||||
|
||||
/*
|
||||
Get a media path dedicated for your platform. Finding media files for your
|
||||
applications can be tricky. First you have 2 options - working with relative
|
||||
paths or working with absolute paths.
|
||||
|
||||
On Windows a common solution is that your installer will write a key into
|
||||
the registry with the absolute path of wherever the user installed the
|
||||
media. And in your application you read out that key from the registry.
|
||||
On Linux a common solution is to use config file which is placed in some
|
||||
fixed location (for example in a . file/folder in the user home).
|
||||
|
||||
But you can also work with relative paths - which is what we do here. There
|
||||
is a slight complication with relative paths as they are relative to your
|
||||
current working directory. And that depends on the way your application is
|
||||
started and it might change inside your application. But mostly it will be
|
||||
set to your executable on start so you can ignore that problem while
|
||||
developing.
|
||||
|
||||
When inside VisualStudio the current working directory is set to your
|
||||
project files location unless you overwrite Project properties - Debugging
|
||||
- Working Directory. In Irrlicht examples the media folder is on most
|
||||
platforms ../../media which works for the examples as it's relative to our
|
||||
project files as well as to the binary (.exe) files.
|
||||
|
||||
Whatever you chose to find your base-folder for media - wrap it with some
|
||||
function and then you can improve the code to locate the media later on.
|
||||
*/
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To show something interesting, we load a Quake 2 model and display it.
|
||||
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
|
||||
of getMesh() to become aware of loading problems and other errors.
|
||||
|
||||
Instead of writing the filename sydney.md2, it would also be possible
|
||||
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
|
||||
other supported file format. By the way, that cool Quake 2 model
|
||||
called sydney was modeled by Brian Collins.
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||
if (!mesh)
|
||||
{
|
||||
device->drop();
|
||||
return 1;
|
||||
}
|
||||
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||
|
||||
/*
|
||||
To let the mesh look a little bit nicer, we change its material. We
|
||||
disable lighting because we do not have a dynamic light in here, and
|
||||
the mesh would be totally black otherwise. Then we set the frame loop,
|
||||
such that the predefined STAND animation is used. And last, we apply a
|
||||
texture to the mesh. Without it the mesh would be drawn using only a
|
||||
color.
|
||||
*/
|
||||
if (node)
|
||||
{
|
||||
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||
node->setMD2Animation(scene::EMAT_STAND);
|
||||
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||
}
|
||||
|
||||
/*
|
||||
To look at the mesh, we place a camera into 3d space at the position
|
||||
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||
approximately the place where our md2 model is.
|
||||
*/
|
||||
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||
|
||||
/*
|
||||
OK, now we have set up the scene, lets draw everything: We run the
|
||||
device in a while() loop, until the device does not want to run any
|
||||
more. This would be when the user closes the window or presses ALT+F4
|
||||
(or whatever keycode closes a window on your OS).
|
||||
*/
|
||||
while(device->run())
|
||||
{
|
||||
/*
|
||||
Anything can be drawn between a beginScene() and an endScene()
|
||||
call. The beginScene() call clears the screen with a color and
|
||||
the depth buffer, if desired. Then we let the Scene Manager and
|
||||
the GUI Environment draw their content. With the endScene()
|
||||
call everything is presented on the screen.
|
||||
*/
|
||||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
/*
|
||||
After we are done with the render loop, we have to delete the Irrlicht
|
||||
Device created before with createDevice(). In the Irrlicht Engine, you
|
||||
have to delete all objects you created with a method or function which
|
||||
starts with 'create'. The object is simply deleted by calling ->drop().
|
||||
See the documentation at irr::IReferenceCounted::drop() for more
|
||||
information.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and run.
|
||||
**/
|
394
examples/01.HelloWorld/tutorial.html
Normal file
394
examples/01.HelloWorld/tutorial.html
Normal file
@ -0,0 +1,394 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
|
||||
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7"> <div align="left">
|
||||
<p>This Tutorial shows how to set up the IDE for using the
|
||||
Irrlicht Engine and how to write a simple HelloWorld program
|
||||
with it. The program will show how to use the basics of
|
||||
the VideoDriver, the GUIEnvironment and the SceneManager.<br>
|
||||
The result of this example will look like this:</p>
|
||||
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div></td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr> <a name="settingup"></a>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
|
||||
IDE</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7"> <div align="left">
|
||||
<div align="left">
|
||||
<p align="left">To use the engine, we will have to include
|
||||
the header file <irrlicht.h>, which can be found
|
||||
in the Irrlicht Engine SDK directory \include. To let
|
||||
the compiler find this header file, the directory where
|
||||
it is located should be specified somewhere. This is different
|
||||
for every IDE and compiler. I will explain how to do this
|
||||
in Microsoft Visual Studio C++ 6.0 and .NET:</p>
|
||||
|
||||
</div>
|
||||
<ul>
|
||||
<li>
|
||||
<div align="left">If you use Version 6.0, select the Menu
|
||||
Extras -> Options. Select the directories tab, and
|
||||
select the 'Include' Item in the combo box. Add the
|
||||
\include directory of the Irrlicht Engine folder to
|
||||
the list of directories. Now the compiler will find
|
||||
the Irrlicht.h header file. We also need the location
|
||||
of irrlicht.lib to be listed, so select the 'Libraries'
|
||||
tab and add the \lib\VisualStudio directory.<br>
|
||||
<br>
|
||||
<img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle"> <img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
|
||||
<br>
|
||||
|
||||
</div>
|
||||
</li>
|
||||
<li>If your IDE is Visual Studio .NET, select Tools ->
|
||||
Options. Select the Projects entry and then select VC++
|
||||
directories. Select 'show directories for include files'
|
||||
in the combo box, and add the \include directory of the
|
||||
Irrlicht Engine folder to the list of directories so the
|
||||
compiler will find the Irrlicht.h header file. We also
|
||||
need the irrlicht.lib to be found, so select 'show directories
|
||||
for Library files' and add the \lib\VisualStudio directory.<br>
|
||||
<br>
|
||||
<img src="../../media/vcnetinclude.jpg" width="256" height="160">
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p> </p>
|
||||
</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<div align="left">
|
||||
<div align="left">
|
||||
<p>After we have set up the IDE, the compiler will know
|
||||
where to find the Irrlicht Engine header files so
|
||||
we can include it now into our code.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h></pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>In the Irrlicht Engine, everything can be found in
|
||||
the namespace 'irr'. So if you want to use a class
|
||||
of the engine, you'll have to type an irr:: before
|
||||
the name of the class. For example, to use the IrrlichtDevice,
|
||||
write: irr::IrrlichtDevice. To avoid having to put
|
||||
irr:: before of the name of every class, we tell the
|
||||
compiler that we use that namespace.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace irr;</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>There are 5 sub-namespaces in the Irrlicht Engine.
|
||||
Take a look at them: you can read a detailed description
|
||||
of them in the documentation by clicking on the top
|
||||
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
|
||||
List</a>'. To keep this example simple, we don't want
|
||||
to have to specify the name spaces, Hence:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to use the Irrlicht.DLL file, we need
|
||||
to link with the Irrlicht.lib. We could set this option
|
||||
in the project settings, but to make it easy we use
|
||||
a pragma comment:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now the main method: to keep this example simple
|
||||
we use int main(), which can be used on any platform.
|
||||
However, on Windows platforms, we could also use the
|
||||
WinMain method if we would want to get rid of the
|
||||
console window which pops up when starting a program
|
||||
with main().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>The most important function of the engine is the
|
||||
'createDevice' function. The Irrlicht Device, which
|
||||
is the root object for doing everything with the engine,
|
||||
can be created with it. createDevice() has 7 parameters:</p>
|
||||
</div>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<div align="left"> deviceType: Type of the device. This can currently
|
||||
be the Null device, the Software device, Direct3D8, Direct3D9,
|
||||
or OpenGL. In this example we use EDT_SOFTWARE, but, to try
|
||||
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
|
||||
EDT_DIRECT3D9 or EDT_OPENGL. </div>
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">windowSize: Size of the window or
|
||||
full screen mode to be created. In this example
|
||||
we use 512x384.</div>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">bits: Number of bits per pixel when
|
||||
in full screen mode. This should be 16 or 32. This
|
||||
parameter is ignored when running in windowed mode.</div>
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">fullscreen: Specifies if we want
|
||||
the device to run in full screen mode or not.</div>
|
||||
</li>
|
||||
<li>stencilbuffer: Specifies if we want to use the stencil
|
||||
buffer for drawing shadows.</li>
|
||||
|
||||
<li>vsync: Specifies if we want to have vsync enabled.
|
||||
This is only useful in full screen mode.</li>
|
||||
<li>
|
||||
<div align="left">eventReceiver: An object to receive
|
||||
events. We do not want to use this parameter here,
|
||||
and set it to 0.</div>
|
||||
</li>
|
||||
</ul>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d<s32>(512, 384), 16,<br> false, false, false, 0);</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we set the caption of the window to some nice text.
|
||||
Note that there is a 'L' in front of the string: the
|
||||
Irrlicht Engine uses wide character strings when displaying
|
||||
text.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we store a pointer to the video driver, the SceneManager,
|
||||
and the graphical user interface environment so that
|
||||
we do not always have to write device->getVideoDriver(),
|
||||
device->getSceneManager(), and device->getGUIEnvironment().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IVideoDriver* driver = device->getVideoDriver();<br>ISceneManager* smgr = device->getSceneManager();<br>IGUIEnvironment* guienv = device->getGUIEnvironment();</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p> We add a hello world label to the window using the
|
||||
GUI environment. The text is placed at the position
|
||||
(10,10) as top left corner and (200,22) as lower right
|
||||
corner.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>guienv->addStaticText(L"Hello World! This is the Irrlicht Software engine!",<br> rect<s32>(10,10,200,22), true);</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To display something interesting, we load a Quake 2
|
||||
model and display it. We only have to get the Mesh from
|
||||
the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode().
|
||||
Instead of loading a Quake2 file (.md2), it is also
|
||||
possible to load a Maya object file (.obj), a complete
|
||||
Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
|
||||
By the way, that cool Quake 2 model called sydney.md2
|
||||
was modelled by Brian Collins.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");<br>IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To make the mesh look a little bit nicer, we change
|
||||
its material a little bit: we disable lighting because
|
||||
we do not have a dynamic light in here and the mesh
|
||||
would be totally black. Then we set the frame loop so
|
||||
that the animation is looped between the frames 0 and
|
||||
310. Then, at last, we apply a texture to the mesh.
|
||||
Without it the mesh would be drawn using only a solid
|
||||
color.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node)<br>{<br> node->setMaterialFlag(EMF_LIGHTING, false);<br> node->setFrameLoop(0, 310); <br> node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );<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->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->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->beginScene(true, true, SColor(255,100,101,140));<br>
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();</pre>
|
||||
<pre> driver->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 ->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->drop();<br> return 0;
|
||||
}</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and run. </p>
|
||||
<p> </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> </p>
|
||||
</body>
|
||||
</html>
|
56
examples/02.Quake3Map/Makefile
Normal file
56
examples/02.Quake3Map/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 02.Quake3Map
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
55
examples/02.Quake3Map/Quake3Map.cbp
Normal file
55
examples/02.Quake3Map/Quake3Map.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 02 Quake Map" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/QuakeMap" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/Quake3Map" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
162
examples/02.Quake3Map/Quake3Map.vcproj
Normal file
162
examples/02.Quake3Map/Quake3Map.vcproj
Normal file
@ -0,0 +1,162 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="02.Quake3Map"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Quake3Map.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/Quake3Map.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Quake3Map.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/Quake3Map.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\02.Quake3Map.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Quake3Map.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Quake3Map.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
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185
examples/02.Quake3Map/main.cpp
Normal file
185
examples/02.Quake3Map/main.cpp
Normal file
@ -0,0 +1,185 @@
|
||||
/** Example 002 Quake3Map
|
||||
|
||||
This tutorial shows how to load a Quake 3 map into the engine, create a
|
||||
SceneNode for optimizing the speed of rendering, and how to create a user
|
||||
controlled camera.
|
||||
|
||||
Please note that you should know the basics of the engine before starting this
|
||||
tutorial. Just take a short look at the first tutorial, if you haven't done
|
||||
this yet: http://irrlicht.sourceforge.net/docu/example001.html
|
||||
|
||||
Lets start like the HelloWorld example: We include the irrlicht header files
|
||||
and an additional file to be able to ask the user for a driver type using the
|
||||
console.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
As already written in the HelloWorld example, in the Irrlicht Engine everything
|
||||
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
|
||||
name of every class, we tell the compiler that we use that namespace from now
|
||||
on, and we will not have to write that 'irr::'. There are 5 other sub
|
||||
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
|
||||
example, we do not call 'using namespace' for these 5 other namespaces, because
|
||||
in this way you will see what can be found in which namespace. But if you like,
|
||||
you can also include the namespaces like in the previous example.
|
||||
*/
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
Again, to be able to use the Irrlicht.DLL file, we need to link with the
|
||||
Irrlicht.lib. We could set this option in the project settings, but to make it
|
||||
easy, we use a pragma comment lib:
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
OK, lets start. Again, we use the main() method as start, not the WinMain().
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
Like in the HelloWorld example, we create an IrrlichtDevice with
|
||||
createDevice(). The difference now is that we ask the user to select
|
||||
which video driver to use. The Software device might be
|
||||
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
|
||||
this decision possible, too.
|
||||
*/
|
||||
|
||||
// ask user for driver
|
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video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
Get a pointer to the video driver and the SceneManager so that
|
||||
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
|
||||
irr::IrrlichtDevice::getSceneManager().
|
||||
*/
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
/*
|
||||
To display the Quake 3 map, we first need to load it. Quake 3 maps
|
||||
are packed into .pk3 files which are nothing else than .zip files.
|
||||
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
|
||||
we can read from the files in that archive as if they were stored on disk.
|
||||
*/
|
||||
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
|
||||
|
||||
/*
|
||||
Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
|
||||
We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
|
||||
not really animated, they are only a chunk of static geometry with
|
||||
some materials attached. Hence the IAnimatedMesh consists of only one
|
||||
frame, so we get the "first frame" of the "animation", which is our
|
||||
quake level and create an Octree scene node with it, using
|
||||
irr::scene::ISceneManager::addOctreeSceneNode().
|
||||
The Octree optimizes the scene a little bit, trying to draw only geometry
|
||||
which is currently visible. An alternative to the Octree would be a
|
||||
irr::scene::IMeshSceneNode, which would always draw the complete
|
||||
geometry of the mesh, without optimization. Try it: Use
|
||||
irr::scene::ISceneManager::addMeshSceneNode() instead of
|
||||
addOctreeSceneNode() and compare the primitives drawn by the video
|
||||
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
|
||||
method in the irr::video::IVideoDriver class). Note that this
|
||||
optimization with the Octree is only useful when drawing huge meshes
|
||||
consisting of lots of geometry and if users can't see the whole scene at
|
||||
once.
|
||||
*/
|
||||
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
|
||||
scene::ISceneNode* node = 0;
|
||||
|
||||
if (mesh)
|
||||
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
|
||||
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
|
||||
|
||||
/*
|
||||
Because the level was not modeled around the origin (0,0,0), we
|
||||
translate the whole level a little bit. This is done on
|
||||
irr::scene::ISceneNode level using the methods
|
||||
irr::scene::ISceneNode::setPosition() (in this case),
|
||||
irr::scene::ISceneNode::setRotation(), and
|
||||
irr::scene::ISceneNode::setScale().
|
||||
*/
|
||||
if (node)
|
||||
node->setPosition(core::vector3df(-1300,-144,-1249));
|
||||
|
||||
/*
|
||||
Now we need a camera to look at the Quake 3 map.
|
||||
We want to create a user controlled camera. There are some
|
||||
cameras available in the Irrlicht engine. For example the
|
||||
MayaCamera which can be controlled like the camera in Maya:
|
||||
Rotate with left mouse button pressed, Zoom with both buttons pressed,
|
||||
translate with right mouse button pressed. This could be created with
|
||||
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
|
||||
example, we want to create a camera which behaves like the ones in
|
||||
first person shooter games (FPS) and hence use
|
||||
irr::scene::ISceneManager::addCameraSceneNodeFPS().
|
||||
*/
|
||||
smgr->addCameraSceneNodeFPS();
|
||||
|
||||
/*
|
||||
The mouse cursor needs not be visible, so we hide it via the
|
||||
irr::IrrlichtDevice::ICursorControl.
|
||||
*/
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Everything is set up, so lets draw it. We also write the current
|
||||
frames per second and the primitives drawn into the caption of the
|
||||
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
|
||||
but prevents the engine to grab the mouse cursor after task switching
|
||||
when other programs are active. The call to irr::IrrlichtDevice::yield()
|
||||
will avoid the busy loop to eat up all CPU cycles when the window is not
|
||||
active.
|
||||
*/
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
181
examples/02.Quake3Map/tutorial.html
Normal file
181
examples/02.Quake3Map/tutorial.html
Normal file
@ -0,0 +1,181 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2"> <div align="left">
|
||||
<p>This Tutorial shows how to load a Quake 3 map into the engine, create
|
||||
a SceneNode for optimizing the speed of rendering and how to create
|
||||
a user controlled camera. Please note that you should know the basics
|
||||
of the engine before starting this tutorial, just take a short look
|
||||
at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
|
||||
The result of this example will look like this:</p>
|
||||
<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br>
|
||||
</p>
|
||||
</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
|
||||
<font color="#FFFFFF"><b>Lets start!</b></font></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>Lets start like the HelloWorld example: We include the irrlicht header
|
||||
files and an additional file to be able<br>
|
||||
to ask the user for a driver type using the console.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>As already written in the HelloWorld example, in the Irrlicht Engine,
|
||||
everything can be found in the namespace 'irr'. To get rid of the irr::
|
||||
in front of the name of every class, we tell the compiler that we use
|
||||
that namespace from now on, and we will not have to write that 'irr::'.<br>
|
||||
There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
|
||||
'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
|
||||
for these 5 other namespaces because in this way you will see what can
|
||||
be found in which namespace. But if you like, you can also include the
|
||||
namespaces like in the previous example. Code just like you want to.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace irr;</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Again, to be able to use the Irrlicht.DLL file, we need to link with
|
||||
the Irrlicht.lib. We could set this option in the project settings,
|
||||
but to make it easy, we use a pragma comment lib:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</div>
|
||||
<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
|
||||
because its shorter to write.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
|
||||
The difference now is that we ask the user to select which hardware accelerated
|
||||
driver to use. The Software device would be too slow to draw a huge Quake
|
||||
3 map, but just for the fun of it, we make this decision possible too.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br>
|
||||
char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Get a pointer to the video driver and the SceneManager so that we do
|
||||
not always have to write device->getVideoDriver() and device->getSceneManager().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
|
||||
packed into .pk3 files wich are nothing other than .zip files. So we add
|
||||
the .pk3 file to our FileSystem. After it was added, we are able to read
|
||||
from the files in that archive as they would directly be stored on disk.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we can load the mesh by calling getMesh(). We get a pointer returned
|
||||
to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
|
||||
they are only a huge chunk of static geometry with some materials attached.
|
||||
Hence the IAnimated mesh consists of only one frame,<br>
|
||||
so we get the "first frame" of the "animation", which
|
||||
is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
|
||||
The OctTree optimizes the scene a little bit, trying to draw only geometry
|
||||
which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
|
||||
which would draw always the complete geometry of the mesh, without optimization.
|
||||
Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
|
||||
and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
|
||||
method in the IVideoDriver class). Note that this optimization with the
|
||||
Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0;
|
||||
|
||||
if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Because the level was modelled not around the origin (0,0,0), we translate
|
||||
the whole level a little bit.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we only need a Camera to look at the Quake 3 map. And we want to
|
||||
create a user controlled camera. There are some different cameras available
|
||||
in the Irrlicht engine. For example the Maya Camera which can be controlled
|
||||
compareable to the camera in Maya: Rotate with left mouse button pressed,
|
||||
Zoom with both buttons pressed,<br>
|
||||
translate with right mouse button pressed. This could be created with
|
||||
addCameraSceneNodeMaya(). But for this example, we want to create a camera
|
||||
which behaves like the ones in first person shooter games (FPS):</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->getCursorControl()->setVisible(false);</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We have done everything, so lets draw it. We also write the current frames
|
||||
per second and the drawn primitives to the caption of the window. The
|
||||
'if (device->isWindowActive())' line is optional, but prevents the
|
||||
engine render to set the position of the mouse cursor after task switching
|
||||
when other program are active.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int lastFPS = -1;</pre>
|
||||
<pre>while(device->run())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(0,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();</pre>
|
||||
<pre> int fps = driver->getFPS();</pre>
|
||||
<pre> if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;
|
||||
}
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In the end, delete the Irrlicht device.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> device->drop();<br> return 0;<br>}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and play around with the program. </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
@ -0,0 +1,58 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 03 Custom Scene Node" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/CustomSceneNode" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux/" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/CustomSceneNode" prefix_auto="1" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
<Add directory="../../bin/gcc" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="03.CustomSceneNode"
|
||||
ProjectGUID="{32078844-1903-47AB-AEAC-FC2E3415DB46}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/CustomSceneNode.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/CustomSceneNode.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/CustomSceneNode.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/CustomSceneNode.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
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|
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56
examples/03.CustomSceneNode/Makefile
Normal file
56
examples/03.CustomSceneNode/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 03.CustomSceneNode
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
267
examples/03.CustomSceneNode/main.cpp
Normal file
267
examples/03.CustomSceneNode/main.cpp
Normal file
@ -0,0 +1,267 @@
|
||||
/** Example 003 Custom SceneNode
|
||||
|
||||
This tutorial is more advanced than the previous ones.
|
||||
If you are currently just playing around with the Irrlicht
|
||||
engine, you may want to look at other examples first.
|
||||
This tutorials shows how to create a custom scene node and
|
||||
how to use it in the engine. A custom scene node is needed
|
||||
if you want to implement a render technique the Irrlicht
|
||||
Engine currently does not support. For example, you can write
|
||||
an indoor portal based renderer or an advanced terrain scene
|
||||
node with it. By creating custom scene nodes, you can
|
||||
easily extend the Irrlicht Engine and adapt it to your needs.
|
||||
|
||||
I will keep the tutorial simple: Keep everything very short
|
||||
and everything in one .cpp file. This is the style which
|
||||
will also be used in most of the following tutorials.
|
||||
|
||||
To start, I include the header files, use the irr namespace,
|
||||
and tell the linker to link with the .lib file.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
Here comes the more sophisticated part of this tutorial:
|
||||
The class of our very own custom scene node. To keep it simple,
|
||||
our scene node will not be an indoor portal renderer nor a terrain
|
||||
scene node, but a simple tetrahedron, a 3D object consisting of 4
|
||||
connected vertices, which only draws itself and does nothing more.
|
||||
Note that this scenario does not require a custom scene node in Irrlicht.
|
||||
Instead one would create a mesh from the geometry and pass it to a
|
||||
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
|
||||
scene node in a simple setting.
|
||||
|
||||
To allow our scene node to be inserted into the Irrlicht
|
||||
Engine scene, the class we create needs to be derived from the
|
||||
irr::scene::ISceneNode class and has to override some methods.
|
||||
*/
|
||||
|
||||
class CSampleSceneNode : public scene::ISceneNode
|
||||
{
|
||||
|
||||
/*
|
||||
First, we declare some member variables:
|
||||
The bounding box, 4 vertices, and the material of the tetrahedron.
|
||||
*/
|
||||
core::aabbox3d<f32> Box;
|
||||
video::S3DVertex Vertices[4];
|
||||
video::SMaterial Material;
|
||||
|
||||
public:
|
||||
|
||||
/*
|
||||
The parameters of the constructor specify the parent of the scene node,
|
||||
a pointer to the scene manager, and an id of the scene node.
|
||||
In the constructor we call the parent class' constructor,
|
||||
set some properties of the material, and create the 4 vertices of
|
||||
the tetrahedron.
|
||||
*/
|
||||
|
||||
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
|
||||
: scene::ISceneNode(parent, mgr, id)
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
Material.Lighting = false;
|
||||
|
||||
Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,
|
||||
video::SColor(255,0,255,255), 0, 1);
|
||||
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,
|
||||
video::SColor(255,255,0,255), 1, 1);
|
||||
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,
|
||||
video::SColor(255,255,255,0), 1, 0);
|
||||
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,
|
||||
video::SColor(255,0,255,0), 0, 0);
|
||||
|
||||
/*
|
||||
The Irrlicht Engine needs to know the bounding box of a scene node.
|
||||
It will use it for automatic culling and other things. Hence, we
|
||||
need to create a bounding box from the 4 vertices we use.
|
||||
If you do not want the engine to use the box for automatic culling,
|
||||
and/or don't want to create the box, you could also call
|
||||
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
|
||||
*/
|
||||
Box.reset(Vertices[0].Pos);
|
||||
for (s32 i=1; i<4; ++i)
|
||||
Box.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
|
||||
/*
|
||||
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||
method of every scene node in the scene is called by the scene manager.
|
||||
If the scene node wishes to draw itself, it may register itself in the
|
||||
scene manager to be drawn. This is necessary to tell the scene manager
|
||||
when it should call irr::scene::ISceneNode::render(). For
|
||||
example, normal scene nodes render their content one after another,
|
||||
while stencil buffer shadows would like to be drawn after all other
|
||||
scene nodes. And camera or light scene nodes need to be rendered before
|
||||
all other scene nodes (if at all). So here we simply register the
|
||||
scene node to render normally. If we would like to let it be rendered
|
||||
like cameras or light, we would have to call
|
||||
SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
|
||||
After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||
method of the base class, which lets all the child scene nodes of this node
|
||||
register themselves.
|
||||
*/
|
||||
virtual void OnRegisterSceneNode()
|
||||
{
|
||||
if (IsVisible)
|
||||
SceneManager->registerNodeForRendering(this);
|
||||
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
/*
|
||||
In the render() method most of the interesting stuff happens: The
|
||||
Scene node renders itself. We override this method and draw the
|
||||
tetrahedron.
|
||||
*/
|
||||
virtual void render()
|
||||
{
|
||||
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
|
||||
so you have to pass the 3 corresponding indices for each triangle to
|
||||
tell which of the vertices should be used for it. */
|
||||
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||||
|
||||
driver->setMaterial(Material);
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
|
||||
}
|
||||
|
||||
/*
|
||||
And finally we create three small additional methods.
|
||||
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
|
||||
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
|
||||
amount of materials in this scene node (our tetrahedron only has one
|
||||
material), and irr::scene::ISceneNode::getMaterial() returns the
|
||||
material at an index. Because we have only one material, we can
|
||||
return that and assume that no one ever calls getMaterial() with an index
|
||||
greater than 0.
|
||||
*/
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
virtual u32 getMaterialCount() const
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
virtual video::SMaterial& getMaterial(u32 i)
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
That's it. The Scene node is done. Now we start the engine,
|
||||
create the scene node and a camera, and look at the result.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
// set window caption, get some pointers, create a camera
|
||||
|
||||
device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
|
||||
|
||||
/*
|
||||
Create our scene node. I don't check the result of calling new, as it
|
||||
should throw an exception rather than returning 0 on failure. Because
|
||||
the new node will create itself with a reference count of 1, and then
|
||||
will have another reference added by its parent scene node when it is
|
||||
added to the scene, I need to drop my reference to it. Best practice is
|
||||
to drop it only *after* I have finished using it, regardless of what
|
||||
the reference count of the object is after creation.
|
||||
*/
|
||||
CSampleSceneNode *myNode =
|
||||
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
||||
|
||||
/*
|
||||
To animate something in this boring scene consisting only of one
|
||||
tetrahedron, and to show that you now can use your scene node like any
|
||||
other scene node in the engine, we add an animator to the scene node,
|
||||
which rotates the node a little bit.
|
||||
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
|
||||
should be checked.
|
||||
*/
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
|
||||
|
||||
if(anim)
|
||||
{
|
||||
myNode->addAnimator(anim);
|
||||
|
||||
/*
|
||||
I'm done referring to anim, so must
|
||||
irr::IReferenceCounted::drop() this reference now because it
|
||||
was produced by a createFoo() function. As I shouldn't refer to
|
||||
it again, ensure that I can't by setting to 0.
|
||||
*/
|
||||
anim->drop();
|
||||
anim = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
I'm done with my CSampleSceneNode object, and so must drop my reference.
|
||||
This won't delete the object, yet, because it is still attached to the
|
||||
scene graph, which prevents the deletion until the graph is deleted or the
|
||||
custom scene node is removed from it.
|
||||
*/
|
||||
myNode->drop();
|
||||
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
|
||||
|
||||
/*
|
||||
Now draw everything and finish.
|
||||
*/
|
||||
u32 frames=0;
|
||||
while(device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
|
||||
|
||||
smgr->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
if (++frames==100) // don't update more often, setWindowCaption can be expensive
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += L"] FPS: ";
|
||||
str += (s32)driver->getFPS();
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
frames=0;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
222
examples/03.CustomSceneNode/tutorial.html
Normal file
222
examples/03.CustomSceneNode/tutorial.html
Normal file
@ -0,0 +1,222 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="center"></div>
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This Tutorial is a tutorial for more advanced developers. If you are
|
||||
currently just playing around with the Irrlicht engine, please look
|
||||
at other examples first. This tutorial shows how to create a custom
|
||||
scene node and how to use it in the engine. A custom scene node is needed,
|
||||
if you want to implement a render technique, the Irrlicht Engine is
|
||||
currently not supporting. For example you can write a indoor portal
|
||||
based renderer or a advanced terrain scene node with it. With creating
|
||||
custom scene nodes, you can easily extend the Irrlicht Engine and adapt
|
||||
it to your needs.</p>
|
||||
<p>I will keep the tutorial simple: Keep everything very short, everything
|
||||
in one .cpp file, and I'll use the engine here as in all other tutorials.
|
||||
At the end of the tutorial, the result will look like the image below.
|
||||
This looks not very exciting, but it is a complete customized scene
|
||||
node and a good point to start from creating you own scene nodes.</p>
|
||||
<p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>To start, I include the header files, use the irr namespace, and tell
|
||||
the linker to link with the .lib file. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Here comes the most sophisticated part of this tutorial: The class
|
||||
of our very own custom scene node. To keep it simple,<br>
|
||||
our scene node will not be an indoor portal renderer nor a terrain scene
|
||||
node, but a simple tetraeder, a 3d object consiting of 4 connected vertices,
|
||||
which only draws itself and does nothing more.</p>
|
||||
<p>To let our scene node be able to be inserted into the Irrlicht Engine
|
||||
scene, the class we create needs only be derived from the ISceneNode
|
||||
class and has to override some methods.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>First, we declare some member variables, to hold data for our tetraeder:
|
||||
The bounding box, 4 vertices, and<br>
|
||||
the material of the tetraeder.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The parameters of the constructor specify the parent of the scene node,
|
||||
a pointer to the scene manager, and an id of the scene node. In the
|
||||
constructor itself, we call the parent classes constructor, set some
|
||||
properties of the material we use to draw the scene node and create
|
||||
the 4 vertices of the tetraeder we will draw later. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
|
||||
: scene::ISceneNode(parent, mgr, id)
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
Material.Lighting = false;</pre>
|
||||
<pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1);
|
||||
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1);
|
||||
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0);
|
||||
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0);
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
The Irrlicht Engine needs to know the bounding box of your scene node.
|
||||
It will use it for doing automatic culling and other things. Hence we
|
||||
need to create a bounding box from the 4 vertices we use. If you do not
|
||||
want the engine to use the box for automatic culling, and/or don't want
|
||||
to create the box, you could also write<br>
|
||||
<font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos);
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<p>Before it is drawn, the OnPreRender() method of every scene node in
|
||||
the scene is called by the scene manager. If the scene node wishes to
|
||||
draw itself, it may register itself in the scene manager to be drawn.
|
||||
This is necessary to tell the scene manager when it should call the
|
||||
::render method. For example normal scene nodes render their content
|
||||
one after another, while stencil buffer shadows would like to be drawn
|
||||
after all other scene nodes. And camera or light scene nodes need to
|
||||
be rendered before all other scene nodes (if at all). <br>
|
||||
So here we simply register the scene node to get rendered normally.
|
||||
If we would like to let it be rendered like cameras or light, we would
|
||||
have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
|
||||
<br>
|
||||
After this, we call the OnPreRender-method of the base class ISceneNode,
|
||||
which simply lets also all the child scene nodes of this node register
|
||||
themselves. </p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this);
|
||||
|
||||
ISceneNode::OnPreRender();
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In the render() method most of the interresting stuff happenes: The Scene
|
||||
node renders itself. We override this method and draw the tetraeder.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
|
||||
video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre>
|
||||
<pre> driver->setMaterial(Material);
|
||||
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||||
driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> At least, we create three small additional methods. GetBoundingBox()
|
||||
returns the bounding box of this scene node, <br>
|
||||
GetMaterialCount() returns the amount of materials in this scene node
|
||||
(our tetraeder only has one material), and getMaterial() returns the material
|
||||
at an index. Because we have only one material here, we can return the
|
||||
only one material, assuming that no one ever calls getMaterial() with
|
||||
an index greater than 0. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount()
|
||||
{
|
||||
return 1;
|
||||
}</pre> <pre> virtual video::SMaterial& getMaterial(u32 i)
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
};</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. The Scene node is done. Now we simply have to start the engine,
|
||||
create the scene node and a camera, and look at the result.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{
|
||||
IrrlichtDevice *device =
|
||||
createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false);</pre> <pre> device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");</pre> <pre> video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();</pre>
|
||||
<pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Create our scene node. Note that it is dropped (->drop()) instantly
|
||||
after we create it. This is possible because the scene manager now takes
|
||||
care of it. This is not nessecary, it would also be possible to drop it
|
||||
at the end of the program.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
||||
|
||||
myNode->drop();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To animate something in this boring scene consisting only of one tetraeder,
|
||||
and to show, that you now can use your scene node like any other scene
|
||||
node in the engine, we add an animator to the scene node, which rotates
|
||||
the node a little bit. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
|
||||
|
||||
myNode->addAnimator(anim);
|
||||
anim->drop();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now draw everything and finish.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100));
|
||||
|
||||
smgr->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
device->drop();
|
||||
return 0;
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and play around with the program. </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
56
examples/04.Movement/Makefile
Normal file
56
examples/04.Movement/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 04.Movement
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
55
examples/04.Movement/Movement.cbp
Normal file
55
examples/04.Movement/Movement.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 04 Movement" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option output="../../bin/Win32-gcc/Movement" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/Movement" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/04.Movement/Movement.vcproj
Normal file
163
examples/04.Movement/Movement.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
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||||
Version="7.10"
|
||||
Name="04.Movement"
|
||||
ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Movement.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/Movement.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Movement.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/Movement.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Movement.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Movement.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
290
examples/04.Movement/Movement.xcodeproj/project.pbxproj
Normal file
290
examples/04.Movement/Movement.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
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||||
objectVersion = 46;
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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5E34CC511B7F8E6E00F212E8 /* 04.Movement.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 04.Movement.app; sourceTree = BUILT_PRODUCTS_DIR; };
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
265
examples/04.Movement/main.cpp
Normal file
265
examples/04.Movement/main.cpp
Normal file
@ -0,0 +1,265 @@
|
||||
/** Example 004 Movement
|
||||
|
||||
This tutorial shows how to move and animate SceneNodes. The
|
||||
basic concept of SceneNodeAnimators is shown as well as manual
|
||||
movement of nodes using the keyboard. We'll demonstrate framerate
|
||||
independent movement, which means moving by an amount dependent
|
||||
on the duration of the last run of the Irrlicht loop.
|
||||
|
||||
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
|
||||
|
||||
As always, include the header files, use the irr namespace,
|
||||
and tell the linker to link with the .lib file.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
To receive events like mouse and keyboard input, or GUI events like
|
||||
"button has been clicked", we need an object which is derived from the
|
||||
irr::IEventReceiver object. There is only one method to override:
|
||||
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
|
||||
when an event happens. What we really want to know is whether a key is being
|
||||
held down, and so we will remember the current state of each key.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// This is the one method that we have to implement
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// Remember whether each key is down or up
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||
|
||||
/*
|
||||
Always return false by default. If you return true you tell the engine
|
||||
that you handled this event completely and the Irrlicht should not
|
||||
process it any further. So for example if you return true for all
|
||||
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
|
||||
to it's GUI system.
|
||||
*/
|
||||
return false;
|
||||
}
|
||||
|
||||
// This is used to check whether a key is being held down
|
||||
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||
{
|
||||
return KeyIsDown[keyCode];
|
||||
}
|
||||
|
||||
MyEventReceiver()
|
||||
{
|
||||
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||
KeyIsDown[i] = false;
|
||||
}
|
||||
|
||||
private:
|
||||
// We use this array to store the current state of each key
|
||||
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
The event receiver for keeping the pressed keys is ready, the actual responses
|
||||
will be made inside the render loop, right before drawing the scene. So lets
|
||||
create an irr::IrrlichtDevice and the scene node we want to move. We also
|
||||
create some additional scene nodes to show different possibilities to move and
|
||||
animate scene nodes.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Create the event receiver. Take care that the pointer to it has to
|
||||
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
|
||||
reference counted.
|
||||
*/
|
||||
MyEventReceiver receiver;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
Create the node which will be moved with the WSAD keys. We create a
|
||||
sphere node, which is a built-in geometry primitive. We place the node
|
||||
at (0,0,30) and assign a texture to it to let it look a little bit more
|
||||
interesting. Because we have no dynamic lights in this scene we disable
|
||||
lighting for each model (otherwise the models would be black).
|
||||
*/
|
||||
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
|
||||
if (sphereNode)
|
||||
{
|
||||
sphereNode->setPosition(core::vector3df(0,0,30));
|
||||
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
||||
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
/*
|
||||
Now we create another node, movable using a scene node animator. Scene
|
||||
node animators modify scene nodes and can be attached to any scene node
|
||||
like mesh scene nodes, billboards, lights and even camera scene nodes.
|
||||
Scene node animators are not only able to modify the position of a
|
||||
scene node, they can also animate the textures of an object for
|
||||
example. We create a cube scene node and attach a 'fly circle' scene
|
||||
node animator to it, letting this node fly around our sphere scene node.
|
||||
*/
|
||||
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
|
||||
if (cubeNode)
|
||||
{
|
||||
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
|
||||
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
||||
if (anim)
|
||||
{
|
||||
cubeNode->addAnimator(anim);
|
||||
anim->drop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
The last scene node we add is a b3d model of a walking ninja. Is shows the
|
||||
use of a 'fly straight' animator to move the node between two points.
|
||||
*/
|
||||
scene::IAnimatedMeshSceneNode* ninjaNode =
|
||||
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
|
||||
|
||||
if (ninjaNode)
|
||||
{
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
|
||||
core::vector3df(-100,0,60), 3500, true);
|
||||
if (anim)
|
||||
{
|
||||
ninjaNode->addAnimator(anim);
|
||||
anim->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
To make the model look right we disable lighting, set the
|
||||
frames between which the animation should loop, rotate the
|
||||
model around 180 degrees, and adjust the animation speed and
|
||||
the texture. To set the correct animation (frames and speed), we
|
||||
would also be able to just call
|
||||
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
|
||||
animation instead of "setFrameLoop" and "setAnimationSpeed",
|
||||
But that only works with MD2 animations, while this can be used to
|
||||
start other animations. For MD2 it's usually good advice not to use
|
||||
hardcoded frame-numbers...
|
||||
*/
|
||||
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
|
||||
ninjaNode->setFrameLoop(0, 13);
|
||||
ninjaNode->setAnimationSpeed(15);
|
||||
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
|
||||
|
||||
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
|
||||
ninjaNode->setRotation(core::vector3df(0,-90,0));
|
||||
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
To be able to look at and move around in this scene, we create a first
|
||||
person shooter style camera and make the mouse cursor invisible.
|
||||
*/
|
||||
smgr->addCameraSceneNodeFPS();
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Add a colorful irrlicht logo
|
||||
*/
|
||||
device->getGUIEnvironment()->addImage(
|
||||
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
|
||||
core::position2d<s32>(10,20));
|
||||
|
||||
/*
|
||||
Lets draw the scene and also write the current frames per second and the
|
||||
name of the driver to the caption of the window.
|
||||
*/
|
||||
int lastFPS = -1;
|
||||
|
||||
// In order to do framerate independent movement, we have to know
|
||||
// how long it was since the last frame
|
||||
u32 then = device->getTimer()->getTime();
|
||||
|
||||
// This is the movement speed in units per second.
|
||||
const f32 MOVEMENT_SPEED = 5.f;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
// Work out a frame delta time.
|
||||
const u32 now = device->getTimer()->getTime();
|
||||
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
|
||||
then = now;
|
||||
|
||||
/* Check if keys W, S, A or D are being held down, and move the
|
||||
sphere node around respectively. */
|
||||
core::vector3df nodePosition = sphereNode->getPosition();
|
||||
|
||||
if(receiver.IsKeyDown(irr::KEY_KEY_W))
|
||||
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
|
||||
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
|
||||
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
|
||||
|
||||
if(receiver.IsKeyDown(irr::KEY_KEY_A))
|
||||
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
|
||||
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
|
||||
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
|
||||
|
||||
sphereNode->setPosition(nodePosition);
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
||||
|
||||
smgr->drawAll(); // draw the 3d scene
|
||||
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
|
||||
tmp += driver->getName();
|
||||
tmp += L"] fps: ";
|
||||
tmp += fps;
|
||||
|
||||
device->setWindowCaption(tmp.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
188
examples/04.Movement/tutorial.html
Normal file
188
examples/04.Movement/tutorial.html
Normal file
@ -0,0 +1,188 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="center"></div>
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 4.Movement</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This Tutorial shows how to move and animate SceneNodes. The basic concept
|
||||
of SceneNodeAnimators is shown as well as manual movement of nodes using
|
||||
the keyboard.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>As always, I include the header files, use the irr namespace, and tell
|
||||
the linker to link with the .lib file. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <stdio.h><br>#include <wchar.h><br>#include <irrlicht.h></pre>
|
||||
<pre>using namespace irr;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In this tutorial, one of our goals is to move a scene node using some
|
||||
keys on the keyboard. We store a pointer to the scene node we want to
|
||||
move with the keys here.<br>
|
||||
The other pointer is a pointer to the Irrlicht Device, which we need
|
||||
int the EventReceiver to manipulate the scene node and to get the active
|
||||
camera.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To get events like mouse and keyboard input, or GUI events like "the
|
||||
OK button has been clicked", we need an object wich is derived
|
||||
from the IEventReceiver object. There is only one method to override:
|
||||
OnEvent. This method will be called by the engine when an event happened.
|
||||
We will use this input to move the scene node with the keys W and S.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> { </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>If the key 'W' or 'S' was left up, we get the position of the scene
|
||||
node, and modify the Y coordinate a little bit. So if you press 'W',
|
||||
the node moves up, and if you press 'S' it moves down.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT&&<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node->getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node->setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</div>
|
||||
<p>The event receiver for moving a scene node is ready. So lets just create
|
||||
an Irrlicht Device and the scene node we want to move. We also create
|
||||
some other additional scene nodes, to show that there are also some different
|
||||
possibilities to move and animate scene nodes.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>int main()<br>{<br> MyEventReceiver receiver;
|
||||
|
||||
device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480),
|
||||
16, false, false, false, &receiver);</pre>
|
||||
<pre> video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Create the node for moving it with the 'W' and 'S' key. We create a
|
||||
sphere node, which is a built in geometric primitive scene node.
|
||||
We place the node at (0,0,30) and assign a texture to it to let it look
|
||||
a little bit more interesting.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>node = smgr->addSphereSceneNode();
|
||||
node->setPosition(core::vector3df(0,0,30));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we create another node, moving using a scene node animator. Scene
|
||||
node animators modify scene nodes and can be attached to any scene node
|
||||
like<br>
|
||||
mesh scene nodes, billboards, lights and even camera scene nodes. Scene
|
||||
node animators are not only able to modify the position of a scene node,
|
||||
they can<br>
|
||||
also animate the textures of an object for example. We create a test scene
|
||||
node again an attach a 'fly circle' scene node to it, letting this node
|
||||
fly around our first test scene node.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>scene::ISceneNode* n = smgr->addCubeSceneNode();
|
||||
n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
|
||||
n->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
||||
n->addAnimator(anim);
|
||||
anim->drop();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The last scene node we add to show possibilities of scene node animators
|
||||
is a md2 model, which uses a 'fly straight' animator to run between to
|
||||
points.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(<br> smgr->getMesh("../../media/sydney.md2"));
|
||||
|
||||
if (n)<br> {<br> anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms->addAnimator(anim);<br> anim->drop();</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To make to model look right we set the frames between which
|
||||
the animation should loop, rotate the model around 180 degrees, and adjust
|
||||
the animation speed and the texture.<br>
|
||||
To set the right animation (frames and speed), we would also be able to
|
||||
just call "anms->setMD2Animation(scene::EMAT_RUN)" for the
|
||||
'run' animation instead of "setFrameLoop" and "setAnimationSpeed",
|
||||
but this only works with MD2 animations, and so you know how to start
|
||||
other animations.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> anms->setMaterialFlag(video::EMF_LIGHTING, false);<br> anms->setFrameLoop(320, 360);
|
||||
anms->setAnimationSpeed(30);<br> anms->setRotation(core::vector3df(0,180.0f,0));<br> anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));<br>}<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to look at and move around in this scene, we create a first
|
||||
person shooter style camera and make the mouse cursor invisible.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device->getCursorControl()->setVisible(false); </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We have done everything, so lets draw it. We also write the current frames
|
||||
per second and the name of the driver to the caption of the window.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int lastFPS = -1;</pre>
|
||||
<pre>while(device->run())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(255,90,90,156));
|
||||
smgr->drawAll();
|
||||
driver->endScene();</pre>
|
||||
<pre> int fps = driver->getFPS();</pre>
|
||||
<pre> if (lastFPS != fps)
|
||||
{
|
||||
wchar_t tmp[1024];
|
||||
swprintf(tmp, 1024, L"Movement Example - Irrlicht Engine (%ls)(fps:%d)",<br> driver->getName(), fps);</pre>
|
||||
<pre> device->setWindowCaption(tmp);
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();<br>return 0;<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and play around with the program. </p>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
56
examples/05.UserInterface/Makefile
Normal file
56
examples/05.UserInterface/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 05.UserInterface
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
55
examples/05.UserInterface/UserInterface.cbp
Normal file
55
examples/05.UserInterface/UserInterface.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 05 User Interface" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/UserInterface" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/UserInterface" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/05.UserInterface/UserInterface.vcproj
Normal file
163
examples/05.UserInterface/UserInterface.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="05.UserInterface"
|
||||
ProjectGUID="{0294193E-12DE-4B24-91C0-419865BF7E33}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/UserInterface.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\05.UserInterface.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/UserInterface.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/UserInterface.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/UserInterface.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\05.UserInterface.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/UserInterface.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/UserInterface.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 46;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
5E34CC511B7F8E6E00F212E8 /* 05.UserInterface.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 05.UserInterface.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
|
||||
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||
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|
||||
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|
||||
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||
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|
||||
|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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||||
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
|
||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
|
||||
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
|
||||
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|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
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|
||||
/* End PBXFrameworksBuildPhase section */
|
||||
|
||||
/* Begin PBXGroup section */
|
||||
5E34C6D81B7F4A0C00F212E8 = {
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||||
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|
||||
children = (
|
||||
5E34CC741B7F8EEF00F212E8 /* main.cpp */,
|
||||
5E34CC761B7F905600F212E8 /* Libraries */,
|
||||
5E34CC521B7F8E6E00F212E8 /* Products */,
|
||||
5E34CC771B7F906D00F212E8 /* Resources */,
|
||||
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|
||||
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|
||||
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|
||||
5E34CC521B7F8E6E00F212E8 /* Products */ = {
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||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
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|
||||
<SubSystem>Console</SubSystem>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
304
examples/05.UserInterface/main.cpp
Normal file
304
examples/05.UserInterface/main.cpp
Normal file
@ -0,0 +1,304 @@
|
||||
/** Example 005 User Interface
|
||||
|
||||
This tutorial shows how to use the built in User Interface of
|
||||
the Irrlicht Engine. It will give a brief overview and show
|
||||
how to create and use windows, buttons, scroll bars, static
|
||||
texts, and list boxes.
|
||||
|
||||
As always, we include the header files, and use the irrlicht
|
||||
namespaces. We also store a pointer to the Irrlicht device,
|
||||
a counter variable for changing the creation position of a window,
|
||||
and a pointer to a listbox.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
// Declare a structure to hold some context for the event receiver so that it
|
||||
// has it available inside its OnEvent() method.
|
||||
struct SAppContext
|
||||
{
|
||||
IrrlichtDevice *device;
|
||||
s32 counter;
|
||||
IGUIListBox* listbox;
|
||||
};
|
||||
|
||||
// Define some values that we'll use to identify individual GUI controls.
|
||||
enum
|
||||
{
|
||||
GUI_ID_QUIT_BUTTON = 101,
|
||||
GUI_ID_NEW_WINDOW_BUTTON,
|
||||
GUI_ID_FILE_OPEN_BUTTON,
|
||||
GUI_ID_TRANSPARENCY_SCROLL_BAR
|
||||
};
|
||||
|
||||
/*
|
||||
Set the skin transparency by changing the alpha values of all skin-colors
|
||||
*/
|
||||
void setSkinTransparency(s32 alpha, irr::gui::IGUISkin * skin)
|
||||
{
|
||||
for (s32 i=0; i<irr::gui::EGDC_COUNT ; ++i)
|
||||
{
|
||||
video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i);
|
||||
col.setAlpha(alpha);
|
||||
skin->setColor((EGUI_DEFAULT_COLOR)i, col);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
The Event Receiver is not only capable of getting keyboard and
|
||||
mouse input events, but also events of the graphical user interface
|
||||
(gui). There are events for almost everything: button click,
|
||||
listbox selection change, events that say that a element was hovered
|
||||
and so on. To be able to react to some of these events, we create
|
||||
an event receiver.
|
||||
We only react to gui events, and if it's such an event, we get the
|
||||
id of the caller (the gui element which caused the event) and get
|
||||
the pointer to the gui environment.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
MyEventReceiver(SAppContext & context) : Context(context) { }
|
||||
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_GUI_EVENT)
|
||||
{
|
||||
s32 id = event.GUIEvent.Caller->getID();
|
||||
IGUIEnvironment* env = Context.device->getGUIEnvironment();
|
||||
|
||||
switch(event.GUIEvent.EventType)
|
||||
{
|
||||
|
||||
/*
|
||||
If a scrollbar changed its scroll position, and it is
|
||||
'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR),
|
||||
then we change the transparency of all gui elements. This is an
|
||||
easy task: There is a skin object, in which all color
|
||||
settings are stored. We simply go through all colors
|
||||
stored in the skin and change their alpha value.
|
||||
*/
|
||||
case EGET_SCROLL_BAR_CHANGED:
|
||||
if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR)
|
||||
{
|
||||
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
|
||||
setSkinTransparency(pos, env->getSkin());
|
||||
}
|
||||
break;
|
||||
|
||||
/*
|
||||
If a button was clicked, it could be one of 'our'
|
||||
three buttons. If it is the first, we shut down the engine.
|
||||
If it is the second, we create a little window with some
|
||||
text on it. We also add a string to the list box to log
|
||||
what happened. And if it is the third button, we create
|
||||
a file open dialog, and add also this as string to the list box.
|
||||
That's all for the event receiver.
|
||||
*/
|
||||
case EGET_BUTTON_CLICKED:
|
||||
switch(id)
|
||||
{
|
||||
case GUI_ID_QUIT_BUTTON:
|
||||
Context.device->closeDevice();
|
||||
return true;
|
||||
|
||||
case GUI_ID_NEW_WINDOW_BUTTON:
|
||||
{
|
||||
Context.listbox->addItem(L"Window created");
|
||||
Context.counter += 30;
|
||||
if (Context.counter > 200)
|
||||
Context.counter = 0;
|
||||
|
||||
IGUIWindow* window = env->addWindow(
|
||||
rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter),
|
||||
false, // modal?
|
||||
L"Test window");
|
||||
|
||||
env->addStaticText(L"Please close me",
|
||||
rect<s32>(35,35,140,50),
|
||||
true, // border?
|
||||
false, // wordwrap?
|
||||
window);
|
||||
}
|
||||
return true;
|
||||
|
||||
case GUI_ID_FILE_OPEN_BUTTON:
|
||||
Context.listbox->addItem(L"File open");
|
||||
// There are some options for the file open dialog
|
||||
// We set the title, make it a modal window, and make sure
|
||||
// that the working directory is restored after the dialog
|
||||
// is finished.
|
||||
env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true);
|
||||
return true;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case EGET_FILE_SELECTED:
|
||||
{
|
||||
// show the event and the selected model filename from the file dialog
|
||||
IGUIFileOpenDialog* dialog =
|
||||
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
|
||||
Context.listbox->addItem(L"EGET_FILE_SELECTED");
|
||||
Context.listbox->addItem(dialog->getFileName());
|
||||
}
|
||||
break;
|
||||
|
||||
case EGET_DIRECTORY_SELECTED:
|
||||
{
|
||||
// show the event and the selected directory name from the file dialog
|
||||
IGUIFileOpenDialog* dialog =
|
||||
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
|
||||
Context.listbox->addItem(L"EGET_DIRECTORY_SELECTED");
|
||||
Context.listbox->addItem(dialog->getDirectoryNameW());
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
SAppContext & Context;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
OK, now for the more interesting part. First, create the Irrlicht device. As in
|
||||
some examples before, we ask the user which driver he wants to use for this
|
||||
example.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/* The creation was successful, now we set the event receiver and
|
||||
store pointers to the driver and to the gui environment. */
|
||||
|
||||
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
|
||||
device->setResizable(true);
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To make the font a little bit nicer, we load an external font
|
||||
and set it as the new default font in the skin.
|
||||
To keep the standard font for tool tip text, we set it to
|
||||
the built-in font.
|
||||
*/
|
||||
|
||||
IGUISkin* skin = env->getSkin();
|
||||
IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP);
|
||||
|
||||
/*
|
||||
We add three buttons. The first one closes the engine. The second
|
||||
creates a window and the third opens a file open dialog. The third
|
||||
parameter is the id of the button, with which we can easily identify
|
||||
the button in the event receiver.
|
||||
*/
|
||||
|
||||
env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON,
|
||||
L"Quit", L"Exits Program");
|
||||
env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON,
|
||||
L"New Window", L"Launches a new Window");
|
||||
env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON,
|
||||
L"File Open", L"Opens a file");
|
||||
|
||||
/*
|
||||
Now, we add a static text and a scrollbar, which modifies the
|
||||
transparency of all gui elements. We set the maximum value of
|
||||
the scrollbar to 255, because that's the maximal value for
|
||||
a color value.
|
||||
Then we create an other static text and a list box.
|
||||
*/
|
||||
|
||||
env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);
|
||||
IGUIScrollBar* scrollbar = env->addScrollBar(true,
|
||||
rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR);
|
||||
scrollbar->setMax(255);
|
||||
scrollbar->setPos(255);
|
||||
setSkinTransparency( scrollbar->getPos(), env->getSkin());
|
||||
|
||||
// set scrollbar position to alpha value of an arbitrary element
|
||||
scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha());
|
||||
|
||||
env->addStaticText(L"Logging ListBox:", rect<s32>(10,110,350,130), true);
|
||||
IGUIListBox * listbox = env->addListBox(rect<s32>(10, 140, 350, 210));
|
||||
env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100));
|
||||
|
||||
// Store the appropriate data in a context structure.
|
||||
SAppContext context;
|
||||
context.device = device;
|
||||
context.counter = 0;
|
||||
context.listbox = listbox;
|
||||
|
||||
// Then create the event receiver, giving it that context structure.
|
||||
MyEventReceiver receiver(context);
|
||||
|
||||
// And tell the device to use our custom event receiver.
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
|
||||
/*
|
||||
And at last, we create a nice Irrlicht Engine logo in the top left corner.
|
||||
*/
|
||||
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo2.png"),
|
||||
position2d<int>(10,10));
|
||||
|
||||
|
||||
/*
|
||||
That's all, we only have to draw everything.
|
||||
*/
|
||||
|
||||
while(device->run() && driver)
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
|
||||
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
225
examples/05.UserInterface/tutorial.html
Normal file
225
examples/05.UserInterface/tutorial.html
Normal file
@ -0,0 +1,225 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="center"></div>
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 5.User Interface</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This tutorial shows how to use the built in User Interface of the Irrlicht
|
||||
Engine. It will give a brief overview and show how to create and use
|
||||
windows, buttons, scroll bars, static texts and list boxes. </p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/005shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>As always, we include the header files (conio and curses for getting
|
||||
user input from the console), and use the irrlicht namespaces. We also
|
||||
store a pointer to the Irrlicht device, a counter variable for changing
|
||||
the creation position of a window, and a pointer to a listbox.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h>
|
||||
#include <iostream><br>
|
||||
using namespace irr;</pre>
|
||||
<pre>using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")</pre>
|
||||
<pre>IrrlichtDevice *device = 0;
|
||||
s32 cnt = 0;
|
||||
IGUIListBox* listbox = 0;
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The Event Receiver is not only capable of getting keyboard and mouse
|
||||
input events, but also events of the graphical user interface (gui).
|
||||
There are events for almost everything: Button click, Listbox selection
|
||||
change, events that say that a element was hovered and so on. To be
|
||||
able to react to some of these events, we create <br>
|
||||
an event receiver. We only react to gui events, and if it's such an
|
||||
event, we get the id of the caller (the gui element which caused the
|
||||
event) and get the pointer to the gui environment. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> {<br> if (event.EventType == EET_GUI_EVENT)<br> {<br> s32 id = event.GUIEvent.Caller->getID();<br> IGUIEnvironment* env = device->getGUIEnvironment();</pre>
|
||||
<pre> switch(event.GUIEvent.EventType)
|
||||
{</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> If a scrollbar changed its scroll position, and it is 'our' scrollbar
|
||||
(the one with id 104), then we change the <br>
|
||||
transparency of all gui elements. This is a very easy task: There is
|
||||
a skin object, in which all color settings are stored. We simply go
|
||||
through all colors stored in the skin and change their alpha value.
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td height="80"> <pre>case EGET_SCROLL_BAR_CHANGED:<br> if (id == 104)<br> {<br> s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();<br> <br> for (s32 i=0; i<EGDC_COUNT ; ++i)<br> {<br> SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);<br> col.setAlpha(pos);<br> env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col);<br> }<br> }<br>break;</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>If a button was clicked, it could be one of 'our' three buttons. If
|
||||
it is the first, we shut down the engine.<br>
|
||||
If it is the second, we create a little window with some text on it.
|
||||
We also add a string to the list box to log<br>
|
||||
what happened. And if it is the third button, we create a file open
|
||||
dialog, and add also this as string to the list box.<br>
|
||||
That's all for the event receiver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td>
|
||||
<pre> case EGET_BUTTON_CLICKED:
|
||||
if (id == 101)
|
||||
{
|
||||
device->closeDevice();
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> if (id == 102)
|
||||
{
|
||||
listbox->addItem(L"Window created");
|
||||
cnt += 30;
|
||||
if (cnt > 200)
|
||||
cnt = 0;</pre>
|
||||
<pre> IGUIWindow* window = env->addWindow(
|
||||
rect<s32>(100 + cnt, 100 + cnt, 300 + cnt, 200 + cnt), <br> false, // modal?
|
||||
L"Test window");</pre>
|
||||
<pre> env->addStaticText(L"Please close me",
|
||||
rect<s32>(35,35,140,50),
|
||||
true, // border?,
|
||||
false, // wordwrap?
|
||||
window);
|
||||
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> if (id == 103)
|
||||
{
|
||||
listbox->addItem(L"File open");
|
||||
env->addFileOpenDialog(L"Please choose a file.");
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> break;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Ok, now for the more interesting part. First, create the Irrlicht device.
|
||||
As in some examples before, we ask the user which driver he wants to
|
||||
use for this example:</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType;
|
||||
|
||||
|
||||
printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br>
|
||||
switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
|
||||
|
||||
// create device and exit if creation failed
|
||||
device = createDevice(driverType, core::dimension2d<s32>(640, 480));<br>
|
||||
if (device == 0)
|
||||
return 1;
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The creation was successful, now we set the event receiver and store
|
||||
pointers to the driver and to the gui environment. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>MyEventReceiver receiver;
|
||||
device->setEventReceiver(&receiver);
|
||||
device->setWindowCaption(L"Irrlicht Engine - User Inferface Demo");</pre>
|
||||
<pre>video::IVideoDriver* driver = device->getVideoDriver();
|
||||
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We add three buttons. The first one closes the engine. The second creates
|
||||
a window and the third opens a file open dialog. The third parameter is
|
||||
the id of the button, with which we can easily identify the button in
|
||||
the event receiver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>env->addButton(rect<s32>(10,240,100,270), 0, 101, L"Quit");<br>env->addButton(rect<s32>(10,280,100,320), 0, 102, L"New Window");<br>env->addButton(rect<s32>(10,330,100,370), 0, 103, L"File Open");</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Now, we add a static text and a scrollbar, which modifies the transparency
|
||||
of all gui elements. We set the maximum value of the scrollbar to 255,
|
||||
because that's the maximal value for a color value.<br>
|
||||
Then we create an other static text and a list box.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);<br>IGUIScrollBar* scrollbar = env->addScrollBar(true,
|
||||
rect<s32>(150, 45, 350, 60), 0, 104);<br>scrollbar->setMax(255);</pre>
|
||||
<pre>env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
|
||||
listbox = env->addListBox(rect<s32>(50, 140, 250, 210));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
To make the font a little bit nicer, we load an external font and set it
|
||||
as new font in the skin. An at last, we create a nice Irrlicht Engine logo
|
||||
in the top left corner. <br>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IGUISkin* skin = env->getSkin();<br>IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");<br>if (font)<br> skin->setFont(font);</pre>
|
||||
<pre>IGUIImage* img = env->addImage(<br> driver->getTexture("../../media/irrlichtlogoalpha.tga"),<br> position2d<int>(10,10));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's all, we only have to draw everything.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td>
|
||||
<pre> while(device->run() && driver)<br> if (device->isWindowActive()) <br> {<br> driver->beginScene(true, true, SColor(0,122,65,171));
|
||||
env->drawAll();
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
device->drop();</pre>
|
||||
<pre> return 0;
|
||||
}</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
55
examples/06.2DGraphics/2DGraphics.cbp
Normal file
55
examples/06.2DGraphics/2DGraphics.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 06 2D Graphics" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/2DGraphics" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/2DGraphics" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/06.2DGraphics/2DGraphics.vcproj
Normal file
163
examples/06.2DGraphics/2DGraphics.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
SccLocalPath="">
|
||||
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|
||||
<Platform
|
||||
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|
||||
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|
||||
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|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
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|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/2DGraphics.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
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|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
LinkIncremental="0"
|
||||
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|
||||
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|
||||
ProgramDatabaseFile=".\Release/2DGraphics.pdb"
|
||||
SubSystem="1"
|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
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||||
<Tool
|
||||
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|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
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|
||||
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|
||||
RuntimeLibrary="5"
|
||||
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|
||||
PrecompiledHeaderFile=".\Debug/2DGraphics.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\06.2DGraphics.exe"
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||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
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||||
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|
||||
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||||
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||||
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||||
<Tool
|
||||
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||||
TypeLibraryName=".\Debug/2DGraphics.tlb"
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||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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||||
<Tool
|
||||
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||||
<Tool
|
||||
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||||
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||||
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||||
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|
||||
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||||
<Tool
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||||
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||||
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||||
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||||
<Tool
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||||
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||||
<Tool
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||||
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||||
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|
||||
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||||
<References>
|
||||
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|
||||
<Files>
|
||||
<File
|
||||
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|
||||
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|
||||
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||||
<Tool
|
||||
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||||
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||||
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||||
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||||
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||||
<FileConfiguration
|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
</Globals>
|
||||
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|
290
examples/06.2DGraphics/2DGraphics.xcodeproj/project.pbxproj
Normal file
290
examples/06.2DGraphics/2DGraphics.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup>
|
||||
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
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<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
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<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
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||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
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<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
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||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
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<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
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<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
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||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Release/2DGraphics.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\06.2DGraphics.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
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|
||||
</Link>
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||||
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|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Midl>
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<TypeLibraryName>.\Release/2DGraphics.tlb</TypeLibraryName>
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||||
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||||
</Midl>
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<Optimization>MaxSpeed</Optimization>
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<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<StringPooling>true</StringPooling>
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<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
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||||
<FunctionLevelLinking>true</FunctionLevelLinking>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
|
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<WarningLevel>Level3</WarningLevel>
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</ClCompile>
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<ResourceCompile>
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<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<Culture>0x0c07</Culture>
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||||
</ResourceCompile>
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||||
<Link>
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||||
<OutputFile>..\..\bin\Win64-VisualStudio\06.2DGraphics.exe</OutputFile>
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||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
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<DataExecutionPrevention>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Midl>
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<TypeLibraryName>.\Debug/2DGraphics.tlb</TypeLibraryName>
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</HeaderFileName>
|
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</Midl>
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<ClCompile>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
</ClCompile>
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<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Culture>0x0c07</Culture>
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</ResourceCompile>
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<Link>
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<OutputFile>..\..\bin\Win32-VisualStudio\06.2DGraphics.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Midl>
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<TypeLibraryName>.\Debug/2DGraphics.tlb</TypeLibraryName>
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||||
</HeaderFileName>
|
||||
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<ClCompile>
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<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
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<WarningLevel>Level3</WarningLevel>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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</ClCompile>
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<ResourceCompile>
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<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Culture>0x0c07</Culture>
|
||||
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<Link>
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<OutputFile>..\..\bin\Win64-VisualStudio\06.2DGraphics.exe</OutputFile>
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<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Console</SubSystem>
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<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
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</Project>
|
56
examples/06.2DGraphics/Makefile
Normal file
56
examples/06.2DGraphics/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 06.2DGraphics
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
168
examples/06.2DGraphics/main.cpp
Normal file
168
examples/06.2DGraphics/main.cpp
Normal file
@ -0,0 +1,168 @@
|
||||
/** Example 006 2D Graphics
|
||||
|
||||
This tutorial shows how to do 2d graphics with the Irrlicht Engine.
|
||||
It shows how to draw images, keycolor based sprites,
|
||||
transparent rectangles, and different fonts. You may consider
|
||||
this useful if you want to make a 2d game with the engine, or if
|
||||
you want to draw a cool interface or head up display for your 3d game.
|
||||
|
||||
As always, I include the header files, use the irr namespace,
|
||||
and tell the linker to link with the .lib file.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
At first, we let the user select the driver type, then start up the engine, set
|
||||
a caption, and get a pointer to the video driver.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<u32>(512, 384));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
All 2d graphics in this example are put together into one texture,
|
||||
2ddemo.png. Because we want to draw colorkey based sprites, we need to
|
||||
load this texture and tell the engine, which part of it should be
|
||||
transparent based on a colorkey.
|
||||
|
||||
In this example, we don't tell it the color directly, we just say "Hey
|
||||
Irrlicht Engine, you'll find the color I want at position (0,0) on the
|
||||
texture.". Instead, it would be also possible to call
|
||||
driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
|
||||
e.g. all black pixels transparent. Please note that
|
||||
makeColorKeyTexture just creates an alpha channel based on the color.
|
||||
*/
|
||||
video::ITexture* images = driver->getTexture(mediaPath + "2ddemo.png");
|
||||
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
|
||||
|
||||
/*
|
||||
To be able to draw some text with two different fonts, we first load
|
||||
them. OK, we load just one. As the first font we just use the default
|
||||
font which is built into the engine. Also, we define two rectangles
|
||||
which specify the position of the images of the red imps (little flying
|
||||
creatures) in the texture.
|
||||
*/
|
||||
gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
|
||||
gui::IGUIFont* font2 =
|
||||
device->getGUIEnvironment()->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
|
||||
core::rect<s32> imp1(349,15,385,78);
|
||||
core::rect<s32> imp2(387,15,423,78);
|
||||
|
||||
/*
|
||||
Prepare a nicely filtering 2d render mode for special cases.
|
||||
*/
|
||||
driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
|
||||
driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
|
||||
|
||||
/*
|
||||
Everything is prepared, now we can draw everything in the draw loop,
|
||||
between the begin scene and end scene calls. In this example, we are
|
||||
just doing 2d graphics, but it would be no problem to mix them with 3d
|
||||
graphics. Just try it out, and draw some 3d vertices or set up a scene
|
||||
with the scene manager and draw it.
|
||||
*/
|
||||
while(device->run() && driver)
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
u32 time = device->getTimer()->getTime();
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));
|
||||
|
||||
/*
|
||||
First, we draw 3 sprites, using the alpha channel we
|
||||
created with makeColorKeyTexture. The last parameter
|
||||
specifies that the drawing method should use this alpha
|
||||
channel. The last-but-one parameter specifies a
|
||||
color, with which the sprite should be colored.
|
||||
(255,255,255,255) is full white, so the sprite will
|
||||
look like the original. The third sprite is drawn
|
||||
with the red channel modulated based on the time.
|
||||
*/
|
||||
|
||||
// draw fire & dragons background world
|
||||
driver->draw2DImage(images, core::position2d<s32>(50,50),
|
||||
core::rect<s32>(0,0,342,224), 0,
|
||||
video::SColor(255,255,255,255), true);
|
||||
|
||||
// draw flying imp
|
||||
driver->draw2DImage(images, core::position2d<s32>(164,125),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,255,255,255), true);
|
||||
|
||||
// draw second flying imp with color cycle
|
||||
driver->draw2DImage(images, core::position2d<s32>(270,105),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,(time) % 255,255,255), true);
|
||||
|
||||
/*
|
||||
Drawing text is really simple. The code should be self
|
||||
explanatory.
|
||||
*/
|
||||
|
||||
// draw some text
|
||||
if (font)
|
||||
font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
|
||||
core::rect<s32>(130,10,300,50),
|
||||
video::SColor(255,255,255,255));
|
||||
|
||||
// draw some other text
|
||||
if (font2)
|
||||
font2->draw(L"Also mixing with 3d graphics is possible.",
|
||||
core::rect<s32>(130,20,300,60),
|
||||
video::SColor(255,time % 255,time % 255,255));
|
||||
|
||||
/*
|
||||
Next, we draw the Irrlicht Engine logo (without
|
||||
using a color or an alpha channel). Since we slightly scale
|
||||
the image we use the prepared filter mode.
|
||||
*/
|
||||
driver->enableMaterial2D();
|
||||
driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
|
||||
core::rect<s32>(354,87,442,118));
|
||||
driver->enableMaterial2D(false);
|
||||
|
||||
/*
|
||||
Finally draw a half-transparent rect under the mouse cursor.
|
||||
*/
|
||||
core::position2d<s32> m = device->getCursorControl()->getPosition();
|
||||
driver->draw2DRectangle(video::SColor(100,255,255,255),
|
||||
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's all. I hope it was not too difficult.
|
||||
**/
|
163
examples/06.2DGraphics/tutorial.html
Normal file
163
examples/06.2DGraphics/tutorial.html
Normal file
@ -0,0 +1,163 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="center"></div>
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 6. 2D Graphics</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
|
||||
It shows how to draw images, keycolor based sprites, transparent rectangles
|
||||
and different fonts. You will may consider this useful if you want to
|
||||
make a 2d game with the engine, or if you want to draw a cool interface
|
||||
or head up display for your 3d game.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/006shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>As always, I include the header files, use the irr namespace, and tell
|
||||
the linker to link with the .lib file. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br><br>using namespace irr;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>At first, we let the user select the driver type, then start up the
|
||||
engine, set a caption, and get a pointer to the video driver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br><br> // create device</pre>
|
||||
<pre> IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<s32>(512, 384));</pre>
|
||||
<pre> if (device == 0)
|
||||
return 1;
|
||||
<br> device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");</pre>
|
||||
<pre> video::IVideoDriver* driver = device->getVideoDriver();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> All 2d graphics in this example are put together into one texture,
|
||||
2ddemo.bmp. Because we want to draw colorkey based sprites, we need
|
||||
to load this texture and tell the engine, which part of it should be
|
||||
transparent based on a colorkey. In this example, we don't tell it the
|
||||
color directly, we just say "Hey Irrlicht Engine, you'll find the
|
||||
color I want at position (0,0) on the texture.". Instead, it would
|
||||
be also possible to call <font face="Courier New, Courier, mono">driver->makeColorKeyTexture(images,
|
||||
video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
|
||||
Please note, that makeColorKeyTexture just creates an alpha channel
|
||||
based on the color. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::ITexture* images = driver->getTexture("../../media/2ddemo.bmp");<br>driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to draw some text with two different fonts, we load them.
|
||||
Ok, we load just one, as first font we just use the default font which
|
||||
is built into the engine.<br>
|
||||
Also, we define two rectangles, which specify the position of the images
|
||||
of the red imps (little flying creatures) in the texture.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();<br>gui::IGUIFont* font2 = device->getGUIEnvironment()->getFont(
|
||||
"../../media/fonthaettenschweiler.bmp");</pre>
|
||||
<pre>core::rect<s32> imp1(349,15,385,78);
|
||||
core::rect<s32> imp2(387,15,423,78);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Everything is prepared, now we can draw everything in the draw loop,
|
||||
between the begin scene and end scene calls. In this example, we are
|
||||
just doing 2d graphics, but it would be no problem to mix them with
|
||||
3d graphics. Just try it out, and draw some 3d vertices or set up a
|
||||
scene with the scene manager and draw it.</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>while(device->run() && driver)<br>{<br> if (device->isWindowActive())<br> {<br> u32 time = device->getTimer()->getTime();<br> driver->beginScene(true, true, video::SColor(0,120,102,136));
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture.
|
||||
The last parameter specifiys that the drawing method should use thiw alpha
|
||||
channel. The parameter before the last one specifies a color, with wich
|
||||
the sprite should be colored. (255,255,255,255) is full white, so the
|
||||
sprite will look like the original. The third sprite is drawed colored
|
||||
based on the time. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// draw fire & dragons background world<br>driver->draw2DImage(images, core::position2d<s32>(50,50),<br> core::rect<s32>(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre>
|
||||
<pre>// draw flying imp
|
||||
driver->draw2DImage(images, core::position2d<s32>(164,125),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,255,255,255), true);</pre>
|
||||
<pre>// draw second flying imp with colorcylce
|
||||
driver->draw2DImage(images, core::position2d<s32>(270,105),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,(time) % 255,255,255), true);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Drawing text is really simple. The code should be self explanatory.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// draw some text<br>if (font)<br> font->draw(L"This is some text.",<br> core::rect<s32>(130,10,300,50),<br> video::SColor(255,255,255,255));</pre>
|
||||
<pre>// draw some other text
|
||||
if (font2)
|
||||
font2->draw(L"This is some other text.",
|
||||
core::rect<s32>(130,20,300,60),
|
||||
video::SColor(255,time % 255,time % 255,255));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>At last, we draw the Irrlicht Engine logo (without using a color or an
|
||||
alpha channel) and a transparent 2d Rectangle at the position of the mouse
|
||||
cursor.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> // draw logo<br> driver->draw2DImage(images, core::position2d<s32>(10,10),<br> core::rect<s32>(354,87,442,118));</pre>
|
||||
<pre> // draw transparent rect under cursor
|
||||
core::position2d<s32> m = device->getCursorControl()->getPosition();
|
||||
driver->draw2DRectangle(video::SColor(100,255,255,255),
|
||||
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre>
|
||||
<pre> driver->endScene();
|
||||
}
|
||||
}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's all, it was not really difficult, I hope.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> device->drop();
|
||||
return 0;
|
||||
}</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
55
examples/07.Collision/Collision.cbp
Normal file
55
examples/07.Collision/Collision.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 07 Collision" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/Collision" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/Collision" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/07.Collision/Collision.vcproj
Normal file
163
examples/07.Collision/Collision.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
SccLocalPath="">
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
<Configuration
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
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|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Collision.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
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|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
ProgramDatabaseFile=".\Debug/Collision.pdb"
|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
<Configuration
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
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|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
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|
||||
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|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/Collision.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
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|
||||
OutputFile="..\..\bin\Win32-VisualStudio\07.Collision.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
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|
||||
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||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
TypeLibraryName=".\Release/Collision.tlb"
|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
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|
||||
<Tool
|
||||
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|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
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|
||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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||||
<Tool
|
||||
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||||
<Tool
|
||||
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|
||||
<Tool
|
||||
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|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
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|
||||
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|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
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|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
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|
||||
<Tool
|
||||
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|
||||
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|
||||
AdditionalIncludeDirectories=""
|
||||
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|
||||
</FileConfiguration>
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
290
examples/07.Collision/Collision.xcodeproj/project.pbxproj
Normal file
290
examples/07.Collision/Collision.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
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|
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
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|
||||
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|
||||
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||||
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|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
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|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Debug/Collision.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
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|
||||
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|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
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|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
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||||
</ResourceCompile>
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||||
<Link>
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||||
<OutputFile>..\..\bin\Win32-VisualStudio\07.Collision.exe</OutputFile>
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||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
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|
||||
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|
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||||
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||||
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||||
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
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||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
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||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
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<Culture>0x0c07</Culture>
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||||
</ResourceCompile>
|
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<Link>
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||||
<OutputFile>..\..\bin\Win64-VisualStudio\07.Collision.exe</OutputFile>
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||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
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|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
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<Midl>
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<TypeLibraryName>.\Release/Collision.tlb</TypeLibraryName>
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||||
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|
||||
</Midl>
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<ClCompile>
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<Optimization>MaxSpeed</Optimization>
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<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<ResourceCompile>
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||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<OutputFile>..\..\bin\Win32-VisualStudio\07.Collision.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
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<SubSystem>Console</SubSystem>
|
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<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
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|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Midl>
|
||||
<TypeLibraryName>.\Release/Collision.tlb</TypeLibraryName>
|
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<HeaderFileName>
|
||||
</HeaderFileName>
|
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</Midl>
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<ClCompile>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
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</ClCompile>
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<ResourceCompile>
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<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
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<Link>
|
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<OutputFile>..\..\bin\Win64-VisualStudio\07.Collision.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
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<SubSystem>Console</SubSystem>
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<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
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||||
</ItemDefinitionGroup>
|
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<ClCompile Include="main.cpp">
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|
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|
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</Project>
|
56
examples/07.Collision/Makefile
Normal file
56
examples/07.Collision/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 07.Collision
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
375
examples/07.Collision/main.cpp
Normal file
375
examples/07.Collision/main.cpp
Normal file
@ -0,0 +1,375 @@
|
||||
/** Example 007 Collision
|
||||
|
||||
We will describe 2 methods: Automatic collision detection for moving through
|
||||
3d worlds with stair climbing and sliding, and manual scene node and triangle
|
||||
picking using a ray. In this case, we will use a ray coming out from the
|
||||
camera, but you can use any ray.
|
||||
|
||||
To start, we take the program from tutorial 2, which loads and displays a
|
||||
quake 3 level. We will use the level to walk in it and to pick triangles from.
|
||||
In addition we'll place 3 animated models into it for triangle picking. The
|
||||
following code starts up the engine and loads the level, as per tutorial 2.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
// I use this ISceneNode ID to indicate a scene node that is
|
||||
// not pickable by getSceneNodeAndCollisionPointFromRay()
|
||||
ID_IsNotPickable = 0,
|
||||
|
||||
// I use this flag in ISceneNode IDs to indicate that the
|
||||
// scene node can be picked by ray selection.
|
||||
IDFlag_IsPickable = 1 << 0,
|
||||
|
||||
// I use this flag in ISceneNode IDs to indicate that the
|
||||
// scene node can be highlighted. In this example, the
|
||||
// homonids can be highlighted, but the level mesh can't.
|
||||
IDFlag_IsHighlightable = 1 << 1
|
||||
};
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
If we want to receive information about the material of a hit triangle we have to get
|
||||
collisions per meshbuffer. The only disadvantage of this is that getting them per
|
||||
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
|
||||
If you set this to false you will no longer get material names in the title bar.
|
||||
*/
|
||||
const bool separateMeshBuffers = true;
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
|
||||
|
||||
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
|
||||
scene::IMeshSceneNode* q3node = 0;
|
||||
|
||||
// The Quake mesh is pickable, but doesn't get highlighted.
|
||||
if (q3levelmesh)
|
||||
q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
|
||||
|
||||
/*
|
||||
So far so good, we've loaded the quake 3 level like in tutorial 2. Now,
|
||||
here comes something different: We create a triangle selector. A
|
||||
triangle selector is a class which can fetch the triangles from scene
|
||||
nodes for doing different things with them, for example collision
|
||||
detection. There are different triangle selectors, and all can be
|
||||
created with the ISceneManager. In this example, we create an
|
||||
OctreeTriangleSelector, which optimizes the triangle output a little
|
||||
bit by reducing it like an octree. This is very useful for huge meshes
|
||||
like quake 3 levels. After we created the triangle selector, we attach
|
||||
it to the q3node. This is not necessary, but in this way, we do not
|
||||
need to care for the selector, for example dropping it after we do not
|
||||
need it anymore.
|
||||
*/
|
||||
|
||||
scene::ITriangleSelector* selector = 0;
|
||||
|
||||
if (q3node)
|
||||
{
|
||||
q3node->setPosition(core::vector3df(-1350,-130,-1400));
|
||||
|
||||
/*
|
||||
There is currently no way to split an octree by material.
|
||||
So if we need material infos we have to create one octree per
|
||||
meshbuffer and put them together in a MetaTriangleSelector.
|
||||
*/
|
||||
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
|
||||
{
|
||||
scene::IMetaTriangleSelector * metaSelector = smgr->createMetaTriangleSelector();
|
||||
for ( irr::u32 m=0; m < q3node->getMesh()->getMeshBufferCount(); ++m )
|
||||
{
|
||||
scene::ITriangleSelector*
|
||||
bufferSelector = smgr->createOctreeTriangleSelector(
|
||||
q3node->getMesh()->getMeshBuffer(m), m, q3node);
|
||||
if ( bufferSelector )
|
||||
{
|
||||
metaSelector->addTriangleSelector( bufferSelector );
|
||||
bufferSelector->drop();
|
||||
}
|
||||
}
|
||||
selector = metaSelector;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If you don't need material infos just create one octree for the
|
||||
// whole mesh.
|
||||
selector = smgr->createOctreeTriangleSelector(
|
||||
q3node->getMesh(), q3node, 128);
|
||||
}
|
||||
q3node->setTriangleSelector(selector);
|
||||
// We're not done with this selector yet, so don't drop it.
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
We add a first person shooter camera to the scene so that we can see and
|
||||
move in the quake 3 level like in tutorial 2. But this, time, we add a
|
||||
special animator to the camera: A collision response animator. This
|
||||
animator modifies the scene node to which it is attached in order to
|
||||
prevent it from moving through walls and to add gravity to the node. The
|
||||
only things we have to tell the animator is how the world looks like,
|
||||
how big the scene node is, how much gravity to apply and so on. After the
|
||||
collision response animator is attached to the camera, we do not have to do
|
||||
anything else for collision detection, it's all done automatically.
|
||||
The rest of the collision detection code below is for picking. And please
|
||||
note another cool feature: The collision response animator can be
|
||||
attached also to all other scene nodes, not only to cameras. And it can
|
||||
be mixed with other scene node animators. In this way, collision
|
||||
detection and response in the Irrlicht engine is really easy.
|
||||
|
||||
Now we'll take a closer look on the parameters of
|
||||
createCollisionResponseAnimator(). The first parameter is the
|
||||
TriangleSelector, which specifies how the world, against which collision
|
||||
detection is done, looks like. The second parameter is the scene node,
|
||||
which is the object which is affected by collision detection - in our
|
||||
case it is the camera. The third defines how big the object is, it is
|
||||
the radius of an ellipsoid. Try it out and change the radius to smaller
|
||||
values, the camera will be able to move closer to walls after this. The
|
||||
next parameter is the direction and speed of gravity. We'll set it to
|
||||
(0, -1000, 0), which approximates realistic gravity (depends on the units
|
||||
which are used in the scene model). You could set it to (0,0,0) to disable
|
||||
gravity. And the last value is just an offset: Without it the ellipsoid with
|
||||
which collision detection is done would be around the camera and the camera
|
||||
would be in the middle of the ellipsoid. But as human beings, we are used to
|
||||
have our eyes on top of the body, not in the middle of it. So we place the
|
||||
scene node 50 units over the center of the ellipsoid with this parameter.
|
||||
And that's it, collision detection works now.
|
||||
*/
|
||||
|
||||
// Set a jump speed of 300 units per second, which gives a fairly realistic jump
|
||||
// when used with the gravity of (0, -1000, 0) in the collision response animator.
|
||||
scene::ICameraSceneNode* camera =
|
||||
smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 300.f);
|
||||
camera->setPosition(core::vector3df(50,50,-60));
|
||||
camera->setTarget(core::vector3df(-70,30,-60));
|
||||
|
||||
if (selector)
|
||||
{
|
||||
scene::ISceneNodeAnimatorCollisionResponse * anim = smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(30,50,30),
|
||||
core::vector3df(0,-1000,0), core::vector3df(0,30,0));
|
||||
selector->drop(); // As soon as we're done with the selector, drop it.
|
||||
camera->addAnimator(anim);
|
||||
anim->drop(); // And likewise, drop the animator when we're done referring to it.
|
||||
}
|
||||
|
||||
// Now I create three animated characters which we can pick, a dynamic light for
|
||||
// lighting them, and a billboard for drawing where we found an intersection.
|
||||
|
||||
// First, let's get rid of the mouse cursor. We'll use a billboard to show
|
||||
// what we're looking at.
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
// Add the billboard.
|
||||
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
|
||||
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
|
||||
bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
|
||||
|
||||
/* Add 3 animated hominids, which we can pick using a ray-triangle intersection.
|
||||
They all animate quite slowly, to make it easier to see that accurate triangle
|
||||
selection is being performed. */
|
||||
scene::IAnimatedMeshSceneNode* node = 0;
|
||||
|
||||
video::SMaterial material;
|
||||
|
||||
// Add an MD2 node, which uses vertex-based animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
|
||||
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
|
||||
node->setMD2Animation(scene::EMAT_POINT);
|
||||
node->setAnimationSpeed(20.f);
|
||||
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
|
||||
material.Lighting = true;
|
||||
material.NormalizeNormals = true;
|
||||
node->getMaterial(0) = material;
|
||||
|
||||
// Now create a triangle selector for it. The selector will know that it
|
||||
// is associated with an animated node, and will update itself as necessary.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop(); // We're done with this selector, so drop it now.
|
||||
|
||||
// And this B3D file uses skinned skeletal animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setScale(core::vector3df(10));
|
||||
node->setPosition(core::vector3df(-75,-66,-80));
|
||||
node->setRotation(core::vector3df(0,90,0));
|
||||
node->setAnimationSpeed(8.f);
|
||||
node->getMaterial(0).NormalizeNormals = true;
|
||||
node->getMaterial(0).Lighting = true;
|
||||
// Just do the same as we did above.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
// This X files uses skeletal animation, but without skinning.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
|
||||
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
|
||||
node->setAnimationSpeed(20.f);
|
||||
node->getMaterial(0).Lighting = true;
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
// And this mdl file uses skinned skeletal animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-90,-25,20));
|
||||
node->setScale(core::vector3df(0.8f));
|
||||
node->getMaterial(0).Lighting = true;
|
||||
node->setAnimationSpeed(20.f);
|
||||
|
||||
// Just do the same as we did above.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
material.setTexture(0, 0);
|
||||
material.Lighting = false;
|
||||
|
||||
// Add a light, so that the unselected nodes aren't completely dark.
|
||||
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
|
||||
video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
|
||||
light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
|
||||
|
||||
// Remember which scene node is highlighted
|
||||
scene::ISceneNode* highlightedSceneNode = 0;
|
||||
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
|
||||
|
||||
// draw the selection triangle only as wireframe
|
||||
material.Wireframe=true;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
||||
smgr->drawAll();
|
||||
|
||||
// Unlight any currently highlighted scene node
|
||||
if (highlightedSceneNode)
|
||||
{
|
||||
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
|
||||
highlightedSceneNode = 0;
|
||||
}
|
||||
|
||||
// All intersections in this example are done with a ray cast out from the camera to
|
||||
// a distance of 1000. You can easily modify this to check (e.g.) a bullet
|
||||
// trajectory or a sword's position, or create a ray from a mouse click position using
|
||||
// ISceneCollisionManager::getRayFromScreenCoordinates()
|
||||
core::line3d<f32> ray;
|
||||
ray.start = camera->getPosition();
|
||||
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
|
||||
|
||||
|
||||
// This call is all you need to perform ray/triangle collision on every scene node
|
||||
// that has a triangle selector, including the Quake level mesh. It finds the nearest
|
||||
// collision point/triangle, and returns the scene node containing that point.
|
||||
// Irrlicht provides other types of selection, including ray/triangle selector,
|
||||
// ray/box and ellipse/triangle selector, plus associated helpers.
|
||||
// You might also want to check the other methods of ISceneCollisionManager.
|
||||
|
||||
irr::io::SNamedPath hitTextureName;
|
||||
scene::SCollisionHit hitResult;
|
||||
scene::ISceneNode * selectedSceneNode =collMan->getSceneNodeAndCollisionPointFromRay(
|
||||
hitResult, // Returns all kind of info about the collision
|
||||
ray,
|
||||
IDFlag_IsPickable, // This ensures that only nodes that we have
|
||||
// set up to be pickable are considered
|
||||
0); // Check the entire scene (this is actually the implicit default)
|
||||
|
||||
|
||||
// If the ray hit anything, move the billboard to the collision position
|
||||
// and draw the triangle that was hit.
|
||||
if(selectedSceneNode)
|
||||
{
|
||||
bill->setPosition(hitResult.Intersection); // Show the current intersection point with the level or a mesh
|
||||
|
||||
// We need to reset the transform before doing our own rendering.
|
||||
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
||||
driver->setMaterial(material);
|
||||
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
|
||||
|
||||
// We can check the flags for the scene node that was hit to see if it should be
|
||||
// highlighted. The animated nodes can be highlighted, but not the Quake level mesh
|
||||
if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
|
||||
{
|
||||
highlightedSceneNode = selectedSceneNode;
|
||||
|
||||
// Highlighting in this case means turning lighting OFF for this node,
|
||||
// which means that it will be drawn with full brightness.
|
||||
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
// When separateMeshBuffers is set to true we can now find out which material was hit
|
||||
if ( hitResult.MeshBuffer && hitResult.Node && hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture )
|
||||
{
|
||||
// Note we are interested in the node material and not in the meshbuffer material.
|
||||
// Otherwise we wouldn't get the fairy2 texture which is only set on the node.
|
||||
hitTextureName = hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture->getName();
|
||||
}
|
||||
}
|
||||
|
||||
// We're all done drawing, so end the scene.
|
||||
driver->endScene();
|
||||
|
||||
// Show some info in title-bar
|
||||
int fps = driver->getFPS();
|
||||
static core::stringw lastString;
|
||||
core::stringw str = L"Collision detection example - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
if ( !hitTextureName.getInternalName().empty() )
|
||||
{
|
||||
str += " ";
|
||||
irr::io::path texName(hitTextureName.getInternalName());
|
||||
str += core::deletePathFromFilename(texName);
|
||||
}
|
||||
if ( str != lastString ) // changing caption is somewhat expensive, so don't when nothing changed
|
||||
{
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastString = str;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
308
examples/07.Collision/tutorial.html
Normal file
308
examples/07.Collision/tutorial.html
Normal file
@ -0,0 +1,308 @@
|
||||
<html>
|
||||
<head>
|
||||
<title>Irrlicht Engine Tutorial</title>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
|
||||
</head>
|
||||
|
||||
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
|
||||
<td bgcolor="#666699" width="100%">
|
||||
<div align="center">
|
||||
<div align="center"></div>
|
||||
<div align="left"><b><font color="#FFFFFF">Tutorial 7. Collision detection
|
||||
and response</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>In this tutorial, I will show how to collision detection with the Irrlicht
|
||||
Engine. I will describe 3 methods: Automatic collision detection for
|
||||
moving through 3d worlds with stair climbing and sliding, manual triangle
|
||||
picking and manual scene node picking.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/007shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Lets start!</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<p>To start, we take the program from tutorial 2, which loaded and displayed
|
||||
a quake 3 level. We will use the level to walk in it and to pick triangles
|
||||
from it. In addition we'll place 3 animated models into it for scene
|
||||
node picking. The following code starts up the engine and loads a
|
||||
quake 3 level. I will not explain it, because it should already be
|
||||
known from tutorial 2.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"><font color="#008000">#include <irrlicht.h>
|
||||
#include <iostream><br>
|
||||
</font><b>using namespace </b>irr;
|
||||
|
||||
<font color="#008000">#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
</font><b>int </b>main()
|
||||
{
|
||||
<font color="#008000"> // let user select driver type</font>
|
||||
<br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break; <br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br>
|
||||
<font color="#008000"> // create device</font></font></pre>
|
||||
<pre> IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<s32>(640, 480), 16, false);<br>
|
||||
if (device == 0)<br> return 1; // could not create selected driver.<br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br><br> <font size="2">device->getFileSystem()->addZipFileArchive<br> (<font color="#FF0000">"../../media/map-20kdm2.pk3"</font>);
|
||||
|
||||
|
||||
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh(<font color="#FF0000">"20kdm2.bsp"</font>);
|
||||
scene::ISceneNode* q3node = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(q3levelmesh)
|
||||
q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(<font color="#800080">0</font>));
|
||||
</font></pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> So far so good, we've loaded the quake 3 level like in tutorial
|
||||
2. Now, here comes something different: We create a triangle selector.
|
||||
A triangle selector is a class which can fetch the triangles from
|
||||
scene nodes for doing different things with them, for example collision
|
||||
detection. There are different triangle selectors, and all can be
|
||||
created with the ISceneManager. In this example, we create an OctTreeTriangleSelector,
|
||||
which optimizes the triangle output a little bit by reducing it like
|
||||
an octree. This is very useful for huge meshes like quake 3 levels.<br>
|
||||
Afte we created the triangle selector, we attach it to the q3node.
|
||||
This is not necessary, but in this way, we do not need to care for
|
||||
the selector, for example dropping it after we do not need it anymore.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2">scene::ITriangleSelector* selector = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(q3node)
|
||||
{
|
||||
q3node->setPosition(core::vector3df(-<font color="#800080">1370</font>,-<font color="#800080">130</font>,-<font color="#800080">1400</font>));
|
||||
|
||||
selector = smgr->createOctTreeTriangleSelector(
|
||||
q3levelmesh->getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>);
|
||||
q3node->setTriangleSelector(selector);
|
||||
}</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> We add a first person shooter camera to the scene for being able
|
||||
to move in the quake 3 level like in tutorial 2. But this, time, we
|
||||
add a special animator to the camera: A Collision Response animator.
|
||||
This thing modifies the scene node to which it is attached to in that
|
||||
way, that it may no more move through walls and is affected by gravity.
|
||||
The only thing we have to tell the animator is how the world looks
|
||||
like, how big the scene node is, how gravity and so on. After the
|
||||
collision response animator is attached to the camera, we do not have
|
||||
to do anything more for collision detection, anything is done automaticly,
|
||||
all other collision detection code below is for picking. And please
|
||||
note another cool feature: The collsion response animator can be attached
|
||||
also to all other scene nodes, not only to cameras. And it can be
|
||||
mixed with other scene node animators. In this way, collision detection
|
||||
and response in the Irrlicht<br>
|
||||
engine is really, really easy.<br>
|
||||
Now we'll take a closer look on the parameters of createCollisionResponseAnimator().
|
||||
The first parameter is the TriangleSelector, which specifies how the
|
||||
world, against collision detection is done looks like. The second
|
||||
parameter is the scene node, which is the object, which is affected
|
||||
by collision detection, in our case it is the camera. The third defines
|
||||
how big the object is, it is the radius of an ellipsoid. Try it out
|
||||
and change the radius to smaller values, the camera will be able to
|
||||
move closer to walls after this. The next parameter is the direction
|
||||
and speed of gravity. You could set it to (0,0,0) to disable gravity.
|
||||
And the last value is just a translation: Without this, the ellipsoid
|
||||
with which collision detection is done would be around the camera,
|
||||
and the camera would be in the middle of the ellipsoid. But as human
|
||||
beings, we are used to have our eyes on top of the body, with which
|
||||
we collide with our world, not in the middle of it. So we place the
|
||||
scene node 50 units over the center of the ellipsoid with this parameter.
|
||||
And that's it, collision detection works now. <br>
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> scene::ICameraSceneNode* camera = <br> camera = smgr->addCameraSceneNodeFPS(<font color="#800080">0</font>,<font color="#800080">100.0f</font>,<font color="#800080">300.0f</font>);
|
||||
camera->setPosition(core::vector3df(-10<font color="#800080">0</font>,<font color="#800080">50</font>,-15<font color="#800080">0</font>));
|
||||
|
||||
scene::ISceneNodeAnimator* anim =<br> smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>),
|
||||
core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>),
|
||||
core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br>
|
||||
selector->drop();<br>
|
||||
camera->addAnimator(anim);
|
||||
anim->drop();</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Because collision detection is no big deal in irrlicht, I'll describe
|
||||
how to do two different types of picking in the next section. But
|
||||
before this, I'll prepare the scene a little. I need three animated
|
||||
characters which we <br>
|
||||
could pick later, a dynamic light for lighting them, a billboard for
|
||||
drawing where we found an intersection, and, yes, I need to get rid
|
||||
of this mouse cursor. :)</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> <font color="#0A246A"><i>// disable mouse cursor
|
||||
|
||||
</i></font> device->getCursorControl()->setVisible(<b>false</b>);
|
||||
|
||||
<font color="#0A246A"><i>// add billboard
|
||||
|
||||
</i></font> scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
bill->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<br> <font color="#FF0000">"../../media/particle.bmp"</font>));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
|
||||
bill->setSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">20.0f</font>));
|
||||
|
||||
<font color="#0A246A"><i>// add 3 animated faeries.
|
||||
|
||||
</i></font> video::SMaterial material;
|
||||
material.Texture1 = driver->getTexture(<font color="#FF0000"><br> "../../media/faerie2.bmp"</font>);
|
||||
material.Lighting = <b>true</b>;
|
||||
|
||||
scene::IAnimatedMeshSceneNode* node = <font color="#800080">0</font>;
|
||||
scene::IAnimatedMesh* faerie = smgr->getMesh(<br> <font color="#FF0000">"../../media/faerie.md2"</font>);
|
||||
|
||||
<b>if </b>(faerie)
|
||||
{
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">90</font>));
|
||||
node->setMD2Animation(scene::EMAT_RUN);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">30</font>));
|
||||
node->setMD2Animation(scene::EMAT_SALUTE);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">60</font>));
|
||||
node->setMD2Animation(scene::EMAT_JUMP);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
}
|
||||
|
||||
material.Texture1 = <font color="#800080">0</font>;
|
||||
material.Lighting = <b>false</b>;
|
||||
|
||||
<font color="#0A246A"><i>// Add a light
|
||||
|
||||
</i></font> smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(-<font color="#800080">60</font>,<font color="#800080">100</font>,<font color="#800080">400</font>),
|
||||
video::SColorf(<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>),
|
||||
<font color="#800080">600.0f</font>);</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>For not making it to complicated, I'm doing picking inside the drawing
|
||||
loop. We take two pointers for storing the current and the last selected
|
||||
scene node and start the loop.</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> scene::ISceneNode* selectedSceneNode = <font color="#800080">0</font>;
|
||||
scene::ISceneNode* lastSelectedSceneNode = <font color="#800080">0</font>;
|
||||
|
||||
|
||||
<b>int </b>lastFPS = -<font color="#800080">1</font>;
|
||||
|
||||
<b>while</b>(device->run())<br> <strong>if</strong> (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
|
||||
|
||||
smgr->drawAll();</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> After we've drawn the whole scene whit smgr->drawAll(), we'll do
|
||||
the first picking: We want to know which triangle of the world we are
|
||||
looking at. In addition, we want the exact point of the quake 3 level
|
||||
we are looking at. For this, we create a 3d line starting at the position
|
||||
of the camera and going through the lookAt-target of it. Then we ask
|
||||
the collision manager if this line collides with a triangle of the world
|
||||
stored in the triangle selector. If yes, we draw the 3d triangle and
|
||||
set the position of the billboard to the intersection point. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size="2"> core::line3d<f32> line;
|
||||
line.start = camera->getPosition();
|
||||
line.end = line.start +
|
||||
(camera->getTarget() - line.start).normalize() * <font color="#800080">1000.0f</font>;
|
||||
|
||||
core::vector3df intersection;
|
||||
core::triangle3df tri;
|
||||
|
||||
<b>if </b>(smgr->getSceneCollisionManager()->getCollisionPoint(
|
||||
line, selector, intersection, tri))
|
||||
{
|
||||
bill->setPosition(intersection);
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
||||
driver->setMaterial(material);
|
||||
driver->draw3DTriangle(tri, video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
|
||||
}</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Another type of picking supported by the Irrlicht Engine is scene
|
||||
node picking based on bouding boxes. Every scene node has got a bounding
|
||||
box, and because of that, it's very fast for example to get the scene
|
||||
node which the camera looks<br>
|
||||
at. Again, we ask the collision manager for this, and if we've got a
|
||||
scene node, we highlight it by disabling Lighting in its material, if
|
||||
it is not the billboard or the quake 3 level. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size="2"> selectedSceneNode = smgr->getSceneCollisionManager()->
|
||||
getSceneNodeFromCameraBB(camera);
|
||||
|
||||
<b>if </b>(lastSelectedSceneNode)
|
||||
lastSelectedSceneNode->setMaterialFlag(
|
||||
video::EMF_LIGHTING, <b>true</b>);
|
||||
|
||||
<b>if </b>(selectedSceneNode == q3node ||
|
||||
selectedSceneNode == bill)
|
||||
selectedSceneNode = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(selectedSceneNode)
|
||||
selectedSceneNode->setMaterialFlag(
|
||||
video::EMF_LIGHTING, <b>false</b>);
|
||||
|
||||
lastSelectedSceneNode = selectedSceneNode;</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> That's it, we just have to finish drawing.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> driver->endScene();
|
||||
|
||||
<b>int </b>fps = driver->getFPS();
|
||||
|
||||
<b>if </b>(lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Collision detection example - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
<b>return </b><font color="#800080">0</font>;
|
||||
}
|
||||
|
||||
</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
56
examples/08.SpecialFX/Makefile
Normal file
56
examples/08.SpecialFX/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 08.SpecialFX
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
54
examples/08.SpecialFX/SpecialFX.cbp
Normal file
54
examples/08.SpecialFX/SpecialFX.cbp
Normal file
@ -0,0 +1,54 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 08 Special Effects" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
163
examples/08.SpecialFX/SpecialFX.vcproj
Normal file
163
examples/08.SpecialFX/SpecialFX.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="08.SpecialFx"
|
||||
ProjectGUID="{8553D1C8-6AE6-423E-A2D5-1016804AE67C}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/SpecialFX.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/SpecialFx.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/SpecialFX.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/SpecialFX.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\08.SpecialFx.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/SpecialFx.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/SpecialFX.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
290
examples/08.SpecialFX/SpecialFX.xcodeproj/project.pbxproj
Normal file
290
examples/08.SpecialFX/SpecialFX.xcodeproj/project.pbxproj
Normal file
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 46;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
|
||||
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
|
||||
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
|
||||
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
|
||||
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
|
||||
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
5E34CC511B7F8E6E00F212E8 /* 08.SpecialFX.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 08.SpecialFX.app; sourceTree = BUILT_PRODUCTS_DIR; };
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Reference in New Issue
Block a user