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Add some for newer examples which didn't have those so far. Only updating this once now as some were broken. Next time on release. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6204 dfc29bdd-3216-0410-991c-e03cc46cb475
209 lines
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<div class="header">
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<div class="title">Tutorial 4: Movement </div> </div>
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<div class="contents">
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<img src="../../media/example_screenshots/004shot.jpg" alt="004shot.jpg"/>
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<p>This tutorial shows how to move and animate SceneNodes. The basic concept of SceneNodeAnimators is shown as well as manual movement of nodes using the keyboard. We'll demonstrate framerate independent movement, which means moving by an amount dependent on the duration of the last run of the Irrlicht loop.</p>
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<p>Example 19.MouseAndJoystick shows how to handle other input than keyboard.</p>
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<p>As always, include the header files, use the irr namespace, and tell the linker to link with the .lib file. </p><div class="fragment"><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"><span class="preprocessor">#include "exampleHelper.h"</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div></div><!-- fragment --><p> To receive events like mouse and keyboard input, or GUI events like "button has been clicked", we need an object which is derived from the irr::IEventReceiver object. There is only one method to override: irr::IEventReceiver::OnEvent(). This method will be called by the engine once when an event happens. What we really want to know is whether a key is being held down, and so we will remember the current state of each key. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"> </div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><p> The event receiver for keeping the pressed keys is ready, the actual responses will be made inside the render loop, right before drawing the scene. So lets 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. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main()</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">MyEventReceiver receiver;</div><div class="line"></div><div class="line"><span class="comment">// create device</span></div><div class="line">IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2d<u32>(640, 480), 16, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>, &receiver);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line">video::IVideoDriver* driver = device->getVideoDriver();</div><div class="line">scene::ISceneManager* smgr = device->getSceneManager();</div><div class="line"></div><div class="line"><span class="keyword">const</span> io::path mediaPath = getExampleMediaPath();</div></div><!-- fragment --><p> 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). </p><div class="fragment"><div class="line">scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();</div><div class="line"><span class="keywordflow">if</span> (sphereNode)</div><div class="line">{</div><div class="line"> sphereNode->setPosition(core::vector3df(0,0,30));</div><div class="line"> sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + <span class="stringliteral">"wall.bmp"</span>));</div><div class="line"> sphereNode->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line">}</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();</div><div class="line"><span class="keywordflow">if</span> (cubeNode)</div><div class="line">{</div><div class="line"> cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + <span class="stringliteral">"t351sml.jpg"</span>));</div><div class="line"> cubeNode->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"> scene::ISceneNodeAnimator* anim =</div><div class="line"> smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> cubeNode->addAnimator(anim);</div><div class="line"> anim->drop();</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p> 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. </p><div class="fragment"><div class="line">scene::IAnimatedMeshSceneNode* ninjaNode =</div><div class="line"> smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + <span class="stringliteral">"ninja.b3d"</span>));</div><div class="line"></div><div class="line"><span class="keywordflow">if</span> (ninjaNode)</div><div class="line">{</div><div class="line"> scene::ISceneNodeAnimator* anim =</div><div class="line"> smgr->createFlyStraightAnimator(core::vector3df(100,0,60),</div><div class="line"> core::vector3df(-100,0,60), 3500, <span class="keyword">true</span>);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> ninjaNode->addAnimator(anim);</div><div class="line"> anim->drop();</div><div class="line"> }</div></div><!-- fragment --><p> 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... </p><div class="fragment"><div class="line"> ninjaNode->setMaterialFlag(video::EMF_LIGHTING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"> ninjaNode->setFrameLoop(0, 13);</div><div class="line"> ninjaNode->setAnimationSpeed(15);</div><div class="line"><span class="comment">// ninjaNode->setMD2Animation(scene::EMAT_RUN);</span></div><div class="line"></div><div class="line"> ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));</div><div class="line"> ninjaNode->setRotation(core::vector3df(0,-90,0));</div><div class="line"><span class="comment">// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));</span></div><div class="line"></div><div class="line"> }</div></div><!-- fragment --><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><div class="fragment"><div class="line">smgr->addCameraSceneNodeFPS();</div><div class="line">device->getCursorControl()->setVisible(<span class="keyword">false</span>);</div></div><!-- fragment --><p> Add a colorful irrlicht logo </p><div class="fragment"><div class="line">device->getGUIEnvironment()->addImage(</div><div class="line"> driver->getTexture(mediaPath + <span class="stringliteral">"irrlichtlogoalpha2.tga"</span>),</div><div class="line"> core::position2d<s32>(10,20));</div></div><!-- fragment --><p> Lets draw the scene and also write the current frames per second and the name of the driver to the caption of the window. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> lastFPS = -1;</div><div class="line"></div><div class="line"><span class="comment">// In order to do framerate independent movement, we have to know</span></div><div class="line"><span class="comment">// how long it was since the last frame</span></div><div class="line">u32 then = device->getTimer()->getTime();</div><div class="line"></div><div class="line"><span class="comment">// This is the movement speed in units per second.</span></div><div class="line"><span class="keyword">const</span> f32 MOVEMENT_SPEED = 5.f;</div><div class="line"></div><div class="line"><span class="keywordflow">while</span>(device->run())</div><div class="line">{</div><div class="line"> <span class="comment">// Work out a frame delta time.</span></div><div class="line"> <span class="keyword">const</span> u32 now = device->getTimer()->getTime();</div><div class="line"> <span class="keyword">const</span> f32 frameDeltaTime = (f32)(now - then) / 1000.f; <span class="comment">// Time in seconds</span></div><div class="line"> then = now;</div></div><!-- fragment --><p> Check if keys W, S, A or D are being held down, and move the sphere node around respectively.</p><div class="fragment"><div class="line"> core::vector3df nodePosition = sphereNode->getPosition();</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_W))</div><div class="line"> nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_S))</div><div class="line"> nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_A))</div><div class="line"> nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_D))</div><div class="line"> nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;</div><div class="line"></div><div class="line"> sphereNode->setPosition(nodePosition);</div><div class="line"></div><div class="line"> driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));</div><div class="line"></div><div class="line"> smgr->drawAll(); <span class="comment">// draw the 3d scene</span></div><div class="line"> device->getGUIEnvironment()->drawAll(); <span class="comment">// draw the gui environment (the logo)</span></div><div class="line"></div><div class="line"> driver->endScene();</div><div class="line"></div><div class="line"> <span class="keywordtype">int</span> fps = driver->getFPS();</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (lastFPS != fps)</div><div class="line"> {</div><div class="line"> core::stringw tmp(L<span class="stringliteral">"Movement Example - Irrlicht Engine ["</span>);</div><div class="line"> tmp += driver->getName();</div><div class="line"> tmp += L<span class="stringliteral">"] fps: "</span>;</div><div class="line"> tmp += fps;</div><div class="line"></div><div class="line"> device->setWindowCaption(tmp.c_str());</div><div class="line"> lastFPS = fps;</div><div class="line"> }</div><div class="line">}</div></div><!-- fragment --><p> In the end, delete the Irrlicht device. </p><div class="fragment"><div class="line"> device->drop();</div><div class="line"> </div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it. Compile and play around with the program. </p>
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