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GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
269 lines
9.1 KiB
C++
269 lines
9.1 KiB
C++
/** Example 003 Custom SceneNode
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This tutorial is more advanced than the previous ones.
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If you are currently just playing around with the Irrlicht
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engine, you may want to look at other examples first.
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This tutorials shows how to create a custom scene node and
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how to use it in the engine. A custom scene node is needed
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if you want to implement a render technique the Irrlicht
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Engine currently does not support. For example, you can write
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an indoor portal based renderer or an advanced terrain scene
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node with it. By creating custom scene nodes, you can
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easily extend the Irrlicht Engine and adapt it to your needs.
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I will keep the tutorial simple: Keep everything very short
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and everything in one .cpp file. This is the style which
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will also be used in most of the following tutorials.
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To start, I include the header files, use the irr namespace,
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and tell the linker to link with the .lib file.
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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/*
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Here comes the more sophisticated part of this tutorial:
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The class of our very own custom scene node. To keep it simple,
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our scene node will not be an indoor portal renderer nor a terrain
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scene node, but a simple tetrahedron, a 3D object consisting of 4
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connected vertices, which only draws itself and does nothing more.
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Note that this scenario does not require a custom scene node in Irrlicht.
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Instead one would create a mesh from the geometry and pass it to a
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irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
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scene node in a simple setting.
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To allow our scene node to be inserted into the Irrlicht
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Engine scene, the class we create needs to be derived from the
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irr::scene::ISceneNode class and has to override some methods.
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*/
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class CSampleSceneNode : public scene::ISceneNode
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{
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/*
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First, we declare some member variables:
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The bounding box, 4 vertices, and the material of the tetrahedron.
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*/
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core::aabbox3d<f32> Box;
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video::S3DVertex Vertices[4];
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video::SMaterial Material;
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public:
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/*
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The parameters of the constructor specify the parent of the scene node,
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a pointer to the scene manager, and an id of the scene node.
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In the constructor we call the parent class' constructor,
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set some properties of the material, and create the 4 vertices of
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the tetrahedron.
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*/
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CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
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: scene::ISceneNode(parent, mgr, id)
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{
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Material.Wireframe = false;
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Material.Lighting = false;
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Material.Thickness=0.f;
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Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
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video::SColor(255,0,255,255), 0, 1);
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Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
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video::SColor(255,255,0,255), 1, 1);
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Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
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video::SColor(255,255,255,0), 1, 0);
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Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
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video::SColor(255,0,255,0), 0, 0);
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/*
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The Irrlicht Engine needs to know the bounding box of a scene node.
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It will use it for automatic culling and other things. Hence, we
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need to create a bounding box from the 4 vertices we use.
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If you do not want the engine to use the box for automatic culling,
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and/or don't want to create the box, you could also call
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irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
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*/
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Box.reset(Vertices[0].Pos);
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for (s32 i=1; i<4; ++i)
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Box.addInternalPoint(Vertices[i].Pos);
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}
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/*
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Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
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method of every scene node in the scene is called by the scene manager.
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If the scene node wishes to draw itself, it may register itself in the
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scene manager to be drawn. This is necessary to tell the scene manager
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when it should call irr::scene::ISceneNode::render(). For
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example, normal scene nodes render their content one after another,
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while stencil buffer shadows would like to be drawn after all other
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scene nodes. And camera or light scene nodes need to be rendered before
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all other scene nodes (if at all). So here we simply register the
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scene node to render normally. If we would like to let it be rendered
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like cameras or light, we would have to call
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SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
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After this, we call the actual irr::scene::ISceneNode::OnRegisterSceneNode()
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method of the base class, which lets all the child scene nodes of this node
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register themselves.
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*/
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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/*
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In the render() method most of the interesting stuff happens: The
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Scene node renders itself. We override this method and draw the
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tetrahedron.
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*/
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virtual void render()
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{
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/* Indices into the 'Vertices' array. A triangle needs 3 vertices
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so you have to pass the 3 corresponding indices for each triangle to
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tell which of the vertices should be used for it. */
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u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setMaterial(Material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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/*
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And finally we create three small additional methods.
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irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
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this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
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amount of materials in this scene node (our tetrahedron only has one
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material), and irr::scene::ISceneNode::getMaterial() returns the
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material at an index. Because we have only one material, we can
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return that and assume that no one ever calls getMaterial() with an index
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greater than 0.
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*/
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return Box;
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}
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virtual u32 getMaterialCount() const
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{
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return 1;
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}
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virtual video::SMaterial& getMaterial(u32 i)
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{
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return Material;
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}
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};
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/*
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That's it. The Scene node is done. Now we start the engine,
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create the scene node and a camera, and look at the result.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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// create device
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IrrlichtDevice *device = createDevice(driverType,
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core::dimension2d<u32>(640, 480), 16, false);
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if (device == 0)
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return 1; // could not create selected driver.
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// set window caption, get some pointers, create a camera
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device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
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/*
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Create our scene node. I don't check the result of calling new, as it
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should throw an exception rather than returning 0 on failure. Because
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the new node will create itself with a reference count of 1, and then
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will have another reference added by its parent scene node when it is
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added to the scene, I need to drop my reference to it. Best practice is
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to drop it only *after* I have finished using it, regardless of what
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the reference count of the object is after creation.
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*/
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CSampleSceneNode *myNode =
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new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
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/*
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To animate something in this boring scene consisting only of one
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tetrahedron, and to show that you now can use your scene node like any
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other scene node in the engine, we add an animator to the scene node,
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which rotates the node a little bit.
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irr::scene::ISceneManager::createRotationAnimator() could return 0, so
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should be checked.
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*/
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scene::ISceneNodeAnimator* anim =
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smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
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if(anim)
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{
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myNode->addAnimator(anim);
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/*
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I'm done referring to anim, so must
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irr::IReferenceCounted::drop() this reference now because it
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was produced by a createFoo() function. As I shouldn't refer to
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it again, ensure that I can't by setting to 0.
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*/
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anim->drop();
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anim = 0;
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}
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/*
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I'm done with my CSampleSceneNode object, and so must drop my reference.
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This won't delete the object, yet, because it is still attached to the
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scene graph, which prevents the deletion until the graph is deleted or the
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custom scene node is removed from it.
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*/
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myNode->drop();
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myNode = 0; // As I shouldn't refer to it again, ensure that I can't
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/*
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Now draw everything and finish.
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*/
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u32 frames=0;
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while(device->run())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
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smgr->drawAll();
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driver->endScene();
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if (++frames==100) // don't update more often, setWindowCaption can be expensive
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{
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core::stringw str = L"Irrlicht Engine [";
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str += driver->getName();
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str += L"] FPS: ";
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str += (s32)driver->getFPS();
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device->setWindowCaption(str.c_str());
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frames=0;
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}
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}
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device->drop();
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return 0;
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}
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/*
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That's it. Compile and play around with the program.
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**/
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