diff options
author | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
---|---|---|
committer | David Walter Seikel | 2013-01-13 18:54:10 +1000 |
commit | 959831f4ef5a3e797f576c3de08cd65032c997ad (patch) | |
tree | e7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/03.CustomSceneNode | |
parent | Add info about changes to Irrlicht. (diff) | |
download | SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2 SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz |
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/03.CustomSceneNode')
9 files changed, 1698 insertions, 1698 deletions
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.dev b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.dev index 57c5ee0..0a7d81b 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.dev +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.dev | |||
@@ -1,59 +1,59 @@ | |||
1 | [Project] | 1 | [Project] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 03 Custom Scene Node | 3 | Name=Irrlicht Example 03 Custom Scene Node |
4 | UnitCount=1 | 4 | UnitCount=1 |
5 | Type=1 | 5 | Type=1 |
6 | Ver=1 | 6 | Ver=1 |
7 | ObjFiles= | 7 | ObjFiles= |
8 | Includes=..\..\include | 8 | Includes=..\..\include |
9 | Libs= | 9 | Libs= |
10 | PrivateResource= | 10 | PrivateResource= |
11 | ResourceIncludes= | 11 | ResourceIncludes= |
12 | MakeIncludes= | 12 | MakeIncludes= |
13 | Compiler= | 13 | Compiler= |
14 | CppCompiler= | 14 | CppCompiler= |
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | 15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ |
16 | IsCpp=1 | 16 | IsCpp=1 |
17 | Icon= | 17 | Icon= |
18 | ExeOutput=../../bin/Win32-gcc | 18 | ExeOutput=../../bin/Win32-gcc |
19 | ObjectOutput=obj | 19 | ObjectOutput=obj |
20 | OverrideOutput=1 | 20 | OverrideOutput=1 |
21 | OverrideOutputName=03.CustomSceneNode.exe | 21 | OverrideOutputName=03.CustomSceneNode.exe |
22 | HostApplication= | 22 | HostApplication= |
23 | Folders= | 23 | Folders= |
24 | CommandLine= | 24 | CommandLine= |
25 | IncludeVersionInfo=0 | 25 | IncludeVersionInfo=0 |
26 | SupportXPThemes=0 | 26 | SupportXPThemes=0 |
27 | CompilerSet=0 | 27 | CompilerSet=0 |
28 | CompilerSettings=0000000000000000000000 | 28 | CompilerSettings=0000000000000000000000 |
29 | UseCustomMakefile=0 | 29 | UseCustomMakefile=0 |
30 | CustomMakefile= | 30 | CustomMakefile= |
31 | 31 | ||
32 | [Unit1] | 32 | [Unit1] |
33 | FileName=main.cpp | 33 | FileName=main.cpp |
34 | CompileCpp=1 | 34 | CompileCpp=1 |
35 | Folder=Projekt1 | 35 | Folder=Projekt1 |
36 | Compile=1 | 36 | Compile=1 |
37 | Link=1 | 37 | Link=1 |
38 | Priority=1000 | 38 | Priority=1000 |
39 | OverrideBuildCmd=0 | 39 | OverrideBuildCmd=0 |
40 | BuildCmd= | 40 | BuildCmd= |
41 | 41 | ||
42 | [VersionInfo] | 42 | [VersionInfo] |
43 | Major=0 | 43 | Major=0 |
44 | Minor=1 | 44 | Minor=1 |
45 | Release=1 | 45 | Release=1 |
46 | Build=1 | 46 | Build=1 |
47 | LanguageID=1033 | 47 | LanguageID=1033 |
48 | CharsetID=1252 | 48 | CharsetID=1252 |
49 | CompanyName= | 49 | CompanyName= |
50 | FileVersion= | 50 | FileVersion= |
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | 51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc |
52 | InternalName= | 52 | InternalName= |
53 | LegalCopyright= | 53 | LegalCopyright= |
54 | LegalTrademarks= | 54 | LegalTrademarks= |
55 | OriginalFilename= | 55 | OriginalFilename= |
56 | ProductName= | 56 | ProductName= |
57 | ProductVersion= | 57 | ProductVersion= |
58 | AutoIncBuildNr=0 | 58 | AutoIncBuildNr=0 |
59 | 59 | ||
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.vcproj b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.vcproj index 890d308..e01f48c 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.vcproj +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.vcproj | |||
@@ -1,163 +1,163 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="7.10" | 4 | Version="7.10" |
5 | Name="03.CustomSceneNode" | 5 | Name="03.CustomSceneNode" |
6 | ProjectGUID="{32078844-1903-47AB-AEAC-FC2E3415DB46}" | 6 | ProjectGUID="{32078844-1903-47AB-AEAC-FC2E3415DB46}" |
7 | SccProjectName="" | 7 | SccProjectName="" |
8 | SccLocalPath=""> | 8 | SccLocalPath=""> |
9 | <Platforms> | 9 | <Platforms> |
10 | <Platform | 10 | <Platform |
11 | Name="Win32"/> | 11 | Name="Win32"/> |
12 | </Platforms> | 12 | </Platforms> |
13 | <Configurations> | 13 | <Configurations> |
14 | <Configuration | 14 | <Configuration |
15 | Name="Debug|Win32" | 15 | Name="Debug|Win32" |
16 | OutputDirectory=".\Debug" | 16 | OutputDirectory=".\Debug" |
17 | IntermediateDirectory=".\Debug" | 17 | IntermediateDirectory=".\Debug" |
18 | ConfigurationType="1" | 18 | ConfigurationType="1" |
19 | UseOfMFC="0" | 19 | UseOfMFC="0" |
20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 20 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
21 | CharacterSet="2"> | 21 | CharacterSet="2"> |
22 | <Tool | 22 | <Tool |
23 | Name="VCCLCompilerTool" | 23 | Name="VCCLCompilerTool" |
24 | Optimization="0" | 24 | Optimization="0" |
25 | AdditionalIncludeDirectories="..\..\include" | 25 | AdditionalIncludeDirectories="..\..\include" |
26 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 26 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
27 | BasicRuntimeChecks="3" | 27 | BasicRuntimeChecks="3" |
28 | RuntimeLibrary="5" | 28 | RuntimeLibrary="5" |
29 | UsePrecompiledHeader="2" | 29 | UsePrecompiledHeader="2" |
30 | PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch" | 30 | PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch" |
31 | AssemblerListingLocation=".\Debug/" | 31 | AssemblerListingLocation=".\Debug/" |
32 | ObjectFile=".\Debug/" | 32 | ObjectFile=".\Debug/" |
33 | ProgramDataBaseFileName=".\Debug/" | 33 | ProgramDataBaseFileName=".\Debug/" |
34 | WarningLevel="3" | 34 | WarningLevel="3" |
35 | SuppressStartupBanner="TRUE" | 35 | SuppressStartupBanner="TRUE" |
36 | DebugInformationFormat="4" | 36 | DebugInformationFormat="4" |
37 | CompileAs="0"/> | 37 | CompileAs="0"/> |
38 | <Tool | 38 | <Tool |
39 | Name="VCCustomBuildTool"/> | 39 | Name="VCCustomBuildTool"/> |
40 | <Tool | 40 | <Tool |
41 | Name="VCLinkerTool" | 41 | Name="VCLinkerTool" |
42 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | 42 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" |
43 | LinkIncremental="0" | 43 | LinkIncremental="0" |
44 | SuppressStartupBanner="TRUE" | 44 | SuppressStartupBanner="TRUE" |
45 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 45 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
46 | GenerateDebugInformation="TRUE" | 46 | GenerateDebugInformation="TRUE" |
47 | ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb" | 47 | ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb" |
48 | SubSystem="1" | 48 | SubSystem="1" |
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50 | <Tool | 50 | <Tool |
51 | Name="VCMIDLTool" | 51 | Name="VCMIDLTool" |
52 | TypeLibraryName=".\Debug/CustomSceneNode.tlb" | 52 | TypeLibraryName=".\Debug/CustomSceneNode.tlb" |
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62 | PreprocessorDefinitions="_DEBUG" | 62 | PreprocessorDefinitions="_DEBUG" |
63 | Culture="3079"/> | 63 | Culture="3079"/> |
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75 | <Configuration | 75 | <Configuration |
76 | Name="Release|Win32" | 76 | Name="Release|Win32" |
77 | OutputDirectory=".\Release" | 77 | OutputDirectory=".\Release" |
78 | IntermediateDirectory=".\Release" | 78 | IntermediateDirectory=".\Release" |
79 | ConfigurationType="1" | 79 | ConfigurationType="1" |
80 | UseOfMFC="0" | 80 | UseOfMFC="0" |
81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" | 81 | ATLMinimizesCRunTimeLibraryUsage="FALSE" |
82 | CharacterSet="2"> | 82 | CharacterSet="2"> |
83 | <Tool | 83 | <Tool |
84 | Name="VCCLCompilerTool" | 84 | Name="VCCLCompilerTool" |
85 | Optimization="2" | 85 | Optimization="2" |
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87 | AdditionalIncludeDirectories="..\..\include" | 87 | AdditionalIncludeDirectories="..\..\include" |
88 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 88 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
89 | StringPooling="TRUE" | 89 | StringPooling="TRUE" |
90 | RuntimeLibrary="4" | 90 | RuntimeLibrary="4" |
91 | EnableFunctionLevelLinking="TRUE" | 91 | EnableFunctionLevelLinking="TRUE" |
92 | UsePrecompiledHeader="2" | 92 | UsePrecompiledHeader="2" |
93 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" | 93 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" |
94 | AssemblerListingLocation=".\Release/" | 94 | AssemblerListingLocation=".\Release/" |
95 | ObjectFile=".\Release/" | 95 | ObjectFile=".\Release/" |
96 | ProgramDataBaseFileName=".\Release/" | 96 | ProgramDataBaseFileName=".\Release/" |
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104 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | 104 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" |
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108 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" | 108 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" |
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114 | HeaderFileName=""/> | 114 | HeaderFileName=""/> |
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127 | <Tool | 127 | <Tool |
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141 | RelativePath="main.cpp"> | 141 | RelativePath="main.cpp"> |
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diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc10.vcxproj b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc10.vcxproj index 5512e23..b839974 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc10.vcxproj | |||
@@ -1,243 +1,243 @@ | |||
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104 | <Tool | 104 | <Tool |
105 | Name="VCPostBuildEventTool" | 105 | Name="VCPostBuildEventTool" |
106 | /> | 106 | /> |
107 | </Configuration> | 107 | </Configuration> |
108 | <Configuration | 108 | <Configuration |
109 | Name="Release|Win32" | 109 | Name="Release|Win32" |
110 | OutputDirectory=".\Release" | 110 | OutputDirectory=".\Release" |
111 | IntermediateDirectory=".\Release" | 111 | IntermediateDirectory=".\Release" |
112 | ConfigurationType="1" | 112 | ConfigurationType="1" |
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
114 | UseOfMFC="0" | 114 | UseOfMFC="0" |
115 | ATLMinimizesCRunTimeLibraryUsage="false" | 115 | ATLMinimizesCRunTimeLibraryUsage="false" |
116 | CharacterSet="2" | 116 | CharacterSet="2" |
117 | > | 117 | > |
118 | <Tool | 118 | <Tool |
119 | Name="VCPreBuildEventTool" | 119 | Name="VCPreBuildEventTool" |
120 | /> | 120 | /> |
121 | <Tool | 121 | <Tool |
122 | Name="VCCustomBuildTool" | 122 | Name="VCCustomBuildTool" |
123 | /> | 123 | /> |
124 | <Tool | 124 | <Tool |
125 | Name="VCXMLDataGeneratorTool" | 125 | Name="VCXMLDataGeneratorTool" |
126 | /> | 126 | /> |
127 | <Tool | 127 | <Tool |
128 | Name="VCWebServiceProxyGeneratorTool" | 128 | Name="VCWebServiceProxyGeneratorTool" |
129 | /> | 129 | /> |
130 | <Tool | 130 | <Tool |
131 | Name="VCMIDLTool" | 131 | Name="VCMIDLTool" |
132 | TypeLibraryName=".\Release/CustomSceneNode.tlb" | 132 | TypeLibraryName=".\Release/CustomSceneNode.tlb" |
133 | HeaderFileName="" | 133 | HeaderFileName="" |
134 | /> | 134 | /> |
135 | <Tool | 135 | <Tool |
136 | Name="VCCLCompilerTool" | 136 | Name="VCCLCompilerTool" |
137 | Optimization="2" | 137 | Optimization="2" |
138 | InlineFunctionExpansion="1" | 138 | InlineFunctionExpansion="1" |
139 | AdditionalIncludeDirectories="..\..\include" | 139 | AdditionalIncludeDirectories="..\..\include" |
140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
141 | StringPooling="true" | 141 | StringPooling="true" |
142 | RuntimeLibrary="0" | 142 | RuntimeLibrary="0" |
143 | EnableFunctionLevelLinking="true" | 143 | EnableFunctionLevelLinking="true" |
144 | UsePrecompiledHeader="0" | 144 | UsePrecompiledHeader="0" |
145 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" | 145 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" |
146 | AssemblerListingLocation=".\Release/" | 146 | AssemblerListingLocation=".\Release/" |
147 | ObjectFile=".\Release/" | 147 | ObjectFile=".\Release/" |
148 | ProgramDataBaseFileName=".\Release/" | 148 | ProgramDataBaseFileName=".\Release/" |
149 | WarningLevel="3" | 149 | WarningLevel="3" |
150 | SuppressStartupBanner="true" | 150 | SuppressStartupBanner="true" |
151 | CompileAs="0" | 151 | CompileAs="0" |
152 | /> | 152 | /> |
153 | <Tool | 153 | <Tool |
154 | Name="VCManagedResourceCompilerTool" | 154 | Name="VCManagedResourceCompilerTool" |
155 | /> | 155 | /> |
156 | <Tool | 156 | <Tool |
157 | Name="VCResourceCompilerTool" | 157 | Name="VCResourceCompilerTool" |
158 | PreprocessorDefinitions="NDEBUG" | 158 | PreprocessorDefinitions="NDEBUG" |
159 | Culture="3079" | 159 | Culture="3079" |
160 | /> | 160 | /> |
161 | <Tool | 161 | <Tool |
162 | Name="VCPreLinkEventTool" | 162 | Name="VCPreLinkEventTool" |
163 | /> | 163 | /> |
164 | <Tool | 164 | <Tool |
165 | Name="VCLinkerTool" | 165 | Name="VCLinkerTool" |
166 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | 166 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" |
167 | LinkIncremental="0" | 167 | LinkIncremental="0" |
168 | SuppressStartupBanner="true" | 168 | SuppressStartupBanner="true" |
169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
170 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" | 170 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | TargetMachine="1" | 172 | TargetMachine="1" |
173 | /> | 173 | /> |
174 | <Tool | 174 | <Tool |
175 | Name="VCALinkTool" | 175 | Name="VCALinkTool" |
176 | /> | 176 | /> |
177 | <Tool | 177 | <Tool |
178 | Name="VCManifestTool" | 178 | Name="VCManifestTool" |
179 | /> | 179 | /> |
180 | <Tool | 180 | <Tool |
181 | Name="VCXDCMakeTool" | 181 | Name="VCXDCMakeTool" |
182 | /> | 182 | /> |
183 | <Tool | 183 | <Tool |
184 | Name="VCBscMakeTool" | 184 | Name="VCBscMakeTool" |
185 | /> | 185 | /> |
186 | <Tool | 186 | <Tool |
187 | Name="VCFxCopTool" | 187 | Name="VCFxCopTool" |
188 | /> | 188 | /> |
189 | <Tool | 189 | <Tool |
190 | Name="VCAppVerifierTool" | 190 | Name="VCAppVerifierTool" |
191 | /> | 191 | /> |
192 | <Tool | 192 | <Tool |
193 | Name="VCWebDeploymentTool" | 193 | Name="VCWebDeploymentTool" |
194 | /> | 194 | /> |
195 | <Tool | 195 | <Tool |
196 | Name="VCPostBuildEventTool" | 196 | Name="VCPostBuildEventTool" |
197 | /> | 197 | /> |
198 | </Configuration> | 198 | </Configuration> |
199 | </Configurations> | 199 | </Configurations> |
200 | <References> | 200 | <References> |
201 | </References> | 201 | </References> |
202 | <Files> | 202 | <Files> |
203 | <File | 203 | <File |
204 | RelativePath="main.cpp" | 204 | RelativePath="main.cpp" |
205 | > | 205 | > |
206 | <FileConfiguration | 206 | <FileConfiguration |
207 | Name="Debug|Win32" | 207 | Name="Debug|Win32" |
208 | > | 208 | > |
209 | <Tool | 209 | <Tool |
210 | Name="VCCLCompilerTool" | 210 | Name="VCCLCompilerTool" |
211 | Optimization="0" | 211 | Optimization="0" |
212 | AdditionalIncludeDirectories="" | 212 | AdditionalIncludeDirectories="" |
213 | PreprocessorDefinitions="" | 213 | PreprocessorDefinitions="" |
214 | BasicRuntimeChecks="3" | 214 | BasicRuntimeChecks="3" |
215 | /> | 215 | /> |
216 | </FileConfiguration> | 216 | </FileConfiguration> |
217 | <FileConfiguration | 217 | <FileConfiguration |
218 | Name="Release|Win32" | 218 | Name="Release|Win32" |
219 | > | 219 | > |
220 | <Tool | 220 | <Tool |
221 | Name="VCCLCompilerTool" | 221 | Name="VCCLCompilerTool" |
222 | Optimization="2" | 222 | Optimization="2" |
223 | AdditionalIncludeDirectories="" | 223 | AdditionalIncludeDirectories="" |
224 | PreprocessorDefinitions="" | 224 | PreprocessorDefinitions="" |
225 | /> | 225 | /> |
226 | </FileConfiguration> | 226 | </FileConfiguration> |
227 | </File> | 227 | </File> |
228 | </Files> | 228 | </Files> |
229 | <Globals> | 229 | <Globals> |
230 | </Globals> | 230 | </Globals> |
231 | </VisualStudioProject> | 231 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj index 50f0382..3029728 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="9.00" | 4 | Version="9.00" |
5 | Name="03.CustomSceneNode_vc9" | 5 | Name="03.CustomSceneNode_vc9" |
6 | ProjectGUID="{171CCDFA-C140-4956-8EB7-F0168F4521D3}" | 6 | ProjectGUID="{171CCDFA-C140-4956-8EB7-F0168F4521D3}" |
7 | RootNamespace="CustomSceneNode_vc9" | 7 | RootNamespace="CustomSceneNode_vc9" |
8 | TargetFrameworkVersion="131072" | 8 | TargetFrameworkVersion="131072" |
9 | > | 9 | > |
10 | <Platforms> | 10 | <Platforms> |
11 | <Platform | 11 | <Platform |
12 | Name="Win32" | 12 | Name="Win32" |
13 | /> | 13 | /> |
14 | </Platforms> | 14 | </Platforms> |
15 | <ToolFiles> | 15 | <ToolFiles> |
16 | </ToolFiles> | 16 | </ToolFiles> |
17 | <Configurations> | 17 | <Configurations> |
18 | <Configuration | 18 | <Configuration |
19 | Name="Debug|Win32" | 19 | Name="Debug|Win32" |
20 | OutputDirectory=".\Debug" | 20 | OutputDirectory=".\Debug" |
21 | IntermediateDirectory=".\Debug" | 21 | IntermediateDirectory=".\Debug" |
22 | ConfigurationType="1" | 22 | ConfigurationType="1" |
23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
24 | UseOfMFC="0" | 24 | UseOfMFC="0" |
25 | ATLMinimizesCRunTimeLibraryUsage="false" | 25 | ATLMinimizesCRunTimeLibraryUsage="false" |
26 | CharacterSet="2" | 26 | CharacterSet="2" |
27 | > | 27 | > |
28 | <Tool | 28 | <Tool |
29 | Name="VCPreBuildEventTool" | 29 | Name="VCPreBuildEventTool" |
30 | /> | 30 | /> |
31 | <Tool | 31 | <Tool |
32 | Name="VCCustomBuildTool" | 32 | Name="VCCustomBuildTool" |
33 | /> | 33 | /> |
34 | <Tool | 34 | <Tool |
35 | Name="VCXMLDataGeneratorTool" | 35 | Name="VCXMLDataGeneratorTool" |
36 | /> | 36 | /> |
37 | <Tool | 37 | <Tool |
38 | Name="VCWebServiceProxyGeneratorTool" | 38 | Name="VCWebServiceProxyGeneratorTool" |
39 | /> | 39 | /> |
40 | <Tool | 40 | <Tool |
41 | Name="VCMIDLTool" | 41 | Name="VCMIDLTool" |
42 | TypeLibraryName=".\Debug/CustomSceneNode.tlb" | 42 | TypeLibraryName=".\Debug/CustomSceneNode.tlb" |
43 | HeaderFileName="" | 43 | HeaderFileName="" |
44 | /> | 44 | /> |
45 | <Tool | 45 | <Tool |
46 | Name="VCCLCompilerTool" | 46 | Name="VCCLCompilerTool" |
47 | Optimization="0" | 47 | Optimization="0" |
48 | AdditionalIncludeDirectories="..\..\include" | 48 | AdditionalIncludeDirectories="..\..\include" |
49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
50 | BasicRuntimeChecks="3" | 50 | BasicRuntimeChecks="3" |
51 | RuntimeLibrary="1" | 51 | RuntimeLibrary="1" |
52 | UsePrecompiledHeader="0" | 52 | UsePrecompiledHeader="0" |
53 | PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch" | 53 | PrecompiledHeaderFile=".\Debug/CustomSceneNode.pch" |
54 | AssemblerListingLocation=".\Debug/" | 54 | AssemblerListingLocation=".\Debug/" |
55 | ObjectFile=".\Debug/" | 55 | ObjectFile=".\Debug/" |
56 | ProgramDataBaseFileName=".\Debug/" | 56 | ProgramDataBaseFileName=".\Debug/" |
57 | WarningLevel="3" | 57 | WarningLevel="3" |
58 | SuppressStartupBanner="true" | 58 | SuppressStartupBanner="true" |
59 | DebugInformationFormat="4" | 59 | DebugInformationFormat="4" |
60 | CompileAs="0" | 60 | CompileAs="0" |
61 | /> | 61 | /> |
62 | <Tool | 62 | <Tool |
63 | Name="VCManagedResourceCompilerTool" | 63 | Name="VCManagedResourceCompilerTool" |
64 | /> | 64 | /> |
65 | <Tool | 65 | <Tool |
66 | Name="VCResourceCompilerTool" | 66 | Name="VCResourceCompilerTool" |
67 | PreprocessorDefinitions="_DEBUG" | 67 | PreprocessorDefinitions="_DEBUG" |
68 | Culture="3079" | 68 | Culture="3079" |
69 | /> | 69 | /> |
70 | <Tool | 70 | <Tool |
71 | Name="VCPreLinkEventTool" | 71 | Name="VCPreLinkEventTool" |
72 | /> | 72 | /> |
73 | <Tool | 73 | <Tool |
74 | Name="VCLinkerTool" | 74 | Name="VCLinkerTool" |
75 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | 75 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" |
76 | LinkIncremental="0" | 76 | LinkIncremental="0" |
77 | SuppressStartupBanner="true" | 77 | SuppressStartupBanner="true" |
78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
79 | GenerateDebugInformation="true" | 79 | GenerateDebugInformation="true" |
80 | ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb" | 80 | ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb" |
81 | SubSystem="1" | 81 | SubSystem="1" |
82 | RandomizedBaseAddress="1" | 82 | RandomizedBaseAddress="1" |
83 | DataExecutionPrevention="0" | 83 | DataExecutionPrevention="0" |
84 | TargetMachine="1" | 84 | TargetMachine="1" |
85 | /> | 85 | /> |
86 | <Tool | 86 | <Tool |
87 | Name="VCALinkTool" | 87 | Name="VCALinkTool" |
88 | /> | 88 | /> |
89 | <Tool | 89 | <Tool |
90 | Name="VCManifestTool" | 90 | Name="VCManifestTool" |
91 | /> | 91 | /> |
92 | <Tool | 92 | <Tool |
93 | Name="VCXDCMakeTool" | 93 | Name="VCXDCMakeTool" |
94 | /> | 94 | /> |
95 | <Tool | 95 | <Tool |
96 | Name="VCBscMakeTool" | 96 | Name="VCBscMakeTool" |
97 | /> | 97 | /> |
98 | <Tool | 98 | <Tool |
99 | Name="VCFxCopTool" | 99 | Name="VCFxCopTool" |
100 | /> | 100 | /> |
101 | <Tool | 101 | <Tool |
102 | Name="VCAppVerifierTool" | 102 | Name="VCAppVerifierTool" |
103 | /> | 103 | /> |
104 | <Tool | 104 | <Tool |
105 | Name="VCPostBuildEventTool" | 105 | Name="VCPostBuildEventTool" |
106 | /> | 106 | /> |
107 | </Configuration> | 107 | </Configuration> |
108 | <Configuration | 108 | <Configuration |
109 | Name="Release|Win32" | 109 | Name="Release|Win32" |
110 | OutputDirectory=".\Release" | 110 | OutputDirectory=".\Release" |
111 | IntermediateDirectory=".\Release" | 111 | IntermediateDirectory=".\Release" |
112 | ConfigurationType="1" | 112 | ConfigurationType="1" |
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
114 | UseOfMFC="0" | 114 | UseOfMFC="0" |
115 | ATLMinimizesCRunTimeLibraryUsage="false" | 115 | ATLMinimizesCRunTimeLibraryUsage="false" |
116 | CharacterSet="2" | 116 | CharacterSet="2" |
117 | > | 117 | > |
118 | <Tool | 118 | <Tool |
119 | Name="VCPreBuildEventTool" | 119 | Name="VCPreBuildEventTool" |
120 | /> | 120 | /> |
121 | <Tool | 121 | <Tool |
122 | Name="VCCustomBuildTool" | 122 | Name="VCCustomBuildTool" |
123 | /> | 123 | /> |
124 | <Tool | 124 | <Tool |
125 | Name="VCXMLDataGeneratorTool" | 125 | Name="VCXMLDataGeneratorTool" |
126 | /> | 126 | /> |
127 | <Tool | 127 | <Tool |
128 | Name="VCWebServiceProxyGeneratorTool" | 128 | Name="VCWebServiceProxyGeneratorTool" |
129 | /> | 129 | /> |
130 | <Tool | 130 | <Tool |
131 | Name="VCMIDLTool" | 131 | Name="VCMIDLTool" |
132 | TypeLibraryName=".\Release/CustomSceneNode.tlb" | 132 | TypeLibraryName=".\Release/CustomSceneNode.tlb" |
133 | HeaderFileName="" | 133 | HeaderFileName="" |
134 | /> | 134 | /> |
135 | <Tool | 135 | <Tool |
136 | Name="VCCLCompilerTool" | 136 | Name="VCCLCompilerTool" |
137 | Optimization="2" | 137 | Optimization="2" |
138 | InlineFunctionExpansion="1" | 138 | InlineFunctionExpansion="1" |
139 | AdditionalIncludeDirectories="..\..\include" | 139 | AdditionalIncludeDirectories="..\..\include" |
140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | 140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" |
141 | StringPooling="true" | 141 | StringPooling="true" |
142 | RuntimeLibrary="0" | 142 | RuntimeLibrary="0" |
143 | EnableFunctionLevelLinking="true" | 143 | EnableFunctionLevelLinking="true" |
144 | UsePrecompiledHeader="0" | 144 | UsePrecompiledHeader="0" |
145 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" | 145 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" |
146 | AssemblerListingLocation=".\Release/" | 146 | AssemblerListingLocation=".\Release/" |
147 | ObjectFile=".\Release/" | 147 | ObjectFile=".\Release/" |
148 | ProgramDataBaseFileName=".\Release/" | 148 | ProgramDataBaseFileName=".\Release/" |
149 | WarningLevel="3" | 149 | WarningLevel="3" |
150 | SuppressStartupBanner="true" | 150 | SuppressStartupBanner="true" |
151 | CompileAs="0" | 151 | CompileAs="0" |
152 | /> | 152 | /> |
153 | <Tool | 153 | <Tool |
154 | Name="VCManagedResourceCompilerTool" | 154 | Name="VCManagedResourceCompilerTool" |
155 | /> | 155 | /> |
156 | <Tool | 156 | <Tool |
157 | Name="VCResourceCompilerTool" | 157 | Name="VCResourceCompilerTool" |
158 | PreprocessorDefinitions="NDEBUG" | 158 | PreprocessorDefinitions="NDEBUG" |
159 | Culture="3079" | 159 | Culture="3079" |
160 | /> | 160 | /> |
161 | <Tool | 161 | <Tool |
162 | Name="VCPreLinkEventTool" | 162 | Name="VCPreLinkEventTool" |
163 | /> | 163 | /> |
164 | <Tool | 164 | <Tool |
165 | Name="VCLinkerTool" | 165 | Name="VCLinkerTool" |
166 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | 166 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" |
167 | LinkIncremental="0" | 167 | LinkIncremental="0" |
168 | SuppressStartupBanner="true" | 168 | SuppressStartupBanner="true" |
169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
170 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" | 170 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | RandomizedBaseAddress="1" | 172 | RandomizedBaseAddress="1" |
173 | DataExecutionPrevention="0" | 173 | DataExecutionPrevention="0" |
174 | TargetMachine="1" | 174 | TargetMachine="1" |
175 | /> | 175 | /> |
176 | <Tool | 176 | <Tool |
177 | Name="VCALinkTool" | 177 | Name="VCALinkTool" |
178 | /> | 178 | /> |
179 | <Tool | 179 | <Tool |
180 | Name="VCManifestTool" | 180 | Name="VCManifestTool" |
181 | /> | 181 | /> |
182 | <Tool | 182 | <Tool |
183 | Name="VCXDCMakeTool" | 183 | Name="VCXDCMakeTool" |
184 | /> | 184 | /> |
185 | <Tool | 185 | <Tool |
186 | Name="VCBscMakeTool" | 186 | Name="VCBscMakeTool" |
187 | /> | 187 | /> |
188 | <Tool | 188 | <Tool |
189 | Name="VCFxCopTool" | 189 | Name="VCFxCopTool" |
190 | /> | 190 | /> |
191 | <Tool | 191 | <Tool |
192 | Name="VCAppVerifierTool" | 192 | Name="VCAppVerifierTool" |
193 | /> | 193 | /> |
194 | <Tool | 194 | <Tool |
195 | Name="VCPostBuildEventTool" | 195 | Name="VCPostBuildEventTool" |
196 | /> | 196 | /> |
197 | </Configuration> | 197 | </Configuration> |
198 | </Configurations> | 198 | </Configurations> |
199 | <References> | 199 | <References> |
200 | </References> | 200 | </References> |
201 | <Files> | 201 | <Files> |
202 | <File | 202 | <File |
203 | RelativePath="main.cpp" | 203 | RelativePath="main.cpp" |
204 | > | 204 | > |
205 | <FileConfiguration | 205 | <FileConfiguration |
206 | Name="Debug|Win32" | 206 | Name="Debug|Win32" |
207 | > | 207 | > |
208 | <Tool | 208 | <Tool |
209 | Name="VCCLCompilerTool" | 209 | Name="VCCLCompilerTool" |
210 | Optimization="0" | 210 | Optimization="0" |
211 | AdditionalIncludeDirectories="" | 211 | AdditionalIncludeDirectories="" |
212 | PreprocessorDefinitions="" | 212 | PreprocessorDefinitions="" |
213 | BasicRuntimeChecks="3" | 213 | BasicRuntimeChecks="3" |
214 | /> | 214 | /> |
215 | </FileConfiguration> | 215 | </FileConfiguration> |
216 | <FileConfiguration | 216 | <FileConfiguration |
217 | Name="Release|Win32" | 217 | Name="Release|Win32" |
218 | > | 218 | > |
219 | <Tool | 219 | <Tool |
220 | Name="VCCLCompilerTool" | 220 | Name="VCCLCompilerTool" |
221 | Optimization="2" | 221 | Optimization="2" |
222 | AdditionalIncludeDirectories="" | 222 | AdditionalIncludeDirectories="" |
223 | PreprocessorDefinitions="" | 223 | PreprocessorDefinitions="" |
224 | /> | 224 | /> |
225 | </FileConfiguration> | 225 | </FileConfiguration> |
226 | </File> | 226 | </File> |
227 | </Files> | 227 | </Files> |
228 | <Globals> | 228 | <Globals> |
229 | </Globals> | 229 | </Globals> |
230 | </VisualStudioProject> | 230 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/Makefile b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/Makefile index 34e3d43..1d7aa70 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/Makefile +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/Makefile | |||
@@ -1,38 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | 1 | # Makefile for Irrlicht Examples |
2 | # It's usually sufficient to change just the target name and source file list | 2 | # It's usually sufficient to change just the target name and source file list |
3 | # and be sure that CXX is set to a valid compiler | 3 | # and be sure that CXX is set to a valid compiler |
4 | Target = 03.CustomSceneNode | 4 | Target = 03.CustomSceneNode |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | 23 | all_win32 clean_win32: SYSTEM=Win32-gcc |
24 | all_win32 clean_win32: SUF=.exe | 24 | all_win32 clean_win32: SUF=.exe |
25 | # name of the binary - only valid for targets which set SYSTEM | 25 | # name of the binary - only valid for targets which set SYSTEM |
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
27 | 27 | ||
28 | all_linux all_win32: | 28 | all_linux all_win32: |
29 | $(warning Building...) | 29 | $(warning Building...) |
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
31 | 31 | ||
32 | clean: clean_linux clean_win32 | 32 | clean: clean_linux clean_win32 |
33 | $(warning Cleaning...) | 33 | $(warning Cleaning...) |
34 | 34 | ||
35 | clean_linux clean_win32: | 35 | clean_linux clean_win32: |
36 | @$(RM) $(DESTPATH) | 36 | @$(RM) $(DESTPATH) |
37 | 37 | ||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | 38 | .PHONY: all all_win32 clean clean_linux clean_win32 |
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/main.cpp b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/main.cpp index 534f0d3..5586168 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/main.cpp +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/main.cpp | |||
@@ -1,267 +1,267 @@ | |||
1 | /** Example 003 Custom SceneNode | 1 | /** Example 003 Custom SceneNode |
2 | 2 | ||
3 | This Tutorial is more advanced than the previous ones. | 3 | This Tutorial is more advanced than the previous ones. |
4 | If you are currently just playing around with the Irrlicht | 4 | If you are currently just playing around with the Irrlicht |
5 | engine, you may want to look at other examples first. | 5 | engine, you may want to look at other examples first. |
6 | This tutorials shows how to create a custom scene node and | 6 | This tutorials shows how to create a custom scene node and |
7 | how to use it in the engine. A custom scene node is needed | 7 | how to use it in the engine. A custom scene node is needed |
8 | if you want to implement a render technique the Irrlicht | 8 | if you want to implement a render technique the Irrlicht |
9 | Engine currently does not support. For example, you can write | 9 | Engine currently does not support. For example, you can write |
10 | an indoor portal based renderer or an advanced terrain scene | 10 | an indoor portal based renderer or an advanced terrain scene |
11 | node with it. By creating custom scene nodes, you can | 11 | node with it. By creating custom scene nodes, you can |
12 | easily extend the Irrlicht Engine and adapt it to your own | 12 | easily extend the Irrlicht Engine and adapt it to your own |
13 | needs. | 13 | needs. |
14 | 14 | ||
15 | I will keep the tutorial simple: Keep everything very | 15 | I will keep the tutorial simple: Keep everything very |
16 | short, everything in one .cpp file, and I'll use the engine | 16 | short, everything in one .cpp file, and I'll use the engine |
17 | here as in all other tutorials. | 17 | here as in all other tutorials. |
18 | 18 | ||
19 | To start, I include the header files, use the irr namespace, | 19 | To start, I include the header files, use the irr namespace, |
20 | and tell the linker to link with the .lib file. | 20 | and tell the linker to link with the .lib file. |
21 | */ | 21 | */ |
22 | #include <irrlicht.h> | 22 | #include <irrlicht.h> |
23 | #include "driverChoice.h" | 23 | #include "driverChoice.h" |
24 | 24 | ||
25 | using namespace irr; | 25 | using namespace irr; |
26 | 26 | ||
27 | #ifdef _MSC_VER | 27 | #ifdef _MSC_VER |
28 | #pragma comment(lib, "Irrlicht.lib") | 28 | #pragma comment(lib, "Irrlicht.lib") |
29 | #endif | 29 | #endif |
30 | 30 | ||
31 | /* | 31 | /* |
32 | Here comes the more sophisticated part of this tutorial: | 32 | Here comes the more sophisticated part of this tutorial: |
33 | The class of our very own custom scene node. To keep it simple, | 33 | The class of our very own custom scene node. To keep it simple, |
34 | our scene node will not be an indoor portal renderer nor a terrain | 34 | our scene node will not be an indoor portal renderer nor a terrain |
35 | scene node, but a simple tetraeder, a 3d object consisting of 4 | 35 | scene node, but a simple tetraeder, a 3d object consisting of 4 |
36 | connected vertices, which only draws itself and does nothing more. | 36 | connected vertices, which only draws itself and does nothing more. |
37 | Note that this scenario does not require a custom scene node in Irrlicht. | 37 | Note that this scenario does not require a custom scene node in Irrlicht. |
38 | Instead one would create a mesh from the geometry and pass it to a | 38 | Instead one would create a mesh from the geometry and pass it to a |
39 | irr::scene::IMeshSceneNode. This example just illustrates creation of a custom | 39 | irr::scene::IMeshSceneNode. This example just illustrates creation of a custom |
40 | scene node in a very simple setting. | 40 | scene node in a very simple setting. |
41 | 41 | ||
42 | To let our scene node be able to be inserted into the Irrlicht | 42 | To let our scene node be able to be inserted into the Irrlicht |
43 | Engine scene, the class we create needs to be derived from the | 43 | Engine scene, the class we create needs to be derived from the |
44 | irr::scene::ISceneNode class and has to override some methods. | 44 | irr::scene::ISceneNode class and has to override some methods. |
45 | */ | 45 | */ |
46 | 46 | ||
47 | class CSampleSceneNode : public scene::ISceneNode | 47 | class CSampleSceneNode : public scene::ISceneNode |
48 | { | 48 | { |
49 | 49 | ||
50 | /* | 50 | /* |
51 | First, we declare some member variables: | 51 | First, we declare some member variables: |
52 | The bounding box, 4 vertices, and the material of the tetraeder. | 52 | The bounding box, 4 vertices, and the material of the tetraeder. |
53 | */ | 53 | */ |
54 | core::aabbox3d<f32> Box; | 54 | core::aabbox3d<f32> Box; |
55 | video::S3DVertex Vertices[4]; | 55 | video::S3DVertex Vertices[4]; |
56 | video::SMaterial Material; | 56 | video::SMaterial Material; |
57 | 57 | ||
58 | /* | 58 | /* |
59 | The parameters of the constructor specify the parent of the scene node, | 59 | The parameters of the constructor specify the parent of the scene node, |
60 | a pointer to the scene manager, and an id of the scene node. | 60 | a pointer to the scene manager, and an id of the scene node. |
61 | In the constructor we call the parent class' constructor, | 61 | In the constructor we call the parent class' constructor, |
62 | set some properties of the material, and | 62 | set some properties of the material, and |
63 | create the 4 vertices of the tetraeder we will draw later. | 63 | create the 4 vertices of the tetraeder we will draw later. |
64 | */ | 64 | */ |
65 | 65 | ||
66 | public: | 66 | public: |
67 | 67 | ||
68 | CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) | 68 | CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) |
69 | : scene::ISceneNode(parent, mgr, id) | 69 | : scene::ISceneNode(parent, mgr, id) |
70 | { | 70 | { |
71 | Material.Wireframe = false; | 71 | Material.Wireframe = false; |
72 | Material.Lighting = false; | 72 | Material.Lighting = false; |
73 | 73 | ||
74 | Vertices[0] = video::S3DVertex(0,0,10, 1,1,0, | 74 | Vertices[0] = video::S3DVertex(0,0,10, 1,1,0, |
75 | video::SColor(255,0,255,255), 0, 1); | 75 | video::SColor(255,0,255,255), 0, 1); |
76 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0, | 76 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0, |
77 | video::SColor(255,255,0,255), 1, 1); | 77 | video::SColor(255,255,0,255), 1, 1); |
78 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1, | 78 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1, |
79 | video::SColor(255,255,255,0), 1, 0); | 79 | video::SColor(255,255,255,0), 1, 0); |
80 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1, | 80 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1, |
81 | video::SColor(255,0,255,0), 0, 0); | 81 | video::SColor(255,0,255,0), 0, 0); |
82 | 82 | ||
83 | /* | 83 | /* |
84 | The Irrlicht Engine needs to know the bounding box of a scene node. | 84 | The Irrlicht Engine needs to know the bounding box of a scene node. |
85 | It will use it for automatic culling and other things. Hence, we | 85 | It will use it for automatic culling and other things. Hence, we |
86 | need to create a bounding box from the 4 vertices we use. | 86 | need to create a bounding box from the 4 vertices we use. |
87 | If you do not want the engine to use the box for automatic culling, | 87 | If you do not want the engine to use the box for automatic culling, |
88 | and/or don't want to create the box, you could also call | 88 | and/or don't want to create the box, you could also call |
89 | irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF. | 89 | irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF. |
90 | */ | 90 | */ |
91 | Box.reset(Vertices[0].Pos); | 91 | Box.reset(Vertices[0].Pos); |
92 | for (s32 i=1; i<4; ++i) | 92 | for (s32 i=1; i<4; ++i) |
93 | Box.addInternalPoint(Vertices[i].Pos); | 93 | Box.addInternalPoint(Vertices[i].Pos); |
94 | } | 94 | } |
95 | 95 | ||
96 | /* | 96 | /* |
97 | Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode() | 97 | Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode() |
98 | method of every scene node in the scene is called by the scene manager. | 98 | method of every scene node in the scene is called by the scene manager. |
99 | If the scene node wishes to draw itself, it may register itself in the | 99 | If the scene node wishes to draw itself, it may register itself in the |
100 | scene manager to be drawn. This is necessary to tell the scene manager | 100 | scene manager to be drawn. This is necessary to tell the scene manager |
101 | when it should call irr::scene::ISceneNode::render(). For | 101 | when it should call irr::scene::ISceneNode::render(). For |
102 | example, normal scene nodes render their content one after another, | 102 | example, normal scene nodes render their content one after another, |
103 | while stencil buffer shadows would like to be drawn after all other | 103 | while stencil buffer shadows would like to be drawn after all other |
104 | scene nodes. And camera or light scene nodes need to be rendered before | 104 | scene nodes. And camera or light scene nodes need to be rendered before |
105 | all other scene nodes (if at all). So here we simply register the | 105 | all other scene nodes (if at all). So here we simply register the |
106 | scene node to render normally. If we would like to let it be rendered | 106 | scene node to render normally. If we would like to let it be rendered |
107 | like cameras or light, we would have to call | 107 | like cameras or light, we would have to call |
108 | SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); | 108 | SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); |
109 | After this, we call the actual | 109 | After this, we call the actual |
110 | irr::scene::ISceneNode::OnRegisterSceneNode() method of the base class, | 110 | irr::scene::ISceneNode::OnRegisterSceneNode() method of the base class, |
111 | which simply lets also all the child scene nodes of this node register | 111 | which simply lets also all the child scene nodes of this node register |
112 | themselves. | 112 | themselves. |
113 | */ | 113 | */ |
114 | virtual void OnRegisterSceneNode() | 114 | virtual void OnRegisterSceneNode() |
115 | { | 115 | { |
116 | if (IsVisible) | 116 | if (IsVisible) |
117 | SceneManager->registerNodeForRendering(this); | 117 | SceneManager->registerNodeForRendering(this); |
118 | 118 | ||
119 | ISceneNode::OnRegisterSceneNode(); | 119 | ISceneNode::OnRegisterSceneNode(); |
120 | } | 120 | } |
121 | 121 | ||
122 | /* | 122 | /* |
123 | In the render() method most of the interesting stuff happens: The | 123 | In the render() method most of the interesting stuff happens: The |
124 | Scene node renders itself. We override this method and draw the | 124 | Scene node renders itself. We override this method and draw the |
125 | tetraeder. | 125 | tetraeder. |
126 | */ | 126 | */ |
127 | virtual void render() | 127 | virtual void render() |
128 | { | 128 | { |
129 | u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; | 129 | u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; |
130 | video::IVideoDriver* driver = SceneManager->getVideoDriver(); | 130 | video::IVideoDriver* driver = SceneManager->getVideoDriver(); |
131 | 131 | ||
132 | driver->setMaterial(Material); | 132 | driver->setMaterial(Material); |
133 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | 133 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); |
134 | driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); | 134 | driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); |
135 | } | 135 | } |
136 | 136 | ||
137 | /* | 137 | /* |
138 | And finally we create three small additional methods. | 138 | And finally we create three small additional methods. |
139 | irr::scene::ISceneNode::getBoundingBox() returns the bounding box of | 139 | irr::scene::ISceneNode::getBoundingBox() returns the bounding box of |
140 | this scene node, irr::scene::ISceneNode::getMaterialCount() returns the | 140 | this scene node, irr::scene::ISceneNode::getMaterialCount() returns the |
141 | amount of materials in this scene node (our tetraeder only has one | 141 | amount of materials in this scene node (our tetraeder only has one |
142 | material), and irr::scene::ISceneNode::getMaterial() returns the | 142 | material), and irr::scene::ISceneNode::getMaterial() returns the |
143 | material at an index. Because we have only one material here, we can | 143 | material at an index. Because we have only one material here, we can |
144 | return the only one material, assuming that no one ever calls | 144 | return the only one material, assuming that no one ever calls |
145 | getMaterial() with an index greater than 0. | 145 | getMaterial() with an index greater than 0. |
146 | */ | 146 | */ |
147 | virtual const core::aabbox3d<f32>& getBoundingBox() const | 147 | virtual const core::aabbox3d<f32>& getBoundingBox() const |
148 | { | 148 | { |
149 | return Box; | 149 | return Box; |
150 | } | 150 | } |
151 | 151 | ||
152 | virtual u32 getMaterialCount() const | 152 | virtual u32 getMaterialCount() const |
153 | { | 153 | { |
154 | return 1; | 154 | return 1; |
155 | } | 155 | } |
156 | 156 | ||
157 | virtual video::SMaterial& getMaterial(u32 i) | 157 | virtual video::SMaterial& getMaterial(u32 i) |
158 | { | 158 | { |
159 | return Material; | 159 | return Material; |
160 | } | 160 | } |
161 | }; | 161 | }; |
162 | 162 | ||
163 | /* | 163 | /* |
164 | That's it. The Scene node is done. Now we simply have to start | 164 | That's it. The Scene node is done. Now we simply have to start |
165 | the engine, create the scene node and a camera, and look at the result. | 165 | the engine, create the scene node and a camera, and look at the result. |
166 | */ | 166 | */ |
167 | int main() | 167 | int main() |
168 | { | 168 | { |
169 | // ask user for driver | 169 | // ask user for driver |
170 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | 170 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); |
171 | if (driverType==video::EDT_COUNT) | 171 | if (driverType==video::EDT_COUNT) |
172 | return 1; | 172 | return 1; |
173 | 173 | ||
174 | // create device | 174 | // create device |
175 | 175 | ||
176 | IrrlichtDevice *device = createDevice(driverType, | 176 | IrrlichtDevice *device = createDevice(driverType, |
177 | core::dimension2d<u32>(640, 480), 16, false); | 177 | core::dimension2d<u32>(640, 480), 16, false); |
178 | 178 | ||
179 | if (device == 0) | 179 | if (device == 0) |
180 | return 1; // could not create selected driver. | 180 | return 1; // could not create selected driver. |
181 | 181 | ||
182 | // create engine and camera | 182 | // create engine and camera |
183 | 183 | ||
184 | device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo"); | 184 | device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo"); |
185 | 185 | ||
186 | video::IVideoDriver* driver = device->getVideoDriver(); | 186 | video::IVideoDriver* driver = device->getVideoDriver(); |
187 | scene::ISceneManager* smgr = device->getSceneManager(); | 187 | scene::ISceneManager* smgr = device->getSceneManager(); |
188 | 188 | ||
189 | smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); | 189 | smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); |
190 | 190 | ||
191 | /* | 191 | /* |
192 | Create our scene node. I don't check the result of calling new, as it | 192 | Create our scene node. I don't check the result of calling new, as it |
193 | should throw an exception rather than returning 0 on failure. Because | 193 | should throw an exception rather than returning 0 on failure. Because |
194 | the new node will create itself with a reference count of 1, and then | 194 | the new node will create itself with a reference count of 1, and then |
195 | will have another reference added by its parent scene node when it is | 195 | will have another reference added by its parent scene node when it is |
196 | added to the scene, I need to drop my reference to it. Best practice is | 196 | added to the scene, I need to drop my reference to it. Best practice is |
197 | to drop it only *after* I have finished using it, regardless of what | 197 | to drop it only *after* I have finished using it, regardless of what |
198 | the reference count of the object is after creation. | 198 | the reference count of the object is after creation. |
199 | */ | 199 | */ |
200 | CSampleSceneNode *myNode = | 200 | CSampleSceneNode *myNode = |
201 | new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); | 201 | new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); |
202 | 202 | ||
203 | /* | 203 | /* |
204 | To animate something in this boring scene consisting only of one | 204 | To animate something in this boring scene consisting only of one |
205 | tetraeder, and to show that you now can use your scene node like any | 205 | tetraeder, and to show that you now can use your scene node like any |
206 | other scene node in the engine, we add an animator to the scene node, | 206 | other scene node in the engine, we add an animator to the scene node, |
207 | which rotates the node a little bit. | 207 | which rotates the node a little bit. |
208 | irr::scene::ISceneManager::createRotationAnimator() could return 0, so | 208 | irr::scene::ISceneManager::createRotationAnimator() could return 0, so |
209 | should be checked. | 209 | should be checked. |
210 | */ | 210 | */ |
211 | scene::ISceneNodeAnimator* anim = | 211 | scene::ISceneNodeAnimator* anim = |
212 | smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); | 212 | smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); |
213 | 213 | ||
214 | if(anim) | 214 | if(anim) |
215 | { | 215 | { |
216 | myNode->addAnimator(anim); | 216 | myNode->addAnimator(anim); |
217 | 217 | ||
218 | /* | 218 | /* |
219 | I'm done referring to anim, so must | 219 | I'm done referring to anim, so must |
220 | irr::IReferenceCounted::drop() this reference now because it | 220 | irr::IReferenceCounted::drop() this reference now because it |
221 | was produced by a createFoo() function. As I shouldn't refer to | 221 | was produced by a createFoo() function. As I shouldn't refer to |
222 | it again, ensure that I can't by setting to 0. | 222 | it again, ensure that I can't by setting to 0. |
223 | */ | 223 | */ |
224 | anim->drop(); | 224 | anim->drop(); |
225 | anim = 0; | 225 | anim = 0; |
226 | } | 226 | } |
227 | 227 | ||
228 | /* | 228 | /* |
229 | I'm done with my CSampleSceneNode object, and so must drop my reference. | 229 | I'm done with my CSampleSceneNode object, and so must drop my reference. |
230 | This won't delete the object, yet, because it is still attached to the | 230 | This won't delete the object, yet, because it is still attached to the |
231 | scene graph, which prevents the deletion until the graph is deleted or the | 231 | scene graph, which prevents the deletion until the graph is deleted or the |
232 | custom scene node is removed from it. | 232 | custom scene node is removed from it. |
233 | */ | 233 | */ |
234 | myNode->drop(); | 234 | myNode->drop(); |
235 | myNode = 0; // As I shouldn't refer to it again, ensure that I can't | 235 | myNode = 0; // As I shouldn't refer to it again, ensure that I can't |
236 | 236 | ||
237 | /* | 237 | /* |
238 | Now draw everything and finish. | 238 | Now draw everything and finish. |
239 | */ | 239 | */ |
240 | u32 frames=0; | 240 | u32 frames=0; |
241 | while(device->run()) | 241 | while(device->run()) |
242 | { | 242 | { |
243 | driver->beginScene(true, true, video::SColor(0,100,100,100)); | 243 | driver->beginScene(true, true, video::SColor(0,100,100,100)); |
244 | 244 | ||
245 | smgr->drawAll(); | 245 | smgr->drawAll(); |
246 | 246 | ||
247 | driver->endScene(); | 247 | driver->endScene(); |
248 | if (++frames==100) | 248 | if (++frames==100) |
249 | { | 249 | { |
250 | core::stringw str = L"Irrlicht Engine ["; | 250 | core::stringw str = L"Irrlicht Engine ["; |
251 | str += driver->getName(); | 251 | str += driver->getName(); |
252 | str += L"] FPS: "; | 252 | str += L"] FPS: "; |
253 | str += (s32)driver->getFPS(); | 253 | str += (s32)driver->getFPS(); |
254 | 254 | ||
255 | device->setWindowCaption(str.c_str()); | 255 | device->setWindowCaption(str.c_str()); |
256 | frames=0; | 256 | frames=0; |
257 | } | 257 | } |
258 | } | 258 | } |
259 | 259 | ||
260 | device->drop(); | 260 | device->drop(); |
261 | 261 | ||
262 | return 0; | 262 | return 0; |
263 | } | 263 | } |
264 | 264 | ||
265 | /* | 265 | /* |
266 | That's it. Compile and play around with the program. | 266 | That's it. Compile and play around with the program. |
267 | **/ | 267 | **/ |
diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html index becc3d7..e30007e 100644 --- a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html | |||
@@ -1,222 +1,222 @@ | |||
1 | <html> | 1 | <html> |
2 | <head> | 2 | <head> |
3 | <title>Irrlicht Engine Tutorial</title> | 3 | <title>Irrlicht Engine Tutorial</title> |
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | 4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> |
5 | </head> | 5 | </head> |
6 | 6 | ||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | 7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> |
8 | <br> | 8 | <br> |
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
10 | <tr> | 10 | <tr> |
11 | <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> | 11 | <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> |
12 | <td bgcolor="#666699" width="100%"> | 12 | <td bgcolor="#666699" width="100%"> |
13 | <div align="center"> | 13 | <div align="center"> |
14 | <div align="center"></div> | 14 | <div align="center"></div> |
15 | <div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div> | 15 | <div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div> |
16 | </div> | 16 | </div> |
17 | </td> | 17 | </td> |
18 | </tr> | 18 | </tr> |
19 | <tr bgcolor="#eeeeff"> | 19 | <tr bgcolor="#eeeeff"> |
20 | <td height="90" colspan="2"> | 20 | <td height="90" colspan="2"> |
21 | <div align="left"> | 21 | <div align="left"> |
22 | <p>This Tutorial is a tutorial for more advanced developers. If you are | 22 | <p>This Tutorial is a tutorial for more advanced developers. If you are |
23 | currently just playing around with the Irrlicht engine, please look | 23 | currently just playing around with the Irrlicht engine, please look |
24 | at other examples first. This tutorial shows how to create a custom | 24 | at other examples first. This tutorial shows how to create a custom |
25 | scene node and how to use it in the engine. A custom scene node is needed, | 25 | scene node and how to use it in the engine. A custom scene node is needed, |
26 | if you want to implement a render technique, the Irrlicht Engine is | 26 | if you want to implement a render technique, the Irrlicht Engine is |
27 | currently not supporting. For example you can write a indoor portal | 27 | currently not supporting. For example you can write a indoor portal |
28 | based renderer or a advanced terrain scene node with it. With creating | 28 | based renderer or a advanced terrain scene node with it. With creating |
29 | custom scene nodes, you can easily extend the Irrlicht Engine and adapt | 29 | custom scene nodes, you can easily extend the Irrlicht Engine and adapt |
30 | it to your needs.</p> | 30 | it to your needs.</p> |
31 | <p>I will keep the tutorial simple: Keep everything very short, everything | 31 | <p>I will keep the tutorial simple: Keep everything very short, everything |
32 | in one .cpp file, and I'll use the engine here as in all other tutorials. | 32 | in one .cpp file, and I'll use the engine here as in all other tutorials. |
33 | At the end of the tutorial, the result will look like the image below. | 33 | At the end of the tutorial, the result will look like the image below. |
34 | This looks not very exciting, but it is a complete customized scene | 34 | This looks not very exciting, but it is a complete customized scene |
35 | node and a good point to start from creating you own scene nodes.</p> | 35 | node and a good point to start from creating you own scene nodes.</p> |
36 | <p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br> | 36 | <p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br> |
37 | </p> | 37 | </p> |
38 | </div> | 38 | </div> |
39 | </td> | 39 | </td> |
40 | </tr> | 40 | </tr> |
41 | </table> | 41 | </table> |
42 | <br> | 42 | <br> |
43 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 43 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
44 | <tr> | 44 | <tr> |
45 | <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | 45 | <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> |
46 | <b><font color="#FFFFFF">Lets start!</font></b></td> | 46 | <b><font color="#FFFFFF">Lets start!</font></b></td> |
47 | </tr> | 47 | </tr> |
48 | <tr> | 48 | <tr> |
49 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 49 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
50 | <p>To start, I include the header files, use the irr namespace, and tell | 50 | <p>To start, I include the header files, use the irr namespace, and tell |
51 | the linker to link with the .lib file. </p> | 51 | the linker to link with the .lib file. </p> |
52 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 52 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
53 | <tr> | 53 | <tr> |
54 | <td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td> | 54 | <td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td> |
55 | </tr> | 55 | </tr> |
56 | </table> | 56 | </table> |
57 | <p>Here comes the most sophisticated part of this tutorial: The class | 57 | <p>Here comes the most sophisticated part of this tutorial: The class |
58 | of our very own custom scene node. To keep it simple,<br> | 58 | of our very own custom scene node. To keep it simple,<br> |
59 | our scene node will not be an indoor portal renderer nor a terrain scene | 59 | our scene node will not be an indoor portal renderer nor a terrain scene |
60 | node, but a simple tetraeder, a 3d object consiting of 4 connected vertices, | 60 | node, but a simple tetraeder, a 3d object consiting of 4 connected vertices, |
61 | which only draws itself and does nothing more.</p> | 61 | which only draws itself and does nothing more.</p> |
62 | <p>To let our scene node be able to be inserted into the Irrlicht Engine | 62 | <p>To let our scene node be able to be inserted into the Irrlicht Engine |
63 | scene, the class we create needs only be derived from the ISceneNode | 63 | scene, the class we create needs only be derived from the ISceneNode |
64 | class and has to override some methods.</p> | 64 | class and has to override some methods.</p> |
65 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 65 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
66 | <tr> | 66 | <tr> |
67 | <td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td> | 67 | <td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td> |
68 | </tr> | 68 | </tr> |
69 | </table> | 69 | </table> |
70 | <p>First, we declare some member variables, to hold data for our tetraeder: | 70 | <p>First, we declare some member variables, to hold data for our tetraeder: |
71 | The bounding box, 4 vertices, and<br> | 71 | The bounding box, 4 vertices, and<br> |
72 | the material of the tetraeder.</p> | 72 | the material of the tetraeder.</p> |
73 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 73 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
74 | <tr> | 74 | <tr> |
75 | <td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td> | 75 | <td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td> |
76 | </tr> | 76 | </tr> |
77 | </table> | 77 | </table> |
78 | <p>The parameters of the constructor specify the parent of the scene node, | 78 | <p>The parameters of the constructor specify the parent of the scene node, |
79 | a pointer to the scene manager, and an id of the scene node. In the | 79 | a pointer to the scene manager, and an id of the scene node. In the |
80 | constructor itself, we call the parent classes constructor, set some | 80 | constructor itself, we call the parent classes constructor, set some |
81 | properties of the material we use to draw the scene node and create | 81 | properties of the material we use to draw the scene node and create |
82 | the 4 vertices of the tetraeder we will draw later. </p> | 82 | the 4 vertices of the tetraeder we will draw later. </p> |
83 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 83 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
84 | <tr> | 84 | <tr> |
85 | <td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) | 85 | <td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) |
86 | : scene::ISceneNode(parent, mgr, id) | 86 | : scene::ISceneNode(parent, mgr, id) |
87 | { | 87 | { |
88 | Material.Wireframe = false; | 88 | Material.Wireframe = false; |
89 | Material.Lighting = false;</pre> | 89 | Material.Lighting = false;</pre> |
90 | <pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1); | 90 | <pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1); |
91 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1); | 91 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1); |
92 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0); | 92 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0); |
93 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0); | 93 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0); |
94 | </pre></td> | 94 | </pre></td> |
95 | </tr> | 95 | </tr> |
96 | </table> | 96 | </table> |
97 | <br> | 97 | <br> |
98 | The Irrlicht Engine needs to know the bounding box of your scene node. | 98 | The Irrlicht Engine needs to know the bounding box of your scene node. |
99 | It will use it for doing automatic culling and other things. Hence we | 99 | It will use it for doing automatic culling and other things. Hence we |
100 | need to create a bounding box from the 4 vertices we use. If you do not | 100 | need to create a bounding box from the 4 vertices we use. If you do not |
101 | want the engine to use the box for automatic culling, and/or don't want | 101 | want the engine to use the box for automatic culling, and/or don't want |
102 | to create the box, you could also write<br> | 102 | to create the box, you could also write<br> |
103 | <font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br> | 103 | <font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br> |
104 | <br> | 104 | <br> |
105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
106 | <tr> | 106 | <tr> |
107 | <td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos); | 107 | <td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos); |
108 | }</pre> </td> | 108 | }</pre> </td> |
109 | </tr> | 109 | </tr> |
110 | </table> | 110 | </table> |
111 | <br> | 111 | <br> |
112 | <p>Before it is drawn, the OnPreRender() method of every scene node in | 112 | <p>Before it is drawn, the OnPreRender() method of every scene node in |
113 | the scene is called by the scene manager. If the scene node wishes to | 113 | the scene is called by the scene manager. If the scene node wishes to |
114 | draw itself, it may register itself in the scene manager to be drawn. | 114 | draw itself, it may register itself in the scene manager to be drawn. |
115 | This is necessary to tell the scene manager when it should call the | 115 | This is necessary to tell the scene manager when it should call the |
116 | ::render method. For example normal scene nodes render their content | 116 | ::render method. For example normal scene nodes render their content |
117 | one after another, while stencil buffer shadows would like to be drawn | 117 | one after another, while stencil buffer shadows would like to be drawn |
118 | after all other scene nodes. And camera or light scene nodes need to | 118 | after all other scene nodes. And camera or light scene nodes need to |
119 | be rendered before all other scene nodes (if at all). <br> | 119 | be rendered before all other scene nodes (if at all). <br> |
120 | So here we simply register the scene node to get rendered normally. | 120 | So here we simply register the scene node to get rendered normally. |
121 | If we would like to let it be rendered like cameras or light, we would | 121 | If we would like to let it be rendered like cameras or light, we would |
122 | have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); | 122 | have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); |
123 | <br> | 123 | <br> |
124 | After this, we call the OnPreRender-method of the base class ISceneNode, | 124 | After this, we call the OnPreRender-method of the base class ISceneNode, |
125 | which simply lets also all the child scene nodes of this node register | 125 | which simply lets also all the child scene nodes of this node register |
126 | themselves. </p> | 126 | themselves. </p> |
127 | </div> | 127 | </div> |
128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
129 | <tr> | 129 | <tr> |
130 | <td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this); | 130 | <td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this); |
131 | 131 | ||
132 | ISceneNode::OnPreRender(); | 132 | ISceneNode::OnPreRender(); |
133 | }</pre> </td> | 133 | }</pre> </td> |
134 | </tr> | 134 | </tr> |
135 | </table> | 135 | </table> |
136 | <p>In the render() method most of the interresting stuff happenes: The Scene | 136 | <p>In the render() method most of the interresting stuff happenes: The Scene |
137 | node renders itself. We override this method and draw the tetraeder.</p> | 137 | node renders itself. We override this method and draw the tetraeder.</p> |
138 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 138 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
139 | <tr> | 139 | <tr> |
140 | <td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; | 140 | <td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; |
141 | video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre> | 141 | video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre> |
142 | <pre> driver->setMaterial(Material); | 142 | <pre> driver->setMaterial(Material); |
143 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | 143 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); |
144 | driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); | 144 | driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); |
145 | }</pre> </td> | 145 | }</pre> </td> |
146 | </tr> | 146 | </tr> |
147 | </table> | 147 | </table> |
148 | <p> At least, we create three small additional methods. GetBoundingBox() | 148 | <p> At least, we create three small additional methods. GetBoundingBox() |
149 | returns the bounding box of this scene node, <br> | 149 | returns the bounding box of this scene node, <br> |
150 | GetMaterialCount() returns the amount of materials in this scene node | 150 | GetMaterialCount() returns the amount of materials in this scene node |
151 | (our tetraeder only has one material), and getMaterial() returns the material | 151 | (our tetraeder only has one material), and getMaterial() returns the material |
152 | at an index. Because we have only one material here, we can return the | 152 | at an index. Because we have only one material here, we can return the |
153 | only one material, assuming that no one ever calls getMaterial() with | 153 | only one material, assuming that no one ever calls getMaterial() with |
154 | an index greater than 0. </p> | 154 | an index greater than 0. </p> |
155 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 155 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
156 | <tr> | 156 | <tr> |
157 | <td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount() | 157 | <td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount() |
158 | { | 158 | { |
159 | return 1; | 159 | return 1; |
160 | }</pre> <pre> virtual video::SMaterial& getMaterial(u32 i) | 160 | }</pre> <pre> virtual video::SMaterial& getMaterial(u32 i) |
161 | { | 161 | { |
162 | return Material; | 162 | return Material; |
163 | } | 163 | } |
164 | };</pre></td> | 164 | };</pre></td> |
165 | </tr> | 165 | </tr> |
166 | </table> | 166 | </table> |
167 | <p>That's it. The Scene node is done. Now we simply have to start the engine, | 167 | <p>That's it. The Scene node is done. Now we simply have to start the engine, |
168 | create the scene node and a camera, and look at the result.</p> | 168 | create the scene node and a camera, and look at the result.</p> |
169 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 169 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
170 | <tr> | 170 | <tr> |
171 | <td> <pre>int main()<br>{ | 171 | <td> <pre>int main()<br>{ |
172 | IrrlichtDevice *device = | 172 | IrrlichtDevice *device = |
173 | 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(); | 173 | 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(); |
174 | scene::ISceneManager* smgr = device->getSceneManager();</pre> | 174 | scene::ISceneManager* smgr = device->getSceneManager();</pre> |
175 | <pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); | 175 | <pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); |
176 | </pre></td> | 176 | </pre></td> |
177 | </tr> | 177 | </tr> |
178 | </table> | 178 | </table> |
179 | <p>Create our scene node. Note that it is dropped (->drop()) instantly | 179 | <p>Create our scene node. Note that it is dropped (->drop()) instantly |
180 | after we create it. This is possible because the scene manager now takes | 180 | after we create it. This is possible because the scene manager now takes |
181 | care of it. This is not nessecary, it would also be possible to drop it | 181 | care of it. This is not nessecary, it would also be possible to drop it |
182 | at the end of the program.</p> | 182 | at the end of the program.</p> |
183 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 183 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
184 | <tr> | 184 | <tr> |
185 | <td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); | 185 | <td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); |
186 | 186 | ||
187 | myNode->drop();</pre> </td> | 187 | myNode->drop();</pre> </td> |
188 | </tr> | 188 | </tr> |
189 | </table> | 189 | </table> |
190 | <p>To animate something in this boring scene consisting only of one tetraeder, | 190 | <p>To animate something in this boring scene consisting only of one tetraeder, |
191 | and to show, that you now can use your scene node like any other scene | 191 | and to show, that you now can use your scene node like any other scene |
192 | node in the engine, we add an animator to the scene node, which rotates | 192 | node in the engine, we add an animator to the scene node, which rotates |
193 | the node a little bit. </p> | 193 | the node a little bit. </p> |
194 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 194 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
195 | <tr> | 195 | <tr> |
196 | <td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); | 196 | <td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); |
197 | 197 | ||
198 | myNode->addAnimator(anim); | 198 | myNode->addAnimator(anim); |
199 | anim->drop();</pre> </td> | 199 | anim->drop();</pre> </td> |
200 | </tr> | 200 | </tr> |
201 | </table> | 201 | </table> |
202 | <p>Now draw everything and finish.</p> | 202 | <p>Now draw everything and finish.</p> |
203 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 203 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
204 | <tr> | 204 | <tr> |
205 | <td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100)); | 205 | <td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100)); |
206 | 206 | ||
207 | smgr->drawAll(); | 207 | smgr->drawAll(); |
208 | 208 | ||
209 | driver->endScene(); | 209 | driver->endScene(); |
210 | } | 210 | } |
211 | 211 | ||
212 | device->drop(); | 212 | device->drop(); |
213 | return 0; | 213 | return 0; |
214 | }</pre> </td> | 214 | }</pre> </td> |
215 | </tr> | 215 | </tr> |
216 | </table> | 216 | </table> |
217 | <p>That's it. Compile and play around with the program. </p></td> | 217 | <p>That's it. Compile and play around with the program. </p></td> |
218 | </tr> | 218 | </tr> |
219 | </table> | 219 | </table> |
220 | <p> </p> | 220 | <p> </p> |
221 | </body> | 221 | </body> |
222 | </html> | 222 | </html> |