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authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/examples/04.Movement
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/examples/04.Movement')
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Makefile78
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement_vc10.vcxproj460
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement_vc11.vcxproj468
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/Movement_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/main.cpp516
-rw-r--r--libraries/irrlicht-1.8/examples/04.Movement/tutorial.html376
9 files changed, 1632 insertions, 1632 deletions
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/Makefile b/libraries/irrlicht-1.8/examples/04.Movement/Makefile
index 0dcd252..1b07245 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/Makefile
+++ b/libraries/irrlicht-1.8/examples/04.Movement/Makefile
@@ -1,39 +1,39 @@
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
4Target = 04.Movement 4Target = 04.Movement
5Sources = main.cpp 5Sources = main.cpp
6 6
7# general compiler settings 7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include 8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math 9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall 10#CXXFLAGS = -g -Wall
11 11
12#default target is Linux 12#default target is Linux
13all: all_linux 13all: all_linux
14 14
15ifeq ($(HOSTTYPE), x86_64) 15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64 16LIBSELECT=64
17endif 17endif
18 18
19# target specific settings 19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor 20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux 21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm 22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL 23all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
24all_win32 clean_win32: SYSTEM=Win32-gcc 24all_win32 clean_win32: SYSTEM=Win32-gcc
25all_win32 clean_win32: SUF=.exe 25all_win32 clean_win32: SUF=.exe
26# name of the binary - only valid for targets which set SYSTEM 26# name of the binary - only valid for targets which set SYSTEM
27DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 27DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
28 28
29all_linux all_win32: 29all_linux all_win32:
30 $(warning Building...) 30 $(warning Building...)
31 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) 31 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
32 32
33clean: clean_linux clean_win32 33clean: clean_linux clean_win32
34 $(warning Cleaning...) 34 $(warning Cleaning...)
35 35
36clean_linux clean_win32: 36clean_linux clean_win32:
37 @$(RM) $(DESTPATH) 37 @$(RM) $(DESTPATH)
38 38
39.PHONY: all all_win32 clean clean_linux clean_win32 39.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/Movement.dev b/libraries/irrlicht-1.8/examples/04.Movement/Movement.dev
index 0753c10..5bffc1c 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/Movement.dev
+++ b/libraries/irrlicht-1.8/examples/04.Movement/Movement.dev
@@ -1,59 +1,59 @@
1[Project] 1[Project]
2FileName=example.dev 2FileName=example.dev
3Name=Irrlicht Example 04 Movement 3Name=Irrlicht Example 04 Movement
4UnitCount=1 4UnitCount=1
5Type=1 5Type=1
6Ver=1 6Ver=1
7ObjFiles= 7ObjFiles=
8Includes=..\..\include 8Includes=..\..\include
9Libs= 9Libs=
10PrivateResource= 10PrivateResource=
11ResourceIncludes= 11ResourceIncludes=
12MakeIncludes= 12MakeIncludes=
13Compiler= 13Compiler=
14CppCompiler= 14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ 15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1 16IsCpp=1
17Icon= 17Icon=
18ExeOutput=../../bin/Win32-gcc 18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj 19ObjectOutput=obj
20OverrideOutput=1 20OverrideOutput=1
21OverrideOutputName=04.Movement.exe 21OverrideOutputName=04.Movement.exe
22HostApplication= 22HostApplication=
23Folders= 23Folders=
24CommandLine= 24CommandLine=
25IncludeVersionInfo=0 25IncludeVersionInfo=0
26SupportXPThemes=0 26SupportXPThemes=0
27CompilerSet=0 27CompilerSet=0
28CompilerSettings=0000000000000000000000 28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0 29UseCustomMakefile=0
30CustomMakefile= 30CustomMakefile=
31 31
32[Unit1] 32[Unit1]
33FileName=main.cpp 33FileName=main.cpp
34CompileCpp=1 34CompileCpp=1
35Folder=Projekt1 35Folder=Projekt1
36Compile=1 36Compile=1
37Link=1 37Link=1
38Priority=1000 38Priority=1000
39OverrideBuildCmd=0 39OverrideBuildCmd=0
40BuildCmd= 40BuildCmd=
41 41
42[VersionInfo] 42[VersionInfo]
43Major=0 43Major=0
44Minor=1 44Minor=1
45Release=1 45Release=1
46Build=1 46Build=1
47LanguageID=1033 47LanguageID=1033
48CharsetID=1252 48CharsetID=1252
49CompanyName= 49CompanyName=
50FileVersion= 50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc 51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName= 52InternalName=
53LegalCopyright= 53LegalCopyright=
54LegalTrademarks= 54LegalTrademarks=
55OriginalFilename= 55OriginalFilename=
56ProductName= 56ProductName=
57ProductVersion= 57ProductVersion=
58AutoIncBuildNr=0 58AutoIncBuildNr=0
59 59
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/Movement.vcproj b/libraries/irrlicht-1.8/examples/04.Movement/Movement.vcproj
index 105c625..8a1c78e 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/Movement.vcproj
+++ b/libraries/irrlicht-1.8/examples/04.Movement/Movement.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="04.Movement" 5 Name="04.Movement"
6 ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}" 6 ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
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/Movement.pch" 30 PrecompiledHeaderFile=".\Debug/Movement.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\04.Movement.exe" 42 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.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/Movement.pdb" 47 ProgramDatabaseFile=".\Debug/Movement.pdb"
48 SubSystem="1" 48 SubSystem="1"
49 TargetMachine="1"/> 49 TargetMachine="1"/>
50 <Tool 50 <Tool
51 Name="VCMIDLTool" 51 Name="VCMIDLTool"
52 TypeLibraryName=".\Debug/Movement.tlb" 52 TypeLibraryName=".\Debug/Movement.tlb"
53 HeaderFileName=""/> 53 HeaderFileName=""/>
54 <Tool 54 <Tool
55 Name="VCPostBuildEventTool"/> 55 Name="VCPostBuildEventTool"/>
56 <Tool 56 <Tool
57 Name="VCPreBuildEventTool"/> 57 Name="VCPreBuildEventTool"/>
58 <Tool 58 <Tool
59 Name="VCPreLinkEventTool"/> 59 Name="VCPreLinkEventTool"/>
60 <Tool 60 <Tool
61 Name="VCResourceCompilerTool" 61 Name="VCResourceCompilerTool"
62 PreprocessorDefinitions="_DEBUG" 62 PreprocessorDefinitions="_DEBUG"
63 Culture="3079"/> 63 Culture="3079"/>
64 <Tool 64 <Tool
65 Name="VCWebServiceProxyGeneratorTool"/> 65 Name="VCWebServiceProxyGeneratorTool"/>
66 <Tool 66 <Tool
67 Name="VCXMLDataGeneratorTool"/> 67 Name="VCXMLDataGeneratorTool"/>
68 <Tool 68 <Tool
69 Name="VCWebDeploymentTool"/> 69 Name="VCWebDeploymentTool"/>
70 <Tool 70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/> 71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool 72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration> 74 </Configuration>
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"
86 InlineFunctionExpansion="1" 86 InlineFunctionExpansion="1"
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/Movement.pch" 93 PrecompiledHeaderFile=".\Release/Movement.pch"
94 AssemblerListingLocation=".\Release/" 94 AssemblerListingLocation=".\Release/"
95 ObjectFile=".\Release/" 95 ObjectFile=".\Release/"
96 ProgramDataBaseFileName=".\Release/" 96 ProgramDataBaseFileName=".\Release/"
97 WarningLevel="3" 97 WarningLevel="3"
98 SuppressStartupBanner="TRUE" 98 SuppressStartupBanner="TRUE"
99 CompileAs="0"/> 99 CompileAs="0"/>
100 <Tool 100 <Tool
101 Name="VCCustomBuildTool"/> 101 Name="VCCustomBuildTool"/>
102 <Tool 102 <Tool
103 Name="VCLinkerTool" 103 Name="VCLinkerTool"
104 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe" 104 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
105 LinkIncremental="0" 105 LinkIncremental="0"
106 SuppressStartupBanner="TRUE" 106 SuppressStartupBanner="TRUE"
107 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" 107 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
108 ProgramDatabaseFile=".\Release/Movement.pdb" 108 ProgramDatabaseFile=".\Release/Movement.pdb"
109 SubSystem="1" 109 SubSystem="1"
110 TargetMachine="1"/> 110 TargetMachine="1"/>
111 <Tool 111 <Tool
112 Name="VCMIDLTool" 112 Name="VCMIDLTool"
113 TypeLibraryName=".\Release/Movement.tlb" 113 TypeLibraryName=".\Release/Movement.tlb"
114 HeaderFileName=""/> 114 HeaderFileName=""/>
115 <Tool 115 <Tool
116 Name="VCPostBuildEventTool"/> 116 Name="VCPostBuildEventTool"/>
117 <Tool 117 <Tool
118 Name="VCPreBuildEventTool"/> 118 Name="VCPreBuildEventTool"/>
119 <Tool 119 <Tool
120 Name="VCPreLinkEventTool"/> 120 Name="VCPreLinkEventTool"/>
121 <Tool 121 <Tool
122 Name="VCResourceCompilerTool" 122 Name="VCResourceCompilerTool"
123 PreprocessorDefinitions="NDEBUG" 123 PreprocessorDefinitions="NDEBUG"
124 Culture="3079"/> 124 Culture="3079"/>
125 <Tool 125 <Tool
126 Name="VCWebServiceProxyGeneratorTool"/> 126 Name="VCWebServiceProxyGeneratorTool"/>
127 <Tool 127 <Tool
128 Name="VCXMLDataGeneratorTool"/> 128 Name="VCXMLDataGeneratorTool"/>
129 <Tool 129 <Tool
130 Name="VCWebDeploymentTool"/> 130 Name="VCWebDeploymentTool"/>
131 <Tool 131 <Tool
132 Name="VCManagedWrapperGeneratorTool"/> 132 Name="VCManagedWrapperGeneratorTool"/>
133 <Tool 133 <Tool
134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/> 134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
135 </Configuration> 135 </Configuration>
136 </Configurations> 136 </Configurations>
137 <References> 137 <References>
138 </References> 138 </References>
139 <Files> 139 <Files>
140 <File 140 <File
141 RelativePath="main.cpp"> 141 RelativePath="main.cpp">
142 <FileConfiguration 142 <FileConfiguration
143 Name="Debug|Win32"> 143 Name="Debug|Win32">
144 <Tool 144 <Tool
145 Name="VCCLCompilerTool" 145 Name="VCCLCompilerTool"
146 Optimization="0" 146 Optimization="0"
147 AdditionalIncludeDirectories="" 147 AdditionalIncludeDirectories=""
148 PreprocessorDefinitions="" 148 PreprocessorDefinitions=""
149 BasicRuntimeChecks="3"/> 149 BasicRuntimeChecks="3"/>
150 </FileConfiguration> 150 </FileConfiguration>
151 <FileConfiguration 151 <FileConfiguration
152 Name="Release|Win32"> 152 Name="Release|Win32">
153 <Tool 153 <Tool
154 Name="VCCLCompilerTool" 154 Name="VCCLCompilerTool"
155 Optimization="2" 155 Optimization="2"
156 AdditionalIncludeDirectories="" 156 AdditionalIncludeDirectories=""
157 PreprocessorDefinitions=""/> 157 PreprocessorDefinitions=""/>
158 </FileConfiguration> 158 </FileConfiguration>
159 </File> 159 </File>
160 </Files> 160 </Files>
161 <Globals> 161 <Globals>
162 </Globals> 162 </Globals>
163</VisualStudioProject> 163</VisualStudioProject>
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc10.vcxproj b/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc10.vcxproj
index 7e59058..830d667 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc10.vcxproj
+++ b/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc10.vcxproj
@@ -1,231 +1,231 @@
1<?xml version="1.0" encoding="utf-8"?> 1<?xml version="1.0" encoding="utf-8"?>
2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> 2<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
3 <ItemGroup Label="ProjectConfigurations"> 3 <ItemGroup Label="ProjectConfigurations">
4 <ProjectConfiguration Include="Debug|Win32"> 4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration> 5 <Configuration>Debug</Configuration>
6 <Platform>Win32</Platform> 6 <Platform>Win32</Platform>
7 </ProjectConfiguration> 7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64"> 8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration> 9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform> 10 <Platform>x64</Platform>
11 </ProjectConfiguration> 11 </ProjectConfiguration>
12 <ProjectConfiguration Include="Release|Win32"> 12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration> 13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform> 14 <Platform>Win32</Platform>
15 </ProjectConfiguration> 15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64"> 16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration> 17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform> 18 <Platform>x64</Platform>
19 </ProjectConfiguration> 19 </ProjectConfiguration>
20 </ItemGroup> 20 </ItemGroup>
21 <PropertyGroup Label="Globals"> 21 <PropertyGroup Label="Globals">
22 <ProjectName>04.Movement</ProjectName> 22 <ProjectName>04.Movement</ProjectName>
23 <ProjectGuid>{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}</ProjectGuid> 23 <ProjectGuid>{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}</ProjectGuid>
24 <RootNamespace>Movement</RootNamespace> 24 <RootNamespace>Movement</RootNamespace>
25 </PropertyGroup> 25 </PropertyGroup>
26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> 26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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28 <ConfigurationType>Application</ConfigurationType> 28 <ConfigurationType>Application</ConfigurationType>
29 <UseOfMfc>false</UseOfMfc> 29 <UseOfMfc>false</UseOfMfc>
30 <CharacterSet>MultiByte</CharacterSet> 30 <CharacterSet>MultiByte</CharacterSet>
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32 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> 32 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
33 <ConfigurationType>Application</ConfigurationType> 33 <ConfigurationType>Application</ConfigurationType>
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index 7fe0339..25bfcd8 100644
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52 UsePrecompiledHeader="0" 52 UsePrecompiledHeader="0"
53 PrecompiledHeaderFile=".\Debug/Movement.pch" 53 PrecompiledHeaderFile=".\Debug/Movement.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\04.Movement.exe" 75 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.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/Movement.pdb" 80 ProgramDatabaseFile=".\Debug/Movement.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/Movement.tlb" 132 TypeLibraryName=".\Release/Movement.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/Movement.pch" 145 PrecompiledHeaderFile=".\Release/Movement.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\04.Movement.exe" 166 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.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/Movement.pdb" 170 ProgramDatabaseFile=".\Release/Movement.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/04.Movement/main.cpp b/libraries/irrlicht-1.8/examples/04.Movement/main.cpp
index 7bacda3..f678b58 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/main.cpp
+++ b/libraries/irrlicht-1.8/examples/04.Movement/main.cpp
@@ -1,258 +1,258 @@
1/** Example 004 Movement 1/** Example 004 Movement
2 2
3This Tutorial shows how to move and animate SceneNodes. The 3This Tutorial shows how to move and animate SceneNodes. The
4basic concept of SceneNodeAnimators is shown as well as manual 4basic concept of SceneNodeAnimators is shown as well as manual
5movement of nodes using the keyboard. We'll demonstrate framerate 5movement of nodes using the keyboard. We'll demonstrate framerate
6independent movement, which means moving by an amount dependent 6independent movement, which means moving by an amount dependent
7on the duration of the last run of the Irrlicht loop. 7on the duration of the last run of the Irrlicht loop.
8 8
9Example 19.MouseAndJoystick shows how to handle those kinds of input. 9Example 19.MouseAndJoystick shows how to handle those kinds of input.
10 10
11As always, I include the header files, use the irr namespace, 11As always, I include the header files, use the irr namespace,
12and tell the linker to link with the .lib file. 12and tell the linker to link with the .lib file.
13*/ 13*/
14#ifdef _MSC_VER 14#ifdef _MSC_VER
15// We'll also define this to stop MSVC complaining about sprintf(). 15// We'll also define this to stop MSVC complaining about sprintf().
16#define _CRT_SECURE_NO_WARNINGS 16#define _CRT_SECURE_NO_WARNINGS
17#pragma comment(lib, "Irrlicht.lib") 17#pragma comment(lib, "Irrlicht.lib")
18#endif 18#endif
19 19
20#include <irrlicht.h> 20#include <irrlicht.h>
21#include "driverChoice.h" 21#include "driverChoice.h"
22 22
23using namespace irr; 23using namespace irr;
24 24
25/* 25/*
26To receive events like mouse and keyboard input, or GUI events like "the OK 26To receive events like mouse and keyboard input, or GUI events like "the OK
27button has been clicked", we need an object which is derived from the 27button has been clicked", we need an object which is derived from the
28irr::IEventReceiver object. There is only one method to override: 28irr::IEventReceiver object. There is only one method to override:
29irr::IEventReceiver::OnEvent(). This method will be called by the engine once 29irr::IEventReceiver::OnEvent(). This method will be called by the engine once
30when an event happens. What we really want to know is whether a key is being 30when an event happens. What we really want to know is whether a key is being
31held down, and so we will remember the current state of each key. 31held down, and so we will remember the current state of each key.
32*/ 32*/
33class MyEventReceiver : public IEventReceiver 33class MyEventReceiver : public IEventReceiver
34{ 34{
35public: 35public:
36 // This is the one method that we have to implement 36 // This is the one method that we have to implement
37 virtual bool OnEvent(const SEvent& event) 37 virtual bool OnEvent(const SEvent& event)
38 { 38 {
39 // Remember whether each key is down or up 39 // Remember whether each key is down or up
40 if (event.EventType == irr::EET_KEY_INPUT_EVENT) 40 if (event.EventType == irr::EET_KEY_INPUT_EVENT)
41 KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; 41 KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
42 42
43 return false; 43 return false;
44 } 44 }
45 45
46 // This is used to check whether a key is being held down 46 // This is used to check whether a key is being held down
47 virtual bool IsKeyDown(EKEY_CODE keyCode) const 47 virtual bool IsKeyDown(EKEY_CODE keyCode) const
48 { 48 {
49 return KeyIsDown[keyCode]; 49 return KeyIsDown[keyCode];
50 } 50 }
51 51
52 MyEventReceiver() 52 MyEventReceiver()
53 { 53 {
54 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i) 54 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
55 KeyIsDown[i] = false; 55 KeyIsDown[i] = false;
56 } 56 }
57 57
58private: 58private:
59 // We use this array to store the current state of each key 59 // We use this array to store the current state of each key
60 bool KeyIsDown[KEY_KEY_CODES_COUNT]; 60 bool KeyIsDown[KEY_KEY_CODES_COUNT];
61}; 61};
62 62
63 63
64/* 64/*
65The event receiver for keeping the pressed keys is ready, the actual responses 65The event receiver for keeping the pressed keys is ready, the actual responses
66will be made inside the render loop, right before drawing the scene. So lets 66will be made inside the render loop, right before drawing the scene. So lets
67just create an irr::IrrlichtDevice and the scene node we want to move. We also 67just create an irr::IrrlichtDevice and the scene node we want to move. We also
68create some other additional scene nodes, to show that there are also some 68create some other additional scene nodes, to show that there are also some
69different possibilities to move and animate scene nodes. 69different possibilities to move and animate scene nodes.
70*/ 70*/
71int main() 71int main()
72{ 72{
73 // ask user for driver 73 // ask user for driver
74 video::E_DRIVER_TYPE driverType=driverChoiceConsole(); 74 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
75 if (driverType==video::EDT_COUNT) 75 if (driverType==video::EDT_COUNT)
76 return 1; 76 return 1;
77 77
78 // create device 78 // create device
79 MyEventReceiver receiver; 79 MyEventReceiver receiver;
80 80
81 IrrlichtDevice* device = createDevice(driverType, 81 IrrlichtDevice* device = createDevice(driverType,
82 core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver); 82 core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
83 83
84 if (device == 0) 84 if (device == 0)
85 return 1; // could not create selected driver. 85 return 1; // could not create selected driver.
86 86
87 video::IVideoDriver* driver = device->getVideoDriver(); 87 video::IVideoDriver* driver = device->getVideoDriver();
88 scene::ISceneManager* smgr = device->getSceneManager(); 88 scene::ISceneManager* smgr = device->getSceneManager();
89 89
90 /* 90 /*
91 Create the node which will be moved with the WSAD keys. We create a 91 Create the node which will be moved with the WSAD keys. We create a
92 sphere node, which is a built-in geometry primitive. We place the node 92 sphere node, which is a built-in geometry primitive. We place the node
93 at (0,0,30) and assign a texture to it to let it look a little bit more 93 at (0,0,30) and assign a texture to it to let it look a little bit more
94 interesting. Because we have no dynamic lights in this scene we disable 94 interesting. Because we have no dynamic lights in this scene we disable
95 lighting for each model (otherwise the models would be black). 95 lighting for each model (otherwise the models would be black).
96 */ 96 */
97 scene::ISceneNode * node = smgr->addSphereSceneNode(); 97 scene::ISceneNode * node = smgr->addSphereSceneNode();
98 if (node) 98 if (node)
99 { 99 {
100 node->setPosition(core::vector3df(0,0,30)); 100 node->setPosition(core::vector3df(0,0,30));
101 node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); 101 node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
102 node->setMaterialFlag(video::EMF_LIGHTING, false); 102 node->setMaterialFlag(video::EMF_LIGHTING, false);
103 } 103 }
104 104
105 /* 105 /*
106 Now we create another node, movable using a scene node animator. Scene 106 Now we create another node, movable using a scene node animator. Scene
107 node animators modify scene nodes and can be attached to any scene node 107 node animators modify scene nodes and can be attached to any scene node
108 like mesh scene nodes, billboards, lights and even camera scene nodes. 108 like mesh scene nodes, billboards, lights and even camera scene nodes.
109 Scene node animators are not only able to modify the position of a 109 Scene node animators are not only able to modify the position of a
110 scene node, they can also animate the textures of an object for 110 scene node, they can also animate the textures of an object for
111 example. We create a cube scene node and attach a 'fly circle' scene 111 example. We create a cube scene node and attach a 'fly circle' scene
112 node animator to it, letting this node fly around our sphere scene node. 112 node animator to it, letting this node fly around our sphere scene node.
113 */ 113 */
114 scene::ISceneNode* n = smgr->addCubeSceneNode(); 114 scene::ISceneNode* n = smgr->addCubeSceneNode();
115 115
116 if (n) 116 if (n)
117 { 117 {
118 n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg")); 118 n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
119 n->setMaterialFlag(video::EMF_LIGHTING, false); 119 n->setMaterialFlag(video::EMF_LIGHTING, false);
120 scene::ISceneNodeAnimator* anim = 120 scene::ISceneNodeAnimator* anim =
121 smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); 121 smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
122 if (anim) 122 if (anim)
123 { 123 {
124 n->addAnimator(anim); 124 n->addAnimator(anim);
125 anim->drop(); 125 anim->drop();
126 } 126 }
127 } 127 }
128 128
129 /* 129 /*
130 The last scene node we add to show possibilities of scene node animators is 130 The last scene node we add to show possibilities of scene node animators is
131 a b3d model, which uses a 'fly straight' animator to run between to points. 131 a b3d model, which uses a 'fly straight' animator to run between to points.
132 */ 132 */
133 scene::IAnimatedMeshSceneNode* anms = 133 scene::IAnimatedMeshSceneNode* anms =
134 smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d")); 134 smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"));
135 135
136 if (anms) 136 if (anms)
137 { 137 {
138 scene::ISceneNodeAnimator* anim = 138 scene::ISceneNodeAnimator* anim =
139 smgr->createFlyStraightAnimator(core::vector3df(100,0,60), 139 smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
140 core::vector3df(-100,0,60), 3500, true); 140 core::vector3df(-100,0,60), 3500, true);
141 if (anim) 141 if (anim)
142 { 142 {
143 anms->addAnimator(anim); 143 anms->addAnimator(anim);
144 anim->drop(); 144 anim->drop();
145 } 145 }
146 146
147 /* 147 /*
148 To make the model look right we disable lighting, set the 148 To make the model look right we disable lighting, set the
149 frames between which the animation should loop, rotate the 149 frames between which the animation should loop, rotate the
150 model around 180 degrees, and adjust the animation speed and 150 model around 180 degrees, and adjust the animation speed and
151 the texture. To set the right animation (frames and speed), we 151 the texture. To set the right animation (frames and speed), we
152 would also be able to just call 152 would also be able to just call
153 "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' 153 "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run'
154 animation instead of "setFrameLoop" and "setAnimationSpeed", 154 animation instead of "setFrameLoop" and "setAnimationSpeed",
155 but this only works with MD2 animations, and so you know how to 155 but this only works with MD2 animations, and so you know how to
156 start other animations. But a good advice is to not use 156 start other animations. But a good advice is to not use
157 hardcoded frame-numbers... 157 hardcoded frame-numbers...
158 */ 158 */
159 anms->setMaterialFlag(video::EMF_LIGHTING, false); 159 anms->setMaterialFlag(video::EMF_LIGHTING, false);
160 160
161 anms->setFrameLoop(0, 13); 161 anms->setFrameLoop(0, 13);
162 anms->setAnimationSpeed(15); 162 anms->setAnimationSpeed(15);
163// anms->setMD2Animation(scene::EMAT_RUN); 163// anms->setMD2Animation(scene::EMAT_RUN);
164 164
165 anms->setScale(core::vector3df(2.f,2.f,2.f)); 165 anms->setScale(core::vector3df(2.f,2.f,2.f));
166 anms->setRotation(core::vector3df(0,-90,0)); 166 anms->setRotation(core::vector3df(0,-90,0));
167// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp")); 167// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
168 168
169 } 169 }
170 170
171 171
172 /* 172 /*
173 To be able to look at and move around in this scene, we create a first 173 To be able to look at and move around in this scene, we create a first
174 person shooter style camera and make the mouse cursor invisible. 174 person shooter style camera and make the mouse cursor invisible.
175 */ 175 */
176 smgr->addCameraSceneNodeFPS(); 176 smgr->addCameraSceneNodeFPS();
177 device->getCursorControl()->setVisible(false); 177 device->getCursorControl()->setVisible(false);
178 178
179 /* 179 /*
180 Add a colorful irrlicht logo 180 Add a colorful irrlicht logo
181 */ 181 */
182 device->getGUIEnvironment()->addImage( 182 device->getGUIEnvironment()->addImage(
183 driver->getTexture("../../media/irrlichtlogoalpha2.tga"), 183 driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
184 core::position2d<s32>(10,20)); 184 core::position2d<s32>(10,20));
185 185
186 gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText( 186 gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText(
187 L"", core::rect<s32>(10, 10, 400, 20)); 187 L"", core::rect<s32>(10, 10, 400, 20));
188 diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0)); 188 diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0));
189 189
190 /* 190 /*
191 We have done everything, so lets draw it. We also write the current 191 We have done everything, so lets draw it. We also write the current
192 frames per second and the name of the driver to the caption of the 192 frames per second and the name of the driver to the caption of the
193 window. 193 window.
194 */ 194 */
195 int lastFPS = -1; 195 int lastFPS = -1;
196 196
197 // In order to do framerate independent movement, we have to know 197 // In order to do framerate independent movement, we have to know
198 // how long it was since the last frame 198 // how long it was since the last frame
199 u32 then = device->getTimer()->getTime(); 199 u32 then = device->getTimer()->getTime();
200 200
201 // This is the movemen speed in units per second. 201 // This is the movemen speed in units per second.
202 const f32 MOVEMENT_SPEED = 5.f; 202 const f32 MOVEMENT_SPEED = 5.f;
203 203
204 while(device->run()) 204 while(device->run())
205 { 205 {
206 // Work out a frame delta time. 206 // Work out a frame delta time.
207 const u32 now = device->getTimer()->getTime(); 207 const u32 now = device->getTimer()->getTime();
208 const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds 208 const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
209 then = now; 209 then = now;
210 210
211 /* Check if keys W, S, A or D are being held down, and move the 211 /* Check if keys W, S, A or D are being held down, and move the
212 sphere node around respectively. */ 212 sphere node around respectively. */
213 core::vector3df nodePosition = node->getPosition(); 213 core::vector3df nodePosition = node->getPosition();
214 214
215 if(receiver.IsKeyDown(irr::KEY_KEY_W)) 215 if(receiver.IsKeyDown(irr::KEY_KEY_W))
216 nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime; 216 nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
217 else if(receiver.IsKeyDown(irr::KEY_KEY_S)) 217 else if(receiver.IsKeyDown(irr::KEY_KEY_S))
218 nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime; 218 nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
219 219
220 if(receiver.IsKeyDown(irr::KEY_KEY_A)) 220 if(receiver.IsKeyDown(irr::KEY_KEY_A))
221 nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime; 221 nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
222 else if(receiver.IsKeyDown(irr::KEY_KEY_D)) 222 else if(receiver.IsKeyDown(irr::KEY_KEY_D))
223 nodePosition.X += MOVEMENT_SPEED * frameDeltaTime; 223 nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
224 224
225 node->setPosition(nodePosition); 225 node->setPosition(nodePosition);
226 226
227 driver->beginScene(true, true, video::SColor(255,113,113,133)); 227 driver->beginScene(true, true, video::SColor(255,113,113,133));
228 228
229 smgr->drawAll(); // draw the 3d scene 229 smgr->drawAll(); // draw the 3d scene
230 device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo) 230 device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
231 231
232 driver->endScene(); 232 driver->endScene();
233 233
234 int fps = driver->getFPS(); 234 int fps = driver->getFPS();
235 235
236 if (lastFPS != fps) 236 if (lastFPS != fps)
237 { 237 {
238 core::stringw tmp(L"Movement Example - Irrlicht Engine ["); 238 core::stringw tmp(L"Movement Example - Irrlicht Engine [");
239 tmp += driver->getName(); 239 tmp += driver->getName();
240 tmp += L"] fps: "; 240 tmp += L"] fps: ";
241 tmp += fps; 241 tmp += fps;
242 242
243 device->setWindowCaption(tmp.c_str()); 243 device->setWindowCaption(tmp.c_str());
244 lastFPS = fps; 244 lastFPS = fps;
245 } 245 }
246 } 246 }
247 247
248 /* 248 /*
249 In the end, delete the Irrlicht device. 249 In the end, delete the Irrlicht device.
250 */ 250 */
251 device->drop(); 251 device->drop();
252 252
253 return 0; 253 return 0;
254} 254}
255 255
256/* 256/*
257That's it. Compile and play around with the program. 257That's it. Compile and play around with the program.
258**/ 258**/
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/tutorial.html b/libraries/irrlicht-1.8/examples/04.Movement/tutorial.html
index 28b207d..cf08366 100644
--- a/libraries/irrlicht-1.8/examples/04.Movement/tutorial.html
+++ b/libraries/irrlicht-1.8/examples/04.Movement/tutorial.html
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3<title>Irrlicht Engine Tutorial</title> 3<title>Irrlicht Engine Tutorial</title>
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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 4.Movement</font></b></div> 15 <div align="left"><b><font color="#FFFFFF">Tutorial 4.Movement</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 shows how to move and animate SceneNodes. The basic concept 22 <p>This Tutorial shows how to move and animate SceneNodes. The basic concept
23 of SceneNodeAnimators is shown as well as manual movement of nodes using 23 of SceneNodeAnimators is shown as well as manual movement of nodes using
24 the keyboard.</p> 24 the keyboard.</p>
25 <p>The program which is described here will look like this:</p> 25 <p>The program which is described here will look like this:</p>
26 <p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br> 26 <p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br>
27 </p> 27 </p>
28 </div> 28 </div>
29 </td> 29 </td>
30 </tr> 30 </tr>
31</table> 31</table>
32<br> 32<br>
33<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> 33<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
34 <tr> 34 <tr>
35 <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> 35 <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
36 <b><font color="#FFFFFF">Lets start!</font></b></td> 36 <b><font color="#FFFFFF">Lets start!</font></b></td>
37 </tr> 37 </tr>
38 <tr> 38 <tr>
39 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> 39 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
40 <p>As always, I include the header files, use the irr namespace, and tell 40 <p>As always, I include the header files, use the irr namespace, and tell
41 the linker to link with the .lib file. </p> 41 the linker to link with the .lib file. </p>
42 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 42 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
43 <tr> 43 <tr>
44 <td> <pre>#include &lt;stdio.h&gt;<br>#include &lt;wchar.h&gt;<br>#include &lt;irrlicht.h&gt;</pre> 44 <td> <pre>#include &lt;stdio.h&gt;<br>#include &lt;wchar.h&gt;<br>#include &lt;irrlicht.h&gt;</pre>
45 <pre>using namespace irr;</pre> 45 <pre>using namespace irr;</pre>
46 <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td> 46 <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td>
47 </tr> 47 </tr>
48 </table> 48 </table>
49 <p>In this tutorial, one of our goals is to move a scene node using some 49 <p>In this tutorial, one of our goals is to move a scene node using some
50 keys on the keyboard. We store a pointer to the scene node we want to 50 keys on the keyboard. We store a pointer to the scene node we want to
51 move with the keys here.<br> 51 move with the keys here.<br>
52 The other pointer is a pointer to the Irrlicht Device, which we need 52 The other pointer is a pointer to the Irrlicht Device, which we need
53 int the EventReceiver to manipulate the scene node and to get the active 53 int the EventReceiver to manipulate the scene node and to get the active
54 camera.</p> 54 camera.</p>
55 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 55 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
56 <tr> 56 <tr>
57 <td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td> 57 <td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
58 </tr> 58 </tr>
59 </table> 59 </table>
60 <p>To get events like mouse and keyboard input, or GUI events like &quot;the 60 <p>To get events like mouse and keyboard input, or GUI events like &quot;the
61 OK button has been clicked&quot;, we need an object wich is derived 61 OK button has been clicked&quot;, we need an object wich is derived
62 from the IEventReceiver object. There is only one method to override: 62 from the IEventReceiver object. There is only one method to override:
63 OnEvent. This method will be called by the engine when an event happened. 63 OnEvent. This method will be called by the engine when an event happened.
64 We will use this input to move the scene node with the keys W and S.</p> 64 We will use this input to move the scene node with the keys W and S.</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 MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> { </pre></td> 67 <td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> { </pre></td>
68 </tr> 68 </tr>
69 </table> 69 </table>
70 <p>If the key 'W' or 'S' was left up, we get the position of the scene 70 <p>If the key 'W' or 'S' was left up, we get the position of the scene
71 node, and modify the Y coordinate a little bit. So if you press 'W', 71 node, and modify the Y coordinate a little bit. So if you press 'W',
72 the node moves up, and if you press 'S' it moves down.</p> 72 the node moves up, and if you press 'S' it moves down.</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>if (node != 0 &amp;&amp; event.EventType == irr::EET_KEY_INPUT_EVENT&amp;&amp;<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node-&gt;getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node-&gt;setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td> 75 <td> <pre>if (node != 0 &amp;&amp; event.EventType == irr::EET_KEY_INPUT_EVENT&amp;&amp;<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node-&gt;getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node-&gt;setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
76 </tr> 76 </tr>
77 </table> 77 </table>
78 78
79 </div> 79 </div>
80 <p>The event receiver for moving a scene node is ready. So lets just create 80 <p>The event receiver for moving a scene node is ready. So lets just create
81 an Irrlicht Device and the scene node we want to move. We also create 81 an Irrlicht Device and the scene node we want to move. We also create
82 some other additional scene nodes, to show that there are also some different 82 some other additional scene nodes, to show that there are also some different
83 possibilities to move and animate scene nodes.</p> 83 possibilities to move and animate scene nodes.</p>
84 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 84 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
85 <tr> 85 <tr>
86 <td><pre>int main()<br>{<br> MyEventReceiver receiver; 86 <td><pre>int main()<br>{<br> MyEventReceiver receiver;
87 87
88 device = createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480), 88 device = createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480),
89 16, false, false, false, &amp;receiver);</pre> 89 16, false, false, false, &amp;receiver);</pre>
90 <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver(); 90 <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
91 scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> 91 scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
92 </td> 92 </td>
93 </tr> 93 </tr>
94 </table> 94 </table>
95 <p> Create the node for moving it with the 'W' and 'S' key. We create a 95 <p> Create the node for moving it with the 'W' and 'S' key. We create a
96 sphere node, which is a built in geometric primitive scene node. 96 sphere node, which is a built in geometric primitive scene node.
97 We place the node at (0,0,30) and assign a texture to it to let it look 97 We place the node at (0,0,30) and assign a texture to it to let it look
98 a little bit more interesting.</p> 98 a little bit more interesting.</p>
99 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 99 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
100 <tr> 100 <tr>
101 <td><pre>node = smgr-&gt;addSphereSceneNode(); 101 <td><pre>node = smgr-&gt;addSphereSceneNode();
102node-&gt;setPosition(core::vector3df(0,0,30)); 102node-&gt;setPosition(core::vector3df(0,0,30));
103node-&gt;setMaterialFlag(video::EMF_LIGHTING, false); 103node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
104node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));</pre></td> 104node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));</pre></td>
105 </tr> 105 </tr>
106 </table> 106 </table>
107 <p>Now we create another node, moving using a scene node animator. Scene 107 <p>Now we create another node, moving using a scene node animator. Scene
108 node animators modify scene nodes and can be attached to any scene node 108 node animators modify scene nodes and can be attached to any scene node
109 like<br> 109 like<br>
110 mesh scene nodes, billboards, lights and even camera scene nodes. Scene 110 mesh scene nodes, billboards, lights and even camera scene nodes. Scene
111 node animators are not only able to modify the position of a scene node, 111 node animators are not only able to modify the position of a scene node,
112 they can<br> 112 they can<br>
113 also animate the textures of an object for example. We create a test scene 113 also animate the textures of an object for example. We create a test scene
114 node again an attach a 'fly circle' scene node to it, letting this node 114 node again an attach a 'fly circle' scene node to it, letting this node
115 fly around our first test scene node.</p> 115 fly around our first test scene node.</p>
116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
117 <tr> 117 <tr>
118 <td><pre>scene::ISceneNode* n = smgr-&gt;addCubeSceneNode(); 118 <td><pre>scene::ISceneNode* n = smgr-&gt;addCubeSceneNode();
119n-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/t351sml.jpg&quot;)); 119n-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/t351sml.jpg&quot;));
120n-&gt;setMaterialFlag(video::EMF_LIGHTING, false); 120n-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
121scene::ISceneNodeAnimator* anim = 121scene::ISceneNodeAnimator* anim =
122 smgr-&gt;createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); 122 smgr-&gt;createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
123n-&gt;addAnimator(anim); 123n-&gt;addAnimator(anim);
124anim-&gt;drop();</pre></td> 124anim-&gt;drop();</pre></td>
125 </tr> 125 </tr>
126 </table> 126 </table>
127 <p>The last scene node we add to show possibilities of scene node animators 127 <p>The last scene node we add to show possibilities of scene node animators
128 is a md2 model, which uses a 'fly straight' animator to run between to 128 is a md2 model, which uses a 'fly straight' animator to run between to
129 points.</p> 129 points.</p>
130 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 130 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
131 <tr> 131 <tr>
132 <td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr-&gt;addAnimatedMeshSceneNode(<br> smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;)); 132 <td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr-&gt;addAnimatedMeshSceneNode(<br> smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;));
133 133
134if (n)<br> {<br> anim = smgr-&gt;createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms-&gt;addAnimator(anim);<br> anim-&gt;drop();</pre> 134if (n)<br> {<br> anim = smgr-&gt;createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms-&gt;addAnimator(anim);<br> anim-&gt;drop();</pre>
135 </td> 135 </td>
136 </tr> 136 </tr>
137 </table> 137 </table>
138 <p>To make to model look right we set the frames between which 138 <p>To make to model look right we set the frames between which
139 the animation should loop, rotate the model around 180 degrees, and adjust 139 the animation should loop, rotate the model around 180 degrees, and adjust
140 the animation speed and the texture.<br> 140 the animation speed and the texture.<br>
141 To set the right animation (frames and speed), we would also be able to 141 To set the right animation (frames and speed), we would also be able to
142 just call &quot;anms-&gt;setMD2Animation(scene::EMAT_RUN)&quot; for the 142 just call &quot;anms-&gt;setMD2Animation(scene::EMAT_RUN)&quot; for the
143 'run' animation instead of &quot;setFrameLoop&quot; and &quot;setAnimationSpeed&quot;, 143 'run' animation instead of &quot;setFrameLoop&quot; and &quot;setAnimationSpeed&quot;,
144 but this only works with MD2 animations, and so you know how to start 144 but this only works with MD2 animations, and so you know how to start
145 other animations.</p> 145 other animations.</p>
146 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 146 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
147 <tr> 147 <tr>
148 <td> <pre> anms-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> anms-&gt;setFrameLoop(320, 360); 148 <td> <pre> anms-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> anms-&gt;setFrameLoop(320, 360);
149 anms-&gt;setAnimationSpeed(30);<br> anms-&gt;setRotation(core::vector3df(0,180.0f,0));<br> anms-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;));<br>}<br></pre></td> 149 anms-&gt;setAnimationSpeed(30);<br> anms-&gt;setRotation(core::vector3df(0,180.0f,0));<br> anms-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;));<br>}<br></pre></td>
150 </tr> 150 </tr>
151 </table> 151 </table>
152 <p>To be able to look at and move around in this scene, we create a first 152 <p>To be able to look at and move around in this scene, we create a first
153 person shooter style camera and make the mouse cursor invisible.</p> 153 person shooter style camera and make the mouse cursor invisible.</p>
154 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 154 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
155 <tr> 155 <tr>
156 <td> <pre>smgr-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device-&gt;getCursorControl()-&gt;setVisible(false); </pre></td> 156 <td> <pre>smgr-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device-&gt;getCursorControl()-&gt;setVisible(false); </pre></td>
157 </tr> 157 </tr>
158 </table> 158 </table>
159 <p>We have done everything, so lets draw it. We also write the current frames 159 <p>We have done everything, so lets draw it. We also write the current frames
160 per second and the name of the driver to the caption of the window.</p> 160 per second and the name of the driver to the caption of the window.</p>
161 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> 161 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
162 <tr> 162 <tr>
163 <td> <pre>int lastFPS = -1;</pre> 163 <td> <pre>int lastFPS = -1;</pre>
164 <pre>while(device-&gt;run()) 164 <pre>while(device-&gt;run())
165{ 165{
166 driver-&gt;beginScene(true, true, video::SColor(255,90,90,156)); 166 driver-&gt;beginScene(true, true, video::SColor(255,90,90,156));
167 smgr-&gt;drawAll(); 167 smgr-&gt;drawAll();
168 driver-&gt;endScene();</pre> 168 driver-&gt;endScene();</pre>
169 <pre> int fps = driver-&gt;getFPS();</pre> 169 <pre> int fps = driver-&gt;getFPS();</pre>
170 <pre> if (lastFPS != fps) 170 <pre> if (lastFPS != fps)
171 { 171 {
172 wchar_t tmp[1024]; 172 wchar_t tmp[1024];
173 swprintf(tmp, 1024, L&quot;Movement Example - Irrlicht Engine (%ls)(fps:%d)&quot;,<br> driver-&gt;getName(), fps);</pre> 173 swprintf(tmp, 1024, L&quot;Movement Example - Irrlicht Engine (%ls)(fps:%d)&quot;,<br> driver-&gt;getName(), fps);</pre>
174 <pre> device-&gt;setWindowCaption(tmp); 174 <pre> device-&gt;setWindowCaption(tmp);
175 lastFPS = fps; 175 lastFPS = fps;
176 } 176 }
177} 177}
178 178
179device-&gt;drop();<br>return 0;<br>}</pre></td> 179device-&gt;drop();<br>return 0;<br>}</pre></td>
180 </tr> 180 </tr>
181 </table> 181 </table>
182 <p>That's it. Compile and play around with the program. </p> 182 <p>That's it. Compile and play around with the program. </p>
183 <p>&nbsp;</p></td> 183 <p>&nbsp;</p></td>
184 </tr> 184 </tr>
185</table> 185</table>
186<p>&nbsp;</p> 186<p>&nbsp;</p>
187 </body> 187 </body>
188</html> 188</html>