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1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
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> | ||
12 | <td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | ||
13 | <b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td> | ||
14 | </tr> | ||
15 | <tr bgcolor="#eeeeff"> | ||
16 | <td height="90" colspan="2"> <div align="left"> | ||
17 | <p>This Tutorial shows how to load a Quake 3 map into the engine, create | ||
18 | a SceneNode for optimizing the speed of rendering and how to create | ||
19 | a user controlled camera. Please note that you should know the basics | ||
20 | of the engine before starting this tutorial, just take a short look | ||
21 | at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br> | ||
22 | The result of this example will look like this:</p> | ||
23 | <p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><br> | ||
24 | </p> | ||
25 | </div></td> | ||
26 | </tr> | ||
27 | </table> | ||
28 | <br> | ||
29 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
30 | <tr> | ||
31 | <td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div> | ||
32 | <font color="#FFFFFF"><b>Lets start!</b></font></td> | ||
33 | </tr> | ||
34 | <tr> | ||
35 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
36 | <p>Lets start like the HelloWorld example: We include the irrlicht header | ||
37 | files and an additional file to be able<br> | ||
38 | to ask the user for a driver type using the console.</p> | ||
39 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
40 | <tr> | ||
41 | <td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td> | ||
42 | </tr> | ||
43 | </table> | ||
44 | <p>As already written in the HelloWorld example, in the Irrlicht Engine, | ||
45 | everything can be found in the namespace 'irr'. To get rid of the irr:: | ||
46 | in front of the name of every class, we tell the compiler that we use | ||
47 | that namespace from now on, and we will not have to write that 'irr::'.<br> | ||
48 | There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and | ||
49 | 'gui'. Unlike in the HelloWorld example, we do not a 'using namespace' | ||
50 | for these 5 other namespaces because in this way you will see what can | ||
51 | be found in which namespace. But if you like, you can also include the | ||
52 | namespaces like in the previous example. Code just like you want to.</p> | ||
53 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
54 | <tr> | ||
55 | <td> <pre>using namespace irr;</pre> </td> | ||
56 | </tr> | ||
57 | </table> | ||
58 | <p>Again, to be able to use the Irrlicht.DLL file, we need to link with | ||
59 | the Irrlicht.lib. We could set this option in the project settings, | ||
60 | but to make it easy, we use a pragma comment lib:</p> | ||
61 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
62 | <tr> | ||
63 | <td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td> | ||
64 | </tr> | ||
65 | </table> | ||
66 | |||
67 | </div> | ||
68 | <p>Ok, lets start. Again, we use the main() method as start, not the WinMain(), | ||
69 | because its shorter to write.</p> | ||
70 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
71 | <tr> | ||
72 | <td> <pre>int main()<br>{</pre> </td> | ||
73 | </tr> | ||
74 | </table> | ||
75 | <p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). | ||
76 | The difference now is that we ask the user to select which hardware accelerated | ||
77 | driver to use. The Software device would be too slow to draw a huge Quake | ||
78 | 3 map, but just for the fun of it, we make this decision possible too.</p> | ||
79 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
80 | <tr> | ||
81 | <td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br> | ||
82 | char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td> | ||
83 | </tr> | ||
84 | </table> | ||
85 | <p>Get a pointer to the video driver and the SceneManager so that we do | ||
86 | not always have to write device->getVideoDriver() and device->getSceneManager().</p> | ||
87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
88 | <tr> | ||
89 | <td> <pre>video::IVideoDriver* driver = device->getVideoDriver(); | ||
90 | scene::ISceneManager* smgr = device->getSceneManager();</pre> </td> | ||
91 | </tr> | ||
92 | </table> | ||
93 | <p>To display the Quake 3 map, we first need to load it. Quake 3 maps are | ||
94 | packed into .pk3 files wich are nothing other than .zip files. So we add | ||
95 | the .pk3 file to our FileSystem. After it was added, we are able to read | ||
96 | from the files in that archive as they would directly be stored on disk.</p> | ||
97 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
98 | <tr> | ||
99 | <td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td> | ||
100 | </tr> | ||
101 | </table> | ||
102 | <p>Now we can load the mesh by calling getMesh(). We get a pointer returned | ||
103 | to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, | ||
104 | they are only a huge chunk of static geometry with some materials attached. | ||
105 | Hence the IAnimated mesh consists of only one frame,<br> | ||
106 | so we get the "first frame" of the "animation", which | ||
107 | is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). | ||
108 | The OctTree optimizes the scene a little bit, trying to draw only geometry | ||
109 | which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, | ||
110 | which would draw always the complete geometry of the mesh, without optimization. | ||
111 | Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode | ||
112 | and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() | ||
113 | method in the IVideoDriver class). Note that this optimization with the | ||
114 | Octree is only useful when drawing huge meshes consiting of lots of geometry.</p> | ||
115 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
116 | <tr> | ||
117 | <td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0; | ||
118 | |||
119 | if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td> | ||
120 | </tr> | ||
121 | </table> | ||
122 | <p>Because the level was modelled not around the origin (0,0,0), we translate | ||
123 | the whole level a little bit.</p> | ||
124 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
125 | <tr> | ||
126 | <td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td> | ||
127 | </tr> | ||
128 | </table> | ||
129 | <p>Now we only need a Camera to look at the Quake 3 map. And we want to | ||
130 | create a user controlled camera. There are some different cameras available | ||
131 | in the Irrlicht engine. For example the Maya Camera which can be controlled | ||
132 | compareable to the camera in Maya: Rotate with left mouse button pressed, | ||
133 | Zoom with both buttons pressed,<br> | ||
134 | translate with right mouse button pressed. This could be created with | ||
135 | addCameraSceneNodeMaya(). But for this example, we want to create a camera | ||
136 | which behaves like the ones in first person shooter games (FPS):</p> | ||
137 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
138 | <tr> | ||
139 | <td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td> | ||
140 | </tr> | ||
141 | </table> | ||
142 | <p>The mouse cursor needs not to be visible, so we make it invisible. </p> | ||
143 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
144 | <tr> | ||
145 | <td> <pre>device->getCursorControl()->setVisible(false);</pre> </td> | ||
146 | </tr> | ||
147 | </table> | ||
148 | <p>We have done everything, so lets draw it. We also write the current frames | ||
149 | per second and the drawn primitives to the caption of the window. The | ||
150 | 'if (device->isWindowActive())' line is optional, but prevents the | ||
151 | engine render to set the position of the mouse cursor after task switching | ||
152 | when other program are active.</p> | ||
153 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
154 | <tr> | ||
155 | <td> <pre>int lastFPS = -1;</pre> | ||
156 | <pre>while(device->run()) | ||
157 | { | ||
158 | driver->beginScene(true, true, video::SColor(0,200,200,200)); | ||
159 | smgr->drawAll(); | ||
160 | driver->endScene();</pre> | ||
161 | <pre> int fps = driver->getFPS();</pre> | ||
162 | <pre> if (lastFPS != fps) | ||
163 | { | ||
164 | core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps; | ||
165 | } | ||
166 | }</pre> </td> | ||
167 | </tr> | ||
168 | </table> | ||
169 | <p>In the end, delete the Irrlicht device.</p> | ||
170 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
171 | <tr> | ||
172 | <td> <pre> device->drop();<br> return 0;<br>}</pre> </td> | ||
173 | </tr> | ||
174 | </table> | ||
175 | <p>That's it. Compile and play around with the program. </p></td> | ||
176 | </tr> | ||
177 | </table> | ||
178 | <p> </p> | ||
179 | <p> </p> | ||
180 | </body> | ||
181 | </html> | ||