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-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.dev118
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode.vcproj326
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc10.vcxproj484
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc11.vcxproj492
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc8.vcproj462
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj460
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/Makefile76
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/main.cpp534
-rw-r--r--libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html444
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 @@
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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 @@
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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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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
4Target = 03.CustomSceneNode 4Target = 03.CustomSceneNode
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 clean_win32: SYSTEM=Win32-gcc 23all_win32 clean_win32: SYSTEM=Win32-gcc
24all_win32 clean_win32: SUF=.exe 24all_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
26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) 26DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
27 27
28all_linux all_win32: 28all_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
32clean: clean_linux clean_win32 32clean: clean_linux clean_win32
33 $(warning Cleaning...) 33 $(warning Cleaning...)
34 34
35clean_linux clean_win32: 35clean_linux clean_win32:
36 @$(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
3This Tutorial is more advanced than the previous ones. 3This Tutorial is more advanced than the previous ones.
4If you are currently just playing around with the Irrlicht 4If you are currently just playing around with the Irrlicht
5engine, you may want to look at other examples first. 5engine, you may want to look at other examples first.
6This tutorials shows how to create a custom scene node and 6This tutorials shows how to create a custom scene node and
7how to use it in the engine. A custom scene node is needed 7how to use it in the engine. A custom scene node is needed
8if you want to implement a render technique the Irrlicht 8if you want to implement a render technique the Irrlicht
9Engine currently does not support. For example, you can write 9Engine currently does not support. For example, you can write
10an indoor portal based renderer or an advanced terrain scene 10an indoor portal based renderer or an advanced terrain scene
11node with it. By creating custom scene nodes, you can 11node with it. By creating custom scene nodes, you can
12easily extend the Irrlicht Engine and adapt it to your own 12easily extend the Irrlicht Engine and adapt it to your own
13needs. 13needs.
14 14
15I will keep the tutorial simple: Keep everything very 15I will keep the tutorial simple: Keep everything very
16short, everything in one .cpp file, and I'll use the engine 16short, everything in one .cpp file, and I'll use the engine
17here as in all other tutorials. 17here as in all other tutorials.
18 18
19To start, I include the header files, use the irr namespace, 19To start, I include the header files, use the irr namespace,
20and tell the linker to link with the .lib file. 20and 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
25using namespace irr; 25using 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/*
32Here comes the more sophisticated part of this tutorial: 32Here comes the more sophisticated part of this tutorial:
33The class of our very own custom scene node. To keep it simple, 33The class of our very own custom scene node. To keep it simple,
34our scene node will not be an indoor portal renderer nor a terrain 34our scene node will not be an indoor portal renderer nor a terrain
35scene node, but a simple tetraeder, a 3d object consisting of 4 35scene node, but a simple tetraeder, a 3d object consisting of 4
36connected vertices, which only draws itself and does nothing more. 36connected vertices, which only draws itself and does nothing more.
37Note that this scenario does not require a custom scene node in Irrlicht. 37Note that this scenario does not require a custom scene node in Irrlicht.
38Instead one would create a mesh from the geometry and pass it to a 38Instead one would create a mesh from the geometry and pass it to a
39irr::scene::IMeshSceneNode. This example just illustrates creation of a custom 39irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
40scene node in a very simple setting. 40scene node in a very simple setting.
41 41
42To let our scene node be able to be inserted into the Irrlicht 42To let our scene node be able to be inserted into the Irrlicht
43Engine scene, the class we create needs to be derived from the 43Engine scene, the class we create needs to be derived from the
44irr::scene::ISceneNode class and has to override some methods. 44irr::scene::ISceneNode class and has to override some methods.
45*/ 45*/
46 46
47class CSampleSceneNode : public scene::ISceneNode 47class 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
66public: 66public:
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/*
164That's it. The Scene node is done. Now we simply have to start 164That's it. The Scene node is done. Now we simply have to start
165the engine, create the scene node and a camera, and look at the result. 165the engine, create the scene node and a camera, and look at the result.
166*/ 166*/
167int main() 167int 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/*
266That's it. Compile and play around with the program. 266That'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
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@@ -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 &lt;irrlicht.h&gt;</pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td> 54 <td> <pre>#include &lt;irrlicht.h&gt;</pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</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&lt;f32&gt; Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td> 75 <td> <pre>core::aabbox3d&lt;f32&gt; 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&lt;4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos); 107 <td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i&lt;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-&gt;registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); 122 have to call SceneManager-&gt;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-&gt;registerNodeForRendering(this); 130 <td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager-&gt;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-&gt;getVideoDriver();</pre> 141 video::IVideoDriver* driver = SceneManager-&gt;getVideoDriver();</pre>
142 <pre> driver-&gt;setMaterial(Material); 142 <pre> driver-&gt;setMaterial(Material);
143 driver-&gt;setTransform(video::ETS_WORLD, AbsoluteTransformation); 143 driver-&gt;setTransform(video::ETS_WORLD, AbsoluteTransformation);
144 driver-&gt;drawIndexedTriangleList(&amp;Vertices[0], 4, &amp;indices[0], 4); 144 driver-&gt;drawIndexedTriangleList(&amp;Vertices[0], 4, &amp;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&lt;f32&gt;&amp; getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount() 157 <td><pre> virtual const core::aabbox3d&lt;f32&gt;&amp; 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&amp; getMaterial(u32 i) 160 }</pre> <pre> virtual video::SMaterial&amp; 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&lt;s32&gt;(640, 480), 16, false);</pre> <pre> device-&gt;setWindowCaption(L&quot;Custom Scene Node - Irrlicht Engine Demo&quot;);</pre> <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver(); 173 createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480), 16, false);</pre> <pre> device-&gt;setWindowCaption(L&quot;Custom Scene Node - Irrlicht Engine Demo&quot;);</pre> <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
174 scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre> 174 scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
175 <pre> smgr-&gt;addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); 175 <pre> smgr-&gt;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 (-&gt;drop()) instantly 179 <p>Create our scene node. Note that it is dropped (-&gt;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-&gt;getRootSceneNode(), smgr, 666); 185 <td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr-&gt;getRootSceneNode(), smgr, 666);
186 186
187myNode-&gt;drop();</pre> </td> 187myNode-&gt;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-&gt;createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); 196 <td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr-&gt;createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
197 197
198myNode-&gt;addAnimator(anim); 198myNode-&gt;addAnimator(anim);
199anim-&gt;drop();</pre> </td> 199anim-&gt;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-&gt;run())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(0,100,100,100)); 205 <td> <pre> while(device-&gt;run())<br> {<br> driver-&gt;beginScene(true, true, video::SColor(0,100,100,100));
206 206
207 smgr-&gt;drawAll(); 207 smgr-&gt;drawAll();
208 208
209 driver-&gt;endScene(); 209 driver-&gt;endScene();
210 } 210 }
211 211
212device-&gt;drop(); 212device-&gt;drop();
213return 0; 213return 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>&nbsp;</p> 220<p>&nbsp;</p>
221 </body> 221 </body>
222</html> 222</html>