diff options
Diffstat (limited to 'libraries/irrlicht-1.8/examples/04.Movement')
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 |
4 | Target = 04.Movement | 4 | Target = 04.Movement |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL | 23 | all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL |
24 | all_win32 clean_win32: SYSTEM=Win32-gcc | 24 | all_win32 clean_win32: SYSTEM=Win32-gcc |
25 | all_win32 clean_win32: SUF=.exe | 25 | all_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 |
27 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 27 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
28 | 28 | ||
29 | all_linux all_win32: | 29 | all_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 | ||
33 | clean: clean_linux clean_win32 | 33 | clean: clean_linux clean_win32 |
34 | $(warning Cleaning...) | 34 | $(warning Cleaning...) |
35 | 35 | ||
36 | clean_linux clean_win32: | 36 | clean_linux clean_win32: |
37 | @$(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] |
2 | FileName=example.dev | 2 | FileName=example.dev |
3 | Name=Irrlicht Example 04 Movement | 3 | Name=Irrlicht Example 04 Movement |
4 | UnitCount=1 | 4 | UnitCount=1 |
5 | Type=1 | 5 | Type=1 |
6 | Ver=1 | 6 | Ver=1 |
7 | ObjFiles= | 7 | ObjFiles= |
8 | Includes=..\..\include | 8 | Includes=..\..\include |
9 | Libs= | 9 | Libs= |
10 | PrivateResource= | 10 | PrivateResource= |
11 | ResourceIncludes= | 11 | ResourceIncludes= |
12 | MakeIncludes= | 12 | MakeIncludes= |
13 | Compiler= | 13 | Compiler= |
14 | CppCompiler= | 14 | CppCompiler= |
15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ | 15 | Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_ |
16 | IsCpp=1 | 16 | IsCpp=1 |
17 | Icon= | 17 | Icon= |
18 | ExeOutput=../../bin/Win32-gcc | 18 | ExeOutput=../../bin/Win32-gcc |
19 | ObjectOutput=obj | 19 | ObjectOutput=obj |
20 | OverrideOutput=1 | 20 | OverrideOutput=1 |
21 | OverrideOutputName=04.Movement.exe | 21 | OverrideOutputName=04.Movement.exe |
22 | HostApplication= | 22 | HostApplication= |
23 | Folders= | 23 | Folders= |
24 | CommandLine= | 24 | CommandLine= |
25 | IncludeVersionInfo=0 | 25 | IncludeVersionInfo=0 |
26 | SupportXPThemes=0 | 26 | SupportXPThemes=0 |
27 | CompilerSet=0 | 27 | CompilerSet=0 |
28 | CompilerSettings=0000000000000000000000 | 28 | CompilerSettings=0000000000000000000000 |
29 | UseCustomMakefile=0 | 29 | UseCustomMakefile=0 |
30 | CustomMakefile= | 30 | CustomMakefile= |
31 | 31 | ||
32 | [Unit1] | 32 | [Unit1] |
33 | FileName=main.cpp | 33 | FileName=main.cpp |
34 | CompileCpp=1 | 34 | CompileCpp=1 |
35 | Folder=Projekt1 | 35 | Folder=Projekt1 |
36 | Compile=1 | 36 | Compile=1 |
37 | Link=1 | 37 | Link=1 |
38 | Priority=1000 | 38 | Priority=1000 |
39 | OverrideBuildCmd=0 | 39 | OverrideBuildCmd=0 |
40 | BuildCmd= | 40 | BuildCmd= |
41 | 41 | ||
42 | [VersionInfo] | 42 | [VersionInfo] |
43 | Major=0 | 43 | Major=0 |
44 | Minor=1 | 44 | Minor=1 |
45 | Release=1 | 45 | Release=1 |
46 | Build=1 | 46 | Build=1 |
47 | LanguageID=1033 | 47 | LanguageID=1033 |
48 | CharsetID=1252 | 48 | CharsetID=1252 |
49 | CompanyName= | 49 | CompanyName= |
50 | FileVersion= | 50 | FileVersion= |
51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc | 51 | FileDescription=Irrlicht Engine example compiled using DevCpp and gcc |
52 | InternalName= | 52 | InternalName= |
53 | LegalCopyright= | 53 | LegalCopyright= |
54 | LegalTrademarks= | 54 | LegalTrademarks= |
55 | OriginalFilename= | 55 | OriginalFilename= |
56 | ProductName= | 56 | ProductName= |
57 | ProductVersion= | 57 | ProductVersion= |
58 | AutoIncBuildNr=0 | 58 | AutoIncBuildNr=0 |
59 | 59 | ||
diff --git a/libraries/irrlicht-1.8/examples/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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38 | <ConfigurationType>Application</ConfigurationType> | 38 | <ConfigurationType>Application</ConfigurationType> |
39 | <UseOfMfc>false</UseOfMfc> | 39 | <UseOfMfc>false</UseOfMfc> |
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132 | TypeLibraryName=".\Release/Movement.tlb" | 132 | TypeLibraryName=".\Release/Movement.tlb" |
133 | HeaderFileName="" | 133 | HeaderFileName="" |
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139 | AdditionalIncludeDirectories="..\..\include" | 139 | AdditionalIncludeDirectories="..\..\include" |
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170 | ProgramDatabaseFile=".\Release/Movement.pdb" | 170 | ProgramDatabaseFile=".\Release/Movement.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | TargetMachine="1" | 172 | TargetMachine="1" |
173 | /> | 173 | /> |
174 | <Tool | 174 | <Tool |
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181 | Name="VCXDCMakeTool" | 181 | Name="VCXDCMakeTool" |
182 | /> | 182 | /> |
183 | <Tool | 183 | <Tool |
184 | Name="VCBscMakeTool" | 184 | Name="VCBscMakeTool" |
185 | /> | 185 | /> |
186 | <Tool | 186 | <Tool |
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189 | <Tool | 189 | <Tool |
190 | Name="VCAppVerifierTool" | 190 | Name="VCAppVerifierTool" |
191 | /> | 191 | /> |
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194 | /> | 194 | /> |
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199 | </Configurations> | 199 | </Configurations> |
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206 | <FileConfiguration | 206 | <FileConfiguration |
207 | Name="Debug|Win32" | 207 | Name="Debug|Win32" |
208 | > | 208 | > |
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214 | BasicRuntimeChecks="3" | 214 | BasicRuntimeChecks="3" |
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216 | </FileConfiguration> | 216 | </FileConfiguration> |
217 | <FileConfiguration | 217 | <FileConfiguration |
218 | Name="Release|Win32" | 218 | Name="Release|Win32" |
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220 | <Tool | 220 | <Tool |
221 | Name="VCCLCompilerTool" | 221 | Name="VCCLCompilerTool" |
222 | Optimization="2" | 222 | Optimization="2" |
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227 | </File> | 227 | </File> |
228 | </Files> | 228 | </Files> |
229 | <Globals> | 229 | <Globals> |
230 | </Globals> | 230 | </Globals> |
231 | </VisualStudioProject> | 231 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc9.vcproj b/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc9.vcproj index 074fe40..b480c93 100644 --- a/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/04.Movement/Movement_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
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2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="9.00" | 4 | Version="9.00" |
5 | Name="04.Movement_vc9" | 5 | Name="04.Movement_vc9" |
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7 | RootNamespace="Movement_vc9" | 7 | RootNamespace="Movement_vc9" |
8 | TargetFrameworkVersion="131072" | 8 | TargetFrameworkVersion="131072" |
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11 | <Platform | 11 | <Platform |
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15 | <ToolFiles> | 15 | <ToolFiles> |
16 | </ToolFiles> | 16 | </ToolFiles> |
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22 | ConfigurationType="1" | 22 | ConfigurationType="1" |
23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
24 | UseOfMFC="0" | 24 | UseOfMFC="0" |
25 | ATLMinimizesCRunTimeLibraryUsage="false" | 25 | ATLMinimizesCRunTimeLibraryUsage="false" |
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41 | Name="VCMIDLTool" | 41 | Name="VCMIDLTool" |
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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 | ||
3 | This Tutorial shows how to move and animate SceneNodes. The | 3 | This Tutorial shows how to move and animate SceneNodes. The |
4 | basic concept of SceneNodeAnimators is shown as well as manual | 4 | basic concept of SceneNodeAnimators is shown as well as manual |
5 | movement of nodes using the keyboard. We'll demonstrate framerate | 5 | movement of nodes using the keyboard. We'll demonstrate framerate |
6 | independent movement, which means moving by an amount dependent | 6 | independent movement, which means moving by an amount dependent |
7 | on the duration of the last run of the Irrlicht loop. | 7 | on the duration of the last run of the Irrlicht loop. |
8 | 8 | ||
9 | Example 19.MouseAndJoystick shows how to handle those kinds of input. | 9 | Example 19.MouseAndJoystick shows how to handle those kinds of input. |
10 | 10 | ||
11 | As always, I include the header files, use the irr namespace, | 11 | As always, I include the header files, use the irr namespace, |
12 | and tell the linker to link with the .lib file. | 12 | and 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 | ||
23 | using namespace irr; | 23 | using namespace irr; |
24 | 24 | ||
25 | /* | 25 | /* |
26 | To receive events like mouse and keyboard input, or GUI events like "the OK | 26 | To receive events like mouse and keyboard input, or GUI events like "the OK |
27 | button has been clicked", we need an object which is derived from the | 27 | button has been clicked", we need an object which is derived from the |
28 | irr::IEventReceiver object. There is only one method to override: | 28 | irr::IEventReceiver object. There is only one method to override: |
29 | irr::IEventReceiver::OnEvent(). This method will be called by the engine once | 29 | irr::IEventReceiver::OnEvent(). This method will be called by the engine once |
30 | when an event happens. What we really want to know is whether a key is being | 30 | when an event happens. What we really want to know is whether a key is being |
31 | held down, and so we will remember the current state of each key. | 31 | held down, and so we will remember the current state of each key. |
32 | */ | 32 | */ |
33 | class MyEventReceiver : public IEventReceiver | 33 | class MyEventReceiver : public IEventReceiver |
34 | { | 34 | { |
35 | public: | 35 | public: |
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 | ||
58 | private: | 58 | private: |
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 | /* |
65 | The event receiver for keeping the pressed keys is ready, the actual responses | 65 | The event receiver for keeping the pressed keys is ready, the actual responses |
66 | will be made inside the render loop, right before drawing the scene. So lets | 66 | will be made inside the render loop, right before drawing the scene. So lets |
67 | just create an irr::IrrlichtDevice and the scene node we want to move. We also | 67 | just create an irr::IrrlichtDevice and the scene node we want to move. We also |
68 | create some other additional scene nodes, to show that there are also some | 68 | create some other additional scene nodes, to show that there are also some |
69 | different possibilities to move and animate scene nodes. | 69 | different possibilities to move and animate scene nodes. |
70 | */ | 70 | */ |
71 | int main() | 71 | int 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 | /* |
257 | That's it. Compile and play around with the program. | 257 | That'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 | |||
@@ -1,188 +1,188 @@ | |||
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 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 <stdio.h><br>#include <wchar.h><br>#include <irrlicht.h></pre> | 44 | <td> <pre>#include <stdio.h><br>#include <wchar.h><br>#include <irrlicht.h></pre> |
45 | <pre>using namespace irr;</pre> | 45 | <pre>using namespace irr;</pre> |
46 | <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td> | 46 | <pre>#pragma comment(lib, "Irrlicht.lib")</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 "the | 60 | <p>To get events like mouse and keyboard input, or GUI events like "the |
61 | OK button has been clicked", we need an object wich is derived | 61 | OK button has been clicked", 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& event)<br> { </pre></td> | 67 | <td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& 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 && event.EventType == irr::EET_KEY_INPUT_EVENT&&<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->getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node->setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td> | 75 | <td> <pre>if (node != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT&&<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->getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node->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<s32>(640, 480), | 88 | device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), |
89 | 16, false, false, false, &receiver);</pre> | 89 | 16, false, false, false, &receiver);</pre> |
90 | <pre> video::IVideoDriver* driver = device->getVideoDriver(); | 90 | <pre> video::IVideoDriver* driver = device->getVideoDriver(); |
91 | scene::ISceneManager* smgr = device->getSceneManager();</pre> | 91 | scene::ISceneManager* smgr = device->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->addSphereSceneNode(); | 101 | <td><pre>node = smgr->addSphereSceneNode(); |
102 | node->setPosition(core::vector3df(0,0,30)); | 102 | node->setPosition(core::vector3df(0,0,30)); |
103 | node->setMaterialFlag(video::EMF_LIGHTING, false); | 103 | node->setMaterialFlag(video::EMF_LIGHTING, false); |
104 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));</pre></td> | 104 | node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));</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->addCubeSceneNode(); | 118 | <td><pre>scene::ISceneNode* n = smgr->addCubeSceneNode(); |
119 | n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg")); | 119 | n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg")); |
120 | n->setMaterialFlag(video::EMF_LIGHTING, false); | 120 | n->setMaterialFlag(video::EMF_LIGHTING, false); |
121 | scene::ISceneNodeAnimator* anim = | 121 | scene::ISceneNodeAnimator* anim = |
122 | smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); | 122 | smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); |
123 | n->addAnimator(anim); | 123 | n->addAnimator(anim); |
124 | anim->drop();</pre></td> | 124 | anim->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->addAnimatedMeshSceneNode(<br> smgr->getMesh("../../media/sydney.md2")); | 132 | <td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(<br> smgr->getMesh("../../media/sydney.md2")); |
133 | 133 | ||
134 | if (n)<br> {<br> anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms->addAnimator(anim);<br> anim->drop();</pre> | 134 | if (n)<br> {<br> anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms->addAnimator(anim);<br> anim->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 "anms->setMD2Animation(scene::EMAT_RUN)" for the | 142 | just call "anms->setMD2Animation(scene::EMAT_RUN)" for the |
143 | 'run' animation instead of "setFrameLoop" and "setAnimationSpeed", | 143 | 'run' animation instead of "setFrameLoop" and "setAnimationSpeed", |
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->setMaterialFlag(video::EMF_LIGHTING, false);<br> anms->setFrameLoop(320, 360); | 148 | <td> <pre> anms->setMaterialFlag(video::EMF_LIGHTING, false);<br> anms->setFrameLoop(320, 360); |
149 | anms->setAnimationSpeed(30);<br> anms->setRotation(core::vector3df(0,180.0f,0));<br> anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));<br>}<br></pre></td> | 149 | anms->setAnimationSpeed(30);<br> anms->setRotation(core::vector3df(0,180.0f,0));<br> anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));<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->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device->getCursorControl()->setVisible(false); </pre></td> | 156 | <td> <pre>smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device->getCursorControl()->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->run()) | 164 | <pre>while(device->run()) |
165 | { | 165 | { |
166 | driver->beginScene(true, true, video::SColor(255,90,90,156)); | 166 | driver->beginScene(true, true, video::SColor(255,90,90,156)); |
167 | smgr->drawAll(); | 167 | smgr->drawAll(); |
168 | driver->endScene();</pre> | 168 | driver->endScene();</pre> |
169 | <pre> int fps = driver->getFPS();</pre> | 169 | <pre> int fps = driver->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"Movement Example - Irrlicht Engine (%ls)(fps:%d)",<br> driver->getName(), fps);</pre> | 173 | swprintf(tmp, 1024, L"Movement Example - Irrlicht Engine (%ls)(fps:%d)",<br> driver->getName(), fps);</pre> |
174 | <pre> device->setWindowCaption(tmp); | 174 | <pre> device->setWindowCaption(tmp); |
175 | lastFPS = fps; | 175 | lastFPS = fps; |
176 | } | 176 | } |
177 | } | 177 | } |
178 | 178 | ||
179 | device->drop();<br>return 0;<br>}</pre></td> | 179 | device->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> </p></td> | 183 | <p> </p></td> |
184 | </tr> | 184 | </tr> |
185 | </table> | 185 | </table> |
186 | <p> </p> | 186 | <p> </p> |
187 | </body> | 187 | </body> |
188 | </html> | 188 | </html> |