diff options
Diffstat (limited to '')
9 files changed, 1823 insertions, 1823 deletions
diff --git a/libraries/irrlicht-1.8/examples/07.Collision/Collision.dev b/libraries/irrlicht-1.8/examples/07.Collision/Collision.dev index c13a041..2ad2a4c 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/Collision.dev +++ b/libraries/irrlicht-1.8/examples/07.Collision/Collision.dev | |||
@@ -1,59 +1,59 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/07.Collision/Collision.vcproj b/libraries/irrlicht-1.8/examples/07.Collision/Collision.vcproj index a4e4b07..0e9c6c5 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/Collision.vcproj +++ b/libraries/irrlicht-1.8/examples/07.Collision/Collision.vcproj | |||
@@ -1,163 +1,163 @@ | |||
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diff --git a/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc10.vcxproj b/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc10.vcxproj index 03a94c8..7b5e72f 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc10.vcxproj +++ b/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc10.vcxproj | |||
@@ -1,231 +1,231 @@ | |||
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170 | ProgramDatabaseFile=".\Release/Collision.pdb" | 170 | ProgramDatabaseFile=".\Release/Collision.pdb" |
171 | SubSystem="1" | 171 | SubSystem="1" |
172 | TargetMachine="1" | 172 | TargetMachine="1" |
173 | /> | 173 | /> |
174 | <Tool | 174 | <Tool |
175 | Name="VCALinkTool" | 175 | Name="VCALinkTool" |
176 | /> | 176 | /> |
177 | <Tool | 177 | <Tool |
178 | Name="VCManifestTool" | 178 | Name="VCManifestTool" |
179 | /> | 179 | /> |
180 | <Tool | 180 | <Tool |
181 | Name="VCXDCMakeTool" | 181 | Name="VCXDCMakeTool" |
182 | /> | 182 | /> |
183 | <Tool | 183 | <Tool |
184 | Name="VCBscMakeTool" | 184 | Name="VCBscMakeTool" |
185 | /> | 185 | /> |
186 | <Tool | 186 | <Tool |
187 | Name="VCFxCopTool" | 187 | Name="VCFxCopTool" |
188 | /> | 188 | /> |
189 | <Tool | 189 | <Tool |
190 | Name="VCAppVerifierTool" | 190 | Name="VCAppVerifierTool" |
191 | /> | 191 | /> |
192 | <Tool | 192 | <Tool |
193 | Name="VCWebDeploymentTool" | 193 | Name="VCWebDeploymentTool" |
194 | /> | 194 | /> |
195 | <Tool | 195 | <Tool |
196 | Name="VCPostBuildEventTool" | 196 | Name="VCPostBuildEventTool" |
197 | /> | 197 | /> |
198 | </Configuration> | 198 | </Configuration> |
199 | </Configurations> | 199 | </Configurations> |
200 | <References> | 200 | <References> |
201 | </References> | 201 | </References> |
202 | <Files> | 202 | <Files> |
203 | <File | 203 | <File |
204 | RelativePath="main.cpp" | 204 | RelativePath="main.cpp" |
205 | > | 205 | > |
206 | <FileConfiguration | 206 | <FileConfiguration |
207 | Name="Debug|Win32" | 207 | Name="Debug|Win32" |
208 | > | 208 | > |
209 | <Tool | 209 | <Tool |
210 | Name="VCCLCompilerTool" | 210 | Name="VCCLCompilerTool" |
211 | Optimization="0" | 211 | Optimization="0" |
212 | AdditionalIncludeDirectories="" | 212 | AdditionalIncludeDirectories="" |
213 | PreprocessorDefinitions="" | 213 | PreprocessorDefinitions="" |
214 | BasicRuntimeChecks="3" | 214 | BasicRuntimeChecks="3" |
215 | /> | 215 | /> |
216 | </FileConfiguration> | 216 | </FileConfiguration> |
217 | <FileConfiguration | 217 | <FileConfiguration |
218 | Name="Release|Win32" | 218 | Name="Release|Win32" |
219 | > | 219 | > |
220 | <Tool | 220 | <Tool |
221 | Name="VCCLCompilerTool" | 221 | Name="VCCLCompilerTool" |
222 | Optimization="2" | 222 | Optimization="2" |
223 | AdditionalIncludeDirectories="" | 223 | AdditionalIncludeDirectories="" |
224 | PreprocessorDefinitions="" | 224 | PreprocessorDefinitions="" |
225 | /> | 225 | /> |
226 | </FileConfiguration> | 226 | </FileConfiguration> |
227 | </File> | 227 | </File> |
228 | </Files> | 228 | </Files> |
229 | <Globals> | 229 | <Globals> |
230 | </Globals> | 230 | </Globals> |
231 | </VisualStudioProject> | 231 | </VisualStudioProject> |
diff --git a/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc9.vcproj b/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc9.vcproj index 3cca93d..67ab1f5 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc9.vcproj +++ b/libraries/irrlicht-1.8/examples/07.Collision/Collision_vc9.vcproj | |||
@@ -1,230 +1,230 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | 1 | <?xml version="1.0" encoding="Windows-1252"?> |
2 | <VisualStudioProject | 2 | <VisualStudioProject |
3 | ProjectType="Visual C++" | 3 | ProjectType="Visual C++" |
4 | Version="9.00" | 4 | Version="9.00" |
5 | Name="07.Collision_vc9" | 5 | Name="07.Collision_vc9" |
6 | ProjectGUID="{3E30297B-5BE3-4A5C-B31E-08A28ADDB29E}" | 6 | ProjectGUID="{3E30297B-5BE3-4A5C-B31E-08A28ADDB29E}" |
7 | RootNamespace="Collision_vc9" | 7 | RootNamespace="Collision_vc9" |
8 | TargetFrameworkVersion="131072" | 8 | TargetFrameworkVersion="131072" |
9 | > | 9 | > |
10 | <Platforms> | 10 | <Platforms> |
11 | <Platform | 11 | <Platform |
12 | Name="Win32" | 12 | Name="Win32" |
13 | /> | 13 | /> |
14 | </Platforms> | 14 | </Platforms> |
15 | <ToolFiles> | 15 | <ToolFiles> |
16 | </ToolFiles> | 16 | </ToolFiles> |
17 | <Configurations> | 17 | <Configurations> |
18 | <Configuration | 18 | <Configuration |
19 | Name="Debug|Win32" | 19 | Name="Debug|Win32" |
20 | OutputDirectory=".\Debug" | 20 | OutputDirectory=".\Debug" |
21 | IntermediateDirectory=".\Debug" | 21 | IntermediateDirectory=".\Debug" |
22 | ConfigurationType="1" | 22 | ConfigurationType="1" |
23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
24 | UseOfMFC="0" | 24 | UseOfMFC="0" |
25 | ATLMinimizesCRunTimeLibraryUsage="false" | 25 | ATLMinimizesCRunTimeLibraryUsage="false" |
26 | CharacterSet="2" | 26 | CharacterSet="2" |
27 | > | 27 | > |
28 | <Tool | 28 | <Tool |
29 | Name="VCPreBuildEventTool" | 29 | Name="VCPreBuildEventTool" |
30 | /> | 30 | /> |
31 | <Tool | 31 | <Tool |
32 | Name="VCCustomBuildTool" | 32 | Name="VCCustomBuildTool" |
33 | /> | 33 | /> |
34 | <Tool | 34 | <Tool |
35 | Name="VCXMLDataGeneratorTool" | 35 | Name="VCXMLDataGeneratorTool" |
36 | /> | 36 | /> |
37 | <Tool | 37 | <Tool |
38 | Name="VCWebServiceProxyGeneratorTool" | 38 | Name="VCWebServiceProxyGeneratorTool" |
39 | /> | 39 | /> |
40 | <Tool | 40 | <Tool |
41 | Name="VCMIDLTool" | 41 | Name="VCMIDLTool" |
42 | TypeLibraryName=".\Debug/Collision.tlb" | 42 | TypeLibraryName=".\Debug/Collision.tlb" |
43 | HeaderFileName="" | 43 | HeaderFileName="" |
44 | /> | 44 | /> |
45 | <Tool | 45 | <Tool |
46 | Name="VCCLCompilerTool" | 46 | Name="VCCLCompilerTool" |
47 | Optimization="0" | 47 | Optimization="0" |
48 | AdditionalIncludeDirectories="..\..\include" | 48 | AdditionalIncludeDirectories="..\..\include" |
49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" | 49 | PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE" |
50 | BasicRuntimeChecks="3" | 50 | BasicRuntimeChecks="3" |
51 | RuntimeLibrary="1" | 51 | RuntimeLibrary="1" |
52 | UsePrecompiledHeader="0" | 52 | UsePrecompiledHeader="0" |
53 | PrecompiledHeaderFile=".\Debug/Collision.pch" | 53 | PrecompiledHeaderFile=".\Debug/Collision.pch" |
54 | AssemblerListingLocation=".\Debug/" | 54 | AssemblerListingLocation=".\Debug/" |
55 | ObjectFile=".\Debug/" | 55 | ObjectFile=".\Debug/" |
56 | ProgramDataBaseFileName=".\Debug/" | 56 | ProgramDataBaseFileName=".\Debug/" |
57 | WarningLevel="3" | 57 | WarningLevel="3" |
58 | SuppressStartupBanner="true" | 58 | SuppressStartupBanner="true" |
59 | DebugInformationFormat="4" | 59 | DebugInformationFormat="4" |
60 | CompileAs="0" | 60 | CompileAs="0" |
61 | /> | 61 | /> |
62 | <Tool | 62 | <Tool |
63 | Name="VCManagedResourceCompilerTool" | 63 | Name="VCManagedResourceCompilerTool" |
64 | /> | 64 | /> |
65 | <Tool | 65 | <Tool |
66 | Name="VCResourceCompilerTool" | 66 | Name="VCResourceCompilerTool" |
67 | PreprocessorDefinitions="_DEBUG" | 67 | PreprocessorDefinitions="_DEBUG" |
68 | Culture="3079" | 68 | Culture="3079" |
69 | /> | 69 | /> |
70 | <Tool | 70 | <Tool |
71 | Name="VCPreLinkEventTool" | 71 | Name="VCPreLinkEventTool" |
72 | /> | 72 | /> |
73 | <Tool | 73 | <Tool |
74 | Name="VCLinkerTool" | 74 | Name="VCLinkerTool" |
75 | OutputFile="..\..\bin\Win32-VisualStudio\07.Collision.exe" | 75 | OutputFile="..\..\bin\Win32-VisualStudio\07.Collision.exe" |
76 | LinkIncremental="0" | 76 | LinkIncremental="0" |
77 | SuppressStartupBanner="true" | 77 | SuppressStartupBanner="true" |
78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | 78 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" |
79 | GenerateDebugInformation="true" | 79 | GenerateDebugInformation="true" |
80 | ProgramDatabaseFile=".\Debug/Collision.pdb" | 80 | ProgramDatabaseFile=".\Debug/Collision.pdb" |
81 | SubSystem="1" | 81 | SubSystem="1" |
82 | RandomizedBaseAddress="1" | 82 | RandomizedBaseAddress="1" |
83 | DataExecutionPrevention="0" | 83 | DataExecutionPrevention="0" |
84 | TargetMachine="1" | 84 | TargetMachine="1" |
85 | /> | 85 | /> |
86 | <Tool | 86 | <Tool |
87 | Name="VCALinkTool" | 87 | Name="VCALinkTool" |
88 | /> | 88 | /> |
89 | <Tool | 89 | <Tool |
90 | Name="VCManifestTool" | 90 | Name="VCManifestTool" |
91 | /> | 91 | /> |
92 | <Tool | 92 | <Tool |
93 | Name="VCXDCMakeTool" | 93 | Name="VCXDCMakeTool" |
94 | /> | 94 | /> |
95 | <Tool | 95 | <Tool |
96 | Name="VCBscMakeTool" | 96 | Name="VCBscMakeTool" |
97 | /> | 97 | /> |
98 | <Tool | 98 | <Tool |
99 | Name="VCFxCopTool" | 99 | Name="VCFxCopTool" |
100 | /> | 100 | /> |
101 | <Tool | 101 | <Tool |
102 | Name="VCAppVerifierTool" | 102 | Name="VCAppVerifierTool" |
103 | /> | 103 | /> |
104 | <Tool | 104 | <Tool |
105 | Name="VCPostBuildEventTool" | 105 | Name="VCPostBuildEventTool" |
106 | /> | 106 | /> |
107 | </Configuration> | 107 | </Configuration> |
108 | <Configuration | 108 | <Configuration |
109 | Name="Release|Win32" | 109 | Name="Release|Win32" |
110 | OutputDirectory=".\Release" | 110 | OutputDirectory=".\Release" |
111 | IntermediateDirectory=".\Release" | 111 | IntermediateDirectory=".\Release" |
112 | ConfigurationType="1" | 112 | ConfigurationType="1" |
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | 113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" |
114 | UseOfMFC="0" | 114 | UseOfMFC="0" |
115 | ATLMinimizesCRunTimeLibraryUsage="false" | 115 | ATLMinimizesCRunTimeLibraryUsage="false" |
116 | CharacterSet="2" | 116 | CharacterSet="2" |
117 | > | 117 | > |
118 | <Tool | 118 | <Tool |
119 | Name="VCPreBuildEventTool" | 119 | Name="VCPreBuildEventTool" |
120 | /> | 120 | /> |
121 | <Tool | 121 | <Tool |
122 | Name="VCCustomBuildTool" | 122 | Name="VCCustomBuildTool" |
123 | /> | 123 | /> |
124 | <Tool | 124 | <Tool |
125 | Name="VCXMLDataGeneratorTool" | 125 | Name="VCXMLDataGeneratorTool" |
126 | /> | 126 | /> |
127 | <Tool | 127 | <Tool |
128 | Name="VCWebServiceProxyGeneratorTool" | 128 | Name="VCWebServiceProxyGeneratorTool" |
129 | /> | 129 | /> |
130 | <Tool | 130 | <Tool |
131 | Name="VCMIDLTool" | 131 | Name="VCMIDLTool" |
132 | TypeLibraryName=".\Release/Collision.tlb" | 132 | TypeLibraryName=".\Release/Collision.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/Collision.pch" | 145 | PrecompiledHeaderFile=".\Release/Collision.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\07.Collision.exe" | 166 | OutputFile="..\..\bin\Win32-VisualStudio\07.Collision.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/Collision.pdb" | 170 | ProgramDatabaseFile=".\Release/Collision.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/07.Collision/Makefile b/libraries/irrlicht-1.8/examples/07.Collision/Makefile index 6698725..ca147fc 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/Makefile +++ b/libraries/irrlicht-1.8/examples/07.Collision/Makefile | |||
@@ -1,38 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | 1 | # Makefile for Irrlicht Examples |
2 | # It's usually sufficient to change just the target name and source file list | 2 | # It's usually sufficient to change just the target name and source file list |
3 | # and be sure that CXX is set to a valid compiler | 3 | # and be sure that CXX is set to a valid compiler |
4 | Target = 07.Collision | 4 | Target = 07.Collision |
5 | Sources = main.cpp | 5 | Sources = main.cpp |
6 | 6 | ||
7 | # general compiler settings | 7 | # general compiler settings |
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | 8 | CPPFLAGS = -I../../include -I/usr/X11R6/include |
9 | CXXFLAGS = -O3 -ffast-math | 9 | CXXFLAGS = -O3 -ffast-math |
10 | #CXXFLAGS = -g -Wall | 10 | #CXXFLAGS = -g -Wall |
11 | 11 | ||
12 | #default target is Linux | 12 | #default target is Linux |
13 | all: all_linux | 13 | all: all_linux |
14 | 14 | ||
15 | ifeq ($(HOSTTYPE), x86_64) | 15 | ifeq ($(HOSTTYPE), x86_64) |
16 | LIBSELECT=64 | 16 | LIBSELECT=64 |
17 | endif | 17 | endif |
18 | 18 | ||
19 | # target specific settings | 19 | # target specific settings |
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | 20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor |
21 | all_linux clean_linux: SYSTEM=Linux | 21 | all_linux clean_linux: SYSTEM=Linux |
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | 22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm |
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | 23 | all_win32 clean_win32: SYSTEM=Win32-gcc |
24 | all_win32 clean_win32: SUF=.exe | 24 | all_win32 clean_win32: SUF=.exe |
25 | # name of the binary - only valid for targets which set SYSTEM | 25 | # name of the binary - only valid for targets which set SYSTEM |
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | 26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) |
27 | 27 | ||
28 | all_linux all_win32: | 28 | all_linux all_win32: |
29 | $(warning Building...) | 29 | $(warning Building...) |
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | 30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) |
31 | 31 | ||
32 | clean: clean_linux clean_win32 | 32 | clean: clean_linux clean_win32 |
33 | $(warning Cleaning...) | 33 | $(warning Cleaning...) |
34 | 34 | ||
35 | clean_linux clean_win32: | 35 | clean_linux clean_win32: |
36 | @$(RM) $(DESTPATH) | 36 | @$(RM) $(DESTPATH) |
37 | 37 | ||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | 38 | .PHONY: all all_win32 clean clean_linux clean_win32 |
diff --git a/libraries/irrlicht-1.8/examples/07.Collision/main.cpp b/libraries/irrlicht-1.8/examples/07.Collision/main.cpp index 8387c49..1846b12 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/main.cpp +++ b/libraries/irrlicht-1.8/examples/07.Collision/main.cpp | |||
@@ -1,330 +1,330 @@ | |||
1 | /** Example 007 Collision | 1 | /** Example 007 Collision |
2 | 2 | ||
3 | We will describe 2 methods: Automatic collision detection for moving through | 3 | We will describe 2 methods: Automatic collision detection for moving through |
4 | 3d worlds with stair climbing and sliding, and manual scene node and triangle | 4 | 3d worlds with stair climbing and sliding, and manual scene node and triangle |
5 | picking using a ray. In this case, we will use a ray coming out from the | 5 | picking using a ray. In this case, we will use a ray coming out from the |
6 | camera, but you can use any ray. | 6 | camera, but you can use any ray. |
7 | 7 | ||
8 | To start, we take the program from tutorial 2, which loads and displays a | 8 | To start, we take the program from tutorial 2, which loads and displays a |
9 | quake 3 level. We will use the level to walk in it and to pick triangles from. | 9 | quake 3 level. We will use the level to walk in it and to pick triangles from. |
10 | In addition we'll place 3 animated models into it for triangle picking. The | 10 | In addition we'll place 3 animated models into it for triangle picking. The |
11 | following code starts up the engine and loads the level, as per tutorial 2. | 11 | following code starts up the engine and loads the level, as per tutorial 2. |
12 | */ | 12 | */ |
13 | #include <irrlicht.h> | 13 | #include <irrlicht.h> |
14 | #include "driverChoice.h" | 14 | #include "driverChoice.h" |
15 | 15 | ||
16 | using namespace irr; | 16 | using namespace irr; |
17 | 17 | ||
18 | #ifdef _MSC_VER | 18 | #ifdef _MSC_VER |
19 | #pragma comment(lib, "Irrlicht.lib") | 19 | #pragma comment(lib, "Irrlicht.lib") |
20 | #endif | 20 | #endif |
21 | 21 | ||
22 | enum | 22 | enum |
23 | { | 23 | { |
24 | // I use this ISceneNode ID to indicate a scene node that is | 24 | // I use this ISceneNode ID to indicate a scene node that is |
25 | // not pickable by getSceneNodeAndCollisionPointFromRay() | 25 | // not pickable by getSceneNodeAndCollisionPointFromRay() |
26 | ID_IsNotPickable = 0, | 26 | ID_IsNotPickable = 0, |
27 | 27 | ||
28 | // I use this flag in ISceneNode IDs to indicate that the | 28 | // I use this flag in ISceneNode IDs to indicate that the |
29 | // scene node can be picked by ray selection. | 29 | // scene node can be picked by ray selection. |
30 | IDFlag_IsPickable = 1 << 0, | 30 | IDFlag_IsPickable = 1 << 0, |
31 | 31 | ||
32 | // I use this flag in ISceneNode IDs to indicate that the | 32 | // I use this flag in ISceneNode IDs to indicate that the |
33 | // scene node can be highlighted. In this example, the | 33 | // scene node can be highlighted. In this example, the |
34 | // homonids can be highlighted, but the level mesh can't. | 34 | // homonids can be highlighted, but the level mesh can't. |
35 | IDFlag_IsHighlightable = 1 << 1 | 35 | IDFlag_IsHighlightable = 1 << 1 |
36 | }; | 36 | }; |
37 | 37 | ||
38 | int main() | 38 | int main() |
39 | { | 39 | { |
40 | // ask user for driver | 40 | // ask user for driver |
41 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | 41 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); |
42 | if (driverType==video::EDT_COUNT) | 42 | if (driverType==video::EDT_COUNT) |
43 | return 1; | 43 | return 1; |
44 | 44 | ||
45 | // create device | 45 | // create device |
46 | 46 | ||
47 | IrrlichtDevice *device = | 47 | IrrlichtDevice *device = |
48 | createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false); | 48 | createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false); |
49 | 49 | ||
50 | if (device == 0) | 50 | if (device == 0) |
51 | return 1; // could not create selected driver. | 51 | return 1; // could not create selected driver. |
52 | 52 | ||
53 | video::IVideoDriver* driver = device->getVideoDriver(); | 53 | video::IVideoDriver* driver = device->getVideoDriver(); |
54 | scene::ISceneManager* smgr = device->getSceneManager(); | 54 | scene::ISceneManager* smgr = device->getSceneManager(); |
55 | 55 | ||
56 | device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); | 56 | device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); |
57 | 57 | ||
58 | scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp"); | 58 | scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp"); |
59 | scene::IMeshSceneNode* q3node = 0; | 59 | scene::IMeshSceneNode* q3node = 0; |
60 | 60 | ||
61 | // The Quake mesh is pickable, but doesn't get highlighted. | 61 | // The Quake mesh is pickable, but doesn't get highlighted. |
62 | if (q3levelmesh) | 62 | if (q3levelmesh) |
63 | q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable); | 63 | q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable); |
64 | 64 | ||
65 | /* | 65 | /* |
66 | So far so good, we've loaded the quake 3 level like in tutorial 2. Now, | 66 | So far so good, we've loaded the quake 3 level like in tutorial 2. Now, |
67 | here comes something different: We create a triangle selector. A | 67 | here comes something different: We create a triangle selector. A |
68 | triangle selector is a class which can fetch the triangles from scene | 68 | triangle selector is a class which can fetch the triangles from scene |
69 | nodes for doing different things with them, for example collision | 69 | nodes for doing different things with them, for example collision |
70 | detection. There are different triangle selectors, and all can be | 70 | detection. There are different triangle selectors, and all can be |
71 | created with the ISceneManager. In this example, we create an | 71 | created with the ISceneManager. In this example, we create an |
72 | OctreeTriangleSelector, which optimizes the triangle output a little | 72 | OctreeTriangleSelector, which optimizes the triangle output a little |
73 | bit by reducing it like an octree. This is very useful for huge meshes | 73 | bit by reducing it like an octree. This is very useful for huge meshes |
74 | like quake 3 levels. After we created the triangle selector, we attach | 74 | like quake 3 levels. After we created the triangle selector, we attach |
75 | it to the q3node. This is not necessary, but in this way, we do not | 75 | it to the q3node. This is not necessary, but in this way, we do not |
76 | need to care for the selector, for example dropping it after we do not | 76 | need to care for the selector, for example dropping it after we do not |
77 | need it anymore. | 77 | need it anymore. |
78 | */ | 78 | */ |
79 | 79 | ||
80 | scene::ITriangleSelector* selector = 0; | 80 | scene::ITriangleSelector* selector = 0; |
81 | 81 | ||
82 | if (q3node) | 82 | if (q3node) |
83 | { | 83 | { |
84 | q3node->setPosition(core::vector3df(-1350,-130,-1400)); | 84 | q3node->setPosition(core::vector3df(-1350,-130,-1400)); |
85 | 85 | ||
86 | selector = smgr->createOctreeTriangleSelector( | 86 | selector = smgr->createOctreeTriangleSelector( |
87 | q3node->getMesh(), q3node, 128); | 87 | q3node->getMesh(), q3node, 128); |
88 | q3node->setTriangleSelector(selector); | 88 | q3node->setTriangleSelector(selector); |
89 | // We're not done with this selector yet, so don't drop it. | 89 | // We're not done with this selector yet, so don't drop it. |
90 | } | 90 | } |
91 | 91 | ||
92 | 92 | ||
93 | /* | 93 | /* |
94 | We add a first person shooter camera to the scene so that we can see and | 94 | We add a first person shooter camera to the scene so that we can see and |
95 | move in the quake 3 level like in tutorial 2. But this, time, we add a | 95 | move in the quake 3 level like in tutorial 2. But this, time, we add a |
96 | special animator to the camera: A Collision Response animator. This | 96 | special animator to the camera: A Collision Response animator. This |
97 | animator modifies the scene node to which it is attached to in order to | 97 | animator modifies the scene node to which it is attached to in order to |
98 | prevent it moving through walls, and to add gravity to it. The | 98 | prevent it moving through walls, and to add gravity to it. The |
99 | only thing we have to tell the animator is how the world looks like, | 99 | only thing we have to tell the animator is how the world looks like, |
100 | how big the scene node is, how much gravity to apply and so on. After the | 100 | how big the scene node is, how much gravity to apply and so on. After the |
101 | collision response animator is attached to the camera, we do not have to do | 101 | collision response animator is attached to the camera, we do not have to do |
102 | anything more for collision detection, anything is done automatically. | 102 | anything more for collision detection, anything is done automatically. |
103 | The rest of the collision detection code below is for picking. And please | 103 | The rest of the collision detection code below is for picking. And please |
104 | note another cool feature: The collision response animator can be | 104 | note another cool feature: The collision response animator can be |
105 | attached also to all other scene nodes, not only to cameras. And it can | 105 | attached also to all other scene nodes, not only to cameras. And it can |
106 | be mixed with other scene node animators. In this way, collision | 106 | be mixed with other scene node animators. In this way, collision |
107 | detection and response in the Irrlicht engine is really easy. | 107 | detection and response in the Irrlicht engine is really easy. |
108 | 108 | ||
109 | Now we'll take a closer look on the parameters of | 109 | Now we'll take a closer look on the parameters of |
110 | createCollisionResponseAnimator(). The first parameter is the | 110 | createCollisionResponseAnimator(). The first parameter is the |
111 | TriangleSelector, which specifies how the world, against collision | 111 | TriangleSelector, which specifies how the world, against collision |
112 | detection is done looks like. The second parameter is the scene node, | 112 | detection is done looks like. The second parameter is the scene node, |
113 | which is the object, which is affected by collision detection, in our | 113 | which is the object, which is affected by collision detection, in our |
114 | case it is the camera. The third defines how big the object is, it is | 114 | case it is the camera. The third defines how big the object is, it is |
115 | the radius of an ellipsoid. Try it out and change the radius to smaller | 115 | the radius of an ellipsoid. Try it out and change the radius to smaller |
116 | values, the camera will be able to move closer to walls after this. The | 116 | values, the camera will be able to move closer to walls after this. The |
117 | next parameter is the direction and speed of gravity. We'll set it to | 117 | next parameter is the direction and speed of gravity. We'll set it to |
118 | (0, -10, 0), which approximates to realistic gravity, assuming that our | 118 | (0, -10, 0), which approximates to realistic gravity, assuming that our |
119 | units are metres. You could set it to (0,0,0) to disable gravity. And the | 119 | units are metres. You could set it to (0,0,0) to disable gravity. And the |
120 | last value is just a translation: Without this, the ellipsoid with which | 120 | last value is just a translation: Without this, the ellipsoid with which |
121 | collision detection is done would be around the camera, and the camera would | 121 | collision detection is done would be around the camera, and the camera would |
122 | be in the middle of the ellipsoid. But as human beings, we are used to have our | 122 | be in the middle of the ellipsoid. But as human beings, we are used to have our |
123 | eyes on top of the body, with which we collide with our world, not in | 123 | eyes on top of the body, with which we collide with our world, not in |
124 | the middle of it. So we place the scene node 50 units over the center | 124 | the middle of it. So we place the scene node 50 units over the center |
125 | of the ellipsoid with this parameter. And that's it, collision | 125 | of the ellipsoid with this parameter. And that's it, collision |
126 | detection works now. | 126 | detection works now. |
127 | */ | 127 | */ |
128 | 128 | ||
129 | // Set a jump speed of 3 units per second, which gives a fairly realistic jump | 129 | // Set a jump speed of 3 units per second, which gives a fairly realistic jump |
130 | // when used with the gravity of (0, -10, 0) in the collision response animator. | 130 | // when used with the gravity of (0, -10, 0) in the collision response animator. |
131 | scene::ICameraSceneNode* camera = | 131 | scene::ICameraSceneNode* camera = |
132 | smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 3.f); | 132 | smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 3.f); |
133 | camera->setPosition(core::vector3df(50,50,-60)); | 133 | camera->setPosition(core::vector3df(50,50,-60)); |
134 | camera->setTarget(core::vector3df(-70,30,-60)); | 134 | camera->setTarget(core::vector3df(-70,30,-60)); |
135 | 135 | ||
136 | if (selector) | 136 | if (selector) |
137 | { | 137 | { |
138 | scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( | 138 | scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( |
139 | selector, camera, core::vector3df(30,50,30), | 139 | selector, camera, core::vector3df(30,50,30), |
140 | core::vector3df(0,-10,0), core::vector3df(0,30,0)); | 140 | core::vector3df(0,-10,0), core::vector3df(0,30,0)); |
141 | selector->drop(); // As soon as we're done with the selector, drop it. | 141 | selector->drop(); // As soon as we're done with the selector, drop it. |
142 | camera->addAnimator(anim); | 142 | camera->addAnimator(anim); |
143 | anim->drop(); // And likewise, drop the animator when we're done referring to it. | 143 | anim->drop(); // And likewise, drop the animator when we're done referring to it. |
144 | } | 144 | } |
145 | 145 | ||
146 | // Now I create three animated characters which we can pick, a dynamic light for | 146 | // Now I create three animated characters which we can pick, a dynamic light for |
147 | // lighting them, and a billboard for drawing where we found an intersection. | 147 | // lighting them, and a billboard for drawing where we found an intersection. |
148 | 148 | ||
149 | // First, let's get rid of the mouse cursor. We'll use a billboard to show | 149 | // First, let's get rid of the mouse cursor. We'll use a billboard to show |
150 | // what we're looking at. | 150 | // what we're looking at. |
151 | device->getCursorControl()->setVisible(false); | 151 | device->getCursorControl()->setVisible(false); |
152 | 152 | ||
153 | // Add the billboard. | 153 | // Add the billboard. |
154 | scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode(); | 154 | scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode(); |
155 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); | 155 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); |
156 | bill->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); | 156 | bill->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp")); |
157 | bill->setMaterialFlag(video::EMF_LIGHTING, false); | 157 | bill->setMaterialFlag(video::EMF_LIGHTING, false); |
158 | bill->setMaterialFlag(video::EMF_ZBUFFER, false); | 158 | bill->setMaterialFlag(video::EMF_ZBUFFER, false); |
159 | bill->setSize(core::dimension2d<f32>(20.0f, 20.0f)); | 159 | bill->setSize(core::dimension2d<f32>(20.0f, 20.0f)); |
160 | bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it | 160 | bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it |
161 | 161 | ||
162 | /* Add 3 animated hominids, which we can pick using a ray-triangle intersection. | 162 | /* Add 3 animated hominids, which we can pick using a ray-triangle intersection. |
163 | They all animate quite slowly, to make it easier to see that accurate triangle | 163 | They all animate quite slowly, to make it easier to see that accurate triangle |
164 | selection is being performed. */ | 164 | selection is being performed. */ |
165 | scene::IAnimatedMeshSceneNode* node = 0; | 165 | scene::IAnimatedMeshSceneNode* node = 0; |
166 | 166 | ||
167 | video::SMaterial material; | 167 | video::SMaterial material; |
168 | 168 | ||
169 | // Add an MD2 node, which uses vertex-based animation. | 169 | // Add an MD2 node, which uses vertex-based animation. |
170 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/faerie.md2"), | 170 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/faerie.md2"), |
171 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); | 171 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); |
172 | node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor. | 172 | node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor. |
173 | node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled | 173 | node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled |
174 | node->setMD2Animation(scene::EMAT_POINT); | 174 | node->setMD2Animation(scene::EMAT_POINT); |
175 | node->setAnimationSpeed(20.f); | 175 | node->setAnimationSpeed(20.f); |
176 | material.setTexture(0, driver->getTexture("../../media/faerie2.bmp")); | 176 | material.setTexture(0, driver->getTexture("../../media/faerie2.bmp")); |
177 | material.Lighting = true; | 177 | material.Lighting = true; |
178 | material.NormalizeNormals = true; | 178 | material.NormalizeNormals = true; |
179 | node->getMaterial(0) = material; | 179 | node->getMaterial(0) = material; |
180 | 180 | ||
181 | // Now create a triangle selector for it. The selector will know that it | 181 | // Now create a triangle selector for it. The selector will know that it |
182 | // is associated with an animated node, and will update itself as necessary. | 182 | // is associated with an animated node, and will update itself as necessary. |
183 | selector = smgr->createTriangleSelector(node); | 183 | selector = smgr->createTriangleSelector(node); |
184 | node->setTriangleSelector(selector); | 184 | node->setTriangleSelector(selector); |
185 | selector->drop(); // We're done with this selector, so drop it now. | 185 | selector->drop(); // We're done with this selector, so drop it now. |
186 | 186 | ||
187 | // And this B3D file uses skinned skeletal animation. | 187 | // And this B3D file uses skinned skeletal animation. |
188 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"), | 188 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"), |
189 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); | 189 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); |
190 | node->setScale(core::vector3df(10)); | 190 | node->setScale(core::vector3df(10)); |
191 | node->setPosition(core::vector3df(-75,-66,-80)); | 191 | node->setPosition(core::vector3df(-75,-66,-80)); |
192 | node->setRotation(core::vector3df(0,90,0)); | 192 | node->setRotation(core::vector3df(0,90,0)); |
193 | node->setAnimationSpeed(8.f); | 193 | node->setAnimationSpeed(8.f); |
194 | node->getMaterial(0).NormalizeNormals = true; | 194 | node->getMaterial(0).NormalizeNormals = true; |
195 | node->getMaterial(0).Lighting = true; | 195 | node->getMaterial(0).Lighting = true; |
196 | // Just do the same as we did above. | 196 | // Just do the same as we did above. |
197 | selector = smgr->createTriangleSelector(node); | 197 | selector = smgr->createTriangleSelector(node); |
198 | node->setTriangleSelector(selector); | 198 | node->setTriangleSelector(selector); |
199 | selector->drop(); | 199 | selector->drop(); |
200 | 200 | ||
201 | // This X files uses skeletal animation, but without skinning. | 201 | // This X files uses skeletal animation, but without skinning. |
202 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/dwarf.x"), | 202 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/dwarf.x"), |
203 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); | 203 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); |
204 | node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor. | 204 | node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor. |
205 | node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera. | 205 | node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera. |
206 | node->setAnimationSpeed(20.f); | 206 | node->setAnimationSpeed(20.f); |
207 | node->getMaterial(0).Lighting = true; | 207 | node->getMaterial(0).Lighting = true; |
208 | selector = smgr->createTriangleSelector(node); | 208 | selector = smgr->createTriangleSelector(node); |
209 | node->setTriangleSelector(selector); | 209 | node->setTriangleSelector(selector); |
210 | selector->drop(); | 210 | selector->drop(); |
211 | 211 | ||
212 | 212 | ||
213 | // And this mdl file uses skinned skeletal animation. | 213 | // And this mdl file uses skinned skeletal animation. |
214 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/yodan.mdl"), | 214 | node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/yodan.mdl"), |
215 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); | 215 | 0, IDFlag_IsPickable | IDFlag_IsHighlightable); |
216 | node->setPosition(core::vector3df(-90,-25,20)); | 216 | node->setPosition(core::vector3df(-90,-25,20)); |
217 | node->setScale(core::vector3df(0.8f)); | 217 | node->setScale(core::vector3df(0.8f)); |
218 | node->getMaterial(0).Lighting = true; | 218 | node->getMaterial(0).Lighting = true; |
219 | node->setAnimationSpeed(20.f); | 219 | node->setAnimationSpeed(20.f); |
220 | 220 | ||
221 | // Just do the same as we did above. | 221 | // Just do the same as we did above. |
222 | selector = smgr->createTriangleSelector(node); | 222 | selector = smgr->createTriangleSelector(node); |
223 | node->setTriangleSelector(selector); | 223 | node->setTriangleSelector(selector); |
224 | selector->drop(); | 224 | selector->drop(); |
225 | 225 | ||
226 | material.setTexture(0, 0); | 226 | material.setTexture(0, 0); |
227 | material.Lighting = false; | 227 | material.Lighting = false; |
228 | 228 | ||
229 | // Add a light, so that the unselected nodes aren't completely dark. | 229 | // Add a light, so that the unselected nodes aren't completely dark. |
230 | scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400), | 230 | scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400), |
231 | video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f); | 231 | video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f); |
232 | light->setID(ID_IsNotPickable); // Make it an invalid target for selection. | 232 | light->setID(ID_IsNotPickable); // Make it an invalid target for selection. |
233 | 233 | ||
234 | // Remember which scene node is highlighted | 234 | // Remember which scene node is highlighted |
235 | scene::ISceneNode* highlightedSceneNode = 0; | 235 | scene::ISceneNode* highlightedSceneNode = 0; |
236 | scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager(); | 236 | scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager(); |
237 | int lastFPS = -1; | 237 | int lastFPS = -1; |
238 | 238 | ||
239 | // draw the selection triangle only as wireframe | 239 | // draw the selection triangle only as wireframe |
240 | material.Wireframe=true; | 240 | material.Wireframe=true; |
241 | 241 | ||
242 | while(device->run()) | 242 | while(device->run()) |
243 | if (device->isWindowActive()) | 243 | if (device->isWindowActive()) |
244 | { | 244 | { |
245 | driver->beginScene(true, true, 0); | 245 | driver->beginScene(true, true, 0); |
246 | smgr->drawAll(); | 246 | smgr->drawAll(); |
247 | 247 | ||
248 | // Unlight any currently highlighted scene node | 248 | // Unlight any currently highlighted scene node |
249 | if (highlightedSceneNode) | 249 | if (highlightedSceneNode) |
250 | { | 250 | { |
251 | highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true); | 251 | highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true); |
252 | highlightedSceneNode = 0; | 252 | highlightedSceneNode = 0; |
253 | } | 253 | } |
254 | 254 | ||
255 | // All intersections in this example are done with a ray cast out from the camera to | 255 | // All intersections in this example are done with a ray cast out from the camera to |
256 | // a distance of 1000. You can easily modify this to check (e.g.) a bullet | 256 | // a distance of 1000. You can easily modify this to check (e.g.) a bullet |
257 | // trajectory or a sword's position, or create a ray from a mouse click position using | 257 | // trajectory or a sword's position, or create a ray from a mouse click position using |
258 | // ISceneCollisionManager::getRayFromScreenCoordinates() | 258 | // ISceneCollisionManager::getRayFromScreenCoordinates() |
259 | core::line3d<f32> ray; | 259 | core::line3d<f32> ray; |
260 | ray.start = camera->getPosition(); | 260 | ray.start = camera->getPosition(); |
261 | ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f; | 261 | ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f; |
262 | 262 | ||
263 | // Tracks the current intersection point with the level or a mesh | 263 | // Tracks the current intersection point with the level or a mesh |
264 | core::vector3df intersection; | 264 | core::vector3df intersection; |
265 | // Used to show with triangle has been hit | 265 | // Used to show with triangle has been hit |
266 | core::triangle3df hitTriangle; | 266 | core::triangle3df hitTriangle; |
267 | 267 | ||
268 | // This call is all you need to perform ray/triangle collision on every scene node | 268 | // This call is all you need to perform ray/triangle collision on every scene node |
269 | // that has a triangle selector, including the Quake level mesh. It finds the nearest | 269 | // that has a triangle selector, including the Quake level mesh. It finds the nearest |
270 | // collision point/triangle, and returns the scene node containing that point. | 270 | // collision point/triangle, and returns the scene node containing that point. |
271 | // Irrlicht provides other types of selection, including ray/triangle selector, | 271 | // Irrlicht provides other types of selection, including ray/triangle selector, |
272 | // ray/box and ellipse/triangle selector, plus associated helpers. | 272 | // ray/box and ellipse/triangle selector, plus associated helpers. |
273 | // See the methods of ISceneCollisionManager | 273 | // See the methods of ISceneCollisionManager |
274 | scene::ISceneNode * selectedSceneNode = | 274 | scene::ISceneNode * selectedSceneNode = |
275 | collMan->getSceneNodeAndCollisionPointFromRay( | 275 | collMan->getSceneNodeAndCollisionPointFromRay( |
276 | ray, | 276 | ray, |
277 | intersection, // This will be the position of the collision | 277 | intersection, // This will be the position of the collision |
278 | hitTriangle, // This will be the triangle hit in the collision | 278 | hitTriangle, // This will be the triangle hit in the collision |
279 | IDFlag_IsPickable, // This ensures that only nodes that we have | 279 | IDFlag_IsPickable, // This ensures that only nodes that we have |
280 | // set up to be pickable are considered | 280 | // set up to be pickable are considered |
281 | 0); // Check the entire scene (this is actually the implicit default) | 281 | 0); // Check the entire scene (this is actually the implicit default) |
282 | 282 | ||
283 | // If the ray hit anything, move the billboard to the collision position | 283 | // If the ray hit anything, move the billboard to the collision position |
284 | // and draw the triangle that was hit. | 284 | // and draw the triangle that was hit. |
285 | if(selectedSceneNode) | 285 | if(selectedSceneNode) |
286 | { | 286 | { |
287 | bill->setPosition(intersection); | 287 | bill->setPosition(intersection); |
288 | 288 | ||
289 | // We need to reset the transform before doing our own rendering. | 289 | // We need to reset the transform before doing our own rendering. |
290 | driver->setTransform(video::ETS_WORLD, core::matrix4()); | 290 | driver->setTransform(video::ETS_WORLD, core::matrix4()); |
291 | driver->setMaterial(material); | 291 | driver->setMaterial(material); |
292 | driver->draw3DTriangle(hitTriangle, video::SColor(0,255,0,0)); | 292 | driver->draw3DTriangle(hitTriangle, video::SColor(0,255,0,0)); |
293 | 293 | ||
294 | // We can check the flags for the scene node that was hit to see if it should be | 294 | // We can check the flags for the scene node that was hit to see if it should be |
295 | // highlighted. The animated nodes can be highlighted, but not the Quake level mesh | 295 | // highlighted. The animated nodes can be highlighted, but not the Quake level mesh |
296 | if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable) | 296 | if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable) |
297 | { | 297 | { |
298 | highlightedSceneNode = selectedSceneNode; | 298 | highlightedSceneNode = selectedSceneNode; |
299 | 299 | ||
300 | // Highlighting in this case means turning lighting OFF for this node, | 300 | // Highlighting in this case means turning lighting OFF for this node, |
301 | // which means that it will be drawn with full brightness. | 301 | // which means that it will be drawn with full brightness. |
302 | highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false); | 302 | highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false); |
303 | } | 303 | } |
304 | } | 304 | } |
305 | 305 | ||
306 | // We're all done drawing, so end the scene. | 306 | // We're all done drawing, so end the scene. |
307 | driver->endScene(); | 307 | driver->endScene(); |
308 | 308 | ||
309 | int fps = driver->getFPS(); | 309 | int fps = driver->getFPS(); |
310 | 310 | ||
311 | if (lastFPS != fps) | 311 | if (lastFPS != fps) |
312 | { | 312 | { |
313 | core::stringw str = L"Collision detection example - Irrlicht Engine ["; | 313 | core::stringw str = L"Collision detection example - Irrlicht Engine ["; |
314 | str += driver->getName(); | 314 | str += driver->getName(); |
315 | str += "] FPS:"; | 315 | str += "] FPS:"; |
316 | str += fps; | 316 | str += fps; |
317 | 317 | ||
318 | device->setWindowCaption(str.c_str()); | 318 | device->setWindowCaption(str.c_str()); |
319 | lastFPS = fps; | 319 | lastFPS = fps; |
320 | } | 320 | } |
321 | } | 321 | } |
322 | 322 | ||
323 | device->drop(); | 323 | device->drop(); |
324 | 324 | ||
325 | return 0; | 325 | return 0; |
326 | } | 326 | } |
327 | 327 | ||
328 | /* | 328 | /* |
329 | **/ | 329 | **/ |
330 | 330 | ||
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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 7. Collision detection | 15 | <div align="left"><b><font color="#FFFFFF">Tutorial 7. Collision detection |
16 | and response</font></b></div> | 16 | and response</font></b></div> |
17 | </div> | 17 | </div> |
18 | </td> | 18 | </td> |
19 | </tr> | 19 | </tr> |
20 | <tr bgcolor="#eeeeff"> | 20 | <tr bgcolor="#eeeeff"> |
21 | <td height="90" colspan="2"> | 21 | <td height="90" colspan="2"> |
22 | <div align="left"> | 22 | <div align="left"> |
23 | <p>In this tutorial, I will show how to collision detection with the Irrlicht | 23 | <p>In this tutorial, I will show how to collision detection with the Irrlicht |
24 | Engine. I will describe 3 methods: Automatic collision detection for | 24 | Engine. I will describe 3 methods: Automatic collision detection for |
25 | moving through 3d worlds with stair climbing and sliding, manual triangle | 25 | moving through 3d worlds with stair climbing and sliding, manual triangle |
26 | picking and manual scene node picking.</p> | 26 | picking and manual scene node picking.</p> |
27 | <p>The program which is described here will look like this:</p> | 27 | <p>The program which is described here will look like this:</p> |
28 | <p align="center"><img src="../../media/007shot.jpg" width="259" height="204"><br> | 28 | <p align="center"><img src="../../media/007shot.jpg" width="259" height="204"><br> |
29 | </p> | 29 | </p> |
30 | </div> | 30 | </div> |
31 | </td> | 31 | </td> |
32 | </tr> | 32 | </tr> |
33 | </table> | 33 | </table> |
34 | <br> | 34 | <br> |
35 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | 35 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> |
36 | <tr> | 36 | <tr> |
37 | <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | 37 | <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> |
38 | <b><font color="#FFFFFF">Lets start!</font></b></td> | 38 | <b><font color="#FFFFFF">Lets start!</font></b></td> |
39 | </tr> | 39 | </tr> |
40 | <tr> | 40 | <tr> |
41 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | 41 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> |
42 | <div align="left"> | 42 | <div align="left"> |
43 | <p>To start, we take the program from tutorial 2, which loaded and displayed | 43 | <p>To start, we take the program from tutorial 2, which loaded and displayed |
44 | a quake 3 level. We will use the level to walk in it and to pick triangles | 44 | a quake 3 level. We will use the level to walk in it and to pick triangles |
45 | from it. In addition we'll place 3 animated models into it for scene | 45 | from it. In addition we'll place 3 animated models into it for scene |
46 | node picking. The following code starts up the engine and loads a | 46 | node picking. The following code starts up the engine and loads a |
47 | quake 3 level. I will not explain it, because it should already be | 47 | quake 3 level. I will not explain it, because it should already be |
48 | known from tutorial 2.</p> | 48 | known from tutorial 2.</p> |
49 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 49 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
50 | <tr> | 50 | <tr> |
51 | <td> <pre><font size="2"><font color="#008000">#include <irrlicht.h> | 51 | <td> <pre><font size="2"><font color="#008000">#include <irrlicht.h> |
52 | #include <iostream><br> | 52 | #include <iostream><br> |
53 | </font><b>using namespace </b>irr; | 53 | </font><b>using namespace </b>irr; |
54 | 54 | ||
55 | <font color="#008000">#pragma comment(lib, "Irrlicht.lib") | 55 | <font color="#008000">#pragma comment(lib, "Irrlicht.lib") |
56 | 56 | ||
57 | </font><b>int </b>main() | 57 | </font><b>int </b>main() |
58 | { | 58 | { |
59 | <font color="#008000"> // let user select driver type</font> | 59 | <font color="#008000"> // let user select driver type</font> |
60 | <br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break; <br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br> | 60 | <br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break; <br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br> |
61 | <font color="#008000"> // create device</font></font></pre> | 61 | <font color="#008000"> // create device</font></font></pre> |
62 | <pre> IrrlichtDevice *device = createDevice(driverType, | 62 | <pre> IrrlichtDevice *device = createDevice(driverType, |
63 | core::dimension2d<s32>(640, 480), 16, false);<br> | 63 | core::dimension2d<s32>(640, 480), 16, false);<br> |
64 | if (device == 0)<br> return 1; // could not create selected driver.<br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br><br> <font size="2">device->getFileSystem()->addZipFileArchive<br> (<font color="#FF0000">"../../media/map-20kdm2.pk3"</font>); | 64 | if (device == 0)<br> return 1; // could not create selected driver.<br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br><br> <font size="2">device->getFileSystem()->addZipFileArchive<br> (<font color="#FF0000">"../../media/map-20kdm2.pk3"</font>); |
65 | 65 | ||
66 | 66 | ||
67 | scene::IAnimatedMesh* q3levelmesh = smgr->getMesh(<font color="#FF0000">"20kdm2.bsp"</font>); | 67 | scene::IAnimatedMesh* q3levelmesh = smgr->getMesh(<font color="#FF0000">"20kdm2.bsp"</font>); |
68 | scene::ISceneNode* q3node = <font color="#800080">0</font>; | 68 | scene::ISceneNode* q3node = <font color="#800080">0</font>; |
69 | 69 | ||
70 | <b>if </b>(q3levelmesh) | 70 | <b>if </b>(q3levelmesh) |
71 | q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(<font color="#800080">0</font>)); | 71 | q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(<font color="#800080">0</font>)); |
72 | </font></pre> | 72 | </font></pre> |
73 | </td> | 73 | </td> |
74 | </tr> | 74 | </tr> |
75 | </table> | 75 | </table> |
76 | <p> So far so good, we've loaded the quake 3 level like in tutorial | 76 | <p> So far so good, we've loaded the quake 3 level like in tutorial |
77 | 2. Now, here comes something different: We create a triangle selector. | 77 | 2. Now, here comes something different: We create a triangle selector. |
78 | A triangle selector is a class which can fetch the triangles from | 78 | A triangle selector is a class which can fetch the triangles from |
79 | scene nodes for doing different things with them, for example collision | 79 | scene nodes for doing different things with them, for example collision |
80 | detection. There are different triangle selectors, and all can be | 80 | detection. There are different triangle selectors, and all can be |
81 | created with the ISceneManager. In this example, we create an OctTreeTriangleSelector, | 81 | created with the ISceneManager. In this example, we create an OctTreeTriangleSelector, |
82 | which optimizes the triangle output a little bit by reducing it like | 82 | which optimizes the triangle output a little bit by reducing it like |
83 | an octree. This is very useful for huge meshes like quake 3 levels.<br> | 83 | an octree. This is very useful for huge meshes like quake 3 levels.<br> |
84 | Afte we created the triangle selector, we attach it to the q3node. | 84 | Afte we created the triangle selector, we attach it to the q3node. |
85 | This is not necessary, but in this way, we do not need to care for | 85 | This is not necessary, but in this way, we do not need to care for |
86 | the selector, for example dropping it after we do not need it anymore.</p> | 86 | the selector, for example dropping it after we do not need it anymore.</p> |
87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 87 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
88 | <tr> | 88 | <tr> |
89 | <td> <pre><font size="2">scene::ITriangleSelector* selector = <font color="#800080">0</font>; | 89 | <td> <pre><font size="2">scene::ITriangleSelector* selector = <font color="#800080">0</font>; |
90 | 90 | ||
91 | <b>if </b>(q3node) | 91 | <b>if </b>(q3node) |
92 | { | 92 | { |
93 | q3node->setPosition(core::vector3df(-<font color="#800080">1370</font>,-<font color="#800080">130</font>,-<font color="#800080">1400</font>)); | 93 | q3node->setPosition(core::vector3df(-<font color="#800080">1370</font>,-<font color="#800080">130</font>,-<font color="#800080">1400</font>)); |
94 | 94 | ||
95 | selector = smgr->createOctTreeTriangleSelector( | 95 | selector = smgr->createOctTreeTriangleSelector( |
96 | q3levelmesh->getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>); | 96 | q3levelmesh->getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>); |
97 | q3node->setTriangleSelector(selector); | 97 | q3node->setTriangleSelector(selector); |
98 | }</font></pre></td> | 98 | }</font></pre></td> |
99 | </tr> | 99 | </tr> |
100 | </table> | 100 | </table> |
101 | <p> We add a first person shooter camera to the scene for being able | 101 | <p> We add a first person shooter camera to the scene for being able |
102 | to move in the quake 3 level like in tutorial 2. But this, time, we | 102 | to move in the quake 3 level like in tutorial 2. But this, time, we |
103 | add a special animator to the camera: A Collision Response animator. | 103 | add a special animator to the camera: A Collision Response animator. |
104 | This thing modifies the scene node to which it is attached to in that | 104 | This thing modifies the scene node to which it is attached to in that |
105 | way, that it may no more move through walls and is affected by gravity. | 105 | way, that it may no more move through walls and is affected by gravity. |
106 | The only thing we have to tell the animator is how the world looks | 106 | The only thing we have to tell the animator is how the world looks |
107 | like, how big the scene node is, how gravity and so on. After the | 107 | like, how big the scene node is, how gravity and so on. After the |
108 | collision response animator is attached to the camera, we do not have | 108 | collision response animator is attached to the camera, we do not have |
109 | to do anything more for collision detection, anything is done automaticly, | 109 | to do anything more for collision detection, anything is done automaticly, |
110 | all other collision detection code below is for picking. And please | 110 | all other collision detection code below is for picking. And please |
111 | note another cool feature: The collsion response animator can be attached | 111 | note another cool feature: The collsion response animator can be attached |
112 | also to all other scene nodes, not only to cameras. And it can be | 112 | also to all other scene nodes, not only to cameras. And it can be |
113 | mixed with other scene node animators. In this way, collision detection | 113 | mixed with other scene node animators. In this way, collision detection |
114 | and response in the Irrlicht<br> | 114 | and response in the Irrlicht<br> |
115 | engine is really, really easy.<br> | 115 | engine is really, really easy.<br> |
116 | Now we'll take a closer look on the parameters of createCollisionResponseAnimator(). | 116 | Now we'll take a closer look on the parameters of createCollisionResponseAnimator(). |
117 | The first parameter is the TriangleSelector, which specifies how the | 117 | The first parameter is the TriangleSelector, which specifies how the |
118 | world, against collision detection is done looks like. The second | 118 | world, against collision detection is done looks like. The second |
119 | parameter is the scene node, which is the object, which is affected | 119 | parameter is the scene node, which is the object, which is affected |
120 | by collision detection, in our case it is the camera. The third defines | 120 | by collision detection, in our case it is the camera. The third defines |
121 | how big the object is, it is the radius of an ellipsoid. Try it out | 121 | how big the object is, it is the radius of an ellipsoid. Try it out |
122 | and change the radius to smaller values, the camera will be able to | 122 | and change the radius to smaller values, the camera will be able to |
123 | move closer to walls after this. The next parameter is the direction | 123 | move closer to walls after this. The next parameter is the direction |
124 | and speed of gravity. You could set it to (0,0,0) to disable gravity. | 124 | and speed of gravity. You could set it to (0,0,0) to disable gravity. |
125 | And the last value is just a translation: Without this, the ellipsoid | 125 | And the last value is just a translation: Without this, the ellipsoid |
126 | with which collision detection is done would be around the camera, | 126 | with which collision detection is done would be around the camera, |
127 | and the camera would be in the middle of the ellipsoid. But as human | 127 | and the camera would be in the middle of the ellipsoid. But as human |
128 | beings, we are used to have our eyes on top of the body, with which | 128 | beings, we are used to have our eyes on top of the body, with which |
129 | we collide with our world, not in the middle of it. So we place the | 129 | we collide with our world, not in the middle of it. So we place the |
130 | scene node 50 units over the center of the ellipsoid with this parameter. | 130 | scene node 50 units over the center of the ellipsoid with this parameter. |
131 | And that's it, collision detection works now. <br> | 131 | And that's it, collision detection works now. <br> |
132 | </p> | 132 | </p> |
133 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 133 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
134 | <tr> | 134 | <tr> |
135 | <td> <pre><font size="2"> scene::ICameraSceneNode* camera = <br> camera = smgr->addCameraSceneNodeFPS(<font color="#800080">0</font>,<font color="#800080">100.0f</font>,<font color="#800080">300.0f</font>); | 135 | <td> <pre><font size="2"> scene::ICameraSceneNode* camera = <br> camera = smgr->addCameraSceneNodeFPS(<font color="#800080">0</font>,<font color="#800080">100.0f</font>,<font color="#800080">300.0f</font>); |
136 | camera->setPosition(core::vector3df(-10<font color="#800080">0</font>,<font color="#800080">50</font>,-15<font color="#800080">0</font>)); | 136 | camera->setPosition(core::vector3df(-10<font color="#800080">0</font>,<font color="#800080">50</font>,-15<font color="#800080">0</font>)); |
137 | 137 | ||
138 | scene::ISceneNodeAnimator* anim =<br> smgr->createCollisionResponseAnimator( | 138 | scene::ISceneNodeAnimator* anim =<br> smgr->createCollisionResponseAnimator( |
139 | selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>), | 139 | selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>), |
140 | core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>), | 140 | core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>), |
141 | core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br> | 141 | core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br> |
142 | selector->drop();<br> | 142 | selector->drop();<br> |
143 | camera->addAnimator(anim); | 143 | camera->addAnimator(anim); |
144 | anim->drop();</font></pre></td> | 144 | anim->drop();</font></pre></td> |
145 | </tr> | 145 | </tr> |
146 | </table> | 146 | </table> |
147 | <p> Because collision detection is no big deal in irrlicht, I'll describe | 147 | <p> Because collision detection is no big deal in irrlicht, I'll describe |
148 | how to do two different types of picking in the next section. But | 148 | how to do two different types of picking in the next section. But |
149 | before this, I'll prepare the scene a little. I need three animated | 149 | before this, I'll prepare the scene a little. I need three animated |
150 | characters which we <br> | 150 | characters which we <br> |
151 | could pick later, a dynamic light for lighting them, a billboard for | 151 | could pick later, a dynamic light for lighting them, a billboard for |
152 | drawing where we found an intersection, and, yes, I need to get rid | 152 | drawing where we found an intersection, and, yes, I need to get rid |
153 | of this mouse cursor. :)</p> | 153 | of this mouse cursor. :)</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><font size="2"> <font color="#0A246A"><i>// disable mouse cursor | 156 | <td> <pre><font size="2"> <font color="#0A246A"><i>// disable mouse cursor |
157 | 157 | ||
158 | </i></font> device->getCursorControl()->setVisible(<b>false</b>); | 158 | </i></font> device->getCursorControl()->setVisible(<b>false</b>); |
159 | 159 | ||
160 | <font color="#0A246A"><i>// add billboard | 160 | <font color="#0A246A"><i>// add billboard |
161 | 161 | ||
162 | </i></font> scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode(); | 162 | </i></font> scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode(); |
163 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); | 163 | bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR ); |
164 | bill->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<br> <font color="#FF0000">"../../media/particle.bmp"</font>)); | 164 | bill->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<br> <font color="#FF0000">"../../media/particle.bmp"</font>)); |
165 | bill->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); | 165 | bill->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>); |
166 | bill->setSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">20.0f</font>)); | 166 | bill->setSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">20.0f</font>)); |
167 | 167 | ||
168 | <font color="#0A246A"><i>// add 3 animated faeries. | 168 | <font color="#0A246A"><i>// add 3 animated faeries. |
169 | 169 | ||
170 | </i></font> video::SMaterial material; | 170 | </i></font> video::SMaterial material; |
171 | material.Texture1 = driver->getTexture(<font color="#FF0000"><br> "../../media/faerie2.bmp"</font>); | 171 | material.Texture1 = driver->getTexture(<font color="#FF0000"><br> "../../media/faerie2.bmp"</font>); |
172 | material.Lighting = <b>true</b>; | 172 | material.Lighting = <b>true</b>; |
173 | 173 | ||
174 | scene::IAnimatedMeshSceneNode* node = <font color="#800080">0</font>; | 174 | scene::IAnimatedMeshSceneNode* node = <font color="#800080">0</font>; |
175 | scene::IAnimatedMesh* faerie = smgr->getMesh(<br> <font color="#FF0000">"../../media/faerie.md2"</font>); | 175 | scene::IAnimatedMesh* faerie = smgr->getMesh(<br> <font color="#FF0000">"../../media/faerie.md2"</font>); |
176 | 176 | ||
177 | <b>if </b>(faerie) | 177 | <b>if </b>(faerie) |
178 | { | 178 | { |
179 | node = smgr->addAnimatedMeshSceneNode(faerie); | 179 | node = smgr->addAnimatedMeshSceneNode(faerie); |
180 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">90</font>)); | 180 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">90</font>)); |
181 | node->setMD2Animation(scene::EMAT_RUN); | 181 | node->setMD2Animation(scene::EMAT_RUN); |
182 | node->getMaterial(<font color="#800080">0</font>) = material; | 182 | node->getMaterial(<font color="#800080">0</font>) = material; |
183 | 183 | ||
184 | node = smgr->addAnimatedMeshSceneNode(faerie); | 184 | node = smgr->addAnimatedMeshSceneNode(faerie); |
185 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">30</font>)); | 185 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">30</font>)); |
186 | node->setMD2Animation(scene::EMAT_SALUTE); | 186 | node->setMD2Animation(scene::EMAT_SALUTE); |
187 | node->getMaterial(<font color="#800080">0</font>) = material; | 187 | node->getMaterial(<font color="#800080">0</font>) = material; |
188 | 188 | ||
189 | node = smgr->addAnimatedMeshSceneNode(faerie); | 189 | node = smgr->addAnimatedMeshSceneNode(faerie); |
190 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">60</font>)); | 190 | node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">60</font>)); |
191 | node->setMD2Animation(scene::EMAT_JUMP); | 191 | node->setMD2Animation(scene::EMAT_JUMP); |
192 | node->getMaterial(<font color="#800080">0</font>) = material; | 192 | node->getMaterial(<font color="#800080">0</font>) = material; |
193 | } | 193 | } |
194 | 194 | ||
195 | material.Texture1 = <font color="#800080">0</font>; | 195 | material.Texture1 = <font color="#800080">0</font>; |
196 | material.Lighting = <b>false</b>; | 196 | material.Lighting = <b>false</b>; |
197 | 197 | ||
198 | <font color="#0A246A"><i>// Add a light | 198 | <font color="#0A246A"><i>// Add a light |
199 | 199 | ||
200 | </i></font> smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(-<font color="#800080">60</font>,<font color="#800080">100</font>,<font color="#800080">400</font>), | 200 | </i></font> smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(-<font color="#800080">60</font>,<font color="#800080">100</font>,<font color="#800080">400</font>), |
201 | video::SColorf(<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>), | 201 | video::SColorf(<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>), |
202 | <font color="#800080">600.0f</font>);</font></pre></td> | 202 | <font color="#800080">600.0f</font>);</font></pre></td> |
203 | </tr> | 203 | </tr> |
204 | </table> | 204 | </table> |
205 | <p>For not making it to complicated, I'm doing picking inside the drawing | 205 | <p>For not making it to complicated, I'm doing picking inside the drawing |
206 | loop. We take two pointers for storing the current and the last selected | 206 | loop. We take two pointers for storing the current and the last selected |
207 | scene node and start the loop.</p> | 207 | scene node and start the loop.</p> |
208 | </div> | 208 | </div> |
209 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 209 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
210 | <tr> | 210 | <tr> |
211 | <td> <pre><font size="2"> scene::ISceneNode* selectedSceneNode = <font color="#800080">0</font>; | 211 | <td> <pre><font size="2"> scene::ISceneNode* selectedSceneNode = <font color="#800080">0</font>; |
212 | scene::ISceneNode* lastSelectedSceneNode = <font color="#800080">0</font>; | 212 | scene::ISceneNode* lastSelectedSceneNode = <font color="#800080">0</font>; |
213 | 213 | ||
214 | 214 | ||
215 | <b>int </b>lastFPS = -<font color="#800080">1</font>; | 215 | <b>int </b>lastFPS = -<font color="#800080">1</font>; |
216 | 216 | ||
217 | <b>while</b>(device->run())<br> <strong>if</strong> (device->isWindowActive()) | 217 | <b>while</b>(device->run())<br> <strong>if</strong> (device->isWindowActive()) |
218 | { | 218 | { |
219 | driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); | 219 | driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>); |
220 | 220 | ||
221 | smgr->drawAll();</font></pre></td> | 221 | smgr->drawAll();</font></pre></td> |
222 | </tr> | 222 | </tr> |
223 | </table> | 223 | </table> |
224 | <p> After we've drawn the whole scene whit smgr->drawAll(), we'll do | 224 | <p> After we've drawn the whole scene whit smgr->drawAll(), we'll do |
225 | the first picking: We want to know which triangle of the world we are | 225 | the first picking: We want to know which triangle of the world we are |
226 | looking at. In addition, we want the exact point of the quake 3 level | 226 | looking at. In addition, we want the exact point of the quake 3 level |
227 | we are looking at. For this, we create a 3d line starting at the position | 227 | we are looking at. For this, we create a 3d line starting at the position |
228 | of the camera and going through the lookAt-target of it. Then we ask | 228 | of the camera and going through the lookAt-target of it. Then we ask |
229 | the collision manager if this line collides with a triangle of the world | 229 | the collision manager if this line collides with a triangle of the world |
230 | stored in the triangle selector. If yes, we draw the 3d triangle and | 230 | stored in the triangle selector. If yes, we draw the 3d triangle and |
231 | set the position of the billboard to the intersection point. </p> | 231 | set the position of the billboard to the intersection point. </p> |
232 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 232 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
233 | <tr> | 233 | <tr> |
234 | <td><pre><font size="2"> core::line3d<f32> line; | 234 | <td><pre><font size="2"> core::line3d<f32> line; |
235 | line.start = camera->getPosition(); | 235 | line.start = camera->getPosition(); |
236 | line.end = line.start + | 236 | line.end = line.start + |
237 | (camera->getTarget() - line.start).normalize() * <font color="#800080">1000.0f</font>; | 237 | (camera->getTarget() - line.start).normalize() * <font color="#800080">1000.0f</font>; |
238 | 238 | ||
239 | core::vector3df intersection; | 239 | core::vector3df intersection; |
240 | core::triangle3df tri; | 240 | core::triangle3df tri; |
241 | 241 | ||
242 | <b>if </b>(smgr->getSceneCollisionManager()->getCollisionPoint( | 242 | <b>if </b>(smgr->getSceneCollisionManager()->getCollisionPoint( |
243 | line, selector, intersection, tri)) | 243 | line, selector, intersection, tri)) |
244 | { | 244 | { |
245 | bill->setPosition(intersection); | 245 | bill->setPosition(intersection); |
246 | 246 | ||
247 | driver->setTransform(video::ETS_WORLD, core::matrix4()); | 247 | driver->setTransform(video::ETS_WORLD, core::matrix4()); |
248 | driver->setMaterial(material); | 248 | driver->setMaterial(material); |
249 | driver->draw3DTriangle(tri, video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">0</font>,<font color="#800080">0</font>)); | 249 | driver->draw3DTriangle(tri, video::SColor(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">0</font>,<font color="#800080">0</font>)); |
250 | }</font></pre></td> | 250 | }</font></pre></td> |
251 | </tr> | 251 | </tr> |
252 | </table> | 252 | </table> |
253 | <p> Another type of picking supported by the Irrlicht Engine is scene | 253 | <p> Another type of picking supported by the Irrlicht Engine is scene |
254 | node picking based on bouding boxes. Every scene node has got a bounding | 254 | node picking based on bouding boxes. Every scene node has got a bounding |
255 | box, and because of that, it's very fast for example to get the scene | 255 | box, and because of that, it's very fast for example to get the scene |
256 | node which the camera looks<br> | 256 | node which the camera looks<br> |
257 | at. Again, we ask the collision manager for this, and if we've got a | 257 | at. Again, we ask the collision manager for this, and if we've got a |
258 | scene node, we highlight it by disabling Lighting in its material, if | 258 | scene node, we highlight it by disabling Lighting in its material, if |
259 | it is not the billboard or the quake 3 level. </p> | 259 | it is not the billboard or the quake 3 level. </p> |
260 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 260 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
261 | <tr> | 261 | <tr> |
262 | <td><pre><font size="2"> selectedSceneNode = smgr->getSceneCollisionManager()-> | 262 | <td><pre><font size="2"> selectedSceneNode = smgr->getSceneCollisionManager()-> |
263 | getSceneNodeFromCameraBB(camera); | 263 | getSceneNodeFromCameraBB(camera); |
264 | 264 | ||
265 | <b>if </b>(lastSelectedSceneNode) | 265 | <b>if </b>(lastSelectedSceneNode) |
266 | lastSelectedSceneNode->setMaterialFlag( | 266 | lastSelectedSceneNode->setMaterialFlag( |
267 | video::EMF_LIGHTING, <b>true</b>); | 267 | video::EMF_LIGHTING, <b>true</b>); |
268 | 268 | ||
269 | <b>if </b>(selectedSceneNode == q3node || | 269 | <b>if </b>(selectedSceneNode == q3node || |
270 | selectedSceneNode == bill) | 270 | selectedSceneNode == bill) |
271 | selectedSceneNode = <font color="#800080">0</font>; | 271 | selectedSceneNode = <font color="#800080">0</font>; |
272 | 272 | ||
273 | <b>if </b>(selectedSceneNode) | 273 | <b>if </b>(selectedSceneNode) |
274 | selectedSceneNode->setMaterialFlag( | 274 | selectedSceneNode->setMaterialFlag( |
275 | video::EMF_LIGHTING, <b>false</b>); | 275 | video::EMF_LIGHTING, <b>false</b>); |
276 | 276 | ||
277 | lastSelectedSceneNode = selectedSceneNode;</font></pre></td> | 277 | lastSelectedSceneNode = selectedSceneNode;</font></pre></td> |
278 | </tr> | 278 | </tr> |
279 | </table> | 279 | </table> |
280 | <p> That's it, we just have to finish drawing.</p> | 280 | <p> That's it, we just have to finish drawing.</p> |
281 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | 281 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> |
282 | <tr> | 282 | <tr> |
283 | <td> <pre><font size="2"> driver->endScene(); | 283 | <td> <pre><font size="2"> driver->endScene(); |
284 | 284 | ||
285 | <b>int </b>fps = driver->getFPS(); | 285 | <b>int </b>fps = driver->getFPS(); |
286 | 286 | ||
287 | <b>if </b>(lastFPS != fps) | 287 | <b>if </b>(lastFPS != fps) |
288 | { | 288 | { |
289 | core::stringw str = L"Collision detection example - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> } | 289 | core::stringw str = L"Collision detection example - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> } |
290 | } | 290 | } |
291 | 291 | ||
292 | device->drop(); | 292 | device->drop(); |
293 | 293 | ||
294 | <b>return </b><font color="#800080">0</font>; | 294 | <b>return </b><font color="#800080">0</font>; |
295 | } | 295 | } |
296 | 296 | ||
297 | </font></pre></td> | 297 | </font></pre></td> |
298 | </tr> | 298 | </tr> |
299 | </table> | 299 | </table> |
300 | <p> </p> | 300 | <p> </p> |
301 | <p> </p> | 301 | <p> </p> |
302 | </div> | 302 | </div> |
303 | </td> | 303 | </td> |
304 | </tr> | 304 | </tr> |
305 | </table> | 305 | </table> |
306 | <p> </p> | 306 | <p> </p> |
307 | </body> | 307 | </body> |
308 | </html> | 308 | </html> |