diff options
Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/03.CustomSceneNode')
10 files changed, 1758 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.cbp b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.cbp new file mode 100644 index 0000000..e68ffd3 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.cbp | |||
@@ -0,0 +1,58 @@ | |||
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diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.dev b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.dev new file mode 100644 index 0000000..57c5ee0 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode.dev | |||
@@ -0,0 +1,59 @@ | |||
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diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj new file mode 100644 index 0000000..50f0382 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/CustomSceneNode_vc9.vcproj | |||
@@ -0,0 +1,230 @@ | |||
1 | <?xml version="1.0" encoding="Windows-1252"?> | ||
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3 | ProjectType="Visual C++" | ||
4 | Version="9.00" | ||
5 | Name="03.CustomSceneNode_vc9" | ||
6 | ProjectGUID="{171CCDFA-C140-4956-8EB7-F0168F4521D3}" | ||
7 | RootNamespace="CustomSceneNode_vc9" | ||
8 | TargetFrameworkVersion="131072" | ||
9 | > | ||
10 | <Platforms> | ||
11 | <Platform | ||
12 | Name="Win32" | ||
13 | /> | ||
14 | </Platforms> | ||
15 | <ToolFiles> | ||
16 | </ToolFiles> | ||
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20 | OutputDirectory=".\Debug" | ||
21 | IntermediateDirectory=".\Debug" | ||
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23 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
24 | UseOfMFC="0" | ||
25 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
26 | CharacterSet="2" | ||
27 | > | ||
28 | <Tool | ||
29 | Name="VCPreBuildEventTool" | ||
30 | /> | ||
31 | <Tool | ||
32 | Name="VCCustomBuildTool" | ||
33 | /> | ||
34 | <Tool | ||
35 | Name="VCXMLDataGeneratorTool" | ||
36 | /> | ||
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41 | Name="VCMIDLTool" | ||
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60 | CompileAs="0" | ||
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62 | <Tool | ||
63 | Name="VCManagedResourceCompilerTool" | ||
64 | /> | ||
65 | <Tool | ||
66 | Name="VCResourceCompilerTool" | ||
67 | PreprocessorDefinitions="_DEBUG" | ||
68 | Culture="3079" | ||
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82 | RandomizedBaseAddress="1" | ||
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87 | Name="VCALinkTool" | ||
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90 | Name="VCManifestTool" | ||
91 | /> | ||
92 | <Tool | ||
93 | Name="VCXDCMakeTool" | ||
94 | /> | ||
95 | <Tool | ||
96 | Name="VCBscMakeTool" | ||
97 | /> | ||
98 | <Tool | ||
99 | Name="VCFxCopTool" | ||
100 | /> | ||
101 | <Tool | ||
102 | Name="VCAppVerifierTool" | ||
103 | /> | ||
104 | <Tool | ||
105 | Name="VCPostBuildEventTool" | ||
106 | /> | ||
107 | </Configuration> | ||
108 | <Configuration | ||
109 | Name="Release|Win32" | ||
110 | OutputDirectory=".\Release" | ||
111 | IntermediateDirectory=".\Release" | ||
112 | ConfigurationType="1" | ||
113 | InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops" | ||
114 | UseOfMFC="0" | ||
115 | ATLMinimizesCRunTimeLibraryUsage="false" | ||
116 | CharacterSet="2" | ||
117 | > | ||
118 | <Tool | ||
119 | Name="VCPreBuildEventTool" | ||
120 | /> | ||
121 | <Tool | ||
122 | Name="VCCustomBuildTool" | ||
123 | /> | ||
124 | <Tool | ||
125 | Name="VCXMLDataGeneratorTool" | ||
126 | /> | ||
127 | <Tool | ||
128 | Name="VCWebServiceProxyGeneratorTool" | ||
129 | /> | ||
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131 | Name="VCMIDLTool" | ||
132 | TypeLibraryName=".\Release/CustomSceneNode.tlb" | ||
133 | HeaderFileName="" | ||
134 | /> | ||
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136 | Name="VCCLCompilerTool" | ||
137 | Optimization="2" | ||
138 | InlineFunctionExpansion="1" | ||
139 | AdditionalIncludeDirectories="..\..\include" | ||
140 | PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE" | ||
141 | StringPooling="true" | ||
142 | RuntimeLibrary="0" | ||
143 | EnableFunctionLevelLinking="true" | ||
144 | UsePrecompiledHeader="0" | ||
145 | PrecompiledHeaderFile=".\Release/CustomSceneNode.pch" | ||
146 | AssemblerListingLocation=".\Release/" | ||
147 | ObjectFile=".\Release/" | ||
148 | ProgramDataBaseFileName=".\Release/" | ||
149 | WarningLevel="3" | ||
150 | SuppressStartupBanner="true" | ||
151 | CompileAs="0" | ||
152 | /> | ||
153 | <Tool | ||
154 | Name="VCManagedResourceCompilerTool" | ||
155 | /> | ||
156 | <Tool | ||
157 | Name="VCResourceCompilerTool" | ||
158 | PreprocessorDefinitions="NDEBUG" | ||
159 | Culture="3079" | ||
160 | /> | ||
161 | <Tool | ||
162 | Name="VCPreLinkEventTool" | ||
163 | /> | ||
164 | <Tool | ||
165 | Name="VCLinkerTool" | ||
166 | OutputFile="..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe" | ||
167 | LinkIncremental="0" | ||
168 | SuppressStartupBanner="true" | ||
169 | AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio" | ||
170 | ProgramDatabaseFile=".\Release/CustomSceneNode.pdb" | ||
171 | SubSystem="1" | ||
172 | RandomizedBaseAddress="1" | ||
173 | DataExecutionPrevention="0" | ||
174 | TargetMachine="1" | ||
175 | /> | ||
176 | <Tool | ||
177 | Name="VCALinkTool" | ||
178 | /> | ||
179 | <Tool | ||
180 | Name="VCManifestTool" | ||
181 | /> | ||
182 | <Tool | ||
183 | Name="VCXDCMakeTool" | ||
184 | /> | ||
185 | <Tool | ||
186 | Name="VCBscMakeTool" | ||
187 | /> | ||
188 | <Tool | ||
189 | Name="VCFxCopTool" | ||
190 | /> | ||
191 | <Tool | ||
192 | Name="VCAppVerifierTool" | ||
193 | /> | ||
194 | <Tool | ||
195 | Name="VCPostBuildEventTool" | ||
196 | /> | ||
197 | </Configuration> | ||
198 | </Configurations> | ||
199 | <References> | ||
200 | </References> | ||
201 | <Files> | ||
202 | <File | ||
203 | RelativePath="main.cpp" | ||
204 | > | ||
205 | <FileConfiguration | ||
206 | Name="Debug|Win32" | ||
207 | > | ||
208 | <Tool | ||
209 | Name="VCCLCompilerTool" | ||
210 | Optimization="0" | ||
211 | AdditionalIncludeDirectories="" | ||
212 | PreprocessorDefinitions="" | ||
213 | BasicRuntimeChecks="3" | ||
214 | /> | ||
215 | </FileConfiguration> | ||
216 | <FileConfiguration | ||
217 | Name="Release|Win32" | ||
218 | > | ||
219 | <Tool | ||
220 | Name="VCCLCompilerTool" | ||
221 | Optimization="2" | ||
222 | AdditionalIncludeDirectories="" | ||
223 | PreprocessorDefinitions="" | ||
224 | /> | ||
225 | </FileConfiguration> | ||
226 | </File> | ||
227 | </Files> | ||
228 | <Globals> | ||
229 | </Globals> | ||
230 | </VisualStudioProject> | ||
diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/Makefile b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/Makefile new file mode 100644 index 0000000..34e3d43 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/Makefile | |||
@@ -0,0 +1,38 @@ | |||
1 | # Makefile for Irrlicht Examples | ||
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 | ||
4 | Target = 03.CustomSceneNode | ||
5 | Sources = main.cpp | ||
6 | |||
7 | # general compiler settings | ||
8 | CPPFLAGS = -I../../include -I/usr/X11R6/include | ||
9 | CXXFLAGS = -O3 -ffast-math | ||
10 | #CXXFLAGS = -g -Wall | ||
11 | |||
12 | #default target is Linux | ||
13 | all: all_linux | ||
14 | |||
15 | ifeq ($(HOSTTYPE), x86_64) | ||
16 | LIBSELECT=64 | ||
17 | endif | ||
18 | |||
19 | # target specific settings | ||
20 | all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor | ||
21 | all_linux clean_linux: SYSTEM=Linux | ||
22 | all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm | ||
23 | all_win32 clean_win32: SYSTEM=Win32-gcc | ||
24 | all_win32 clean_win32: SUF=.exe | ||
25 | # name of the binary - only valid for targets which set SYSTEM | ||
26 | DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF) | ||
27 | |||
28 | all_linux all_win32: | ||
29 | $(warning Building...) | ||
30 | $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS) | ||
31 | |||
32 | clean: clean_linux clean_win32 | ||
33 | $(warning Cleaning...) | ||
34 | |||
35 | clean_linux clean_win32: | ||
36 | @$(RM) $(DESTPATH) | ||
37 | |||
38 | .PHONY: all all_win32 clean clean_linux clean_win32 | ||
diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/main.cpp b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/main.cpp new file mode 100644 index 0000000..534f0d3 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/main.cpp | |||
@@ -0,0 +1,267 @@ | |||
1 | /** Example 003 Custom SceneNode | ||
2 | |||
3 | This Tutorial is more advanced than the previous ones. | ||
4 | If you are currently just playing around with the Irrlicht | ||
5 | engine, you may want to look at other examples first. | ||
6 | This tutorials shows how to create a custom scene node and | ||
7 | how to use it in the engine. A custom scene node is needed | ||
8 | if you want to implement a render technique the Irrlicht | ||
9 | Engine currently does not support. For example, you can write | ||
10 | an indoor portal based renderer or an advanced terrain scene | ||
11 | node with it. By creating custom scene nodes, you can | ||
12 | easily extend the Irrlicht Engine and adapt it to your own | ||
13 | needs. | ||
14 | |||
15 | I will keep the tutorial simple: Keep everything very | ||
16 | short, everything in one .cpp file, and I'll use the engine | ||
17 | here as in all other tutorials. | ||
18 | |||
19 | To start, I include the header files, use the irr namespace, | ||
20 | and tell the linker to link with the .lib file. | ||
21 | */ | ||
22 | #include <irrlicht.h> | ||
23 | #include "driverChoice.h" | ||
24 | |||
25 | using namespace irr; | ||
26 | |||
27 | #ifdef _MSC_VER | ||
28 | #pragma comment(lib, "Irrlicht.lib") | ||
29 | #endif | ||
30 | |||
31 | /* | ||
32 | Here comes the more sophisticated part of this tutorial: | ||
33 | The class of our very own custom scene node. To keep it simple, | ||
34 | our scene node will not be an indoor portal renderer nor a terrain | ||
35 | scene node, but a simple tetraeder, a 3d object consisting of 4 | ||
36 | connected vertices, which only draws itself and does nothing more. | ||
37 | Note that this scenario does not require a custom scene node in Irrlicht. | ||
38 | Instead one would create a mesh from the geometry and pass it to a | ||
39 | irr::scene::IMeshSceneNode. This example just illustrates creation of a custom | ||
40 | scene node in a very simple setting. | ||
41 | |||
42 | To let our scene node be able to be inserted into the Irrlicht | ||
43 | Engine scene, the class we create needs to be derived from the | ||
44 | irr::scene::ISceneNode class and has to override some methods. | ||
45 | */ | ||
46 | |||
47 | class CSampleSceneNode : public scene::ISceneNode | ||
48 | { | ||
49 | |||
50 | /* | ||
51 | First, we declare some member variables: | ||
52 | The bounding box, 4 vertices, and the material of the tetraeder. | ||
53 | */ | ||
54 | core::aabbox3d<f32> Box; | ||
55 | video::S3DVertex Vertices[4]; | ||
56 | video::SMaterial Material; | ||
57 | |||
58 | /* | ||
59 | The parameters of the constructor specify the parent of the scene node, | ||
60 | a pointer to the scene manager, and an id of the scene node. | ||
61 | In the constructor we call the parent class' constructor, | ||
62 | set some properties of the material, and | ||
63 | create the 4 vertices of the tetraeder we will draw later. | ||
64 | */ | ||
65 | |||
66 | public: | ||
67 | |||
68 | CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) | ||
69 | : scene::ISceneNode(parent, mgr, id) | ||
70 | { | ||
71 | Material.Wireframe = false; | ||
72 | Material.Lighting = false; | ||
73 | |||
74 | Vertices[0] = video::S3DVertex(0,0,10, 1,1,0, | ||
75 | video::SColor(255,0,255,255), 0, 1); | ||
76 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0, | ||
77 | video::SColor(255,255,0,255), 1, 1); | ||
78 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1, | ||
79 | video::SColor(255,255,255,0), 1, 0); | ||
80 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1, | ||
81 | video::SColor(255,0,255,0), 0, 0); | ||
82 | |||
83 | /* | ||
84 | The Irrlicht Engine needs to know the bounding box of a scene node. | ||
85 | It will use it for automatic culling and other things. Hence, we | ||
86 | need to create a bounding box from the 4 vertices we use. | ||
87 | If you do not want the engine to use the box for automatic culling, | ||
88 | and/or don't want to create the box, you could also call | ||
89 | irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF. | ||
90 | */ | ||
91 | Box.reset(Vertices[0].Pos); | ||
92 | for (s32 i=1; i<4; ++i) | ||
93 | Box.addInternalPoint(Vertices[i].Pos); | ||
94 | } | ||
95 | |||
96 | /* | ||
97 | Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode() | ||
98 | method of every scene node in the scene is called by the scene manager. | ||
99 | If the scene node wishes to draw itself, it may register itself in the | ||
100 | scene manager to be drawn. This is necessary to tell the scene manager | ||
101 | when it should call irr::scene::ISceneNode::render(). For | ||
102 | example, normal scene nodes render their content one after another, | ||
103 | while stencil buffer shadows would like to be drawn after all other | ||
104 | scene nodes. And camera or light scene nodes need to be rendered before | ||
105 | all other scene nodes (if at all). So here we simply register the | ||
106 | scene node to render normally. If we would like to let it be rendered | ||
107 | like cameras or light, we would have to call | ||
108 | SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); | ||
109 | After this, we call the actual | ||
110 | irr::scene::ISceneNode::OnRegisterSceneNode() method of the base class, | ||
111 | which simply lets also all the child scene nodes of this node register | ||
112 | themselves. | ||
113 | */ | ||
114 | virtual void OnRegisterSceneNode() | ||
115 | { | ||
116 | if (IsVisible) | ||
117 | SceneManager->registerNodeForRendering(this); | ||
118 | |||
119 | ISceneNode::OnRegisterSceneNode(); | ||
120 | } | ||
121 | |||
122 | /* | ||
123 | In the render() method most of the interesting stuff happens: The | ||
124 | Scene node renders itself. We override this method and draw the | ||
125 | tetraeder. | ||
126 | */ | ||
127 | virtual void render() | ||
128 | { | ||
129 | u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; | ||
130 | video::IVideoDriver* driver = SceneManager->getVideoDriver(); | ||
131 | |||
132 | driver->setMaterial(Material); | ||
133 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | ||
134 | driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); | ||
135 | } | ||
136 | |||
137 | /* | ||
138 | And finally we create three small additional methods. | ||
139 | irr::scene::ISceneNode::getBoundingBox() returns the bounding box of | ||
140 | this scene node, irr::scene::ISceneNode::getMaterialCount() returns the | ||
141 | amount of materials in this scene node (our tetraeder only has one | ||
142 | material), and irr::scene::ISceneNode::getMaterial() returns the | ||
143 | material at an index. Because we have only one material here, we can | ||
144 | return the only one material, assuming that no one ever calls | ||
145 | getMaterial() with an index greater than 0. | ||
146 | */ | ||
147 | virtual const core::aabbox3d<f32>& getBoundingBox() const | ||
148 | { | ||
149 | return Box; | ||
150 | } | ||
151 | |||
152 | virtual u32 getMaterialCount() const | ||
153 | { | ||
154 | return 1; | ||
155 | } | ||
156 | |||
157 | virtual video::SMaterial& getMaterial(u32 i) | ||
158 | { | ||
159 | return Material; | ||
160 | } | ||
161 | }; | ||
162 | |||
163 | /* | ||
164 | That's it. The Scene node is done. Now we simply have to start | ||
165 | the engine, create the scene node and a camera, and look at the result. | ||
166 | */ | ||
167 | int main() | ||
168 | { | ||
169 | // ask user for driver | ||
170 | video::E_DRIVER_TYPE driverType=driverChoiceConsole(); | ||
171 | if (driverType==video::EDT_COUNT) | ||
172 | return 1; | ||
173 | |||
174 | // create device | ||
175 | |||
176 | IrrlichtDevice *device = createDevice(driverType, | ||
177 | core::dimension2d<u32>(640, 480), 16, false); | ||
178 | |||
179 | if (device == 0) | ||
180 | return 1; // could not create selected driver. | ||
181 | |||
182 | // create engine and camera | ||
183 | |||
184 | device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo"); | ||
185 | |||
186 | video::IVideoDriver* driver = device->getVideoDriver(); | ||
187 | scene::ISceneManager* smgr = device->getSceneManager(); | ||
188 | |||
189 | smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); | ||
190 | |||
191 | /* | ||
192 | Create our scene node. I don't check the result of calling new, as it | ||
193 | should throw an exception rather than returning 0 on failure. Because | ||
194 | the new node will create itself with a reference count of 1, and then | ||
195 | will have another reference added by its parent scene node when it is | ||
196 | added to the scene, I need to drop my reference to it. Best practice is | ||
197 | to drop it only *after* I have finished using it, regardless of what | ||
198 | the reference count of the object is after creation. | ||
199 | */ | ||
200 | CSampleSceneNode *myNode = | ||
201 | new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); | ||
202 | |||
203 | /* | ||
204 | To animate something in this boring scene consisting only of one | ||
205 | tetraeder, and to show that you now can use your scene node like any | ||
206 | other scene node in the engine, we add an animator to the scene node, | ||
207 | which rotates the node a little bit. | ||
208 | irr::scene::ISceneManager::createRotationAnimator() could return 0, so | ||
209 | should be checked. | ||
210 | */ | ||
211 | scene::ISceneNodeAnimator* anim = | ||
212 | smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); | ||
213 | |||
214 | if(anim) | ||
215 | { | ||
216 | myNode->addAnimator(anim); | ||
217 | |||
218 | /* | ||
219 | I'm done referring to anim, so must | ||
220 | irr::IReferenceCounted::drop() this reference now because it | ||
221 | was produced by a createFoo() function. As I shouldn't refer to | ||
222 | it again, ensure that I can't by setting to 0. | ||
223 | */ | ||
224 | anim->drop(); | ||
225 | anim = 0; | ||
226 | } | ||
227 | |||
228 | /* | ||
229 | I'm done with my CSampleSceneNode object, and so must drop my reference. | ||
230 | This won't delete the object, yet, because it is still attached to the | ||
231 | scene graph, which prevents the deletion until the graph is deleted or the | ||
232 | custom scene node is removed from it. | ||
233 | */ | ||
234 | myNode->drop(); | ||
235 | myNode = 0; // As I shouldn't refer to it again, ensure that I can't | ||
236 | |||
237 | /* | ||
238 | Now draw everything and finish. | ||
239 | */ | ||
240 | u32 frames=0; | ||
241 | while(device->run()) | ||
242 | { | ||
243 | driver->beginScene(true, true, video::SColor(0,100,100,100)); | ||
244 | |||
245 | smgr->drawAll(); | ||
246 | |||
247 | driver->endScene(); | ||
248 | if (++frames==100) | ||
249 | { | ||
250 | core::stringw str = L"Irrlicht Engine ["; | ||
251 | str += driver->getName(); | ||
252 | str += L"] FPS: "; | ||
253 | str += (s32)driver->getFPS(); | ||
254 | |||
255 | device->setWindowCaption(str.c_str()); | ||
256 | frames=0; | ||
257 | } | ||
258 | } | ||
259 | |||
260 | device->drop(); | ||
261 | |||
262 | return 0; | ||
263 | } | ||
264 | |||
265 | /* | ||
266 | That's it. Compile and play around with the program. | ||
267 | **/ | ||
diff --git a/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html new file mode 100644 index 0000000..becc3d7 --- /dev/null +++ b/src/others/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html | |||
@@ -0,0 +1,222 @@ | |||
1 | <html> | ||
2 | <head> | ||
3 | <title>Irrlicht Engine Tutorial</title> | ||
4 | <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> | ||
5 | </head> | ||
6 | |||
7 | <body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0"> | ||
8 | <br> | ||
9 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
10 | <tr> | ||
11 | <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td> | ||
12 | <td bgcolor="#666699" width="100%"> | ||
13 | <div align="center"> | ||
14 | <div align="center"></div> | ||
15 | <div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div> | ||
16 | </div> | ||
17 | </td> | ||
18 | </tr> | ||
19 | <tr bgcolor="#eeeeff"> | ||
20 | <td height="90" colspan="2"> | ||
21 | <div align="left"> | ||
22 | <p>This Tutorial is a tutorial for more advanced developers. If you are | ||
23 | currently just playing around with the Irrlicht engine, please look | ||
24 | at other examples first. This tutorial shows how to create a custom | ||
25 | scene node and how to use it in the engine. A custom scene node is needed, | ||
26 | if you want to implement a render technique, the Irrlicht Engine is | ||
27 | currently not supporting. For example you can write a indoor portal | ||
28 | based renderer or a advanced terrain scene node with it. With creating | ||
29 | custom scene nodes, you can easily extend the Irrlicht Engine and adapt | ||
30 | it to your needs.</p> | ||
31 | <p>I will keep the tutorial simple: Keep everything very short, everything | ||
32 | in one .cpp file, and I'll use the engine here as in all other tutorials. | ||
33 | At the end of the tutorial, the result will look like the image below. | ||
34 | This looks not very exciting, but it is a complete customized scene | ||
35 | node and a good point to start from creating you own scene nodes.</p> | ||
36 | <p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br> | ||
37 | </p> | ||
38 | </div> | ||
39 | </td> | ||
40 | </tr> | ||
41 | </table> | ||
42 | <br> | ||
43 | <table width="95%" border="0" cellspacing="0" cellpadding="2" align="center"> | ||
44 | <tr> | ||
45 | <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div> | ||
46 | <b><font color="#FFFFFF">Lets start!</font></b></td> | ||
47 | </tr> | ||
48 | <tr> | ||
49 | <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left"> | ||
50 | <p>To start, I include the header files, use the irr namespace, and tell | ||
51 | the linker to link with the .lib file. </p> | ||
52 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
53 | <tr> | ||
54 | <td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td> | ||
55 | </tr> | ||
56 | </table> | ||
57 | <p>Here comes the most sophisticated part of this tutorial: The class | ||
58 | of our very own custom scene node. To keep it simple,<br> | ||
59 | our scene node will not be an indoor portal renderer nor a terrain scene | ||
60 | node, but a simple tetraeder, a 3d object consiting of 4 connected vertices, | ||
61 | which only draws itself and does nothing more.</p> | ||
62 | <p>To let our scene node be able to be inserted into the Irrlicht Engine | ||
63 | scene, the class we create needs only be derived from the ISceneNode | ||
64 | class and has to override some methods.</p> | ||
65 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
66 | <tr> | ||
67 | <td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td> | ||
68 | </tr> | ||
69 | </table> | ||
70 | <p>First, we declare some member variables, to hold data for our tetraeder: | ||
71 | The bounding box, 4 vertices, and<br> | ||
72 | the material of the tetraeder.</p> | ||
73 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
74 | <tr> | ||
75 | <td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td> | ||
76 | </tr> | ||
77 | </table> | ||
78 | <p>The parameters of the constructor specify the parent of the scene node, | ||
79 | a pointer to the scene manager, and an id of the scene node. In the | ||
80 | constructor itself, we call the parent classes constructor, set some | ||
81 | properties of the material we use to draw the scene node and create | ||
82 | the 4 vertices of the tetraeder we will draw later. </p> | ||
83 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
84 | <tr> | ||
85 | <td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) | ||
86 | : scene::ISceneNode(parent, mgr, id) | ||
87 | { | ||
88 | Material.Wireframe = false; | ||
89 | Material.Lighting = false;</pre> | ||
90 | <pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1); | ||
91 | Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1); | ||
92 | Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0); | ||
93 | Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0); | ||
94 | </pre></td> | ||
95 | </tr> | ||
96 | </table> | ||
97 | <br> | ||
98 | The Irrlicht Engine needs to know the bounding box of your scene node. | ||
99 | It will use it for doing automatic culling and other things. Hence we | ||
100 | need to create a bounding box from the 4 vertices we use. If you do not | ||
101 | want the engine to use the box for automatic culling, and/or don't want | ||
102 | to create the box, you could also write<br> | ||
103 | <font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br> | ||
104 | <br> | ||
105 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
106 | <tr> | ||
107 | <td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos); | ||
108 | }</pre> </td> | ||
109 | </tr> | ||
110 | </table> | ||
111 | <br> | ||
112 | <p>Before it is drawn, the OnPreRender() method of every scene node in | ||
113 | the scene is called by the scene manager. If the scene node wishes to | ||
114 | draw itself, it may register itself in the scene manager to be drawn. | ||
115 | This is necessary to tell the scene manager when it should call the | ||
116 | ::render method. For example normal scene nodes render their content | ||
117 | one after another, while stencil buffer shadows would like to be drawn | ||
118 | after all other scene nodes. And camera or light scene nodes need to | ||
119 | be rendered before all other scene nodes (if at all). <br> | ||
120 | So here we simply register the scene node to get rendered normally. | ||
121 | If we would like to let it be rendered like cameras or light, we would | ||
122 | have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); | ||
123 | <br> | ||
124 | After this, we call the OnPreRender-method of the base class ISceneNode, | ||
125 | which simply lets also all the child scene nodes of this node register | ||
126 | themselves. </p> | ||
127 | </div> | ||
128 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
129 | <tr> | ||
130 | <td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this); | ||
131 | |||
132 | ISceneNode::OnPreRender(); | ||
133 | }</pre> </td> | ||
134 | </tr> | ||
135 | </table> | ||
136 | <p>In the render() method most of the interresting stuff happenes: The Scene | ||
137 | node renders itself. We override this method and draw the tetraeder.</p> | ||
138 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
139 | <tr> | ||
140 | <td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; | ||
141 | video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre> | ||
142 | <pre> driver->setMaterial(Material); | ||
143 | driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); | ||
144 | driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); | ||
145 | }</pre> </td> | ||
146 | </tr> | ||
147 | </table> | ||
148 | <p> At least, we create three small additional methods. GetBoundingBox() | ||
149 | returns the bounding box of this scene node, <br> | ||
150 | GetMaterialCount() returns the amount of materials in this scene node | ||
151 | (our tetraeder only has one material), and getMaterial() returns the material | ||
152 | at an index. Because we have only one material here, we can return the | ||
153 | only one material, assuming that no one ever calls getMaterial() with | ||
154 | an index greater than 0. </p> | ||
155 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
156 | <tr> | ||
157 | <td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount() | ||
158 | { | ||
159 | return 1; | ||
160 | }</pre> <pre> virtual video::SMaterial& getMaterial(u32 i) | ||
161 | { | ||
162 | return Material; | ||
163 | } | ||
164 | };</pre></td> | ||
165 | </tr> | ||
166 | </table> | ||
167 | <p>That's it. The Scene node is done. Now we simply have to start the engine, | ||
168 | create the scene node and a camera, and look at the result.</p> | ||
169 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
170 | <tr> | ||
171 | <td> <pre>int main()<br>{ | ||
172 | IrrlichtDevice *device = | ||
173 | createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false);</pre> <pre> device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");</pre> <pre> video::IVideoDriver* driver = device->getVideoDriver(); | ||
174 | scene::ISceneManager* smgr = device->getSceneManager();</pre> | ||
175 | <pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); | ||
176 | </pre></td> | ||
177 | </tr> | ||
178 | </table> | ||
179 | <p>Create our scene node. Note that it is dropped (->drop()) instantly | ||
180 | after we create it. This is possible because the scene manager now takes | ||
181 | care of it. This is not nessecary, it would also be possible to drop it | ||
182 | at the end of the program.</p> | ||
183 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
184 | <tr> | ||
185 | <td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); | ||
186 | |||
187 | myNode->drop();</pre> </td> | ||
188 | </tr> | ||
189 | </table> | ||
190 | <p>To animate something in this boring scene consisting only of one tetraeder, | ||
191 | and to show, that you now can use your scene node like any other scene | ||
192 | node in the engine, we add an animator to the scene node, which rotates | ||
193 | the node a little bit. </p> | ||
194 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
195 | <tr> | ||
196 | <td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); | ||
197 | |||
198 | myNode->addAnimator(anim); | ||
199 | anim->drop();</pre> </td> | ||
200 | </tr> | ||
201 | </table> | ||
202 | <p>Now draw everything and finish.</p> | ||
203 | <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center"> | ||
204 | <tr> | ||
205 | <td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100)); | ||
206 | |||
207 | smgr->drawAll(); | ||
208 | |||
209 | driver->endScene(); | ||
210 | } | ||
211 | |||
212 | device->drop(); | ||
213 | return 0; | ||
214 | }</pre> </td> | ||
215 | </tr> | ||
216 | </table> | ||
217 | <p>That's it. Compile and play around with the program. </p></td> | ||
218 | </tr> | ||
219 | </table> | ||
220 | <p> </p> | ||
221 | </body> | ||
222 | </html> | ||