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Diffstat (limited to 'src/others/irrlicht-1.8.1/examples/04.Movement')
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Makefile39
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement.cbp55
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement.dev59
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement.vcproj163
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc10.vcxproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc11.vcxproj235
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc8.vcproj231
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc9.vcproj230
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/main.cpp258
-rw-r--r--src/others/irrlicht-1.8.1/examples/04.Movement/tutorial.html188
10 files changed, 1689 insertions, 0 deletions
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Makefile b/src/others/irrlicht-1.8.1/examples/04.Movement/Makefile
new file mode 100644
index 0000000..0dcd252
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Makefile
@@ -0,0 +1,39 @@
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
4Target = 04.Movement
5Sources = main.cpp
6
7# general compiler settings
8CPPFLAGS = -I../../include -I/usr/X11R6/include
9CXXFLAGS = -O3 -ffast-math
10#CXXFLAGS = -g -Wall
11
12#default target is Linux
13all: all_linux
14
15ifeq ($(HOSTTYPE), x86_64)
16LIBSELECT=64
17endif
18
19# target specific settings
20all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
21all_linux clean_linux: SYSTEM=Linux
22all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
23all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
24all_win32 clean_win32: SYSTEM=Win32-gcc
25all_win32 clean_win32: SUF=.exe
26# name of the binary - only valid for targets which set SYSTEM
27DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
28
29all_linux all_win32:
30 $(warning Building...)
31 $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
32
33clean: clean_linux clean_win32
34 $(warning Cleaning...)
35
36clean_linux clean_win32:
37 @$(RM) $(DESTPATH)
38
39.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.cbp b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.cbp
new file mode 100644
index 0000000..0fcc4d0
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.cbp
@@ -0,0 +1,55 @@
1<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
2<CodeBlocks_project_file>
3 <FileVersion major="1" minor="6" />
4 <Project>
5 <Option title="Irrlicht Example 04 Movement" />
6 <Option pch_mode="0" />
7 <Option compiler="gcc" />
8 <Build>
9 <Target title="Windows">
10 <Option output="..\..\bin\Win32-gcc\Movement" prefix_auto="0" extension_auto="1" />
11 <Option type="1" />
12 <Option compiler="gcc" />
13 <Option projectResourceIncludeDirsRelation="1" />
14 <Compiler>
15 <Add option="-g" />
16 </Compiler>
17 <Linker>
18 <Add directory="..\..\lib\Win32-gcc" />
19 </Linker>
20 </Target>
21 <Target title="Linux">
22 <Option platforms="Unix;" />
23 <Option output="..\..\bin\Linux\Movement" prefix_auto="0" extension_auto="0" />
24 <Option type="1" />
25 <Option compiler="gcc" />
26 <Compiler>
27 <Add option="-g" />
28 <Add option="-D_IRR_STATIC_LIB_" />
29 </Compiler>
30 <Linker>
31 <Add library="Xxf86vm" />
32 <Add library="Xcursor" />
33 <Add library="GL" />
34 <Add directory="..\..\lib\Linux" />
35 </Linker>
36 </Target>
37 </Build>
38 <VirtualTargets>
39 <Add alias="All" targets="Windows;Linux;" />
40 </VirtualTargets>
41 <Compiler>
42 <Add option="-g" />
43 <Add directory="..\..\include" />
44 </Compiler>
45 <Linker>
46 <Add library="Irrlicht" />
47 </Linker>
48 <Unit filename="main.cpp" />
49 <Extensions>
50 <code_completion />
51 <debugger />
52 <envvars />
53 </Extensions>
54 </Project>
55</CodeBlocks_project_file>
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.dev b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.dev
new file mode 100644
index 0000000..0753c10
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.dev
@@ -0,0 +1,59 @@
1[Project]
2FileName=example.dev
3Name=Irrlicht Example 04 Movement
4UnitCount=1
5Type=1
6Ver=1
7ObjFiles=
8Includes=..\..\include
9Libs=
10PrivateResource=
11ResourceIncludes=
12MakeIncludes=
13Compiler=
14CppCompiler=
15Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
16IsCpp=1
17Icon=
18ExeOutput=../../bin/Win32-gcc
19ObjectOutput=obj
20OverrideOutput=1
21OverrideOutputName=04.Movement.exe
22HostApplication=
23Folders=
24CommandLine=
25IncludeVersionInfo=0
26SupportXPThemes=0
27CompilerSet=0
28CompilerSettings=0000000000000000000000
29UseCustomMakefile=0
30CustomMakefile=
31
32[Unit1]
33FileName=main.cpp
34CompileCpp=1
35Folder=Projekt1
36Compile=1
37Link=1
38Priority=1000
39OverrideBuildCmd=0
40BuildCmd=
41
42[VersionInfo]
43Major=0
44Minor=1
45Release=1
46Build=1
47LanguageID=1033
48CharsetID=1252
49CompanyName=
50FileVersion=
51FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
52InternalName=
53LegalCopyright=
54LegalTrademarks=
55OriginalFilename=
56ProductName=
57ProductVersion=
58AutoIncBuildNr=0
59
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.vcproj b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.vcproj
new file mode 100644
index 0000000..105c625
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement.vcproj
@@ -0,0 +1,163 @@
1<?xml version="1.0" encoding="Windows-1252"?>
2<VisualStudioProject
3 ProjectType="Visual C++"
4 Version="7.10"
5 Name="04.Movement"
6 ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
7 SccProjectName=""
8 SccLocalPath="">
9 <Platforms>
10 <Platform
11 Name="Win32"/>
12 </Platforms>
13 <Configurations>
14 <Configuration
15 Name="Debug|Win32"
16 OutputDirectory=".\Debug"
17 IntermediateDirectory=".\Debug"
18 ConfigurationType="1"
19 UseOfMFC="0"
20 ATLMinimizesCRunTimeLibraryUsage="FALSE"
21 CharacterSet="2">
22 <Tool
23 Name="VCCLCompilerTool"
24 Optimization="0"
25 AdditionalIncludeDirectories="..\..\include"
26 PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
27 BasicRuntimeChecks="3"
28 RuntimeLibrary="5"
29 UsePrecompiledHeader="2"
30 PrecompiledHeaderFile=".\Debug/Movement.pch"
31 AssemblerListingLocation=".\Debug/"
32 ObjectFile=".\Debug/"
33 ProgramDataBaseFileName=".\Debug/"
34 WarningLevel="3"
35 SuppressStartupBanner="TRUE"
36 DebugInformationFormat="4"
37 CompileAs="0"/>
38 <Tool
39 Name="VCCustomBuildTool"/>
40 <Tool
41 Name="VCLinkerTool"
42 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
43 LinkIncremental="0"
44 SuppressStartupBanner="TRUE"
45 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
46 GenerateDebugInformation="TRUE"
47 ProgramDatabaseFile=".\Debug/Movement.pdb"
48 SubSystem="1"
49 TargetMachine="1"/>
50 <Tool
51 Name="VCMIDLTool"
52 TypeLibraryName=".\Debug/Movement.tlb"
53 HeaderFileName=""/>
54 <Tool
55 Name="VCPostBuildEventTool"/>
56 <Tool
57 Name="VCPreBuildEventTool"/>
58 <Tool
59 Name="VCPreLinkEventTool"/>
60 <Tool
61 Name="VCResourceCompilerTool"
62 PreprocessorDefinitions="_DEBUG"
63 Culture="3079"/>
64 <Tool
65 Name="VCWebServiceProxyGeneratorTool"/>
66 <Tool
67 Name="VCXMLDataGeneratorTool"/>
68 <Tool
69 Name="VCWebDeploymentTool"/>
70 <Tool
71 Name="VCManagedWrapperGeneratorTool"/>
72 <Tool
73 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
74 </Configuration>
75 <Configuration
76 Name="Release|Win32"
77 OutputDirectory=".\Release"
78 IntermediateDirectory=".\Release"
79 ConfigurationType="1"
80 UseOfMFC="0"
81 ATLMinimizesCRunTimeLibraryUsage="FALSE"
82 CharacterSet="2">
83 <Tool
84 Name="VCCLCompilerTool"
85 Optimization="2"
86 InlineFunctionExpansion="1"
87 AdditionalIncludeDirectories="..\..\include"
88 PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
89 StringPooling="TRUE"
90 RuntimeLibrary="4"
91 EnableFunctionLevelLinking="TRUE"
92 UsePrecompiledHeader="2"
93 PrecompiledHeaderFile=".\Release/Movement.pch"
94 AssemblerListingLocation=".\Release/"
95 ObjectFile=".\Release/"
96 ProgramDataBaseFileName=".\Release/"
97 WarningLevel="3"
98 SuppressStartupBanner="TRUE"
99 CompileAs="0"/>
100 <Tool
101 Name="VCCustomBuildTool"/>
102 <Tool
103 Name="VCLinkerTool"
104 OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
105 LinkIncremental="0"
106 SuppressStartupBanner="TRUE"
107 AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
108 ProgramDatabaseFile=".\Release/Movement.pdb"
109 SubSystem="1"
110 TargetMachine="1"/>
111 <Tool
112 Name="VCMIDLTool"
113 TypeLibraryName=".\Release/Movement.tlb"
114 HeaderFileName=""/>
115 <Tool
116 Name="VCPostBuildEventTool"/>
117 <Tool
118 Name="VCPreBuildEventTool"/>
119 <Tool
120 Name="VCPreLinkEventTool"/>
121 <Tool
122 Name="VCResourceCompilerTool"
123 PreprocessorDefinitions="NDEBUG"
124 Culture="3079"/>
125 <Tool
126 Name="VCWebServiceProxyGeneratorTool"/>
127 <Tool
128 Name="VCXMLDataGeneratorTool"/>
129 <Tool
130 Name="VCWebDeploymentTool"/>
131 <Tool
132 Name="VCManagedWrapperGeneratorTool"/>
133 <Tool
134 Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
135 </Configuration>
136 </Configurations>
137 <References>
138 </References>
139 <Files>
140 <File
141 RelativePath="main.cpp">
142 <FileConfiguration
143 Name="Debug|Win32">
144 <Tool
145 Name="VCCLCompilerTool"
146 Optimization="0"
147 AdditionalIncludeDirectories=""
148 PreprocessorDefinitions=""
149 BasicRuntimeChecks="3"/>
150 </FileConfiguration>
151 <FileConfiguration
152 Name="Release|Win32">
153 <Tool
154 Name="VCCLCompilerTool"
155 Optimization="2"
156 AdditionalIncludeDirectories=""
157 PreprocessorDefinitions=""/>
158 </FileConfiguration>
159 </File>
160 </Files>
161 <Globals>
162 </Globals>
163</VisualStudioProject>
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc10.vcxproj b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc10.vcxproj
new file mode 100644
index 0000000..7e59058
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc10.vcxproj
@@ -0,0 +1,231 @@
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4 <ProjectConfiguration Include="Debug|Win32">
5 <Configuration>Debug</Configuration>
6 <Platform>Win32</Platform>
7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform>
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12 <ProjectConfiguration Include="Release|Win32">
13 <Configuration>Release</Configuration>
14 <Platform>Win32</Platform>
15 </ProjectConfiguration>
16 <ProjectConfiguration Include="Release|x64">
17 <Configuration>Release</Configuration>
18 <Platform>x64</Platform>
19 </ProjectConfiguration>
20 </ItemGroup>
21 <PropertyGroup Label="Globals">
22 <ProjectName>04.Movement</ProjectName>
23 <ProjectGuid>{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}</ProjectGuid>
24 <RootNamespace>Movement</RootNamespace>
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26 <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
27 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
28 <ConfigurationType>Application</ConfigurationType>
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30 <CharacterSet>MultiByte</CharacterSet>
31 </PropertyGroup>
32 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
33 <ConfigurationType>Application</ConfigurationType>
34 <UseOfMfc>false</UseOfMfc>
35 <CharacterSet>MultiByte</CharacterSet>
36 </PropertyGroup>
37 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
38 <ConfigurationType>Application</ConfigurationType>
39 <UseOfMfc>false</UseOfMfc>
40 <CharacterSet>MultiByte</CharacterSet>
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42 <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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44 <UseOfMfc>false</UseOfMfc>
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48 <ImportGroup Label="ExtensionSettings">
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88 <CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
89 </PropertyGroup>
90 <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
91 <Midl>
92 <TypeLibraryName>.\Debug/Movement.tlb</TypeLibraryName>
93 <HeaderFileName>
94 </HeaderFileName>
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99 <PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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215 <AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
216 <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
217 <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
218 <BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
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224 <PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
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229 <ImportGroup Label="ExtensionTargets">
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231</Project> \ No newline at end of file
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc11.vcxproj b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc11.vcxproj
new file mode 100644
index 0000000..7fe0339
--- /dev/null
+++ b/src/others/irrlicht-1.8.1/examples/04.Movement/Movement_vc11.vcxproj
@@ -0,0 +1,235 @@
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4 <ProjectConfiguration Include="Debug|Win32">
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6 <Platform>Win32</Platform>
7 </ProjectConfiguration>
8 <ProjectConfiguration Include="Debug|x64">
9 <Configuration>Debug</Configuration>
10 <Platform>x64</Platform>
11 </ProjectConfiguration>
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index 0000000..7bacda3
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1/** Example 004 Movement
2
3This Tutorial shows how to move and animate SceneNodes. The
4basic concept of SceneNodeAnimators is shown as well as manual
5movement of nodes using the keyboard. We'll demonstrate framerate
6independent movement, which means moving by an amount dependent
7on the duration of the last run of the Irrlicht loop.
8
9Example 19.MouseAndJoystick shows how to handle those kinds of input.
10
11As always, I include the header files, use the irr namespace,
12and tell the linker to link with the .lib file.
13*/
14#ifdef _MSC_VER
15// We'll also define this to stop MSVC complaining about sprintf().
16#define _CRT_SECURE_NO_WARNINGS
17#pragma comment(lib, "Irrlicht.lib")
18#endif
19
20#include <irrlicht.h>
21#include "driverChoice.h"
22
23using namespace irr;
24
25/*
26To receive events like mouse and keyboard input, or GUI events like "the OK
27button has been clicked", we need an object which is derived from the
28irr::IEventReceiver object. There is only one method to override:
29irr::IEventReceiver::OnEvent(). This method will be called by the engine once
30when an event happens. What we really want to know is whether a key is being
31held down, and so we will remember the current state of each key.
32*/
33class MyEventReceiver : public IEventReceiver
34{
35public:
36 // This is the one method that we have to implement
37 virtual bool OnEvent(const SEvent& event)
38 {
39 // Remember whether each key is down or up
40 if (event.EventType == irr::EET_KEY_INPUT_EVENT)
41 KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
42
43 return false;
44 }
45
46 // This is used to check whether a key is being held down
47 virtual bool IsKeyDown(EKEY_CODE keyCode) const
48 {
49 return KeyIsDown[keyCode];
50 }
51
52 MyEventReceiver()
53 {
54 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
55 KeyIsDown[i] = false;
56 }
57
58private:
59 // We use this array to store the current state of each key
60 bool KeyIsDown[KEY_KEY_CODES_COUNT];
61};
62
63
64/*
65The event receiver for keeping the pressed keys is ready, the actual responses
66will be made inside the render loop, right before drawing the scene. So lets
67just create an irr::IrrlichtDevice and the scene node we want to move. We also
68create some other additional scene nodes, to show that there are also some
69different possibilities to move and animate scene nodes.
70*/
71int main()
72{
73 // ask user for driver
74 video::E_DRIVER_TYPE driverType=driverChoiceConsole();
75 if (driverType==video::EDT_COUNT)
76 return 1;
77
78 // create device
79 MyEventReceiver receiver;
80
81 IrrlichtDevice* device = createDevice(driverType,
82 core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
83
84 if (device == 0)
85 return 1; // could not create selected driver.
86
87 video::IVideoDriver* driver = device->getVideoDriver();
88 scene::ISceneManager* smgr = device->getSceneManager();
89
90 /*
91 Create the node which will be moved with the WSAD keys. We create a
92 sphere node, which is a built-in geometry primitive. We place the node
93 at (0,0,30) and assign a texture to it to let it look a little bit more
94 interesting. Because we have no dynamic lights in this scene we disable
95 lighting for each model (otherwise the models would be black).
96 */
97 scene::ISceneNode * node = smgr->addSphereSceneNode();
98 if (node)
99 {
100 node->setPosition(core::vector3df(0,0,30));
101 node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
102 node->setMaterialFlag(video::EMF_LIGHTING, false);
103 }
104
105 /*
106 Now we create another node, movable using a scene node animator. Scene
107 node animators modify scene nodes and can be attached to any scene node
108 like mesh scene nodes, billboards, lights and even camera scene nodes.
109 Scene node animators are not only able to modify the position of a
110 scene node, they can also animate the textures of an object for
111 example. We create a cube scene node and attach a 'fly circle' scene
112 node animator to it, letting this node fly around our sphere scene node.
113 */
114 scene::ISceneNode* n = smgr->addCubeSceneNode();
115
116 if (n)
117 {
118 n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
119 n->setMaterialFlag(video::EMF_LIGHTING, false);
120 scene::ISceneNodeAnimator* anim =
121 smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
122 if (anim)
123 {
124 n->addAnimator(anim);
125 anim->drop();
126 }
127 }
128
129 /*
130 The last scene node we add to show possibilities of scene node animators is
131 a b3d model, which uses a 'fly straight' animator to run between to points.
132 */
133 scene::IAnimatedMeshSceneNode* anms =
134 smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"));
135
136 if (anms)
137 {
138 scene::ISceneNodeAnimator* anim =
139 smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
140 core::vector3df(-100,0,60), 3500, true);
141 if (anim)
142 {
143 anms->addAnimator(anim);
144 anim->drop();
145 }
146
147 /*
148 To make the model look right we disable lighting, set the
149 frames between which the animation should loop, rotate the
150 model around 180 degrees, and adjust the animation speed and
151 the texture. To set the right animation (frames and speed), we
152 would also be able to just call
153 "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run'
154 animation instead of "setFrameLoop" and "setAnimationSpeed",
155 but this only works with MD2 animations, and so you know how to
156 start other animations. But a good advice is to not use
157 hardcoded frame-numbers...
158 */
159 anms->setMaterialFlag(video::EMF_LIGHTING, false);
160
161 anms->setFrameLoop(0, 13);
162 anms->setAnimationSpeed(15);
163// anms->setMD2Animation(scene::EMAT_RUN);
164
165 anms->setScale(core::vector3df(2.f,2.f,2.f));
166 anms->setRotation(core::vector3df(0,-90,0));
167// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
168
169 }
170
171
172 /*
173 To be able to look at and move around in this scene, we create a first
174 person shooter style camera and make the mouse cursor invisible.
175 */
176 smgr->addCameraSceneNodeFPS();
177 device->getCursorControl()->setVisible(false);
178
179 /*
180 Add a colorful irrlicht logo
181 */
182 device->getGUIEnvironment()->addImage(
183 driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
184 core::position2d<s32>(10,20));
185
186 gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText(
187 L"", core::rect<s32>(10, 10, 400, 20));
188 diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0));
189
190 /*
191 We have done everything, so lets draw it. We also write the current
192 frames per second and the name of the driver to the caption of the
193 window.
194 */
195 int lastFPS = -1;
196
197 // In order to do framerate independent movement, we have to know
198 // how long it was since the last frame
199 u32 then = device->getTimer()->getTime();
200
201 // This is the movemen speed in units per second.
202 const f32 MOVEMENT_SPEED = 5.f;
203
204 while(device->run())
205 {
206 // Work out a frame delta time.
207 const u32 now = device->getTimer()->getTime();
208 const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
209 then = now;
210
211 /* Check if keys W, S, A or D are being held down, and move the
212 sphere node around respectively. */
213 core::vector3df nodePosition = node->getPosition();
214
215 if(receiver.IsKeyDown(irr::KEY_KEY_W))
216 nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
217 else if(receiver.IsKeyDown(irr::KEY_KEY_S))
218 nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
219
220 if(receiver.IsKeyDown(irr::KEY_KEY_A))
221 nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
222 else if(receiver.IsKeyDown(irr::KEY_KEY_D))
223 nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
224
225 node->setPosition(nodePosition);
226
227 driver->beginScene(true, true, video::SColor(255,113,113,133));
228
229 smgr->drawAll(); // draw the 3d scene
230 device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
231
232 driver->endScene();
233
234 int fps = driver->getFPS();
235
236 if (lastFPS != fps)
237 {
238 core::stringw tmp(L"Movement Example - Irrlicht Engine [");
239 tmp += driver->getName();
240 tmp += L"] fps: ";
241 tmp += fps;
242
243 device->setWindowCaption(tmp.c_str());
244 lastFPS = fps;
245 }
246 }
247
248 /*
249 In the end, delete the Irrlicht device.
250 */
251 device->drop();
252
253 return 0;
254}
255
256/*
257That's it. Compile and play around with the program.
258**/
diff --git a/src/others/irrlicht-1.8.1/examples/04.Movement/tutorial.html b/src/others/irrlicht-1.8.1/examples/04.Movement/tutorial.html
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1<html>
2<head>
3<title>Irrlicht Engine Tutorial</title>
4<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
5</head>
6
7<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
8<br>
9<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
10 <tr>
11 <td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
12 <td bgcolor="#666699" width="100%">
13<div align="center">
14<div align="center"></div>
15 <div align="left"><b><font color="#FFFFFF">Tutorial 4.Movement</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 shows how to move and animate SceneNodes. The basic concept
23 of SceneNodeAnimators is shown as well as manual movement of nodes using
24 the keyboard.</p>
25 <p>The program which is described here will look like this:</p>
26 <p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br>
27 </p>
28 </div>
29 </td>
30 </tr>
31</table>
32<br>
33<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
34 <tr>
35 <td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
36 <b><font color="#FFFFFF">Lets start!</font></b></td>
37 </tr>
38 <tr>
39 <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
40 <p>As always, I include the header files, use the irr namespace, and tell
41 the linker to link with the .lib file. </p>
42 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
43 <tr>
44 <td> <pre>#include &lt;stdio.h&gt;<br>#include &lt;wchar.h&gt;<br>#include &lt;irrlicht.h&gt;</pre>
45 <pre>using namespace irr;</pre>
46 <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre></td>
47 </tr>
48 </table>
49 <p>In this tutorial, one of our goals is to move a scene node using some
50 keys on the keyboard. We store a pointer to the scene node we want to
51 move with the keys here.<br>
52 The other pointer is a pointer to the Irrlicht Device, which we need
53 int the EventReceiver to manipulate the scene node and to get the active
54 camera.</p>
55 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
56 <tr>
57 <td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
58 </tr>
59 </table>
60 <p>To get events like mouse and keyboard input, or GUI events like &quot;the
61 OK button has been clicked&quot;, we need an object wich is derived
62 from the IEventReceiver object. There is only one method to override:
63 OnEvent. This method will be called by the engine when an event happened.
64 We will use this input to move the scene node with the keys W and S.</p>
65 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
66 <tr>
67 <td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent&amp; event)<br> { </pre></td>
68 </tr>
69 </table>
70 <p>If the key 'W' or 'S' was left up, we get the position of the scene
71 node, and modify the Y coordinate a little bit. So if you press 'W',
72 the node moves up, and if you press 'S' it moves down.</p>
73 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
74 <tr>
75 <td> <pre>if (node != 0 &amp;&amp; event.EventType == irr::EET_KEY_INPUT_EVENT&amp;&amp;<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node-&gt;getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node-&gt;setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
76 </tr>
77 </table>
78
79 </div>
80 <p>The event receiver for moving a scene node is ready. So lets just create
81 an Irrlicht Device and the scene node we want to move. We also create
82 some other additional scene nodes, to show that there are also some different
83 possibilities to move and animate scene nodes.</p>
84 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
85 <tr>
86 <td><pre>int main()<br>{<br> MyEventReceiver receiver;
87
88 device = createDevice(video::EDT_OPENGL, core::dimension2d&lt;s32&gt;(640, 480),
89 16, false, false, false, &amp;receiver);</pre>
90 <pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
91 scene::ISceneManager* smgr = device-&gt;getSceneManager();</pre>
92 </td>
93 </tr>
94 </table>
95 <p> Create the node for moving it with the 'W' and 'S' key. We create a
96 sphere node, which is a built in geometric primitive scene node.
97 We place the node at (0,0,30) and assign a texture to it to let it look
98 a little bit more interesting.</p>
99 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
100 <tr>
101 <td><pre>node = smgr-&gt;addSphereSceneNode();
102node-&gt;setPosition(core::vector3df(0,0,30));
103node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
104node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));</pre></td>
105 </tr>
106 </table>
107 <p>Now we create another node, moving using a scene node animator. Scene
108 node animators modify scene nodes and can be attached to any scene node
109 like<br>
110 mesh scene nodes, billboards, lights and even camera scene nodes. Scene
111 node animators are not only able to modify the position of a scene node,
112 they can<br>
113 also animate the textures of an object for example. We create a test scene
114 node again an attach a 'fly circle' scene node to it, letting this node
115 fly around our first test scene node.</p>
116 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
117 <tr>
118 <td><pre>scene::ISceneNode* n = smgr-&gt;addCubeSceneNode();
119n-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/t351sml.jpg&quot;));
120n-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
121scene::ISceneNodeAnimator* anim =
122 smgr-&gt;createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
123n-&gt;addAnimator(anim);
124anim-&gt;drop();</pre></td>
125 </tr>
126 </table>
127 <p>The last scene node we add to show possibilities of scene node animators
128 is a md2 model, which uses a 'fly straight' animator to run between to
129 points.</p>
130 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
131 <tr>
132 <td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr-&gt;addAnimatedMeshSceneNode(<br> smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;));
133
134if (n)<br> {<br> anim = smgr-&gt;createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms-&gt;addAnimator(anim);<br> anim-&gt;drop();</pre>
135 </td>
136 </tr>
137 </table>
138 <p>To make to model look right we set the frames between which
139 the animation should loop, rotate the model around 180 degrees, and adjust
140 the animation speed and the texture.<br>
141 To set the right animation (frames and speed), we would also be able to
142 just call &quot;anms-&gt;setMD2Animation(scene::EMAT_RUN)&quot; for the
143 'run' animation instead of &quot;setFrameLoop&quot; and &quot;setAnimationSpeed&quot;,
144 but this only works with MD2 animations, and so you know how to start
145 other animations.</p>
146 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
147 <tr>
148 <td> <pre> anms-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> anms-&gt;setFrameLoop(320, 360);
149 anms-&gt;setAnimationSpeed(30);<br> anms-&gt;setRotation(core::vector3df(0,180.0f,0));<br> anms-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;));<br>}<br></pre></td>
150 </tr>
151 </table>
152 <p>To be able to look at and move around in this scene, we create a first
153 person shooter style camera and make the mouse cursor invisible.</p>
154 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
155 <tr>
156 <td> <pre>smgr-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device-&gt;getCursorControl()-&gt;setVisible(false); </pre></td>
157 </tr>
158 </table>
159 <p>We have done everything, so lets draw it. We also write the current frames
160 per second and the name of the driver to the caption of the window.</p>
161 <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
162 <tr>
163 <td> <pre>int lastFPS = -1;</pre>
164 <pre>while(device-&gt;run())
165{
166 driver-&gt;beginScene(true, true, video::SColor(255,90,90,156));
167 smgr-&gt;drawAll();
168 driver-&gt;endScene();</pre>
169 <pre> int fps = driver-&gt;getFPS();</pre>
170 <pre> if (lastFPS != fps)
171 {
172 wchar_t tmp[1024];
173 swprintf(tmp, 1024, L&quot;Movement Example - Irrlicht Engine (%ls)(fps:%d)&quot;,<br> driver-&gt;getName(), fps);</pre>
174 <pre> device-&gt;setWindowCaption(tmp);
175 lastFPS = fps;
176 }
177}
178
179device-&gt;drop();<br>return 0;<br>}</pre></td>
180 </tr>
181 </table>
182 <p>That's it. Compile and play around with the program. </p>
183 <p>&nbsp;</p></td>
184 </tr>
185</table>
186<p>&nbsp;</p>
187 </body>
188</html>