From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../examples/03.CustomSceneNode/tutorial.html | 222 --------------------- 1 file changed, 222 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html') diff --git a/libraries/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html b/libraries/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html deleted file mode 100644 index becc3d7..0000000 --- a/libraries/irrlicht-1.8.1/examples/03.CustomSceneNode/tutorial.html +++ /dev/null @@ -1,222 +0,0 @@ - - -Irrlicht Engine Tutorial - - - - -
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Tutorial 3.CustomSceneNode
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This Tutorial is a tutorial for more advanced developers. If you are - currently just playing around with the Irrlicht engine, please look - at other examples first. This tutorial shows how to create a custom - scene node and how to use it in the engine. A custom scene node is needed, - if you want to implement a render technique, the Irrlicht Engine is - currently not supporting. For example you can write a indoor portal - based renderer or a advanced terrain scene node with it. With creating - custom scene nodes, you can easily extend the Irrlicht Engine and adapt - it to your needs.

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I will keep the tutorial simple: Keep everything very short, everything - in one .cpp file, and I'll use the engine here as in all other tutorials. - At the end of the tutorial, the result will look like the image below. - This looks not very exciting, but it is a complete customized scene - node and a good point to start from creating you own scene nodes.

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-

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- - - - - - - -
- Lets start!
-

To start, I include the header files, use the irr namespace, and tell - the linker to link with the .lib file.

- - - - -
#include <irrlicht.h>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
-

Here comes the most sophisticated part of this tutorial: The class - of our very own custom scene node. To keep it simple,
- our scene node will not be an indoor portal renderer nor a terrain scene - node, but a simple tetraeder, a 3d object consiting of 4 connected vertices, - which only draws itself and does nothing more.

-

To let our scene node be able to be inserted into the Irrlicht Engine - scene, the class we create needs only be derived from the ISceneNode - class and has to override some methods.

- - - - -
class CSampleSceneNode : public scene::ISceneNode
{
-

First, we declare some member variables, to hold data for our tetraeder: - The bounding box, 4 vertices, and
- the material of the tetraeder.

- - - - -
core::aabbox3d<f32> Box;
video::S3DVertex Vertices[4];
video::SMaterial Material;
-

The parameters of the constructor specify the parent of the scene node, - a pointer to the scene manager, and an id of the scene node. In the - constructor itself, we call the parent classes constructor, set some - properties of the material we use to draw the scene node and create - the 4 vertices of the tetraeder we will draw later.

- - - - -
public:
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
- : scene::ISceneNode(parent, mgr, id)
-{ 
-  Material.Wireframe = false;
-  Material.Lighting = false;
-
  Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1);
-  Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1); 
-  Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0);
-  Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0);
-
-
- The Irrlicht Engine needs to know the bounding box of your scene node. - It will use it for doing automatic culling and other things. Hence we - need to create a bounding box from the 4 vertices we use. If you do not - want the engine to use the box for automatic culling, and/or don't want - to create the box, you could also write
- AutomaticCullingEnabled = false;.
-
- - - - -
  Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos); -}
-
-

Before it is drawn, the OnPreRender() method of every scene node in - the scene is called by the scene manager. If the scene node wishes to - draw itself, it may register itself in the scene manager to be drawn. - This is necessary to tell the scene manager when it should call the - ::render method. For example normal scene nodes render their content - one after another, while stencil buffer shadows would like to be drawn - after all other scene nodes. And camera or light scene nodes need to - be rendered before all other scene nodes (if at all).
- So here we simply register the scene node to get rendered normally. - If we would like to let it be rendered like cameras or light, we would - have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA); -
- After this, we call the OnPreRender-method of the base class ISceneNode, - which simply lets also all the child scene nodes of this node register - themselves.

-
- - - - -
virtual void OnPreRender()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this); - - ISceneNode::OnPreRender(); -}
-

In the render() method most of the interresting stuff happenes: The Scene - node renders itself. We override this method and draw the tetraeder.

- - - - -
virtual void render()
{
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; - video::IVideoDriver* driver = SceneManager->getVideoDriver();
-
  driver->setMaterial(Material);
-  driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-  driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
-}
-

At least, we create three small additional methods. GetBoundingBox() - returns the bounding box of this scene node,
- GetMaterialCount() returns the amount of materials in this scene node - (our tetraeder only has one material), and getMaterial() returns the material - at an index. Because we have only one material here, we can return the - only one material, assuming that no one ever calls getMaterial() with - an index greater than 0.

- - - - -
  virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
  virtual u32 getMaterialCount()
-  {
-    return 1;
-  }
  virtual video::SMaterial& getMaterial(u32 i)
-  {
-    return Material;
-  } 
-};
-

That's it. The Scene node is done. Now we simply have to start the engine, - create the scene node and a camera, and look at the result.

- - - - -
int main()
{ - IrrlichtDevice *device = - createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false);
  device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");
  video::IVideoDriver* driver = device->getVideoDriver();
-           scene::ISceneManager* smgr = device->getSceneManager();
-
  smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
-                   
-

Create our scene node. Note that it is dropped (->drop()) instantly - after we create it. This is possible because the scene manager now takes - care of it. This is not nessecary, it would also be possible to drop it - at the end of the program.

- - - - -
CSampleSceneNode *myNode = 
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); - -myNode->drop();
-

To animate something in this boring scene consisting only of one tetraeder, - and to show, that you now can use your scene node like any other scene - node in the engine, we add an animator to the scene node, which rotates - the node a little bit.

- - - - -
scene::ISceneNodeAnimator* anim = 
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); - -myNode->addAnimator(anim); -anim->drop();
-

Now draw everything and finish.

- - - - -
  while(device->run())
{
driver->beginScene(true, true, video::SColor(0,100,100,100)); - - smgr->drawAll(); - - driver->endScene(); - } - -device->drop(); -return 0; -}
-

That's it. Compile and play around with the program.

-

 

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