From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../examples/09.Meshviewer/tutorial.html | 182 +++++++++++++++++++++ 1 file changed, 182 insertions(+) create mode 100644 libraries/irrlicht-1.8.1/examples/09.Meshviewer/tutorial.html (limited to 'libraries/irrlicht-1.8.1/examples/09.Meshviewer/tutorial.html') diff --git a/libraries/irrlicht-1.8.1/examples/09.Meshviewer/tutorial.html b/libraries/irrlicht-1.8.1/examples/09.Meshviewer/tutorial.html new file mode 100644 index 0000000..d296b6c --- /dev/null +++ b/libraries/irrlicht-1.8.1/examples/09.Meshviewer/tutorial.html @@ -0,0 +1,182 @@ + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+
+
Tutorial 9. Mesh Viewer
+
+
+
+

This tutorial shows how to create a more complex application with + the engine. We construct a simple mesh viewer using the user interface + API and the scenemanagement of Irrlicht.
+ The tutorial shows how to create and use Buttons, Windows, Toolbars, + Menus, ComboBoxes, Tabcontrols, Editboxes, Images, MessageBoxes, SkyBoxes, + and how to parse XML files with the integrated XML reader of the engine.

+

The program which is described here will look like this:

+


+

+
+
+
+ + + + + + + +
Lets start!
+
+

We start like in most other tutorials: Include all nesessary header + files, add a comment to let the engine be linked with the right .lib + file in Visual Studio, and deklare some global variables. We also + add two 'using namespece' statements, so we do not need to write the + whole names of all classes. In this tutorial, we use a lot stuff from + the gui namespace.

+ + + + +
#include <irrlicht.h>
#include <iostream>

using namespace irr;
using namespace gui;

#pragma comment(lib, "Irrlicht.lib")

IrrlichtDevice *Device = 0;
core::stringc StartUpModelFile;
core::stringw MessageText;
core::stringw Caption;
scene::IAnimatedMeshSceneNode* Model = 0;
scene::ISceneNode* SkyBox = 0;
+

The three following functions do several stuff used by the mesh + viewer. The first function showAboutText() simply displays a messagebox + with a caption and a message text. The texts will be stored in the + MessageText and Caption variables at startup.

+ + + + +
void showAboutText()
{
// create modal message box with the text
// loaded from the xml file
.
Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), MessageText.c_str());
}
+

The second function loadModel() loads a model and displays it using + an addAnimatedMeshSceneNode and the scene manager. Nothing difficult. + It also displays a short message box, if the model could not be loaded. +

+ + + + +
void loadModel(const c8* filename)
{
// load a model into the engine
if (Model)
Model->remove();
Model = 0;

scene::IAnimatedMesh* m = Device->getSceneManager()->getMesh(filename);
if (!m)
{
// model could not be loaded
if (StartUpModelFile != filename)
Device->getGUIEnvironment()->addMessageBox(
Caption.c_str(), L"The model could not be loaded. " \
L"Maybe it is not a supported file format.");
return;
}

// set default material properties
Model = Device->getSceneManager()->addAnimatedMeshSceneNode(m);
Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
Model->setMaterialFlag(video::EMF_LIGHTING, false);
Model->setDebugDataVisible(true);
}
+

Finally, the third function creates a toolbox window. In this simple + mesh viewer, this toolbox only contains a tab control with three edit + boxes for changing the scale of the displayed model.

+ + + + +
void createToolBox()
{
// remove tool box if already there
IGUIEnvironment* env = Device->getGUIEnvironment();
IGUIElement* root = env->getRootGUIElement();
IGUIElement* e = root->getElementFromId(5000, true);
if (e) e->remove();

// create the toolbox window
IGUIWindow* wnd = env->addWindow(core::rect<s32>(450,25,640,480),
false, L"Toolset", 0, 5000);

// create tab control and tabs
IGUITabControl* tab = env->addTabControl(
core::rect<s32>(2,20,640-452,480-7), wnd, true, true);
IGUITab* t1 = tab->addTab(L"Scale");
IGUITab* t2 = tab->addTab(L"Empty Tab");

// add some edit boxes and a button to tab one
env->addEditBox(L"1.0", core::rect<s32>(40,50,130,70), true, t1, 901);
env->addEditBox(L"1.0", core::rect<s32>(40,80,130,100), true, t1, 902);
env->addEditBox(L"1.0", core::rect<s32>(40,110,130,130), true, t1, 903);
env->addButton(core::rect<s32>(10,150,100,190), t1, 1101, L"set");

// bring irrlicht engine logo to front, because it
// now may be below the newly created toolbox
root->bringToFront(root->getElementFromId(666, true));
}
+

To get all the events sent by the GUI Elements, we need to create + an event receiver. This one is really simple. If an event occurs, + it checks the id of the caller and the event type, and starts an action + based on these values. For example, if a menu item with id 100 was + selected, if opens a file-open-dialog.

+
+ + + + +
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& event)
{
if (event.EventType == EET_GUI_EVENT)
{
s32 id = event.GUIEvent.Caller->getID();
IGUIEnvironment* env = Device->getGUIEnvironment();
switch(event.GUIEvent.EventType)
{
case EGET_MENU_ITEM_SELECTED:
{
// a menu item was clicked
IGUIContextMenu* menu = (IGUIContextMenu*)event.GUIEvent.Caller;
s32 id = menu->getItemCommandId(menu->getSelectedItem());

switch(id)
{
case 100: // File -> Open Model
env->addFileOpenDialog(L"Please select a model file to open");
break;
case 200: // File -> Quit
Device->closeDevice();
break;
case 300: // View -> Skybox
SkyBox->setVisible(!SkyBox->isVisible());
break;
case 400: // View -> Debug Information
if (Model)
Model->setDebugDataVisible(!Model->isDebugDataVisible());
break;
case 500: // Help->About
showAboutText();
break;
case 610: // View -> Material -> Solid
if (Model)
Model->setMaterialType(video::EMT_SOLID);
break;
case 620: // View -> Material -> Transparent
if (Model)
Model->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
break;
case 630: // View -> Material -> Reflection
if (Model)
Model->setMaterialType(video::EMT_SPHERE_MAP);
break;
}
break;
}
case EGET_FILE_SELECTED:
{
// load the model file, selected in the file open dialog
IGUIFileOpenDialog* dialog =
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
loadModel(core::stringc(dialog->getFilename()).c_str());
}
case EGET_BUTTON_CLICKED:
switch(id)
{
case 1101:
{
// set scale
gui::IGUIElement* root = env->getRootGUIElement();
core::vector3df scale;
core::stringc s;
s = root->getElementFromId(901, true)->getText();
scale.X = (f32)atof(s.c_str());
s = root->getElementFromId(902, true)->getText();
scale.Y = (f32)atof(s.c_str());
s = root->getElementFromId(903, true)->getText();
scale.Z = (f32)atof(s.c_str());
if (Model)
Model->setScale(scale);
}
break;
case 1102:
env->addFileOpenDialog(L"Please select a model file to open");
break;
case 1103:
showAboutText();
break;
case 1104:
createToolBox();
break;
}
break;
}
}
return false;
}
};
+

Most of the hard work is done. We only need to create the Irrlicht + Engine device and all the buttons, menus and toolbars. We start up the + engine as usual, using createDevice(). To make our application catch + events, we set our eventreceiver as parameter. The #ifdef WIN32 preprocessor + commands are not necesarry, but I included them to make the tutorial + use DirectX on Windows and OpenGL on all other platforms like Linux. + As you can see, there is also a unusual call to IrrlichtDevice::setResizeAble(). + This makes the render window resizeable, which is quite useful for a + mesh viewer.

+ + + + +
int main()
{
// ask user for driver +
video::E_DRIVER_TYPE driverType; +
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");

char key;
std::cin >> key;

switch(key)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
} +
// create device and exit if creation failed +
MyEventReceiver receiver;
Device = createDevice(driverType, core::dimension2d<s32>(640, 480),
16, false, false, false, &receiver); +
if (Device == 0)
return 1; // could not create selected driver.

Device->setResizable(true);
Device->setWindowCaption(L"Irrlicht Engine - Loading...");

video::IVideoDriver* driver = Device->getVideoDriver();
IGUIEnvironment* env = Device->getGUIEnvironment();
scene::ISceneManager* smgr = Device->getSceneManager();
+

The next step is to read the configuration file. It is stored in the + xml format and looks a little bit like this:
+
+ <?xml version="1.0"?>
+ <config>
+ <startUpModel file="some filename" />
+ <messageText caption="Irrlicht Engine Mesh Viewer">
+ Hello!
+ </messageText>
+ </config>

+
+ We need the data stored in there to be written into the global variables + StartUpModelFile, MessageText and Caption. This is now done using the + Irrlicht Engine integrated XML parser:

+ + + + +
	// read configuration from xml file
io::IXMLReader* xml =
Device->getFileSystem()->createXMLReader("../../media/config.xml");
while(xml && xml->read())
{
switch(xml->getNodeType())
{
case io::EXN_TEXT:
// in this xml file, the only text which occurs is the messageText
MessageText = xml->getNodeData();
break;
case io::EXN_ELEMENT:
{
if (core::stringw("startUpModel") == xml->getNodeName())
StartUpModelFile = xml->getAttributeValue(L"file");
else
if (core::stringw("messageText") == xml->getNodeName())
Caption = xml->getAttributeValue(L"caption");
}
break;
}
}
if (xml)
xml->drop(); // don't forget to delete the xml reader
+
+

That wasn't difficult. Now we'll set a nicer font and create the Menu. + It is possible to create submenus for every menu item. The call menu->addItem(L"File", + -1, true, true); for example adds a new menu Item with the name "File" + and the id -1. The following parameter says that the menu item should + be enabled, and the last one says, that there should be a submenu. The + submenu can now be accessed with menu->getSubMenu(0), because the + "File" entry is the menu item with index 0.

+ + + + +
	// set a nicer font
IGUISkin* skin = env->getSkin();
IGUIFont* font = env->getFont("../../media/fonthaettenschweiler.bmp");
if (font)
skin->setFont(font);

// create menu
gui::IGUIContextMenu* menu = env->addMenu();
menu->addItem(L"File", -1, true, true);
menu->addItem(L"View", -1, true, true);
menu->addItem(L"Help", -1, true, true);

gui::IGUIContextMenu* submenu;
submenu = menu->getSubMenu(0);
submenu->addItem(L"Open Model File...", 100);
submenu->addSeparator();
submenu->addItem(L"Quit", 200);

submenu = menu->getSubMenu(1);
submenu->addItem(L"toggle sky box visibility", 300);
submenu->addItem(L"toggle model debug information", 400);
submenu->addItem(L"model material", -1, true, true );

submenu = submenu->getSubMenu(2);
submenu->addItem(L"Solid", 610);
submenu->addItem(L"Transparent", 620);
submenu->addItem(L"Reflection", 630);

submenu = menu->getSubMenu(2);
submenu->addItem(L"About", 500); +
+
+ We want a toolbar, onto which we can place colored buttons and important + looking stuff like a senseless combobox.
+
+ + + + +
	// create toolbar
gui::IGUIToolBar* bar = env->addToolBar();
bar->addButton(1102, 0, driver->getTexture("../../media/open.bmp"));
bar->addButton(1103, 0, driver->getTexture("../../media/help.bmp"));
bar->addButton(1104, 0, driver->getTexture("../../media/tools.bmp"));

// create a combobox with some senseless texts
gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(100,5,200,25), bar);
box->addItem(L"Bilinear");
box->addItem(L"Trilinear");
box->addItem(L"Anisotropic");
box->addItem(L"Isotropic");
box->addItem(L"Psychedelic");
box->addItem(L"No filtering");
+
+ To make the editor look a little bit better, we disable transparent gui + elements, and add a Irrlicht Engine logo. In addition, a text, which will + show the current frame per second value is created, and the window caption + changed.
+
+ + + + +
	// disable alpha
for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
{
video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
col.setAlpha(255);
env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
}

// add a tabcontrol
createToolBox();

// add the irrlicht engine logo
IGUIImage* img = env->addImage(core::rect<s32>(22,429,108,460), 0, 666);
img->setImage(driver->getTexture("../../media/irrlichtlogoaligned.jpg"));

// create fps text
IGUIStaticText* fpstext =
env->addStaticText(L"", core::rect<s32>(210,26,270,41), true);

// set window caption
Caption += " - [";
Caption += driver->getName();
Caption += "]";
Device->setWindowCaption(Caption.c_str());
+
+ That's nearly the whole application. We simply show the about message + box at start up, and load the first model. To make everything look better, + a skybox is created and a user controled camera, to make the application + a little bit more interactive. Finally, everything is drawed in a standard + drawing loop.
+
+ + + + +
	// show about message box and load default model
showAboutText();
loadModel(StartUpModelFile.c_str());

// add skybox

SkyBox = smgr->addSkyBoxSceneNode(
driver->getTexture("../../media/irrlicht2_up.bmp"),
driver->getTexture("../../media/irrlicht2_dn.bmp"),
driver->getTexture("../../media/irrlicht2_lf.bmp"),
driver->getTexture("../../media/irrlicht2_rt.bmp"),
driver->getTexture("../../media/irrlicht2_ft.bmp"),
driver->getTexture("../../media/irrlicht2_bk.bmp"));

// add a camera scene node
smgr->addCameraSceneNodeMaya();

// draw everything
while(Device->run() && driver)
if (Device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(150,50,50,50));
smgr->drawAll();
env->drawAll();

driver->endScene();

core::stringw str = L"FPS: ";
str += driver->getFPS();
fpstext->setText(str.c_str());
}
Device->drop();
return 0;
}
+
+ Compile and run this, and you have a fully functional 3d Mesh viewer.
+
+
+

 

+ + -- cgit v1.1