From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- .../examples/03.CustomSceneNode/tutorial.html | 222 +++++++++++++++++++++ 1 file changed, 222 insertions(+) create mode 100644 libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html (limited to 'libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html') diff --git a/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html new file mode 100644 index 0000000..becc3d7 --- /dev/null +++ b/libraries/irrlicht-1.8/examples/03.CustomSceneNode/tutorial.html @@ -0,0 +1,222 @@ + + +Irrlicht Engine Tutorial + + + + +
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+
Tutorial 3.CustomSceneNode
+
+
+
+

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.

+

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.

+


+

+
+
+
+ + + + + + + +
+ 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.

+

 

+ + -- cgit v1.1