From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../irrlicht-1.8/examples/04.Movement/main.cpp | 516 ++++++++++----------- 1 file changed, 258 insertions(+), 258 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/04.Movement/main.cpp') diff --git a/libraries/irrlicht-1.8/examples/04.Movement/main.cpp b/libraries/irrlicht-1.8/examples/04.Movement/main.cpp index 7bacda3..f678b58 100644 --- a/libraries/irrlicht-1.8/examples/04.Movement/main.cpp +++ b/libraries/irrlicht-1.8/examples/04.Movement/main.cpp @@ -1,258 +1,258 @@ -/** Example 004 Movement - -This Tutorial shows how to move and animate SceneNodes. The -basic concept of SceneNodeAnimators is shown as well as manual -movement of nodes using the keyboard. We'll demonstrate framerate -independent movement, which means moving by an amount dependent -on the duration of the last run of the Irrlicht loop. - -Example 19.MouseAndJoystick shows how to handle those kinds of input. - -As always, I include the header files, use the irr namespace, -and tell the linker to link with the .lib file. -*/ -#ifdef _MSC_VER -// We'll also define this to stop MSVC complaining about sprintf(). -#define _CRT_SECURE_NO_WARNINGS -#pragma comment(lib, "Irrlicht.lib") -#endif - -#include -#include "driverChoice.h" - -using namespace irr; - -/* -To receive events like mouse and keyboard input, or GUI events like "the OK -button has been clicked", we need an object which is derived from the -irr::IEventReceiver object. There is only one method to override: -irr::IEventReceiver::OnEvent(). This method will be called by the engine once -when an event happens. What we really want to know is whether a key is being -held down, and so we will remember the current state of each key. -*/ -class MyEventReceiver : public IEventReceiver -{ -public: - // This is the one method that we have to implement - virtual bool OnEvent(const SEvent& event) - { - // Remember whether each key is down or up - if (event.EventType == irr::EET_KEY_INPUT_EVENT) - KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; - - return false; - } - - // This is used to check whether a key is being held down - virtual bool IsKeyDown(EKEY_CODE keyCode) const - { - return KeyIsDown[keyCode]; - } - - MyEventReceiver() - { - for (u32 i=0; i(640, 480), 16, false, false, false, &receiver); - - if (device == 0) - return 1; // could not create selected driver. - - video::IVideoDriver* driver = device->getVideoDriver(); - scene::ISceneManager* smgr = device->getSceneManager(); - - /* - Create the node which will be moved with the WSAD keys. We create a - sphere node, which is a built-in geometry primitive. We place the node - at (0,0,30) and assign a texture to it to let it look a little bit more - interesting. Because we have no dynamic lights in this scene we disable - lighting for each model (otherwise the models would be black). - */ - scene::ISceneNode * node = smgr->addSphereSceneNode(); - if (node) - { - node->setPosition(core::vector3df(0,0,30)); - node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); - node->setMaterialFlag(video::EMF_LIGHTING, false); - } - - /* - Now we create another node, movable using a scene node animator. Scene - node animators modify scene nodes and can be attached to any scene node - like mesh scene nodes, billboards, lights and even camera scene nodes. - Scene node animators are not only able to modify the position of a - scene node, they can also animate the textures of an object for - example. We create a cube scene node and attach a 'fly circle' scene - node animator to it, letting this node fly around our sphere scene node. - */ - scene::ISceneNode* n = smgr->addCubeSceneNode(); - - if (n) - { - n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg")); - n->setMaterialFlag(video::EMF_LIGHTING, false); - scene::ISceneNodeAnimator* anim = - smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); - if (anim) - { - n->addAnimator(anim); - anim->drop(); - } - } - - /* - The last scene node we add to show possibilities of scene node animators is - a b3d model, which uses a 'fly straight' animator to run between to points. - */ - scene::IAnimatedMeshSceneNode* anms = - smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d")); - - if (anms) - { - scene::ISceneNodeAnimator* anim = - smgr->createFlyStraightAnimator(core::vector3df(100,0,60), - core::vector3df(-100,0,60), 3500, true); - if (anim) - { - anms->addAnimator(anim); - anim->drop(); - } - - /* - To make the model look right we disable lighting, set the - frames between which the animation should loop, rotate the - model around 180 degrees, and adjust the animation speed and - the texture. To set the right animation (frames and speed), we - would also be able to just call - "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' - animation instead of "setFrameLoop" and "setAnimationSpeed", - but this only works with MD2 animations, and so you know how to - start other animations. But a good advice is to not use - hardcoded frame-numbers... - */ - anms->setMaterialFlag(video::EMF_LIGHTING, false); - - anms->setFrameLoop(0, 13); - anms->setAnimationSpeed(15); -// anms->setMD2Animation(scene::EMAT_RUN); - - anms->setScale(core::vector3df(2.f,2.f,2.f)); - anms->setRotation(core::vector3df(0,-90,0)); -// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp")); - - } - - - /* - To be able to look at and move around in this scene, we create a first - person shooter style camera and make the mouse cursor invisible. - */ - smgr->addCameraSceneNodeFPS(); - device->getCursorControl()->setVisible(false); - - /* - Add a colorful irrlicht logo - */ - device->getGUIEnvironment()->addImage( - driver->getTexture("../../media/irrlichtlogoalpha2.tga"), - core::position2d(10,20)); - - gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText( - L"", core::rect(10, 10, 400, 20)); - diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0)); - - /* - We have done everything, so lets draw it. We also write the current - frames per second and the name of the driver to the caption of the - window. - */ - int lastFPS = -1; - - // In order to do framerate independent movement, we have to know - // how long it was since the last frame - u32 then = device->getTimer()->getTime(); - - // This is the movemen speed in units per second. - const f32 MOVEMENT_SPEED = 5.f; - - while(device->run()) - { - // Work out a frame delta time. - const u32 now = device->getTimer()->getTime(); - const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds - then = now; - - /* Check if keys W, S, A or D are being held down, and move the - sphere node around respectively. */ - core::vector3df nodePosition = node->getPosition(); - - if(receiver.IsKeyDown(irr::KEY_KEY_W)) - nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime; - else if(receiver.IsKeyDown(irr::KEY_KEY_S)) - nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime; - - if(receiver.IsKeyDown(irr::KEY_KEY_A)) - nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime; - else if(receiver.IsKeyDown(irr::KEY_KEY_D)) - nodePosition.X += MOVEMENT_SPEED * frameDeltaTime; - - node->setPosition(nodePosition); - - driver->beginScene(true, true, video::SColor(255,113,113,133)); - - smgr->drawAll(); // draw the 3d scene - device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo) - - driver->endScene(); - - int fps = driver->getFPS(); - - if (lastFPS != fps) - { - core::stringw tmp(L"Movement Example - Irrlicht Engine ["); - tmp += driver->getName(); - tmp += L"] fps: "; - tmp += fps; - - device->setWindowCaption(tmp.c_str()); - lastFPS = fps; - } - } - - /* - In the end, delete the Irrlicht device. - */ - device->drop(); - - return 0; -} - -/* -That's it. Compile and play around with the program. -**/ +/** Example 004 Movement + +This Tutorial shows how to move and animate SceneNodes. The +basic concept of SceneNodeAnimators is shown as well as manual +movement of nodes using the keyboard. We'll demonstrate framerate +independent movement, which means moving by an amount dependent +on the duration of the last run of the Irrlicht loop. + +Example 19.MouseAndJoystick shows how to handle those kinds of input. + +As always, I include the header files, use the irr namespace, +and tell the linker to link with the .lib file. +*/ +#ifdef _MSC_VER +// We'll also define this to stop MSVC complaining about sprintf(). +#define _CRT_SECURE_NO_WARNINGS +#pragma comment(lib, "Irrlicht.lib") +#endif + +#include +#include "driverChoice.h" + +using namespace irr; + +/* +To receive events like mouse and keyboard input, or GUI events like "the OK +button has been clicked", we need an object which is derived from the +irr::IEventReceiver object. There is only one method to override: +irr::IEventReceiver::OnEvent(). This method will be called by the engine once +when an event happens. What we really want to know is whether a key is being +held down, and so we will remember the current state of each key. +*/ +class MyEventReceiver : public IEventReceiver +{ +public: + // This is the one method that we have to implement + virtual bool OnEvent(const SEvent& event) + { + // Remember whether each key is down or up + if (event.EventType == irr::EET_KEY_INPUT_EVENT) + KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; + + return false; + } + + // This is used to check whether a key is being held down + virtual bool IsKeyDown(EKEY_CODE keyCode) const + { + return KeyIsDown[keyCode]; + } + + MyEventReceiver() + { + for (u32 i=0; i(640, 480), 16, false, false, false, &receiver); + + if (device == 0) + return 1; // could not create selected driver. + + video::IVideoDriver* driver = device->getVideoDriver(); + scene::ISceneManager* smgr = device->getSceneManager(); + + /* + Create the node which will be moved with the WSAD keys. We create a + sphere node, which is a built-in geometry primitive. We place the node + at (0,0,30) and assign a texture to it to let it look a little bit more + interesting. Because we have no dynamic lights in this scene we disable + lighting for each model (otherwise the models would be black). + */ + scene::ISceneNode * node = smgr->addSphereSceneNode(); + if (node) + { + node->setPosition(core::vector3df(0,0,30)); + node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); + node->setMaterialFlag(video::EMF_LIGHTING, false); + } + + /* + Now we create another node, movable using a scene node animator. Scene + node animators modify scene nodes and can be attached to any scene node + like mesh scene nodes, billboards, lights and even camera scene nodes. + Scene node animators are not only able to modify the position of a + scene node, they can also animate the textures of an object for + example. We create a cube scene node and attach a 'fly circle' scene + node animator to it, letting this node fly around our sphere scene node. + */ + scene::ISceneNode* n = smgr->addCubeSceneNode(); + + if (n) + { + n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg")); + n->setMaterialFlag(video::EMF_LIGHTING, false); + scene::ISceneNodeAnimator* anim = + smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f); + if (anim) + { + n->addAnimator(anim); + anim->drop(); + } + } + + /* + The last scene node we add to show possibilities of scene node animators is + a b3d model, which uses a 'fly straight' animator to run between to points. + */ + scene::IAnimatedMeshSceneNode* anms = + smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d")); + + if (anms) + { + scene::ISceneNodeAnimator* anim = + smgr->createFlyStraightAnimator(core::vector3df(100,0,60), + core::vector3df(-100,0,60), 3500, true); + if (anim) + { + anms->addAnimator(anim); + anim->drop(); + } + + /* + To make the model look right we disable lighting, set the + frames between which the animation should loop, rotate the + model around 180 degrees, and adjust the animation speed and + the texture. To set the right animation (frames and speed), we + would also be able to just call + "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' + animation instead of "setFrameLoop" and "setAnimationSpeed", + but this only works with MD2 animations, and so you know how to + start other animations. But a good advice is to not use + hardcoded frame-numbers... + */ + anms->setMaterialFlag(video::EMF_LIGHTING, false); + + anms->setFrameLoop(0, 13); + anms->setAnimationSpeed(15); +// anms->setMD2Animation(scene::EMAT_RUN); + + anms->setScale(core::vector3df(2.f,2.f,2.f)); + anms->setRotation(core::vector3df(0,-90,0)); +// anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp")); + + } + + + /* + To be able to look at and move around in this scene, we create a first + person shooter style camera and make the mouse cursor invisible. + */ + smgr->addCameraSceneNodeFPS(); + device->getCursorControl()->setVisible(false); + + /* + Add a colorful irrlicht logo + */ + device->getGUIEnvironment()->addImage( + driver->getTexture("../../media/irrlichtlogoalpha2.tga"), + core::position2d(10,20)); + + gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText( + L"", core::rect(10, 10, 400, 20)); + diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0)); + + /* + We have done everything, so lets draw it. We also write the current + frames per second and the name of the driver to the caption of the + window. + */ + int lastFPS = -1; + + // In order to do framerate independent movement, we have to know + // how long it was since the last frame + u32 then = device->getTimer()->getTime(); + + // This is the movemen speed in units per second. + const f32 MOVEMENT_SPEED = 5.f; + + while(device->run()) + { + // Work out a frame delta time. + const u32 now = device->getTimer()->getTime(); + const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds + then = now; + + /* Check if keys W, S, A or D are being held down, and move the + sphere node around respectively. */ + core::vector3df nodePosition = node->getPosition(); + + if(receiver.IsKeyDown(irr::KEY_KEY_W)) + nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime; + else if(receiver.IsKeyDown(irr::KEY_KEY_S)) + nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime; + + if(receiver.IsKeyDown(irr::KEY_KEY_A)) + nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime; + else if(receiver.IsKeyDown(irr::KEY_KEY_D)) + nodePosition.X += MOVEMENT_SPEED * frameDeltaTime; + + node->setPosition(nodePosition); + + driver->beginScene(true, true, video::SColor(255,113,113,133)); + + smgr->drawAll(); // draw the 3d scene + device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo) + + driver->endScene(); + + int fps = driver->getFPS(); + + if (lastFPS != fps) + { + core::stringw tmp(L"Movement Example - Irrlicht Engine ["); + tmp += driver->getName(); + tmp += L"] fps: "; + tmp += fps; + + device->setWindowCaption(tmp.c_str()); + lastFPS = fps; + } + } + + /* + In the end, delete the Irrlicht device. + */ + device->drop(); + + return 0; +} + +/* +That's it. Compile and play around with the program. +**/ -- cgit v1.1