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. --- .../examples/07.Collision/tutorial.html | 616 ++++++++++----------- 1 file changed, 308 insertions(+), 308 deletions(-) (limited to 'libraries/irrlicht-1.8/examples/07.Collision/tutorial.html') diff --git a/libraries/irrlicht-1.8/examples/07.Collision/tutorial.html b/libraries/irrlicht-1.8/examples/07.Collision/tutorial.html index c04fce9..7ea292c 100644 --- a/libraries/irrlicht-1.8/examples/07.Collision/tutorial.html +++ b/libraries/irrlicht-1.8/examples/07.Collision/tutorial.html @@ -1,308 +1,308 @@ - - -Irrlicht Engine Tutorial - - - - -
- - - - - - - - -
-
-
-
Tutorial 7. Collision detection - and response
-
-
-
-

In this tutorial, I will show how to collision detection with the Irrlicht - Engine. I will describe 3 methods: Automatic collision detection for - moving through 3d worlds with stair climbing and sliding, manual triangle - picking and manual scene node picking.

-

The program which is described here will look like this:

-


-

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

To start, we take the program from tutorial 2, which loaded and displayed - a quake 3 level. We will use the level to walk in it and to pick triangles - from it. In addition we'll place 3 animated models into it for scene - node picking. The following code starts up the engine and loads a - quake 3 level. I will not explain it, because it should already be - known from tutorial 2.

- - - - -
#include <irrlicht.h>
-#include <iostream>
-
using namespace irr; - -#pragma comment(lib, "Irrlicht.lib") - -int main() -{ - // let user select driver type -
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 i;
std::cin >> i;

switch(i)
{
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 0;
}
- // create device
-
  IrrlichtDevice *device = createDevice(driverType,
-     core::dimension2d<s32>(640, 480), 16, false);
- if (device == 0)
return 1; // could not create selected driver.

video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();

device->getFileSystem()->addZipFileArchive
("../../media/map-20kdm2.pk3"); - - - scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp"); - scene::ISceneNode* q3node = 0; - - if (q3levelmesh) - q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0)); -
-
-

So far so good, we've loaded the quake 3 level like in tutorial - 2. Now, here comes something different: We create a triangle selector. - A triangle selector is a class which can fetch the triangles from - scene nodes for doing different things with them, for example collision - detection. There are different triangle selectors, and all can be - created with the ISceneManager. In this example, we create an OctTreeTriangleSelector, - which optimizes the triangle output a little bit by reducing it like - an octree. This is very useful for huge meshes like quake 3 levels.
- Afte we created the triangle selector, we attach it to the q3node. - This is not necessary, but in this way, we do not need to care for - the selector, for example dropping it after we do not need it anymore.

- - - - -
scene::ITriangleSelector* selector = 0;
-	
-	if (q3node)
-	{		
-		q3node->setPosition(core::vector3df(-1370,-130,-1400));
-
-		selector = smgr->createOctTreeTriangleSelector(
-            q3levelmesh->getMesh(0), q3node, 128);
-		q3node->setTriangleSelector(selector);
-	}
-

We add a first person shooter camera to the scene for being able - to move in the quake 3 level like in tutorial 2. But this, time, we - add a special animator to the camera: A Collision Response animator. - This thing modifies the scene node to which it is attached to in that - way, that it may no more move through walls and is affected by gravity. - The only thing we have to tell the animator is how the world looks - like, how big the scene node is, how gravity and so on. After the - collision response animator is attached to the camera, we do not have - to do anything more for collision detection, anything is done automaticly, - all other collision detection code below is for picking. And please - note another cool feature: The collsion response animator can be attached - also to all other scene nodes, not only to cameras. And it can be - mixed with other scene node animators. In this way, collision detection - and response in the Irrlicht
- engine is really, really easy.
- Now we'll take a closer look on the parameters of createCollisionResponseAnimator(). - The first parameter is the TriangleSelector, which specifies how the - world, against collision detection is done looks like. The second - parameter is the scene node, which is the object, which is affected - by collision detection, in our case it is the camera. The third defines - how big the object is, it is the radius of an ellipsoid. Try it out - and change the radius to smaller values, the camera will be able to - move closer to walls after this. The next parameter is the direction - and speed of gravity. You could set it to (0,0,0) to disable gravity. - And the last value is just a translation: Without this, the ellipsoid - with which collision detection is done would be around the camera, - and the camera would be in the middle of the ellipsoid. But as human - beings, we are used to have our eyes on top of the body, with which - we collide with our world, not in the middle of it. So we place the - scene node 50 units over the center of the ellipsoid with this parameter. - And that's it, collision detection works now.
-

- - - - -
	scene::ICameraSceneNode* camera = 	
camera = smgr->addCameraSceneNodeFPS(0,100.0f,300.0f); - camera->setPosition(core::vector3df(-100,50,-150)); - - scene::ISceneNodeAnimator* anim =
smgr->createCollisionResponseAnimator( - selector, camera, core::vector3df(30,50,30), - core::vector3df(0,-3,0), - core::vector3df(0,50,0));
- selector->drop();
- camera->addAnimator(anim); - anim->drop();
-

Because collision detection is no big deal in irrlicht, I'll describe - how to do two different types of picking in the next section. But - before this, I'll prepare the scene a little. I need three animated - characters which we
- could pick later, a dynamic light for lighting them, a billboard for - drawing where we found an intersection, and, yes, I need to get rid - of this mouse cursor. :)

- - - - -
	// disable mouse cursor
-
-	device->getCursorControl()->setVisible(false);
-
-	// add billboard
-
-	scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
-	bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
-	bill->setMaterialTexture(0, driver->getTexture(
"../../media/particle.bmp")); - bill->setMaterialFlag(video::EMF_LIGHTING, false); - bill->setSize(core::dimension2d<f32>(20.0f, 20.0f)); - - // add 3 animated faeries. - - video::SMaterial material; - material.Texture1 = driver->getTexture(
"../../media/faerie2.bmp"
); - material.Lighting = true; - - scene::IAnimatedMeshSceneNode* node = 0; - scene::IAnimatedMesh* faerie = smgr->getMesh(
"../../media/faerie.md2"); - - if (faerie) - { - node = smgr->addAnimatedMeshSceneNode(faerie); - node->setPosition(core::vector3df(-70,0,-90)); - node->setMD2Animation(scene::EMAT_RUN); - node->getMaterial(0) = material; - - node = smgr->addAnimatedMeshSceneNode(faerie); - node->setPosition(core::vector3df(-70,0,-30)); - node->setMD2Animation(scene::EMAT_SALUTE); - node->getMaterial(0) = material; - - node = smgr->addAnimatedMeshSceneNode(faerie); - node->setPosition(core::vector3df(-70,0,-60)); - node->setMD2Animation(scene::EMAT_JUMP); - node->getMaterial(0) = material; - } - - material.Texture1 = 0; - material.Lighting = false; - - // Add a light - - smgr->addLightSceneNode(0, core::vector3df(-60,100,400), - video::SColorf(1.0f,1.0f,1.0f,1.0f), - 600.0f);
-

For not making it to complicated, I'm doing picking inside the drawing - loop. We take two pointers for storing the current and the last selected - scene node and start the loop.

-
- - - - -
	scene::ISceneNode* selectedSceneNode = 0;
-	scene::ISceneNode* lastSelectedSceneNode = 0;
-
-	
-	int lastFPS = -1;
-
-	while(device->run())
if (device->isWindowActive()) - { - driver->beginScene(true, true, 0); - - smgr->drawAll();
-

After we've drawn the whole scene whit smgr->drawAll(), we'll do - the first picking: We want to know which triangle of the world we are - looking at. In addition, we want the exact point of the quake 3 level - we are looking at. For this, we create a 3d line starting at the position - of the camera and going through the lookAt-target of it. Then we ask - the collision manager if this line collides with a triangle of the world - stored in the triangle selector. If yes, we draw the 3d triangle and - set the position of the billboard to the intersection point.

- - - - -
		core::line3d<f32> line;
-		line.start = camera->getPosition();
-		line.end = line.start +
-         (camera->getTarget() - line.start).normalize() * 1000.0f;
-
-		core::vector3df intersection;
-		core::triangle3df tri;
-
-		if (smgr->getSceneCollisionManager()->getCollisionPoint(
-			line, selector, intersection, tri))
-		{
-			bill->setPosition(intersection);
-				
-			driver->setTransform(video::ETS_WORLD, core::matrix4());
-			driver->setMaterial(material);
-			driver->draw3DTriangle(tri, video::SColor(0,255,0,0));
-		}
-

Another type of picking supported by the Irrlicht Engine is scene - node picking based on bouding boxes. Every scene node has got a bounding - box, and because of that, it's very fast for example to get the scene - node which the camera looks
- at. Again, we ask the collision manager for this, and if we've got a - scene node, we highlight it by disabling Lighting in its material, if - it is not the billboard or the quake 3 level.

- - - - -
		selectedSceneNode = smgr->getSceneCollisionManager()->
-          getSceneNodeFromCameraBB(camera);
-
-		if (lastSelectedSceneNode)
-			lastSelectedSceneNode->setMaterialFlag(
-                video::EMF_LIGHTING, true);
-
-		if (selectedSceneNode == q3node ||
-           selectedSceneNode == bill)
-			selectedSceneNode = 0;
-
-		if (selectedSceneNode)
-			selectedSceneNode->setMaterialFlag(
-               video::EMF_LIGHTING, false);
-
-		lastSelectedSceneNode = selectedSceneNode;
-

That's it, we just have to finish drawing.

- - - - -
		driver->endScene();
-
-		int fps = driver->getFPS();
-
-		if (lastFPS != fps)
-		{
-		  core::stringw str = L"Collision detection example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;

device->setWindowCaption(str.c_str());
lastFPS = fps;
} - } - - device->drop(); - - return 0; -} - -
-

 

-

 

-
-
-

 

- - + + +Irrlicht Engine Tutorial + + + + +
+ + + + + + + + +
+
+
+
Tutorial 7. Collision detection + and response
+
+
+
+

In this tutorial, I will show how to collision detection with the Irrlicht + Engine. I will describe 3 methods: Automatic collision detection for + moving through 3d worlds with stair climbing and sliding, manual triangle + picking and manual scene node picking.

+

The program which is described here will look like this:

+


+

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

To start, we take the program from tutorial 2, which loaded and displayed + a quake 3 level. We will use the level to walk in it and to pick triangles + from it. In addition we'll place 3 animated models into it for scene + node picking. The following code starts up the engine and loads a + quake 3 level. I will not explain it, because it should already be + known from tutorial 2.

+ + + + +
#include <irrlicht.h>
+#include <iostream>
+
using namespace irr; + +#pragma comment(lib, "Irrlicht.lib") + +int main() +{ + // let user select driver type +
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 i;
std::cin >> i;

switch(i)
{
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 0;
}
+ // create device
+
  IrrlichtDevice *device = createDevice(driverType,
+     core::dimension2d<s32>(640, 480), 16, false);
+ if (device == 0)
return 1; // could not create selected driver.

video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();

device->getFileSystem()->addZipFileArchive
("../../media/map-20kdm2.pk3"); + + + scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp"); + scene::ISceneNode* q3node = 0; + + if (q3levelmesh) + q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0)); +
+
+

So far so good, we've loaded the quake 3 level like in tutorial + 2. Now, here comes something different: We create a triangle selector. + A triangle selector is a class which can fetch the triangles from + scene nodes for doing different things with them, for example collision + detection. There are different triangle selectors, and all can be + created with the ISceneManager. In this example, we create an OctTreeTriangleSelector, + which optimizes the triangle output a little bit by reducing it like + an octree. This is very useful for huge meshes like quake 3 levels.
+ Afte we created the triangle selector, we attach it to the q3node. + This is not necessary, but in this way, we do not need to care for + the selector, for example dropping it after we do not need it anymore.

+ + + + +
scene::ITriangleSelector* selector = 0;
+	
+	if (q3node)
+	{		
+		q3node->setPosition(core::vector3df(-1370,-130,-1400));
+
+		selector = smgr->createOctTreeTriangleSelector(
+            q3levelmesh->getMesh(0), q3node, 128);
+		q3node->setTriangleSelector(selector);
+	}
+

We add a first person shooter camera to the scene for being able + to move in the quake 3 level like in tutorial 2. But this, time, we + add a special animator to the camera: A Collision Response animator. + This thing modifies the scene node to which it is attached to in that + way, that it may no more move through walls and is affected by gravity. + The only thing we have to tell the animator is how the world looks + like, how big the scene node is, how gravity and so on. After the + collision response animator is attached to the camera, we do not have + to do anything more for collision detection, anything is done automaticly, + all other collision detection code below is for picking. And please + note another cool feature: The collsion response animator can be attached + also to all other scene nodes, not only to cameras. And it can be + mixed with other scene node animators. In this way, collision detection + and response in the Irrlicht
+ engine is really, really easy.
+ Now we'll take a closer look on the parameters of createCollisionResponseAnimator(). + The first parameter is the TriangleSelector, which specifies how the + world, against collision detection is done looks like. The second + parameter is the scene node, which is the object, which is affected + by collision detection, in our case it is the camera. The third defines + how big the object is, it is the radius of an ellipsoid. Try it out + and change the radius to smaller values, the camera will be able to + move closer to walls after this. The next parameter is the direction + and speed of gravity. You could set it to (0,0,0) to disable gravity. + And the last value is just a translation: Without this, the ellipsoid + with which collision detection is done would be around the camera, + and the camera would be in the middle of the ellipsoid. But as human + beings, we are used to have our eyes on top of the body, with which + we collide with our world, not in the middle of it. So we place the + scene node 50 units over the center of the ellipsoid with this parameter. + And that's it, collision detection works now.
+

+ + + + +
	scene::ICameraSceneNode* camera = 	
camera = smgr->addCameraSceneNodeFPS(0,100.0f,300.0f); + camera->setPosition(core::vector3df(-100,50,-150)); + + scene::ISceneNodeAnimator* anim =
smgr->createCollisionResponseAnimator( + selector, camera, core::vector3df(30,50,30), + core::vector3df(0,-3,0), + core::vector3df(0,50,0));
+ selector->drop();
+ camera->addAnimator(anim); + anim->drop();
+

Because collision detection is no big deal in irrlicht, I'll describe + how to do two different types of picking in the next section. But + before this, I'll prepare the scene a little. I need three animated + characters which we
+ could pick later, a dynamic light for lighting them, a billboard for + drawing where we found an intersection, and, yes, I need to get rid + of this mouse cursor. :)

+ + + + +
	// disable mouse cursor
+
+	device->getCursorControl()->setVisible(false);
+
+	// add billboard
+
+	scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
+	bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
+	bill->setMaterialTexture(0, driver->getTexture(
"../../media/particle.bmp")); + bill->setMaterialFlag(video::EMF_LIGHTING, false); + bill->setSize(core::dimension2d<f32>(20.0f, 20.0f)); + + // add 3 animated faeries. + + video::SMaterial material; + material.Texture1 = driver->getTexture(
"../../media/faerie2.bmp"
); + material.Lighting = true; + + scene::IAnimatedMeshSceneNode* node = 0; + scene::IAnimatedMesh* faerie = smgr->getMesh(
"../../media/faerie.md2"); + + if (faerie) + { + node = smgr->addAnimatedMeshSceneNode(faerie); + node->setPosition(core::vector3df(-70,0,-90)); + node->setMD2Animation(scene::EMAT_RUN); + node->getMaterial(0) = material; + + node = smgr->addAnimatedMeshSceneNode(faerie); + node->setPosition(core::vector3df(-70,0,-30)); + node->setMD2Animation(scene::EMAT_SALUTE); + node->getMaterial(0) = material; + + node = smgr->addAnimatedMeshSceneNode(faerie); + node->setPosition(core::vector3df(-70,0,-60)); + node->setMD2Animation(scene::EMAT_JUMP); + node->getMaterial(0) = material; + } + + material.Texture1 = 0; + material.Lighting = false; + + // Add a light + + smgr->addLightSceneNode(0, core::vector3df(-60,100,400), + video::SColorf(1.0f,1.0f,1.0f,1.0f), + 600.0f);
+

For not making it to complicated, I'm doing picking inside the drawing + loop. We take two pointers for storing the current and the last selected + scene node and start the loop.

+
+ + + + +
	scene::ISceneNode* selectedSceneNode = 0;
+	scene::ISceneNode* lastSelectedSceneNode = 0;
+
+	
+	int lastFPS = -1;
+
+	while(device->run())
if (device->isWindowActive()) + { + driver->beginScene(true, true, 0); + + smgr->drawAll();
+

After we've drawn the whole scene whit smgr->drawAll(), we'll do + the first picking: We want to know which triangle of the world we are + looking at. In addition, we want the exact point of the quake 3 level + we are looking at. For this, we create a 3d line starting at the position + of the camera and going through the lookAt-target of it. Then we ask + the collision manager if this line collides with a triangle of the world + stored in the triangle selector. If yes, we draw the 3d triangle and + set the position of the billboard to the intersection point.

+ + + + +
		core::line3d<f32> line;
+		line.start = camera->getPosition();
+		line.end = line.start +
+         (camera->getTarget() - line.start).normalize() * 1000.0f;
+
+		core::vector3df intersection;
+		core::triangle3df tri;
+
+		if (smgr->getSceneCollisionManager()->getCollisionPoint(
+			line, selector, intersection, tri))
+		{
+			bill->setPosition(intersection);
+				
+			driver->setTransform(video::ETS_WORLD, core::matrix4());
+			driver->setMaterial(material);
+			driver->draw3DTriangle(tri, video::SColor(0,255,0,0));
+		}
+

Another type of picking supported by the Irrlicht Engine is scene + node picking based on bouding boxes. Every scene node has got a bounding + box, and because of that, it's very fast for example to get the scene + node which the camera looks
+ at. Again, we ask the collision manager for this, and if we've got a + scene node, we highlight it by disabling Lighting in its material, if + it is not the billboard or the quake 3 level.

+ + + + +
		selectedSceneNode = smgr->getSceneCollisionManager()->
+          getSceneNodeFromCameraBB(camera);
+
+		if (lastSelectedSceneNode)
+			lastSelectedSceneNode->setMaterialFlag(
+                video::EMF_LIGHTING, true);
+
+		if (selectedSceneNode == q3node ||
+           selectedSceneNode == bill)
+			selectedSceneNode = 0;
+
+		if (selectedSceneNode)
+			selectedSceneNode->setMaterialFlag(
+               video::EMF_LIGHTING, false);
+
+		lastSelectedSceneNode = selectedSceneNode;
+

That's it, we just have to finish drawing.

+ + + + +
		driver->endScene();
+
+		int fps = driver->getFPS();
+
+		if (lastFPS != fps)
+		{
+		  core::stringw str = L"Collision detection example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;

device->setWindowCaption(str.c_str());
lastFPS = fps;
} + } + + device->drop(); + + return 0; +} + +
+

 

+

 

+
+
+

 

+ + -- cgit v1.1