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. |