1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
|
<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%">
<div align="center">
<div align="center"></div>
<div align="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div>
</div>
</td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2">
<div align="left">
<p>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.</p>
<p>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.</p>
<p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br>
</p>
</div>
</td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Lets start!</font></b></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>To start, I include the header files, use the irr namespace, and tell
the linker to link with the .lib file. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
</tr>
</table>
<p>Here comes the most sophisticated part of this tutorial: The class
of our very own custom scene node. To keep it simple,<br>
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.</p>
<p>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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td>
</tr>
</table>
<p>First, we declare some member variables, to hold data for our tetraeder:
The bounding box, 4 vertices, and<br>
the material of the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td>
</tr>
</table>
<p>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. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
Material.Wireframe = false;
Material.Lighting = false;</pre>
<pre> 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);
</pre></td>
</tr>
</table>
<br>
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<br>
<font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br>
<br>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos);
}</pre> </td>
</tr>
</table>
<br>
<p>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). <br>
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);
<br>
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. </p>
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this);
ISceneNode::OnPreRender();
}</pre> </td>
</tr>
</table>
<p>In the render() method most of the interresting stuff happenes: The Scene
node renders itself. We override this method and draw the tetraeder.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre>
<pre> driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
}</pre> </td>
</tr>
</table>
<p> At least, we create three small additional methods. GetBoundingBox()
returns the bounding box of this scene node, <br>
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. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount()
{
return 1;
}</pre> <pre> virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};</pre></td>
</tr>
</table>
<p>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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>int main()<br>{
IrrlichtDevice *device =
createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false);</pre> <pre> device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");</pre> <pre> video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();</pre>
<pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
</pre></td>
</tr>
</table>
<p>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.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
myNode->drop();</pre> </td>
</tr>
</table>
<p>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. </p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
myNode->addAnimator(anim);
anim->drop();</pre> </td>
</tr>
</table>
<p>Now draw everything and finish.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}</pre> </td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p></td>
</tr>
</table>
<p> </p>
</body>
</html>
|