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// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented.
#include <irrlicht.h>
#include "extantz.h"
#include "CDemo.h"
CDemo::CDemo(GLData *gld, bool a)
: additive(a),
device(gld->device),
currentScene(0),
quakeLevelMesh(0), quakeLevelNode(0), skyboxNode(0), model1(0), model2(0),
campFire(0), metaSelector(0), mapSelector(0), sceneStartTime(0),
timeForThisScene(0)
{
}
CDemo::~CDemo()
{
if (mapSelector) mapSelector->drop();
if (metaSelector) metaSelector->drop();
}
void CDemo::setup(GLData *gld)
{
device = gld->device;
IrrlichtDevice *device = gld->device;
// IVideoDriver *driver = gld->driver;
// ISceneManager *smgr = gld->smgr;
if (device->getFileSystem()->existFile("irrlicht.dat")) device->getFileSystem()->addFileArchive("irrlicht.dat");
else device->getFileSystem()->addFileArchive("media/Irrlicht/irrlicht.dat");
if (device->getFileSystem()->existFile("map-20kdm2.pk3")) device->getFileSystem()->addFileArchive("map-20kdm2.pk3");
else device->getFileSystem()->addFileArchive("media/Irrlicht/map-20kdm2.pk3");
sceneStartTime = device->getTimer()->getTime();
timeForThisScene = 0;
loadSceneData();
}
void CDemo::preDraw(GLData *gld, u32 now)
{
if (((now - sceneStartTime) > timeForThisScene) && (timeForThisScene != -1)) switchToNextScene(gld);
createParticleImpacts();
}
bool CDemo::OnEvent(const SEvent& event)
{
if (!device) return false;
if ((((event.EventType == EET_KEY_INPUT_EVENT) && (event.KeyInput.Key == KEY_SPACE) &&
(event.KeyInput.PressedDown == false)) ||
((event.EventType == EET_MOUSE_INPUT_EVENT) && (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP))) && (currentScene == 3))
{
shoot();
}
else if (device->getSceneManager()->getActiveCamera())
{
device->getSceneManager()->getActiveCamera()->OnEvent(event);
return true;
}
return false;
}
void CDemo::switchToNextScene(GLData *gld)
{
currentScene++;
if (currentScene > 3) currentScene = 1;
scene::ISceneManager *sm = device->getSceneManager();
scene::ISceneNodeAnimator *sa = 0;
scene::ICameraSceneNode *camera = 0;
camera = sm->getActiveCamera();
switch (currentScene)
{
case 1 : // panorama camera
{
core::array<core::vector3df> points, points2;
points.push_back(core::vector3df(-931.473755f, 900.0f, 2000.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 900.0f, 2000.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 700.0f, 1750.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 500.0f, 1500.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 300.0f, 1250.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 200.0f, 1000.0f)); // -49873
points.push_back(core::vector3df(-931.473755f, 138.300003f, 987.279114f)); // -49873
points.push_back(core::vector3df(-847.902222f, 136.757553f, 915.792725f)); // -50559
points.push_back(core::vector3df(-748.680420f, 152.254501f, 826.418945f)); // -51964
points.push_back(core::vector3df(-708.428406f, 213.569580f, 784.466675f)); // -53251
points.push_back(core::vector3df(-686.217651f, 288.141174f, 762.965576f)); // -54015
points.push_back(core::vector3df(-679.685059f, 365.095612f, 756.551453f)); // -54733
points.push_back(core::vector3df(-671.317871f, 447.360107f, 749.394592f)); // -55588
points.push_back(core::vector3df(-669.468445f, 583.335632f, 747.711853f)); // -56178
points.push_back(core::vector3df(-667.611267f, 727.313232f, 746.018250f)); // -56757
points.push_back(core::vector3df(-665.853210f, 862.791931f, 744.436096f)); // -57859
points.push_back(core::vector3df(-642.649597f, 1026.047607f, 724.259827f)); // -59705
points.push_back(core::vector3df(-517.793884f, 838.396790f, 490.326050f)); // -60983
points.push_back(core::vector3df(-474.387299f, 715.691467f, 344.639984f)); // -61629
points.push_back(core::vector3df(-444.600250f, 601.155701f, 180.938095f)); // -62319
points.push_back(core::vector3df(-414.808899f, 479.691406f, 4.866660f)); // -63048
points.push_back(core::vector3df(-410.418945f, 429.642242f, -134.332687f)); // -63757
points.push_back(core::vector3df(-399.837585f, 411.498383f, -349.350983f)); // -64418
points.push_back(core::vector3df(-390.756653f, 403.970093f, -524.454407f)); // -65005
points.push_back(core::vector3df(-334.864227f, 350.065491f, -732.397400f)); // -65701
points.push_back(core::vector3df(-195.253387f, 349.577209f, -812.475891f)); // -66335
points.push_back(core::vector3df(16.255573f, 363.743134f, -833.800415f)); // -67170
points.push_back(core::vector3df(234.940964f, 352.957825f, -820.150696f)); // -67939
points.push_back(core::vector3df(436.797668f, 349.236450f, -816.914185f)); // -68596
points.push_back(core::vector3df(575.236206f, 356.244812f, -719.788513f)); // -69166
points.push_back(core::vector3df(594.131042f, 387.173828f, -609.675598f)); // -69744
points.push_back(core::vector3df(617.615234f, 412.002899f, -326.174072f)); // -70640
points.push_back(core::vector3df(606.456848f, 403.221954f, -104.179291f)); // -71390
points.push_back(core::vector3df(610.958252f, 407.037750f, 117.209778f)); // -72085
points.push_back(core::vector3df(597.956909f, 395.167877f, 345.942200f)); // -72817
points.push_back(core::vector3df(587.383118f, 391.444519f, 566.098633f)); // -73477
points.push_back(core::vector3df(559.572449f, 371.991333f, 777.689453f)); // -74124
points.push_back(core::vector3df(423.753204f, 329.990051f, 925.859741f)); // -74941
points.push_back(core::vector3df(247.520050f, 252.818954f, 935.311829f)); // -75651
points.push_back(core::vector3df(114.756012f, 199.799759f, 805.014160f));
points.push_back(core::vector3df(96.783348f, 181.639481f, 648.188110f));
points.push_back(core::vector3df(97.865623f, 138.905975f, 484.812561f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
points.push_back(core::vector3df(99.0f, 95.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 90.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 85.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 80.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 75.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 75.0f, 347.0f));
points.push_back(core::vector3df(99.0f, 75.0f, 347.0f));
timeForThisScene = (points.size() - 2) * 1000;
camera = sm->addCameraSceneNode(0, points[0], core::vector3df(0, 400, 0));
sa = sm->createFollowSplineAnimator(device->getTimer()->getTime(), points, 1.0f, 0.6f, false, false);
camera->addAnimator(sa);
sa->drop();
break;
}
case 2 : // panorama camera
{
core::array<core::vector3df> points;
camera->setTarget(core::vector3df(100, 145, -80));
points.push_back(core::vector3df(99.0f, 75.0f, 347.0f));
points.push_back(core::vector3df(100.0f, 75.0f, 347.0f));
points.push_back(core::vector3df(105.0f, 75.0f, 347.0f));
points.push_back(core::vector3df(110.0f, 70.0f, 347.0f));
points.push_back(core::vector3df(115.0f, 70.0f, -160.0f));
points.push_back(core::vector3df(120.0f, 70.0f, -160.0f));
points.push_back(core::vector3df(125.0f, 65.0f, -160.0f));
points.push_back(core::vector3df(130.0f, 65.0f, -160.0f));
points.push_back(core::vector3df(135.0f, 65.0f, -160.0f));
points.push_back(core::vector3df(150.0f, 170.0f, -160.0f));
points.push_back(core::vector3df(150.0f, 170.0f, -160.0f));
points.push_back(core::vector3df(150.0f, 170.0f, -160.0f));
timeForThisScene = (points.size() - 2) * 1000;
sa = sm->createFollowSplineAnimator(device->getTimer()->getTime(), points, 1.0f, 0.6f, false, false);
camera->addAnimator(sa);
sa->drop();
break;
}
case 3 : // interactive, go around
{
if (camera)
{
sm->setActiveCamera(0);
camera->remove();
camera = 0;
}
timeForThisScene = -1;
gld->camera = addExtantzCamera(sm, NULL, -1);
camera = gld->camera;
camera->setPosition(core::vector3df(108, 140, -140));
camera->setFarValue(5000.0f);
gld->move = getCameraMove(gld->camera);
scene::ISceneNodeAnimatorCollisionResponse *collider =
sm->createCollisionResponseAnimator(metaSelector, camera,
core::vector3df(25, 50, 25), core::vector3df(0, quakeLevelMesh ? -10.f : 0.0f, 0), core::vector3df(0, 45, 0), 0.005f);
camera->addAnimator(collider);
collider->drop();
break;
}
} // switch
sceneStartTime = device->getTimer()->getTime();
}
void CDemo::loadSceneData()
{
// load quake level
video::IVideoDriver *driver = device->getVideoDriver();
scene::ISceneManager *sm = device->getSceneManager();
// Quake3 Shader controls Z-Writing
sm->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
quakeLevelMesh = (scene::IQ3LevelMesh *)sm->getMesh("maps/20kdm2.bsp");
if (quakeLevelMesh)
{
u32 i;
// move all quake level meshes (non-realtime)
core::matrix4 m;
m.setTranslation(core::vector3df(-1300, -70, -1249));
for (i = 0; i != scene::quake3::E_Q3_MESH_SIZE; ++i) sm->getMeshManipulator()->transform(quakeLevelMesh->getMesh(i), m);
quakeLevelNode = sm->addOctreeSceneNode(quakeLevelMesh->getMesh(scene::quake3::E_Q3_MESH_GEOMETRY));
if (quakeLevelNode)
{
// quakeLevelNode->setPosition(core::vector3df(-1300, -70, -1249));
quakeLevelNode->setVisible(true);
// create map triangle selector
mapSelector = sm->createOctreeTriangleSelector(quakeLevelMesh->getMesh(0), quakeLevelNode, 128);
// if not using shader and no gamma it's better to use more lighting, because
// quake3 level are usually dark
quakeLevelNode->setMaterialType(video::EMT_LIGHTMAP_M4);
// set additive blending if wanted
if (additive) quakeLevelNode->setMaterialType(video::EMT_LIGHTMAP_ADD);
}
// the additional mesh can be quite huge and is unoptimized
scene::IMesh *additional_mesh = quakeLevelMesh->getMesh(scene::quake3::E_Q3_MESH_ITEMS);
for (i = 0; i != additional_mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer(i);
const video::SMaterial &material = meshBuffer->getMaterial();
// ! The ShaderIndex is stored in the material parameter
s32 shaderIndex = (s32)material.MaterialTypeParam2;
// the meshbuffer can be rendered without additional support, or it has no shader
const scene::quake3::IShader *shader = quakeLevelMesh->getShader(shaderIndex);
if (0 == shader) continue;
// Now add the MeshBuffer(s) with the current Shader to the Manager
sm->addQuake3SceneNode(meshBuffer, shader);
}
}
// load sydney model and create 2 instances
scene::IAnimatedMesh *mesh = 0;
mesh = sm->getMesh("media/Irrlicht/sydney.md2");
if (mesh)
{
model1 = sm->addAnimatedMeshSceneNode(mesh);
if (model1)
{
model1->setMaterialTexture(0, driver->getTexture("media/Irrlicht/sydney.bmp"));
model1->setPosition(core::vector3df(100, 40, -80));
model1->setScale(core::vector3df(2, 2, 2));
model1->setMD2Animation(scene::EMAT_STAND);
model1->setMaterialFlag(video::EMF_LIGHTING, true);
model1->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
model1->addShadowVolumeSceneNode();
}
model2 = sm->addAnimatedMeshSceneNode(mesh);
if (model2)
{
model2->setMaterialTexture(0, driver->getTexture("media/Irrlicht/spheremap.jpg"));
model2->setPosition(core::vector3df(180, 15, -60));
model2->setScale(core::vector3df(2, 2, 2));
model2->setMD2Animation(scene::EMAT_RUN);
model2->setMaterialFlag(video::EMF_LIGHTING, false);
model2->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
model2->setMaterialType(video::EMT_SPHERE_MAP);
model2->addShadowVolumeSceneNode();
}
}
scene::ISceneNodeAnimator *anim = 0;
// create sky box
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
skyboxNode = sm->addSkyBoxSceneNode(
driver->getTexture("media/Irrlicht/irrlicht2_up.jpg"),
driver->getTexture("media/Irrlicht/irrlicht2_dn.jpg"),
driver->getTexture("media/Irrlicht/irrlicht2_lf.jpg"),
driver->getTexture("media/Irrlicht/irrlicht2_rt.jpg"),
driver->getTexture("media/Irrlicht/irrlicht2_ft.jpg"),
driver->getTexture("media/Irrlicht/irrlicht2_bk.jpg"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
// create walk-between-portals animation
core::vector3df waypoint[2];
waypoint[0].set(-150, 40, 100);
waypoint[1].set(350, 40, 100);
if (model2)
{
anim = device->getSceneManager()->createFlyStraightAnimator(waypoint[0], waypoint[1], 2000, true);
model2->addAnimator(anim);
anim->drop();
}
// create animation for portals;
core::array<video::ITexture *> textures;
for (s32 g = 1; g < 8; ++g)
{
core::stringc tmp("media/Irrlicht/portal");
tmp += g;
tmp += ".bmp";
video::ITexture *t = driver->getTexture(tmp);
textures.push_back(t);
}
anim = sm->createTextureAnimator(textures, 100);
// create portals
scene::IBillboardSceneNode *bill = 0;
for (int r = 0; r < 2; ++r)
{
bill = sm->addBillboardSceneNode(0, core::dimension2d<f32>(100, 100), waypoint[r] + core::vector3df(0, 20, 0));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("media/Irrlicht/portal1.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->addAnimator(anim);
}
anim->drop();
// create circle flying dynamic light with transparent billboard attached
scene::ILightSceneNode *light = 0;
light = sm->addLightSceneNode(0, core::vector3df(0, 0, 0), video::SColorf(1.0f, 1.0f, 1.f, 1.0f), 500.f);
anim = sm->createFlyCircleAnimator(core::vector3df(100, 150, 80), 80.0f, 0.0005f);
light->addAnimator(anim);
anim->drop();
bill = device->getSceneManager()->addBillboardSceneNode(light, core::dimension2d<f32>(40, 40));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("media/Irrlicht/particlewhite.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
// create meta triangle selector with all triangles selectors in it.
metaSelector = sm->createMetaTriangleSelector();
metaSelector->addTriangleSelector(mapSelector);
// create camp fire
campFire = sm->addParticleSystemSceneNode(false);
campFire->setPosition(core::vector3df(100, 120, 600));
campFire->setScale(core::vector3df(2, 2, 2));
scene::IParticleEmitter *em =
campFire->createBoxEmitter(core::aabbox3d<f32>(-7, 0, -7, 7, 1, 7),
core::vector3df(0.0f, 0.06f, 0.0f), 80, 100,
video::SColor(1, 255, 255, 255),
video::SColor(1, 255, 255, 255), 800, 2000);
em->setMinStartSize(core::dimension2d<f32>(20.0f, 10.0f));
em->setMaxStartSize(core::dimension2d<f32>(20.0f, 10.0f));
campFire->setEmitter(em);
em->drop();
scene::IParticleAffector *paf = campFire->createFadeOutParticleAffector();
campFire->addAffector(paf);
paf->drop();
campFire->setMaterialFlag(video::EMF_LIGHTING, false);
campFire->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
campFire->setMaterialTexture(0, driver->getTexture("media/Irrlicht/fireball.bmp"));
campFire->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
}
void CDemo::shoot()
{
scene::ISceneManager *sm = device->getSceneManager();
scene::ICameraSceneNode *camera = sm->getActiveCamera();
if ((!camera) || (!mapSelector)) return;
SParticleImpact imp;
imp.when = 0;
// get line of camera
core::vector3df start = camera->getPosition();
core::vector3df end = (camera->getTarget() - start);
end.normalize();
start += end * 8.0f;
end = start + (end * camera->getFarValue());
core::triangle3df triangle;
core::line3d<f32> line(start, end);
// get intersection point with map
scene::ISceneNode *hitNode;
if (sm->getSceneCollisionManager()->getCollisionPoint(line, mapSelector, end, triangle, hitNode))
{
// collides with wall
core::vector3df out = triangle.getNormal();
out.setLength(0.03f);
imp.when = 1;
imp.outVector = out;
imp.pos = end;
}
else
{
// doesnt collide with wall
core::vector3df start = camera->getPosition();
core::vector3df end = (camera->getTarget() - start);
end.normalize();
start += end * 8.0f;
end = start + (end * camera->getFarValue());
}
// create fire ball
scene::ISceneNode *node = 0;
node = sm->addBillboardSceneNode(0, core::dimension2d<f32>(25, 25), start);
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, device->getVideoDriver()->getTexture("media/Irrlicht/fireball.bmp"));
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
f32 length = (f32)(end - start).getLength();
const f32 speed = 0.6f;
u32 time = (u32)(length / speed);
scene::ISceneNodeAnimator *anim = 0;
// set flight line
anim = sm->createFlyStraightAnimator(start, end, time);
node->addAnimator(anim);
anim->drop();
anim = sm->createDeleteAnimator(time);
node->addAnimator(anim);
anim->drop();
if (imp.when)
{
// create impact note
imp.when = device->getTimer()->getTime() + (time - 100);
Impacts.push_back(imp);
}
}
void CDemo::createParticleImpacts()
{
u32 now = device->getTimer()->getTime();
scene::ISceneManager *sm = device->getSceneManager();
for (s32 i = 0; i < (s32)Impacts.size(); ++i)
if (now > Impacts[i].when)
{
// create smoke particle system
scene::IParticleSystemSceneNode *pas = 0;
pas = sm->addParticleSystemSceneNode(false, 0, -1, Impacts[i].pos);
pas->setParticleSize(core::dimension2d<f32>(10.0f, 10.0f));
scene::IParticleEmitter *em =
pas->createBoxEmitter(core::aabbox3d<f32>(-5, -5, -5, 5, 5, 5),
Impacts[i].outVector, 20, 40,
video::SColor(50, 255, 255, 255),
video::SColor(50, 255, 255, 255), 1200, 1600, 20);
pas->setEmitter(em);
em->drop();
scene::IParticleAffector *paf = campFire->createFadeOutParticleAffector();
pas->addAffector(paf);
paf->drop();
pas->setMaterialFlag(video::EMF_LIGHTING, false);
pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
pas->setMaterialTexture(0, device->getVideoDriver()->getTexture("media/Irrlicht/smoke.bmp"));
pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
scene::ISceneNodeAnimator *anim = sm->createDeleteAnimator(2000);
pas->addAnimator(anim);
anim->drop();
// delete entry
Impacts.erase(i);
i--;
}
}
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