irrlicht/examples/15.LoadIrrFile/tutorial.html

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<div class="title">Tutorial 15: Loading Scenes from .irr Files </div> </div>
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<p>Since version 1.1, Irrlicht is able to save and load the full scene graph into an .irr file, an xml based format. There is an editor available to edit those files, named irrEdit (<a href="http://www.ambiera.com/irredit">http://www.ambiera.com/irredit</a>) which can also be used as world and particle editor. This tutorial shows how to use .irr files.</p>
<p>Lets start: Create an Irrlicht device and setup the window. </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;driverChoice.h&quot;</span></div><div class="line"></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>** argv)</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> <span class="comment">// create device and exit if creation failed</span></div><div class="line"></div><div class="line"> IrrlichtDevice* device =</div><div class="line"> createDevice(driverType, core::dimension2d&lt;u32&gt;(640, 480));</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1; <span class="comment">// could not create selected driver.</span></div><div class="line"></div><div class="line"> device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Load .irr file example&quot;</span>);</div><div class="line"></div><div class="line"> video::IVideoDriver* driver = device-&gt;getVideoDriver();</div><div class="line"> scene::ISceneManager* smgr = device-&gt;getSceneManager();</div></div><!-- fragment --><p> Now load our .irr file. .irr files can store the whole scene graph including animators, materials and particle systems. And there is also the possibility to store arbitrary user data for every scene node in that file. To keep this example simple, we are simply loading the scene here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene for more information. So to load and display a complicated huge scene, we only need a single call to loadScene(). </p><div class="fragment"><div class="line"><span class="comment">// load the scene</span></div><div class="line"><span class="keywordflow">if</span> (argc&gt;1)</div><div class="line"> smgr-&gt;loadScene(argv[1]);</div><div class="line"><span class="keywordflow">else</span></div><div class="line"> smgr-&gt;loadScene(<span class="stringliteral">&quot;../../media/example.irr&quot;</span>);</div></div><!-- fragment --><p> Now we'll create a camera, and give it a collision response animator that's built from the mesh nodes in the scene we just loaded. </p><div class="fragment"><div class="line">scene::ICameraSceneNode * camera = smgr-&gt;addCameraSceneNodeFPS(0, 50.f, 0.1f);</div><div class="line"></div><div class="line"><span class="comment">// Create a meta triangle selector to hold several triangle selectors.</span></div><div class="line">scene::IMetaTriangleSelector * meta = smgr-&gt;createMetaTriangleSelector();</div></div><!-- fragment --><p> Now we will find all the nodes in the scene and create triangle selectors for all suitable nodes. Typically, you would want to make a more informed decision about which nodes to performs collision checks on; you could capture that information in the node name or Id. </p><div class="fragment"><div class="line">core::array&lt;scene::ISceneNode *&gt; nodes;</div><div class="line">smgr-&gt;getSceneNodesFromType(scene::ESNT_ANY, nodes); <span class="comment">// Find all nodes</span></div><div class="line"></div><div class="line"><span class="keywordflow">for</span> (u32 i=0;
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