mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-24 17:50:31 +01:00
Delete lots of unused features (#48)
This commit is contained in:
parent
dc2246dae7
commit
4ab3de3bab
@ -1,58 +0,0 @@
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||||
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||||
<CodeBlocks_project_file>
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<Project>
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<Option title="Irrlicht Example 01 Hello World" />
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||||
<Option pch_mode="0" />
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<Option compiler="gcc" />
|
||||
<Build>
|
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<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/HelloWorld" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
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<Option compiler="gcc" />
|
||||
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<Add option="-g" />
|
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<Add option="-D_IRR_STATIC_LIB_" />
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||||
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|
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<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
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||||
<Add library="EGL" />
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||||
<Add library="X11" />
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<Add library="GLESv1_CM" />
|
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|
||||
<Add directory="../../lib/Linux" />
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||||
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||||
<Option output="../../bin/Win32-gcc/HelloWorld" prefix_auto="0" extension_auto="1" />
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<Option type="1" />
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<Option compiler="gcc" />
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||||
<Compiler>
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<Add option="-g" />
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</Compiler>
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<Linker>
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<Add directory="../../lib/Win32-gcc" />
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</Build>
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||||
<VirtualTargets>
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||||
<Add alias="All" targets="Windows;Linux;" />
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</VirtualTargets>
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<Compiler>
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<Add option="-g" />
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<Add directory="../../include" />
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</Compiler>
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<Linker>
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<Add library="Irrlicht" />
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</Linker>
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<Unit filename="main.cpp" />
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<Extensions>
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<code_completion />
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<debugger />
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<envvars />
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@ -1,163 +0,0 @@
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BasicRuntimeChecks="3"
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RuntimeLibrary="5"
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PrecompiledHeaderFile=".\Debug/HelloWorld.pch"
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Name="VCLinkerTool"
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LinkIncremental="0"
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SuppressStartupBanner="TRUE"
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AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
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GenerateDebugInformation="TRUE"
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ProgramDatabaseFile=".\Debug/HelloWorld.pdb"
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SubSystem="1"
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<Tool
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HeaderFileName=""/>
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<Tool
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AdditionalIncludeDirectories=""
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BasicRuntimeChecks="3"/>
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<FileConfiguration
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<Tool
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</FileConfiguration>
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||||
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|
@ -1,290 +0,0 @@
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@ -1,56 +0,0 @@
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# Makefile for Irrlicht Examples
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# It's usually sufficient to change just the target name and source file list
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#default target is Linux
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all: all_linux
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# target specific settings
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all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
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all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
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all_linux clean_linux: SYSTEM=Linux
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all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
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all_win32 clean_win32 static_win32: SUF=.exe
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static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
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all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,269 +0,0 @@
|
||||
/** Example 001 HelloWorld
|
||||
|
||||
This tutorial shows how to set up the IDE for using the Irrlicht Engine and how
|
||||
to write a simple HelloWorld program with it. The program will show how to use
|
||||
the basics of the VideoDriver, the GUIEnvironment, and the SceneManager.
|
||||
Microsoft Visual Studio is used as an IDE, but you will also be able to
|
||||
understand everything if you are using a different one or even another
|
||||
operating system than Windows.
|
||||
|
||||
You have to include the header file <irrlicht.h> in order to use the engine. The
|
||||
header file can be found in the Irrlicht Engine SDK directory \c include. To let
|
||||
the compiler find this header file, the directory where it is located has to be
|
||||
added in your project as include path. This is different for every IDE and
|
||||
compiler you use. Let's explain shortly how to do this in Visual Studio 2010:
|
||||
|
||||
- In Visual Studio 2010 select the Menu Project -> Properties. Select the
|
||||
"C/C++" - "General" option, and select the "Additional Include Directories".
|
||||
Add the \c include directory of the Irrlicht engine folder to the list of
|
||||
directories. Now the compiler will find the irrlicht.h header file. We also
|
||||
need the irrlicht.lib to be found, so select "Linker" - "General" and
|
||||
add the \c lib/Win64-visualStudio or \c lib/Win32-visualStudio directory
|
||||
to "Additional Library Directories". Which of the 2 Irrlicht versions you
|
||||
chose depends on the target platform for your application (win32 or x64).
|
||||
In your project properties you can see what your active solution platform
|
||||
is, you can use the same one for Irrlicht.
|
||||
|
||||
To be able to use the Irrlicht.DLL file, we need to link with the Irrlicht.lib.
|
||||
In most IDE's you have to add irrlicht.lib (or irrlicht.a or irrlicht.so on
|
||||
Linux) to your Linker input files.
|
||||
|
||||
For VisualStudio we can be lazy and use the pragma comment lib.
|
||||
We also want to get rid of the console window, which pops up when starting a
|
||||
program with main() (instead of WinMain). This is done by the second pragma.
|
||||
We could also use the WinMain method, though losing platform independence then.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
/*
|
||||
That's it. With your IDE set up like this, you will now be able to develop
|
||||
applications with the Irrlicht Engine.
|
||||
|
||||
Lets start!
|
||||
|
||||
After we have set up the IDE, the compiler will know where to find the Irrlicht
|
||||
Engine header files so we can include it now in our code.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
|
||||
/*
|
||||
That header just adds the getExampleMediaPath tool-functions to help locating
|
||||
the media we need. More about that later below.
|
||||
*/
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
|
||||
you want to use a class of the engine, you have to write irr:: before the name
|
||||
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
|
||||
To get rid of the irr:: in front of the name of every class, we tell the
|
||||
compiler that we use that namespace from now on, and we will not have to write
|
||||
irr:: anymore.
|
||||
Note that you never should do that in headers - otherwise you will pollute the
|
||||
namespace of every file including such a header. So in headers always write
|
||||
out the full names including all namespaces.
|
||||
*/
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
|
||||
read a detailed description of them in the documentation by clicking on the top
|
||||
menu item 'Namespace List' or by using this link:
|
||||
http://irrlicht.sourceforge.net/docu/namespaces.html
|
||||
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
|
||||
example simple. Hence, we tell the compiler again that we do not want always to
|
||||
write their names.
|
||||
*/
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/*
|
||||
This is the main method. We can now use main() on every platform.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
The most important function of the engine is the createDevice()
|
||||
function. The IrrlichtDevice is created by it, which is the root
|
||||
object for doing anything with the engine. createDevice() has the
|
||||
following parameters:
|
||||
|
||||
- driverType: Type of the video driver. This can currently be the Null-device,
|
||||
one of the two software renderers, D3D9, or OpenGL. In this
|
||||
example we use EDT_BURNINGSVIDEO, but to try out, you might want to
|
||||
change it to EDT_SOFTWARE, EDT_NULL, EDT_DIRECT3D9, or EDT_OPENGL.
|
||||
Generally you will want to use OpenGL or Direct3D as they are
|
||||
using your graphic card for calculations instead of the CPU and
|
||||
are way faster (and usually better looking). We just use one of the
|
||||
software renderers here as it even works when your graphic card driver
|
||||
isn't set up for 3d support.
|
||||
|
||||
- windowSize: Size of the Window or screen in FullScreenMode to be
|
||||
created. In this example we use 640x480.
|
||||
|
||||
- bits: Amount of color bits per pixel. This should be 16 or 32. The
|
||||
parameter is often ignored when running in windowed mode. More
|
||||
commonly you would chose 32 bit, again we're just playing it safe.
|
||||
|
||||
- fullscreen: Specifies if we want the device to run in fullscreen mode
|
||||
or windowed.
|
||||
|
||||
- stencilbuffer: Specifies if we want to use the stencil buffer (you
|
||||
need it for drawing shadows).
|
||||
|
||||
- vsync: Specifies if we want to have vsync enabled, this is only useful
|
||||
in fullscreen mode.
|
||||
|
||||
- eventReceiver: An object to receive events. We do not want to use this
|
||||
parameter here, and set it to 0.
|
||||
|
||||
Always check the return value to cope with unsupported drivers,
|
||||
dimensions, etc.
|
||||
*/
|
||||
IrrlichtDevice *device =
|
||||
createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16,
|
||||
false, false, false, 0);
|
||||
|
||||
if (!device)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Set the caption of the window to some nice text. Note that there is an
|
||||
'L' in front of the string. The Irrlicht Engine uses wide character
|
||||
strings when displaying text.
|
||||
*/
|
||||
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||
|
||||
/*
|
||||
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||
user interface environment, so that we do not always have to write
|
||||
device->getVideoDriver(), device->getSceneManager(), or
|
||||
device->getGUIEnvironment().
|
||||
*/
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
||||
/*
|
||||
We add a hello world label to the window, using the GUI environment.
|
||||
The text is placed at the position (10,10) as top left corner and
|
||||
(260,22) as lower right corner.
|
||||
*/
|
||||
guienv->addStaticText(L"Hello World! This is Irrlicht with the burnings software renderer!",
|
||||
rect<s32>(10,10,260,22), true);
|
||||
|
||||
/*
|
||||
Get a media path dedicated for your platform. Finding media files for your
|
||||
applications can be tricky. First you have 2 options - working with relative
|
||||
paths or working with absolute paths.
|
||||
|
||||
On Windows a common solution is that your installer will write a key into
|
||||
the registry with the absolute path of wherever the user installed the
|
||||
media. And in your application you read out that key from the registry.
|
||||
On Linux a common solution is to use config file which is placed in some
|
||||
fixed location (for example in a . file/folder in the user home).
|
||||
|
||||
But you can also work with relative paths - which is what we do here. There
|
||||
is a slight complication with relative paths as they are relative to your
|
||||
current working directory. And that depends on the way your application is
|
||||
started and it might change inside your application. But mostly it will be
|
||||
set to your executable on start so you can ignore that problem while
|
||||
developing.
|
||||
|
||||
When inside VisualStudio the current working directory is set to your
|
||||
project files location unless you overwrite Project properties - Debugging
|
||||
- Working Directory. In Irrlicht examples the media folder is on most
|
||||
platforms ../../media which works for the examples as it's relative to our
|
||||
project files as well as to the binary (.exe) files.
|
||||
|
||||
Whatever you chose to find your base-folder for media - wrap it with some
|
||||
function and then you can improve the code to locate the media later on.
|
||||
*/
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To show something interesting, we load a Quake 2 model and display it.
|
||||
We get the Mesh from the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode(). Check the return value
|
||||
of getMesh() to become aware of loading problems and other errors.
|
||||
|
||||
Instead of writing the filename sydney.md2, it would also be possible
|
||||
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
|
||||
other supported file format. By the way, that cool Quake 2 model
|
||||
called sydney was modeled by Brian Collins.
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||
if (!mesh)
|
||||
{
|
||||
device->drop();
|
||||
return 1;
|
||||
}
|
||||
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||
|
||||
/*
|
||||
To let the mesh look a little bit nicer, we change its material. We
|
||||
disable lighting because we do not have a dynamic light in here, and
|
||||
the mesh would be totally black otherwise. Then we set the frame loop,
|
||||
such that the predefined STAND animation is used. And last, we apply a
|
||||
texture to the mesh. Without it the mesh would be drawn using only a
|
||||
color.
|
||||
*/
|
||||
if (node)
|
||||
{
|
||||
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||
node->setMD2Animation(scene::EMAT_STAND);
|
||||
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||
}
|
||||
|
||||
/*
|
||||
To look at the mesh, we place a camera into 3d space at the position
|
||||
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||
approximately the place where our md2 model is.
|
||||
*/
|
||||
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||
|
||||
/*
|
||||
OK, now we have set up the scene, lets draw everything: We run the
|
||||
device in a while() loop, until the device does not want to run any
|
||||
more. This would be when the user closes the window or presses ALT+F4
|
||||
(or whatever keycode closes a window on your OS).
|
||||
*/
|
||||
while(device->run())
|
||||
{
|
||||
/*
|
||||
Anything can be drawn between a beginScene() and an endScene()
|
||||
call. The beginScene() call clears the screen with a color and
|
||||
the depth buffer, if desired. Then we let the Scene Manager and
|
||||
the GUI Environment draw their content. With the endScene()
|
||||
call everything is presented on the screen.
|
||||
*/
|
||||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
/*
|
||||
After we are done with the render loop, we have to delete the Irrlicht
|
||||
Device created before with createDevice(). In the Irrlicht Engine, you
|
||||
have to delete all objects you created with a method or function which
|
||||
starts with 'create'. The object is simply deleted by calling ->drop().
|
||||
See the documentation at irr::IReferenceCounted::drop() for more
|
||||
information.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and run.
|
||||
**/
|
@ -1,394 +0,0 @@
|
||||
<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="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>
|
||||
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7"> <div align="left">
|
||||
<p>This Tutorial shows how to set up the IDE for using the
|
||||
Irrlicht Engine and how to write a simple HelloWorld program
|
||||
with it. The program will show how to use the basics of
|
||||
the VideoDriver, the GUIEnvironment and the SceneManager.<br>
|
||||
The result of this example will look like this:</p>
|
||||
<p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
|
||||
</p>
|
||||
</div></td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr> <a name="settingup"></a>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the
|
||||
IDE</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7"> <div align="left">
|
||||
<div align="left">
|
||||
<p align="left">To use the engine, we will have to include
|
||||
the header file <irrlicht.h>, which can be found
|
||||
in the Irrlicht Engine SDK directory \include. To let
|
||||
the compiler find this header file, the directory where
|
||||
it is located should be specified somewhere. This is different
|
||||
for every IDE and compiler. I will explain how to do this
|
||||
in Microsoft Visual Studio C++ 6.0 and .NET:</p>
|
||||
|
||||
</div>
|
||||
<ul>
|
||||
<li>
|
||||
<div align="left">If you use Version 6.0, select the Menu
|
||||
Extras -> Options. Select the directories tab, and
|
||||
select the 'Include' Item in the combo box. Add the
|
||||
\include directory of the Irrlicht Engine folder to
|
||||
the list of directories. Now the compiler will find
|
||||
the Irrlicht.h header file. We also need the location
|
||||
of irrlicht.lib to be listed, so select the 'Libraries'
|
||||
tab and add the \lib\VisualStudio directory.<br>
|
||||
<br>
|
||||
<img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle"> <img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
|
||||
<br>
|
||||
|
||||
</div>
|
||||
</li>
|
||||
<li>If your IDE is Visual Studio .NET, select Tools ->
|
||||
Options. Select the Projects entry and then select VC++
|
||||
directories. Select 'show directories for include files'
|
||||
in the combo box, and add the \include directory of the
|
||||
Irrlicht Engine folder to the list of directories so the
|
||||
compiler will find the Irrlicht.h header file. We also
|
||||
need the irrlicht.lib to be found, so select 'show directories
|
||||
for Library files' and add the \lib\VisualStudio directory.<br>
|
||||
<br>
|
||||
<img src="../../media/vcnetinclude.jpg" width="256" height="160">
|
||||
<br>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p> </p>
|
||||
</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left">
|
||||
<div align="left">
|
||||
<div align="left">
|
||||
<div align="left">
|
||||
<p>After we have set up the IDE, the compiler will know
|
||||
where to find the Irrlicht Engine header files so
|
||||
we can include it now into our code.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h></pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>In the Irrlicht Engine, everything can be found in
|
||||
the namespace 'irr'. So if you want to use a class
|
||||
of the engine, you'll have to type an irr:: before
|
||||
the name of the class. For example, to use the IrrlichtDevice,
|
||||
write: irr::IrrlichtDevice. To avoid having to put
|
||||
irr:: before of the name of every class, we tell the
|
||||
compiler that we use that namespace.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace irr;</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>There are 5 sub-namespaces in the Irrlicht Engine.
|
||||
Take a look at them: you can read a detailed description
|
||||
of them in the documentation by clicking on the top
|
||||
menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace
|
||||
List</a>'. To keep this example simple, we don't want
|
||||
to have to specify the name spaces, Hence:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to use the Irrlicht.DLL file, we need
|
||||
to link with the Irrlicht.lib. We could set this option
|
||||
in the project settings, but to make it easy we use
|
||||
a pragma comment:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now the main method: to keep this example simple
|
||||
we use int main(), which can be used on any platform.
|
||||
However, on Windows platforms, we could also use the
|
||||
WinMain method if we would want to get rid of the
|
||||
console window which pops up when starting a program
|
||||
with main().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>The most important function of the engine is the
|
||||
'createDevice' function. The Irrlicht Device, which
|
||||
is the root object for doing everything with the engine,
|
||||
can be created with it. createDevice() has 7 parameters:</p>
|
||||
</div>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<div align="left"> deviceType: Type of the device. This can currently
|
||||
be the Null device, the Software device, Direct3D8, Direct3D9,
|
||||
or OpenGL. In this example we use EDT_SOFTWARE, but, to try
|
||||
them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8,
|
||||
EDT_DIRECT3D9 or EDT_OPENGL. </div>
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">windowSize: Size of the window or
|
||||
full screen mode to be created. In this example
|
||||
we use 512x384.</div>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">bits: Number of bits per pixel when
|
||||
in full screen mode. This should be 16 or 32. This
|
||||
parameter is ignored when running in windowed mode.</div>
|
||||
</li>
|
||||
<li>
|
||||
<div align="left">fullscreen: Specifies if we want
|
||||
the device to run in full screen mode or not.</div>
|
||||
</li>
|
||||
<li>stencilbuffer: Specifies if we want to use the stencil
|
||||
buffer for drawing shadows.</li>
|
||||
|
||||
<li>vsync: Specifies if we want to have vsync enabled.
|
||||
This is only useful in full screen mode.</li>
|
||||
<li>
|
||||
<div align="left">eventReceiver: An object to receive
|
||||
events. We do not want to use this parameter here,
|
||||
and set it to 0.</div>
|
||||
</li>
|
||||
</ul>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IrrlichtDevice *device =<br> createDevice(EDT_SOFTWARE, dimension2d<s32>(512, 384), 16,<br> false, false, false, 0);</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we set the caption of the window to some nice text.
|
||||
Note that there is a 'L' in front of the string: the
|
||||
Irrlicht Engine uses wide character strings when displaying
|
||||
text.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we store a pointer to the video driver, the SceneManager,
|
||||
and the graphical user interface environment so that
|
||||
we do not always have to write device->getVideoDriver(),
|
||||
device->getSceneManager(), and device->getGUIEnvironment().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IVideoDriver* driver = device->getVideoDriver();<br>ISceneManager* smgr = device->getSceneManager();<br>IGUIEnvironment* guienv = device->getGUIEnvironment();</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p> We add a hello world label to the window using the
|
||||
GUI environment. The text is placed at the position
|
||||
(10,10) as top left corner and (200,22) as lower right
|
||||
corner.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>guienv->addStaticText(L"Hello World! This is the Irrlicht Software engine!",<br> rect<s32>(10,10,200,22), true);</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To display something interesting, we load a Quake 2
|
||||
model and display it. We only have to get the Mesh from
|
||||
the Scene Manager with getMesh() and add a SceneNode
|
||||
to display the mesh with addAnimatedMeshSceneNode().
|
||||
Instead of loading a Quake2 file (.md2), it is also
|
||||
possible to load a Maya object file (.obj), a complete
|
||||
Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
|
||||
By the way, that cool Quake 2 model called sydney.md2
|
||||
was modelled by Brian Collins.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");<br>IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To make the mesh look a little bit nicer, we change
|
||||
its material a little bit: we disable lighting because
|
||||
we do not have a dynamic light in here and the mesh
|
||||
would be totally black. Then we set the frame loop so
|
||||
that the animation is looped between the frames 0 and
|
||||
310. Then, at last, we apply a texture to the mesh.
|
||||
Without it the mesh would be drawn using only a solid
|
||||
color.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node)<br>{<br> node->setMaterialFlag(EMF_LIGHTING, false);<br> node->setFrameLoop(0, 310); <br> node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );<br>}</pre>
|
||||
</td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>To look at the mesh, we place a camera into 3d space
|
||||
at the position (0, 10, -40). The camera looks from
|
||||
there to (0,5,0).</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>Ok. Now that we have set up the scene, let's draw everything:
|
||||
we run the device in a while() loop until the device
|
||||
does not want to run any more. This would be when the
|
||||
user closes the window or presses ALT+F4 in Windows.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>while(device->run())<br>{</pre> </td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p> Everything must be drawn between a beginScene() and
|
||||
an endScene() call. The beginScene clears the screen
|
||||
with a color and also the depth buffer, if desired.
|
||||
Then we let the Scene Manager and the GUI environment
|
||||
draw their content. With the endScene() call, everything
|
||||
is presented on the screen.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
|
||||
<td> <pre> driver->beginScene(true, true, SColor(255,100,101,140));<br>
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();</pre>
|
||||
<pre> driver->endScene();
|
||||
}</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>After we are finished, we have to delete the Irrlicht
|
||||
Device created earlier with createDevice(). With the
|
||||
Irrlicht Engine, you should delete all objects you created
|
||||
with a method or function that starts with 'create'.
|
||||
The object is deleted simply by calling ->drop().
|
||||
See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a>
|
||||
for more information.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> device->drop();<br> return 0;
|
||||
}</pre> </td>
|
||||
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and run. </p>
|
||||
<p> </p>
|
||||
</div>
|
||||
</div>
|
||||
</div></td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<br>
|
||||
<table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
|
||||
<tr>
|
||||
<td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors
|
||||
or Problems</font></b></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#F7F3F7"> <div align="left">
|
||||
<div align="left">
|
||||
<div align="left">
|
||||
<p><strong>Visual Studio</strong><br>
|
||||
|
||||
While trying to compile the tutorial, if you get the
|
||||
error: </p>
|
||||
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal
|
||||
error C1083: Cannot open include file: 'irrlicht.h':
|
||||
No such file or directory</font></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Solution: You may have set the include directory improperly
|
||||
in the Visual Studio options. See <a href="#settingup">above</a>
|
||||
for information on setting it. </p>
|
||||
|
||||
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK
|
||||
: LNK6004: HelloWorld.exe not found or not built
|
||||
by the last incremental link; performing full link<br>
|
||||
LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
|
||||
Error executing link.exe</font></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Solution: You may have set the library directory improperly.
|
||||
See <a href="#settingup">above</a> for information on
|
||||
setting it. <br>
|
||||
|
||||
<br>
|
||||
</p>
|
||||
<p><strong>Compiler independent problems<br>
|
||||
</strong>If the tutorial compiles successfully but gives
|
||||
the error: </p>
|
||||
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This
|
||||
application has failed to start because Irrlicht.dll
|
||||
was not found. Re-installing the application may
|
||||
fix this problem</font></td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>Solution: You may have forgotten to copy the Irrlicht.dll
|
||||
file from Irrlicht\bin\VisualStudio to the directory
|
||||
the tutorial's project file is in. </p>
|
||||
If the tutorial compiles and runs successfully but produces
|
||||
errors in the console like:<br>
|
||||
<br>
|
||||
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could
|
||||
not load mesh, because file could not be opened.:
|
||||
../media/sydney.md2</font></td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p> Or:</p>
|
||||
<table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
|
||||
<tr>
|
||||
<td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could
|
||||
not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
|
||||
</b><em>Could not load texture: stones.jpg </em></font></td>
|
||||
</tr>
|
||||
|
||||
</table>
|
||||
<p>Solution: The file listed in the error message cannot
|
||||
be found. Ensure that the directory specified in the
|
||||
main.cpp exists and is where the file is located. <br>
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
</div></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
@ -1,21 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="com.irrlicht.example"
|
||||
android:versionCode="1"
|
||||
android:versionName="1.0">
|
||||
<uses-sdk android:minSdkVersion="10"/>
|
||||
<uses-feature android:glEsVersion="0x00020000" android:required="true"/>
|
||||
<application android:icon="@drawable/irr_icon" android:label="HelloWorldMobile" android:theme="@android:style/Theme.NoTitleBar.Fullscreen" android:debuggable="true">
|
||||
<activity android:name="android.app.NativeActivity"
|
||||
android:label="HelloWorldMobile"
|
||||
android:launchMode="singleTask"
|
||||
android:configChanges="orientation|keyboardHidden"
|
||||
android:clearTaskOnLaunch="true">
|
||||
<meta-data android:name="android.app.lib_name" android:value="HelloWorldMobile" />
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
</application>
|
||||
</manifest>
|
@ -1,184 +0,0 @@
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#include "android_tools.h"
|
||||
#include <android/log.h> // for the occasional debugging, style: __android_log_print(ANDROID_LOG_VERBOSE, "Irrlicht", "%s\n", "We do log");
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace android
|
||||
{
|
||||
|
||||
// Not all DisplayMetrics are available through the NDK.
|
||||
// So we access the Java classes with the JNI interface.
|
||||
// You can access other Java classes available in Android in similar ways.
|
||||
// Function based roughly on the code from here: http://stackoverflow.com/questions/13249164/android-using-jni-from-nativeactivity
|
||||
bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics)
|
||||
{
|
||||
if (!app || !app->activity || !app->activity->vm )
|
||||
return false;
|
||||
|
||||
JNIEnv* jni = 0;
|
||||
app->activity->vm->AttachCurrentThread(&jni, NULL);
|
||||
if (!jni )
|
||||
return false;
|
||||
|
||||
|
||||
// get all the classes we want to access from the JVM
|
||||
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
|
||||
jclass classWindowManager = jni->FindClass("android/view/WindowManager");
|
||||
jclass classDisplay = jni->FindClass("android/view/Display");
|
||||
jclass classDisplayMetrics = jni->FindClass("android/util/DisplayMetrics");
|
||||
|
||||
if (!classNativeActivity || !classWindowManager || !classDisplay || !classDisplayMetrics)
|
||||
{
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Get all the methods we want to access from the JVM classes
|
||||
// Note: You can get the signatures (third parameter of GetMethodID) for all
|
||||
// functions of a class with the javap tool, like in the following example for class DisplayMetrics:
|
||||
// javap -s -classpath myandroidpath/adt-bundle-linux-x86_64-20131030/sdk/platforms/android-10/android.jar android/util/DisplayMetrics
|
||||
jmethodID idNativeActivity_getWindowManager = jni->GetMethodID( classNativeActivity
|
||||
, "getWindowManager"
|
||||
, "()Landroid/view/WindowManager;");
|
||||
jmethodID idWindowManager_getDefaultDisplay = jni->GetMethodID( classWindowManager
|
||||
, "getDefaultDisplay"
|
||||
, "()Landroid/view/Display;");
|
||||
jmethodID idDisplayMetrics_constructor = jni->GetMethodID( classDisplayMetrics
|
||||
, "<init>"
|
||||
, "()V");
|
||||
jmethodID idDisplay_getMetrics = jni->GetMethodID( classDisplay
|
||||
, "getMetrics"
|
||||
, "(Landroid/util/DisplayMetrics;)V");
|
||||
|
||||
if (!idNativeActivity_getWindowManager || !idWindowManager_getDefaultDisplay || !idDisplayMetrics_constructor
|
||||
|| !idDisplay_getMetrics)
|
||||
{
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// In Java the following code would be: getWindowManager().getDefaultDisplay().getMetrics(metrics);
|
||||
// Note: If you need to call java functions in time-critical places you can split getting the jmethodID's
|
||||
// and calling the functions into separate functions as you only have to get the jmethodID's once.
|
||||
jobject windowManager = jni->CallObjectMethod(app->activity->clazz, idNativeActivity_getWindowManager);
|
||||
|
||||
if (!windowManager)
|
||||
{
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return false;
|
||||
}
|
||||
jobject display = jni->CallObjectMethod(windowManager, idWindowManager_getDefaultDisplay);
|
||||
if (!display)
|
||||
{
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return false;
|
||||
}
|
||||
jobject displayMetrics = jni->NewObject( classDisplayMetrics, idDisplayMetrics_constructor);
|
||||
if (!displayMetrics)
|
||||
{
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return false;
|
||||
}
|
||||
jni->CallVoidMethod(display, idDisplay_getMetrics, displayMetrics);
|
||||
|
||||
// access the fields of DisplayMetrics (we ignore the DENSITY constants)
|
||||
jfieldID idDisplayMetrics_widthPixels = jni->GetFieldID( classDisplayMetrics, "widthPixels", "I");
|
||||
jfieldID idDisplayMetrics_heightPixels = jni->GetFieldID( classDisplayMetrics, "heightPixels", "I");
|
||||
jfieldID idDisplayMetrics_density = jni->GetFieldID( classDisplayMetrics, "density", "F");
|
||||
jfieldID idDisplayMetrics_densityDpi = jni->GetFieldID( classDisplayMetrics, "densityDpi", "I");
|
||||
jfieldID idDisplayMetrics_scaledDensity = jni->GetFieldID( classDisplayMetrics, "scaledDensity", "F");
|
||||
jfieldID idDisplayMetrics_xdpi = jni->GetFieldID(classDisplayMetrics, "xdpi", "F");
|
||||
jfieldID idDisplayMetrics_ydpi = jni->GetFieldID(classDisplayMetrics, "ydpi", "F");
|
||||
|
||||
if ( idDisplayMetrics_widthPixels )
|
||||
metrics.widthPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_widthPixels);
|
||||
if ( idDisplayMetrics_heightPixels )
|
||||
metrics.heightPixels = jni->GetIntField(displayMetrics, idDisplayMetrics_heightPixels);
|
||||
if (idDisplayMetrics_density )
|
||||
metrics.density = jni->GetFloatField(displayMetrics, idDisplayMetrics_density);
|
||||
if (idDisplayMetrics_densityDpi)
|
||||
metrics.densityDpi = jni->GetIntField(displayMetrics, idDisplayMetrics_densityDpi);
|
||||
if (idDisplayMetrics_scaledDensity)
|
||||
metrics.scaledDensity = jni->GetFloatField(displayMetrics, idDisplayMetrics_scaledDensity);
|
||||
if ( idDisplayMetrics_xdpi )
|
||||
metrics.xdpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_xdpi);
|
||||
if ( idDisplayMetrics_ydpi )
|
||||
metrics.ydpi = jni->GetFloatField(displayMetrics, idDisplayMetrics_ydpi);
|
||||
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
return true;
|
||||
}
|
||||
|
||||
void setSoftInputVisibility(android_app* app, bool visible)
|
||||
{
|
||||
// NOTE: Unfortunately ANativeActivity_showSoftInput from the NDK does not work and Google does not care.
|
||||
// This is based on the solution from @Ratamovic from here: http://stackoverflow.com/questions/5864790/how-to-show-the-soft-keyboard-on-native-activity
|
||||
|
||||
if (!app || !app->activity || !app->activity->vm )
|
||||
return;
|
||||
|
||||
JNIEnv* jni = 0;
|
||||
app->activity->vm->AttachCurrentThread(&jni, NULL);
|
||||
if (!jni )
|
||||
return;
|
||||
|
||||
// get all the classes we want to access from the JVM (could be cached)
|
||||
jclass classNativeActivity = jni->FindClass("android/app/NativeActivity");
|
||||
jclass classInputMethodManager = jni->FindClass("android/view/inputmethod/InputMethodManager");
|
||||
jclass classWindow = jni->FindClass("android/view/Window");
|
||||
jclass classView = jni->FindClass("android/view/View");
|
||||
|
||||
if (classNativeActivity && classInputMethodManager && classWindow)
|
||||
{
|
||||
// Get all the methods we want to access from the JVM classes (could be cached)
|
||||
jmethodID mid_getSystemService = jni->GetMethodID(classNativeActivity, "getSystemService","(Ljava/lang/String;)Ljava/lang/Object;");
|
||||
jmethodID mid_showSoftInput = jni->GetMethodID(classInputMethodManager, "showSoftInput", "(Landroid/view/View;I)Z");
|
||||
|
||||
jmethodID mid_hideSoftInput = jni->GetMethodID(classInputMethodManager, "hideSoftInputFromWindow", "(Landroid/os/IBinder;I)Z");
|
||||
jmethodID mid_getWindow = jni->GetMethodID(classNativeActivity, "getWindow", "()Landroid/view/Window;");
|
||||
jmethodID mid_getWindowToken = jni->GetMethodID(classView, "getWindowToken", "()Landroid/os/IBinder;");
|
||||
jmethodID mid_getDecorView = jni->GetMethodID(classWindow, "getDecorView", "()Landroid/view/View;");
|
||||
|
||||
if ( mid_getSystemService && mid_showSoftInput && mid_hideSoftInput && mid_getWindow && mid_getDecorView && mid_getWindowToken )
|
||||
{
|
||||
jstring paramInput = jni->NewStringUTF("input_method");
|
||||
jobject objInputMethodManager = jni->CallObjectMethod(app->activity->clazz, mid_getSystemService, paramInput);
|
||||
jni->DeleteLocalRef(paramInput);
|
||||
|
||||
jobject objWindow = jni->CallObjectMethod(app->activity->clazz, mid_getWindow);
|
||||
|
||||
if ( visible && objInputMethodManager && objWindow)
|
||||
{
|
||||
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
|
||||
if ( objDecorView )
|
||||
{
|
||||
int showFlags = 0;
|
||||
jni->CallBooleanMethod(objInputMethodManager, mid_showSoftInput, objDecorView, showFlags);
|
||||
}
|
||||
}
|
||||
else if ( !visible && objInputMethodManager && objWindow )
|
||||
{
|
||||
jobject objDecorView = jni->CallObjectMethod(objWindow, mid_getDecorView);
|
||||
if ( objDecorView )
|
||||
{
|
||||
jobject objBinder = jni->CallObjectMethod(objDecorView, mid_getWindowToken);
|
||||
if ( objBinder )
|
||||
{
|
||||
int hideFlags = 0;
|
||||
jni->CallBooleanMethod(objInputMethodManager, mid_hideSoftInput, objBinder, hideFlags);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
app->activity->vm->DetachCurrentThread();
|
||||
}
|
||||
|
||||
} // namespace android
|
||||
} // namespace irr
|
@ -1,33 +0,0 @@
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#ifndef __IRR_ANDROID_TOOLS_H__
|
||||
#define __IRR_ANDROID_TOOLS_H__
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include <android_native_app_glue.h>
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace android
|
||||
{
|
||||
|
||||
struct SDisplayMetrics
|
||||
{
|
||||
irr::s32 widthPixels;
|
||||
irr::s32 heightPixels;
|
||||
irr::f32 density;
|
||||
irr::s32 densityDpi;
|
||||
irr::f32 scaledDensity;
|
||||
irr::f32 xdpi;
|
||||
irr::f32 ydpi;
|
||||
};
|
||||
|
||||
//! Access SDisplayMetrics
|
||||
extern bool getDisplayMetrics(android_app* app, SDisplayMetrics & metrics);
|
||||
|
||||
extern void setSoftInputVisibility(android_app* app, bool visible);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // __IRR_ANDROID_TOOLS_H__
|
@ -1,17 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project name="HelloWorldMobile" default="help">
|
||||
<property file="local.properties" />
|
||||
<property file="ant.properties" />
|
||||
<property environment="env" />
|
||||
<condition property="sdk.dir" value="${env.ANDROID_HOME}">
|
||||
<isset property="env.ANDROID_HOME" />
|
||||
</condition>
|
||||
<loadproperties srcFile="project.properties" />
|
||||
<fail
|
||||
message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
|
||||
unless="sdk.dir"
|
||||
/>
|
||||
<import file="custom_rules.xml" optional="true" />
|
||||
<import file="${sdk.dir}/tools/ant/build.xml" />
|
||||
|
||||
</project>
|
@ -1,50 +0,0 @@
|
||||
LOCAL_PATH := $(call my-dir)/..
|
||||
IRRLICHT_PROJECT_PATH := $(LOCAL_PATH)
|
||||
|
||||
include $(CLEAR_VARS)
|
||||
LOCAL_MODULE := Irrlicht
|
||||
LOCAL_SRC_FILES := $(IRRLICHT_PROJECT_PATH)/../../lib/Android/libIrrlicht.a
|
||||
include $(PREBUILT_STATIC_LIBRARY)
|
||||
|
||||
include $(CLEAR_VARS)
|
||||
|
||||
LOCAL_MODULE := HelloWorldMobile
|
||||
|
||||
LOCAL_CFLAGS := -pipe -fno-exceptions -fno-rtti -fstrict-aliasing
|
||||
|
||||
ifndef NDEBUG
|
||||
LOCAL_CFLAGS += -g -D_DEBUG
|
||||
else
|
||||
LOCAL_CFLAGS += -fexpensive-optimizations -O3
|
||||
endif
|
||||
|
||||
ifeq ($(TARGET_ARCH_ABI),x86)
|
||||
LOCAL_CFLAGS += -fno-stack-protector
|
||||
endif
|
||||
|
||||
LOCAL_C_INCLUDES := ../../include
|
||||
|
||||
LOCAL_SRC_FILES := main.cpp android_tools.cpp
|
||||
|
||||
LOCAL_LDLIBS := -lEGL -llog -lGLESv1_CM -lGLESv2 -lz -landroid
|
||||
|
||||
LOCAL_STATIC_LIBRARIES := Irrlicht android_native_app_glue
|
||||
|
||||
include $(BUILD_SHARED_LIBRARY)
|
||||
|
||||
$(call import-module,android/native_app_glue)
|
||||
|
||||
# copy Irrlicht data to assets
|
||||
|
||||
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets)
|
||||
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media)
|
||||
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders)
|
||||
$(shell mkdir -p $(IRRLICHT_PROJECT_PATH)/src)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/Shaders/*.* $(IRRLICHT_PROJECT_PATH)/assets/media/Shaders/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/irrlichtlogo3.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.x $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/dwarf.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/axe.jpg $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/fonthaettenschweiler.bmp $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
$(shell cp $(IRRLICHT_PROJECT_PATH)/../../media/bigfont.png $(IRRLICHT_PROJECT_PATH)/assets/media/)
|
||||
|
@ -1,2 +0,0 @@
|
||||
APP_PLATFORM := android-10
|
||||
APP_MODULES := HelloWorldMobile
|
@ -1,387 +0,0 @@
|
||||
/** Example 027 Helloworld_Android
|
||||
This example shows a simple application for Android.
|
||||
*/
|
||||
|
||||
#include <irrlicht.h>
|
||||
|
||||
#ifdef _IRR_ANDROID_PLATFORM_
|
||||
|
||||
#include <android_native_app_glue.h>
|
||||
#include "android_tools.h"
|
||||
#include "android/window.h"
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
|
||||
enum GUI_IDS
|
||||
{
|
||||
GUI_INFO_FPS,
|
||||
GUI_IRR_LOGO,
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
Android is using multitouch events.
|
||||
We allow users to move around the Irrlicht logo as example of how to use those.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
MyEventReceiver(android_app* app )
|
||||
: Device(0), AndroidApp(app), SpriteToMove(0), TouchID(-1)
|
||||
{
|
||||
}
|
||||
|
||||
void Init(IrrlichtDevice *device)
|
||||
{
|
||||
Device = device;
|
||||
}
|
||||
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_TOUCH_INPUT_EVENT)
|
||||
{
|
||||
/*
|
||||
For now we fake mouse-events. Touch-events will be handled inside Irrlicht in the future, but until
|
||||
that is implemented you can use this workaround to get a GUI which works at least for simple elements like
|
||||
buttons. That workaround does ignore multi-touch events - if you need several buttons pressed at the same
|
||||
time you have to handle that yourself.
|
||||
*/
|
||||
SEvent fakeMouseEvent;
|
||||
fakeMouseEvent.EventType = EET_MOUSE_INPUT_EVENT;
|
||||
fakeMouseEvent.MouseInput.X = event.TouchInput.X;
|
||||
fakeMouseEvent.MouseInput.Y = event.TouchInput.Y;
|
||||
fakeMouseEvent.MouseInput.Shift = false;
|
||||
fakeMouseEvent.MouseInput.Control = false;
|
||||
fakeMouseEvent.MouseInput.ButtonStates = 0;
|
||||
fakeMouseEvent.MouseInput.Event = EMIE_COUNT;
|
||||
|
||||
switch (event.TouchInput.Event)
|
||||
{
|
||||
case ETIE_PRESSED_DOWN:
|
||||
{
|
||||
// We only work with the first for now.force opengl error
|
||||
if ( TouchID == -1 )
|
||||
{
|
||||
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_PRESSED_DOWN;
|
||||
|
||||
if (Device)
|
||||
{
|
||||
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||
IGUIElement * logo = Device->getGUIEnvironment()->getRootGUIElement()->getElementFromId ( GUI_IRR_LOGO );
|
||||
if ( logo && logo->isPointInside (touchPoint) )
|
||||
{
|
||||
TouchID = event.TouchInput.ID;
|
||||
SpriteToMove = logo;
|
||||
SpriteStartRect = SpriteToMove->getRelativePosition();
|
||||
TouchStartPos = touchPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case ETIE_MOVED:
|
||||
if ( TouchID == event.TouchInput.ID )
|
||||
{
|
||||
fakeMouseEvent.MouseInput.Event = EMIE_MOUSE_MOVED;
|
||||
fakeMouseEvent.MouseInput.ButtonStates = EMBSM_LEFT;
|
||||
|
||||
if ( SpriteToMove && TouchID == event.TouchInput.ID )
|
||||
{
|
||||
|
||||
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||
MoveSprite(touchPoint);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ETIE_LEFT_UP:
|
||||
if ( TouchID == event.TouchInput.ID )
|
||||
{
|
||||
fakeMouseEvent.MouseInput.Event = EMIE_LMOUSE_LEFT_UP;
|
||||
|
||||
if ( SpriteToMove )
|
||||
{
|
||||
TouchID = -1;
|
||||
position2d<s32> touchPoint(event.TouchInput.X, event.TouchInput.Y);
|
||||
MoveSprite(touchPoint);
|
||||
SpriteToMove = 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( fakeMouseEvent.MouseInput.Event != EMIE_COUNT && Device )
|
||||
{
|
||||
Device->postEventFromUser(fakeMouseEvent);
|
||||
}
|
||||
}
|
||||
else if ( event.EventType == EET_GUI_EVENT )
|
||||
{
|
||||
/*
|
||||
Show and hide the soft input keyboard when an edit-box get's the focus.
|
||||
*/
|
||||
switch(event.GUIEvent.EventType)
|
||||
{
|
||||
case EGET_EDITBOX_ENTER:
|
||||
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||
{
|
||||
if( Device->getGUIEnvironment() )
|
||||
Device->getGUIEnvironment()->setFocus(NULL);
|
||||
android::setSoftInputVisibility(AndroidApp, false);
|
||||
}
|
||||
break;
|
||||
case EGET_ELEMENT_FOCUS_LOST:
|
||||
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||
{
|
||||
/* Unfortunatly this only works on some android devices.
|
||||
On other devices Android passes through touch-input events when the virtual keyboard is clicked while blocking those events in areas where the keyboard isn't.
|
||||
Very likely an Android bug as it only happens in certain cases (like Android Lollipop with landscape mode on MotoG, but also some reports from other devices).
|
||||
Or maybe Irrlicht still does something wrong.
|
||||
Can't figure it out so far - so be warned - with landscape mode you might be better off writing your own keyboard.
|
||||
*/
|
||||
android::setSoftInputVisibility(AndroidApp, false);
|
||||
}
|
||||
break;
|
||||
case EGET_ELEMENT_FOCUSED:
|
||||
if ( event.GUIEvent.Caller->getType() == EGUIET_EDIT_BOX )
|
||||
{
|
||||
android::setSoftInputVisibility(AndroidApp, true);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void MoveSprite(const irr::core::position2d<irr::s32> &touchPos)
|
||||
{
|
||||
irr::core::position2d<irr::s32> move(touchPos-TouchStartPos);
|
||||
SpriteToMove->setRelativePosition(SpriteStartRect.UpperLeftCorner + move);
|
||||
}
|
||||
|
||||
private:
|
||||
IrrlichtDevice * Device;
|
||||
android_app* AndroidApp;
|
||||
gui::IGUIElement * SpriteToMove;
|
||||
core::rect<s32> SpriteStartRect;
|
||||
core::position2d<irr::s32> TouchStartPos;
|
||||
s32 TouchID;
|
||||
};
|
||||
|
||||
/* Mainloop.
|
||||
*/
|
||||
void mainloop( IrrlichtDevice *device, IGUIStaticText * infoText )
|
||||
{
|
||||
u32 loop = 0; // loop is reset when the app is destroyed unlike runCounter
|
||||
static u32 runCounter = 0; // static's seem to survive even an app-destroy message (not sure if that's guaranteed).
|
||||
while(device->run())
|
||||
{
|
||||
/*
|
||||
The window seems to be always active in this setup.
|
||||
That's because when it's not active Android will stop the code from running.
|
||||
*/
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
/*
|
||||
Show FPS and some counters to show which parts of an app run
|
||||
in different app-lifecycle states.
|
||||
*/
|
||||
if ( infoText )
|
||||
{
|
||||
stringw str = L"FPS:";
|
||||
str += (s32)device->getVideoDriver()->getFPS();
|
||||
str += L" r:";
|
||||
str += runCounter;
|
||||
str += L" l:";
|
||||
str += loop;
|
||||
infoText->setText ( str.c_str() );
|
||||
}
|
||||
|
||||
device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
|
||||
device->getSceneManager()->drawAll();
|
||||
device->getGUIEnvironment()->drawAll();
|
||||
device->getVideoDriver()->endScene ();
|
||||
}
|
||||
device->yield(); // probably nicer to the battery
|
||||
++runCounter;
|
||||
++loop;
|
||||
}
|
||||
}
|
||||
|
||||
/* Main application code. */
|
||||
void android_main(android_app* app)
|
||||
{
|
||||
// Make sure glue isn't stripped.
|
||||
app_dummy();
|
||||
|
||||
/*
|
||||
The receiver can already receive system events while createDeviceEx is called.
|
||||
So we create it first.
|
||||
*/
|
||||
MyEventReceiver receiver(app);
|
||||
|
||||
/*
|
||||
Create the device.
|
||||
You have currently the choice between 2 drivers:
|
||||
EDT_OGLES1 is basically a opengl fixed function pipeline.
|
||||
EDT_OGLES2 is a shader pipeline. Irrlicht comes with shaders to simulate
|
||||
typical fixed function materials. For this to work the
|
||||
corresponding shaders from the Irrlicht media/Shaders folder are
|
||||
copied to the application assets folder (done in the Makefile).
|
||||
*/
|
||||
SIrrlichtCreationParameters param;
|
||||
// param.DriverType = EDT_OGLES1; // android:glEsVersion in AndroidManifest.xml should be "0x00010000" (requesting 0x00020000 will also guarantee that ES1 works)
|
||||
param.DriverType = EDT_OGLES2; // android:glEsVersion in AndroidManifest.xml should be "0x00020000"
|
||||
param.WindowSize = dimension2d<u32>(300,300); // using 0,0 it will automatically set it to the maximal size
|
||||
param.PrivateData = app;
|
||||
param.Bits = 24;
|
||||
param.ZBufferBits = 16;
|
||||
param.AntiAlias = 0;
|
||||
param. EventReceiver = &receiver;
|
||||
|
||||
/* Logging is written to a file. So your application should disable all logging when you distribute your
|
||||
application or it can fill up that file over time.
|
||||
*/
|
||||
#ifndef _DEBUG
|
||||
param.LoggingLevel = ELL_NONE;
|
||||
#endif
|
||||
|
||||
IrrlichtDevice *device = createDeviceEx(param);
|
||||
if (device == 0)
|
||||
return;
|
||||
|
||||
receiver.Init(device);
|
||||
|
||||
// ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0);
|
||||
|
||||
IVideoDriver* driver = device->getVideoDriver();
|
||||
ISceneManager* smgr = device->getSceneManager();
|
||||
IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
ILogger* logger = device->getLogger();
|
||||
IFileSystem * fs = device->getFileSystem();
|
||||
|
||||
/* Access to the Android native window. You often need this when accessing NDK functions like we are doing here.
|
||||
Note that windowWidth/windowHeight have already subtracted things like the taskbar which your device might have,
|
||||
so you get the real size of your render-window.
|
||||
*/
|
||||
ANativeWindow* nativeWindow = static_cast<ANativeWindow*>(driver->getExposedVideoData().OGLESAndroid.Window);
|
||||
int32_t windowWidth = ANativeWindow_getWidth(app->window);
|
||||
int32_t windowHeight = ANativeWindow_getHeight(app->window);
|
||||
|
||||
/* Get display metrics. We are accessing the Java functions of the JVM directly in this case as there is no NDK function for that yet.
|
||||
Checkout android_tools.cpp if you want to know how that is done. */
|
||||
irr::android::SDisplayMetrics displayMetrics;
|
||||
memset(&displayMetrics, 0, sizeof displayMetrics);
|
||||
irr::android::getDisplayMetrics(app, displayMetrics);
|
||||
|
||||
/* For troubleshooting you can use the Irrlicht logger.
|
||||
The Irrlicht logging messages are send to the Android logging system using the tag "Irrlicht".
|
||||
They stay in a file there, so you can check them even after running your app.
|
||||
You can watch them with the command: "adb logcat Irrlicht:V DEBUG:V *:S"
|
||||
This means Irrlicht _V_erbose, debug messages verbose (p.E callstack on crashes) and all other messages _S_ilent.
|
||||
Clean the logging file with: "adb logcat -c".
|
||||
See http://developer.android.com/tools/debugging/debugging-log.html for more advanced log options.
|
||||
*/
|
||||
char strDisplay[1000];
|
||||
sprintf(strDisplay, "Window size:(%d/%d)\nDisplay size:(%d/%d)", windowWidth, windowHeight, displayMetrics.widthPixels, displayMetrics.heightPixels);
|
||||
logger->log(strDisplay);
|
||||
|
||||
core::dimension2d<s32> dim(driver->getScreenSize());
|
||||
sprintf(strDisplay, "getScreenSize:(%d/%d)", dim.Width, dim.Height);
|
||||
logger->log(strDisplay);
|
||||
|
||||
|
||||
/* Your media must be somewhere inside the assets folder. The assets folder is the root for the file system.
|
||||
This example copies the media in the Android.mk makefile. */
|
||||
stringc mediaPath = "media/";
|
||||
|
||||
// The Android assets file-system does not know which sub-directories it has (blame google).
|
||||
// So we have to add all sub-directories in assets manually. Otherwise we could still open the files,
|
||||
// but existFile checks will fail (which are for example needed by getFont).
|
||||
for ( u32 i=0; i < fs->getFileArchiveCount(); ++i )
|
||||
{
|
||||
IFileArchive* archive = fs->getFileArchive(i);
|
||||
if ( archive->getType() == EFAT_ANDROID_ASSET )
|
||||
{
|
||||
archive->addDirectoryToFileList(mediaPath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Set the font-size depending on your device.
|
||||
dpi=dots per inch. 1 inch = 2.54 cm. */
|
||||
IGUISkin* skin = guienv->getSkin();
|
||||
IGUIFont* font = 0;
|
||||
if ( displayMetrics.xdpi < 100 ) // just guessing some value where fontsize might start to get too small
|
||||
font = guienv->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
else
|
||||
font = guienv->getFont(mediaPath + "bigfont.png");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
// A field to show some text. Comment out stat->setText in run() if you want to see the dpi instead of the fps.
|
||||
IGUIStaticText *text = guienv->addStaticText(stringw(displayMetrics.xdpi).c_str(),
|
||||
rect<s32>(5,5,635,35), false, false, 0, GUI_INFO_FPS );
|
||||
guienv->addEditBox( L"", rect<s32>(5,40,475,80));
|
||||
|
||||
// add irrlicht logo
|
||||
IGUIImage * logo = guienv->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
|
||||
core::position2d<s32>(5,85), true, 0, GUI_IRR_LOGO);
|
||||
s32 minLogoWidth = windowWidth/3;
|
||||
if ( logo && logo->getRelativePosition().getWidth() < minLogoWidth )
|
||||
{
|
||||
/* Scale to make it better visible on high-res devices (we could also work with dpi here).
|
||||
*/
|
||||
logo->setScaleImage(true);
|
||||
core::rect<s32> logoPos(logo->getRelativePosition());
|
||||
f32 scale = (f32)minLogoWidth/(f32)logoPos.getWidth();
|
||||
logoPos.LowerRightCorner.X = logoPos.UpperLeftCorner.X + minLogoWidth;
|
||||
logoPos.LowerRightCorner.Y = logoPos.UpperLeftCorner.Y + (s32)((f32)logoPos.getHeight()*scale);
|
||||
logo->setRelativePosition(logoPos);
|
||||
}
|
||||
|
||||
/*
|
||||
Add a 3d model. Note that you might need to add light when using other models.
|
||||
A copy of the model and it's textures must be inside the assets folder to be installed to Android.
|
||||
In this example we do copy it to the assets folder in the Makefile jni/Android.mk
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "dwarf.x");
|
||||
if (!mesh)
|
||||
{
|
||||
device->closeDevice();
|
||||
device->drop();
|
||||
return;
|
||||
}
|
||||
smgr->addAnimatedMeshSceneNode( mesh );
|
||||
|
||||
|
||||
/*
|
||||
To look at the mesh, we place a camera.
|
||||
*/
|
||||
smgr->addCameraSceneNode(0, vector3df(15,40,-90), vector3df(0,30,0));
|
||||
|
||||
/*
|
||||
Mainloop. Applications usually never quit themself in Android. The OS is responsible for that.
|
||||
*/
|
||||
mainloop(device, text);
|
||||
|
||||
/* Cleanup */
|
||||
device->setEventReceiver(0);
|
||||
device->closeDevice();
|
||||
device->drop();
|
||||
}
|
||||
|
||||
#endif // defined(_IRR_ANDROID_PLATFORM_)
|
||||
|
||||
/*
|
||||
**/
|
@ -1 +0,0 @@
|
||||
target = android-10
|
@ -1,95 +0,0 @@
|
||||
------------
|
||||
REQUIREMENTS
|
||||
------------
|
||||
|
||||
To use Android you need to have installed:
|
||||
- Android SDK (from http://developer.android.com)
|
||||
- Android NDK (from http://developer.android.com)
|
||||
- ant (a build tool commonly used for Java)
|
||||
- A Java jdk (for example openjdk-6-jdk)
|
||||
- GNU Make 3.81 or later
|
||||
- A recent version of awk
|
||||
- On Windows you need to have Cygwin (at least version 1.7) installed
|
||||
|
||||
----------------------------
|
||||
BUILDING Irrlicht & your App
|
||||
----------------------------
|
||||
|
||||
1. Assign your Android SDK path to an ANDROID_HOME environment variable.
|
||||
2. Add $ANDROID_HOME/tools and $ANDROID_HOME/platform-tools and the Android NDK main folder to your PATH environment variable.
|
||||
3. Go to: source/Irrlicht/Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||||
4. Go to: examples/01.HelloWorld_Android and call "ndk-build" or "ndk-build NDEBUG=1"
|
||||
5. Call "ant debug" to create package
|
||||
6. Connect device to PC (with USB debugging mode ON) or turn on emulator.
|
||||
7. Call "adb -d install bin/HelloWorldMobile-debug.apk" (if you use emulator please add "-e" parameter instead of "-d") to install package on your device/emulator.
|
||||
|
||||
Troubleshooting:
|
||||
|
||||
Error: Unable to resolve project target 'android-10'
|
||||
Solution: Run "android sdk" in sdk/tools and install API 10.
|
||||
Alternatively you can probably (not yet tested) set another APP_PLATFORM
|
||||
in the Application.mk's for the project and for Irrlicht. In this case you
|
||||
should likely also change the android:minSdkVersion in the AndroidManifest.xml
|
||||
|
||||
-----
|
||||
FILES
|
||||
-----
|
||||
|
||||
AndroidManifest.xml:
|
||||
Every Android application needs one of those to describe the needs of the application.
|
||||
Must have exactly this name.
|
||||
See http://developer.android.com/guide/topics/manifest/manifest-intro.html
|
||||
|
||||
build.xml:
|
||||
Ant build file to create the final package.
|
||||
You might want to create a new one as described in the Android documentation:
|
||||
http://developer.android.com/tools/projects/projects-cmdline.html
|
||||
That will then also update project.properties.
|
||||
|
||||
project.properties
|
||||
Contains the build target (and maybe other project properties). Must exist.
|
||||
|
||||
jni:
|
||||
A folder by this name must exist below the folder where you have build.xml.
|
||||
Usually it contains the native (c/c++) source files, but in our case we put
|
||||
the source-files one level higher (with LOCAL_PATH in Android.mk).
|
||||
|
||||
jni/Android.mk:
|
||||
The Makefile for the project.
|
||||
Source-files in the project are added to LOCAL_SRC_FILES
|
||||
In the Irrlicht example it also copies the assets, but you can
|
||||
also already create your project assets in the right place.
|
||||
|
||||
jni/Application.mk:
|
||||
Optional file which for example restricts which modules are installed and
|
||||
where you can set specific target architectures.
|
||||
More info about this can be found in the ndk docs.
|
||||
|
||||
res:
|
||||
A folder with resources which districuted with your application and can be accessed via ID's.
|
||||
Unfortunately no direct NDK access to resources at the time of writing this. So you either have
|
||||
to access them with java-code and copy to c++ somehow or you have to use hacks to read the format
|
||||
directly (which is done by some apps, but not future-safe and google recommends not doing that).
|
||||
Please check the official "App Resources" android developer documention, as this is rather complex.
|
||||
We use it only for the application icons in this example.
|
||||
|
||||
assets:
|
||||
Files in here are distributed with your app. It's acting like a read-only file system.
|
||||
|
||||
assets/media/Shaders:
|
||||
Shader code needed by the OGLES2 driver to simulate a fixed function pipeline.
|
||||
In the example this code is automatically copied within the Android.mk makefile.
|
||||
The path where the shaders are searched is set in the IRR_OGLES2_SHADER_PATH define in IrrCompileConfig.h
|
||||
The names are hardcoded so they have to be identical to those found in media/Shaders.
|
||||
You can rewrite the shaders, but ensure to add some working shaders files by those names.
|
||||
The OGLES1 driver doesn't need those files.
|
||||
|
||||
obj:
|
||||
All object and library files mentioned in the Android.mk are put in here before linking.
|
||||
|
||||
libs:
|
||||
Contains the binaries of your application after compilation. The application itself is a lib(probably because native code can't run directly but only as lib).
|
||||
|
||||
src:
|
||||
The src folder is needed when you have Java sources and should only contain .java and .aidl files.
|
||||
Although the examples doesn't use Java the makefile creates this folder as the ant build.xml in the android sdk needs it.
|
Binary file not shown.
Before Width: | Height: | Size: 7.9 KiB |
Binary file not shown.
Before Width: | Height: | Size: 2.8 KiB |
Binary file not shown.
Before Width: | Height: | Size: 4.6 KiB |
Binary file not shown.
Before Width: | Height: | Size: 13 KiB |
@ -1,98 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 01.HelloEmscripten
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
all_emscripten: EMSCRIPTEN=1
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
ifdef EMSCRIPTEN
|
||||
LDFLAGS += -s DEMANGLE_SUPPORT=1
|
||||
endif
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
ifdef EMSCRIPTEN
|
||||
LDFLAGS += -O3
|
||||
endif
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
ifdef EMSCRIPTEN
|
||||
CXXFLAGS += -std=gnu++11 -U__STRICT_ANSI__
|
||||
endif
|
||||
|
||||
ifdef EMSCRIPTEN
|
||||
all: all_emscripten
|
||||
else
|
||||
all: all_linux
|
||||
endif
|
||||
|
||||
# target specific settings
|
||||
all_linux all_emscripten all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL
|
||||
ifndef EMSCRIPTEN
|
||||
LDFLAGS += -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
endif
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_emscripten clean_emscripten: SYSTEM=emscripten
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
all_emscripten clean_emscripten: SUF=.html
|
||||
all_emscripten: CXXFLAGS += -fno-exceptions -fno-rtti -fstrict-aliasing -std=gnu++11 -U__STRICT_ANSI__
|
||||
# Pass on a custom html file.
|
||||
#all_emscripten: CXXFLAGS += --shell-file shell_minimal.html
|
||||
all_emscripten: LDFLAGS += -lGL -lSDL --preload-file ../../media@/media -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=1
|
||||
#If you know the maximum memory (in bytes) which your application need then set it. It can speed things up a lot.
|
||||
#all_emscripten: LDFLAGS += -s TOTAL_MEMORY=268435456
|
||||
# You need the FULL_ES2 when using EDT_OGLES2 driver
|
||||
#all_emscripten: LDFLAGS += -s FULL_ES2=1
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
# Enable compiling to WASM and not just asm.js (you have to set it in the engine Makefile as well)
|
||||
ifdef EMSCRIPTEN
|
||||
ifdef WASM
|
||||
CXXFLAGS += -s WASM=1
|
||||
endif
|
||||
endif
|
||||
|
||||
emscripten: all_emscripten
|
||||
|
||||
all_linux all_win32 all_emscripten static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32 clean_emscripten
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
clean_emscripten:
|
||||
@$(RM) $(BinPath)/$(Target).data
|
||||
@$(RM) $(BinPath)/$(Target).html*
|
||||
@$(RM) $(BinPath)/$(Target).js
|
||||
|
||||
|
||||
.PHONY: all all_win32 all_emscripten static_win32 clean clean_linux clean_win32 clean_emscripten
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,240 +0,0 @@
|
||||
/** Example 001 HelloWorld adapted to emscripten
|
||||
|
||||
This Tutorial shows how to run code with emscripten.
|
||||
Emscripten compiles c++ to asm.js to allow it running inside a webbrowser.
|
||||
You have to setup the emscripten environment on your system first to use this.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "exampleHelper.h"
|
||||
#include <emscripten.h>
|
||||
#include <stdio.h>
|
||||
|
||||
/*
|
||||
The code in here is mostly similar to the usual HelloWorld.
|
||||
You can find more information about it there. Here we mainly document the
|
||||
differences needed for emscripten.
|
||||
*/
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/*
|
||||
This part not necessary for emscripten, only useful to keep it in
|
||||
in case you want to run the same code on Windows with VS as well.
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
Variables on the stack will stay intact between runs of one_iter()
|
||||
*/
|
||||
IrrlichtDevice *device = 0;
|
||||
IVideoDriver* driver = 0;
|
||||
ISceneManager* smgr = 0;
|
||||
IGUIEnvironment* guienv = 0;
|
||||
|
||||
ICameraSceneNode* camera = 0;
|
||||
dimension2d<u32> screenSize(640, 480);
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
/*
|
||||
Handle changes in canvas size which are done with html/js.
|
||||
Note that it's only OK for windowed so far,
|
||||
the switch to fullscreen not yet working.
|
||||
Also the emscripten_get_canvas_size might cause a slow-down
|
||||
(but haven't found yet a way to avoid it with SDL1).
|
||||
*/
|
||||
void checkCanvasResize()
|
||||
{
|
||||
int w, h, fs;
|
||||
emscripten_get_canvas_size(&w, &h, &fs);
|
||||
const core::dimension2d<u32> canvasDim(w,h);
|
||||
if ( canvasDim != screenSize )
|
||||
{
|
||||
screenSize = canvasDim;
|
||||
driver->OnResize(canvasDim);
|
||||
driver->setViewPort(irr::core::rect<irr::s32>(0,0,w,h));
|
||||
|
||||
irr::f32 aspect = (irr::f32)w / (irr::f32)h;
|
||||
camera->setAspectRatio(aspect);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
emscripten can't run things in an endless-loop or otherwise the browse will consider
|
||||
the script to hang.
|
||||
*/
|
||||
void one_iter()
|
||||
{
|
||||
if(!device->run())
|
||||
{
|
||||
// Could clean up here in theory, but not sure if it makes a difference
|
||||
|
||||
/*
|
||||
This tells emscripten to not run any further code.
|
||||
*/
|
||||
emscripten_cancel_main_loop();
|
||||
return;
|
||||
}
|
||||
|
||||
// In case you have a resizeable canvas (resized from html)
|
||||
//checkCanvasResize();
|
||||
|
||||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
#endif //__EMSCRIPTEN__
|
||||
|
||||
|
||||
/*
|
||||
The main method is also run on emscripten.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
Printing out the build date/time is very useful to find troubles with unexpected browser-caches.
|
||||
*/
|
||||
printf("Build-date: %s %s\n", __DATE__, __TIME__);
|
||||
|
||||
SIrrlichtCreationParameters parameters;
|
||||
/*
|
||||
Create device flags for emscripten are still experimental
|
||||
and might not all work.
|
||||
|
||||
- deviceType: You can to use EDT_OGLES2 or EDT_WEBGL1 on emscripten.
|
||||
EDT_WEBGL1 is better optimized but does not yet support all options.
|
||||
EDT_OGLES2 needs -s FULL_ES2=1 as linker flag in the Makefile.
|
||||
*/
|
||||
#ifndef __EMSCRIPTEN__
|
||||
parameters.DriverType = EDT_OGLES2;
|
||||
#else //__EMSCRIPTEN__
|
||||
parameters.DriverType = EDT_WEBGL1;
|
||||
#endif //__EMSCRIPTEN__
|
||||
|
||||
parameters.LoggingLevel = ELL_DEBUG;
|
||||
parameters.WindowSize = screenSize;
|
||||
parameters.Stencilbuffer = false;
|
||||
parameters.AntiAlias = 4;
|
||||
|
||||
device = createDeviceEx(parameters);
|
||||
|
||||
if (!device)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Window caption will set the title-text in the browser.
|
||||
*/
|
||||
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
||||
|
||||
/*
|
||||
Get a pointer to the VideoDriver, the SceneManager and the graphical
|
||||
user interface environment, so that we do not always have to write
|
||||
device->getVideoDriver(), device->getSceneManager(), or
|
||||
device->getGUIEnvironment().
|
||||
*/
|
||||
driver = device->getVideoDriver();
|
||||
smgr = device->getSceneManager();
|
||||
guienv = device->getGUIEnvironment();
|
||||
|
||||
/*
|
||||
We add a hello world label to the window, using the GUI environment.
|
||||
The text is placed at the position (10,10) as top left corner and
|
||||
(260,22) as lower right corner.
|
||||
*/
|
||||
guienv->addStaticText(L"Hello World! This is Irrlicht on emscripten!",
|
||||
rect<s32>(10,10,260,22), true);
|
||||
|
||||
/*
|
||||
Get a media path dedicated for your platform.
|
||||
We tell emscripten to copy the media folder in the Makefile with:
|
||||
"--preload-file ../../media@/media"
|
||||
That copies our ../../media folder in a .data
|
||||
file which is loaded by the browser. It can then be accessed there
|
||||
by "/media" name (that's the parameter after the '@').
|
||||
Note that usually you would try to copy only as many files
|
||||
as absolutely necessary to reduce start-up times.
|
||||
*/
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
Make a model called Sydney show up.
|
||||
*/
|
||||
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
|
||||
if (!mesh)
|
||||
{
|
||||
device->drop();
|
||||
return 1;
|
||||
}
|
||||
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
||||
|
||||
/*
|
||||
Disable lighting because we do not have a dynamic light in here, and
|
||||
the mesh would be totally black otherwise.
|
||||
Set the frame loop such that the predefined STAND animation is used.
|
||||
Add a texture to the model.
|
||||
*/
|
||||
if (node)
|
||||
{
|
||||
node->setMaterialFlag(EMF_LIGHTING, false);
|
||||
node->setMD2Animation(scene::EMAT_STAND);
|
||||
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
||||
}
|
||||
|
||||
/*
|
||||
To look at the mesh, we place a camera into 3d space at the position
|
||||
(0, 30, -40). The camera looks from there to (0,5,0), which is
|
||||
approximately the place where our md2 model is.
|
||||
*/
|
||||
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||
|
||||
#ifndef __EMSCRIPTEN__ // this part only so you can run the same code on desktop
|
||||
/*
|
||||
On desktop we run and endless loop until the user closes the window or
|
||||
presses ALT+F4 (or whatever keycode closes a window).
|
||||
*/
|
||||
while(device->run())
|
||||
{
|
||||
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
|
||||
|
||||
smgr->drawAll();
|
||||
guienv->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
device->drop();
|
||||
|
||||
#else // __EMSCRIPTEN__
|
||||
|
||||
/*
|
||||
Setting fps to 0 or a negative value will use the browser’s
|
||||
requestAnimationFrame mechanism to call the main loop function.
|
||||
Emscripten documentation recommends to do that, but you can also set
|
||||
another fps value and the browser will try to call the main-loop
|
||||
fps times per second.
|
||||
The simulate_infinite_loop tells emscripten that this is an application
|
||||
which will simulate an infinite loop. There is also a flag in the
|
||||
Makefile about that: -s NO_EXIT_RUNTIME=1
|
||||
*/
|
||||
int fps = 0;
|
||||
int simulate_infinite_loop = 1;
|
||||
emscripten_set_main_loop(one_iter, fps, simulate_infinite_loop);
|
||||
#endif //__EMSCRIPTEN__
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and run.
|
||||
**/
|
@ -1,24 +0,0 @@
|
||||
Emscripten is a project to compile c/c++ code int the asm.js format which can be run in some browsers.
|
||||
See http://kripken.github.io/emscripten-site for more information.
|
||||
|
||||
emscripten support for Irrlicht is a work in process. Use at your own risk.
|
||||
Might take work and knowledge to get it running.
|
||||
|
||||
------------
|
||||
REQUIREMENTS
|
||||
------------
|
||||
You have to install the emscripten environment.
|
||||
|
||||
----------------------------
|
||||
BUILDING Irrlicht & your App
|
||||
----------------------------
|
||||
|
||||
Linux:
|
||||
Go into source/Irrlicht folder and call:
|
||||
emmake make emscripten
|
||||
|
||||
|
||||
Go into examples/01.HelloWord_emscripten folder and call:
|
||||
emmake make all_emscripten
|
||||
|
||||
Note: The shell_minimal.html is currently not used (as resizing isn't working yet correctly), but can be enabled in the Makefile.
|
@ -1,180 +0,0 @@
|
||||
<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
|
||||
<title>Emscripten-Generated Code</title>
|
||||
<style>
|
||||
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
|
||||
textarea.emscripten { font-family: monospace; width: 80%; }
|
||||
div.emscripten { text-align: center; }
|
||||
div.emscripten_border { border: 1px solid black; }
|
||||
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
|
||||
canvas.emscripten { width: 95vw; height: 75vh; display: block; border: 0px none; background-color: black; }
|
||||
|
||||
.spinner {
|
||||
height: 50px;
|
||||
width: 50px;
|
||||
margin: 0px auto;
|
||||
-webkit-animation: rotation .8s linear infinite;
|
||||
-moz-animation: rotation .8s linear infinite;
|
||||
-o-animation: rotation .8s linear infinite;
|
||||
animation: rotation 0.8s linear infinite;
|
||||
border-left: 10px solid rgb(0,150,240);
|
||||
border-right: 10px solid rgb(0,150,240);
|
||||
border-bottom: 10px solid rgb(0,150,240);
|
||||
border-top: 10px solid rgb(100,0,200);
|
||||
border-radius: 100%;
|
||||
background-color: rgb(200,100,250);
|
||||
}
|
||||
@-webkit-keyframes rotation {
|
||||
from {-webkit-transform: rotate(0deg);}
|
||||
to {-webkit-transform: rotate(360deg);}
|
||||
}
|
||||
@-moz-keyframes rotation {
|
||||
from {-moz-transform: rotate(0deg);}
|
||||
to {-moz-transform: rotate(360deg);}
|
||||
}
|
||||
@-o-keyframes rotation {
|
||||
from {-o-transform: rotate(0deg);}
|
||||
to {-o-transform: rotate(360deg);}
|
||||
}
|
||||
@keyframes rotation {
|
||||
from {transform: rotate(0deg);}
|
||||
to {transform: rotate(360deg);}
|
||||
}
|
||||
|
||||
</style>
|
||||
|
||||
<script type='text/javascript'>
|
||||
function resize(canvas) {
|
||||
// Lookup the size the browser is displaying the canvas.
|
||||
var displayWidth = canvas.clientWidth;
|
||||
var displayHeight = canvas.clientHeight;
|
||||
|
||||
// Check if the canvas is not the same size.
|
||||
if (canvas.width != displayWidth ||
|
||||
canvas.height != displayHeight) {
|
||||
|
||||
// Make the canvas the same size
|
||||
canvas.width = displayWidth;
|
||||
canvas.height = displayHeight;
|
||||
}
|
||||
}
|
||||
|
||||
function OnResize() {
|
||||
resize( document.getElementsByTagName('canvas')[0] );
|
||||
}
|
||||
function OnLoad() {
|
||||
resize( document.getElementsByTagName('canvas')[0] );
|
||||
}
|
||||
</script>
|
||||
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<body onresize="OnResize()">
|
||||
<body onload="OnLoad()">
|
||||
|
||||
<hr/>
|
||||
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
|
||||
<div class="emscripten" id="status">Downloading...</div>
|
||||
<div class="emscripten">
|
||||
<progress value="0" max="100" id="progress" hidden=1></progress>
|
||||
</div>
|
||||
<div class="emscripten_border">
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
||||
</div>
|
||||
<hr/>
|
||||
<div class="emscripten">
|
||||
<input type="checkbox" id="resize">Resize canvas
|
||||
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
|
||||
|
||||
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
|
||||
document.getElementById('resize').checked)">
|
||||
</div>
|
||||
|
||||
<hr/>
|
||||
<textarea class="emscripten" id="output" rows="8"></textarea>
|
||||
<hr>
|
||||
<script type='text/javascript'>
|
||||
var statusElement = document.getElementById('status');
|
||||
var progressElement = document.getElementById('progress');
|
||||
var spinnerElement = document.getElementById('spinner');
|
||||
|
||||
var Module = {
|
||||
preRun: [],
|
||||
postRun: [],
|
||||
print: (function() {
|
||||
var element = document.getElementById('output');
|
||||
if (element) element.value = ''; // clear browser cache
|
||||
return function(text) {
|
||||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||
// These replacements are necessary if you render to raw HTML
|
||||
//text = text.replace(/&/g, "&");
|
||||
//text = text.replace(/</g, "<");
|
||||
//text = text.replace(/>/g, ">");
|
||||
//text = text.replace('\n', '<br>', 'g');
|
||||
console.log(text);
|
||||
if (element) {
|
||||
element.value += text + "\n";
|
||||
element.scrollTop = element.scrollHeight; // focus on bottom
|
||||
}
|
||||
};
|
||||
})(),
|
||||
printErr: function(text) {
|
||||
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
|
||||
if (0) { // XXX disabled for safety typeof dump == 'function') {
|
||||
dump(text + '\n'); // fast, straight to the real console
|
||||
} else {
|
||||
console.error(text);
|
||||
}
|
||||
},
|
||||
canvas: (function() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
|
||||
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
|
||||
// application robust, you may want to override this behavior before shipping!
|
||||
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
|
||||
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
|
||||
|
||||
return canvas;
|
||||
})(),
|
||||
setStatus: function(text) {
|
||||
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
|
||||
if (text === Module.setStatus.text) return;
|
||||
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
|
||||
var now = Date.now();
|
||||
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
|
||||
if (m) {
|
||||
text = m[1];
|
||||
progressElement.value = parseInt(m[2])*100;
|
||||
progressElement.max = parseInt(m[4])*100;
|
||||
progressElement.hidden = false;
|
||||
spinnerElement.hidden = false;
|
||||
} else {
|
||||
progressElement.value = null;
|
||||
progressElement.max = null;
|
||||
progressElement.hidden = true;
|
||||
if (!text) spinnerElement.hidden = true;
|
||||
}
|
||||
statusElement.innerHTML = text;
|
||||
},
|
||||
totalDependencies: 0,
|
||||
monitorRunDependencies: function(left) {
|
||||
this.totalDependencies = Math.max(this.totalDependencies, left);
|
||||
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
|
||||
}
|
||||
};
|
||||
Module.setStatus('Downloading...');
|
||||
window.onerror = function() {
|
||||
Module.setStatus('Exception thrown, see JavaScript console');
|
||||
spinnerElement.style.display = 'none';
|
||||
Module.setStatus = function(text) {
|
||||
if (text) Module.printErr('[post-exception status] ' + text);
|
||||
};
|
||||
};
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
</html>
|
@ -1,68 +0,0 @@
|
||||
{
|
||||
"images" : [
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "29x29",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "29x29",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "40x40",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "40x40",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "60x60",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "60x60",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "29x29",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "29x29",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "40x40",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "40x40",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "76x76",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "76x76",
|
||||
"scale" : "2x"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
@ -1,302 +0,0 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 46;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
5E172FF01C1DB99B0024464F /* UIKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FEF1C1DB99B0024464F /* UIKit.framework */; };
|
||||
5E172FF21C1DB9C80024464F /* CoreMotion.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF11C1DB9C80024464F /* CoreMotion.framework */; };
|
||||
5E172FF41C1DBA610024464F /* OpenGLES.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF31C1DBA610024464F /* OpenGLES.framework */; };
|
||||
5E172FF81C1DBAC30024464F /* Foundation.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FF71C1DBAC30024464F /* Foundation.framework */; };
|
||||
5E172FFC1C1DBB280024464F /* QuartzCore.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E172FFB1C1DBB280024464F /* QuartzCore.framework */; };
|
||||
5E6AC1831C1DA8A100DADD92 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E6AC1821C1DA8A100DADD92 /* main.cpp */; };
|
||||
5E6AC1881C1DA9C000DADD92 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E6AC1871C1DA9C000DADD92 /* media */; };
|
||||
5E6AC18B1C1DAA3100DADD92 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 5E6AC18A1C1DAA3100DADD92 /* Assets.xcassets */; };
|
||||
5E6AC18D1C1DAD9500DADD92 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E6AC18C1C1DAD9500DADD92 /* libIrrlicht.a */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
5E172FEF1C1DB99B0024464F /* UIKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = UIKit.framework; path = System/Library/Frameworks/UIKit.framework; sourceTree = SDKROOT; };
|
||||
5E172FF11C1DB9C80024464F /* CoreMotion.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = CoreMotion.framework; path = System/Library/Frameworks/CoreMotion.framework; sourceTree = SDKROOT; };
|
||||
5E172FF31C1DBA610024464F /* OpenGLES.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGLES.framework; path = System/Library/Frameworks/OpenGLES.framework; sourceTree = SDKROOT; };
|
||||
5E172FF71C1DBAC30024464F /* Foundation.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Foundation.framework; path = System/Library/Frameworks/Foundation.framework; sourceTree = SDKROOT; };
|
||||
5E172FFB1C1DBB280024464F /* QuartzCore.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = QuartzCore.framework; path = System/Library/Frameworks/QuartzCore.framework; sourceTree = SDKROOT; };
|
||||
5E6AC1821C1DA8A100DADD92 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||
5E6AC1871C1DA9C000DADD92 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
|
||||
5E6AC1891C1DA9CE00DADD92 /* 28.HelloWorld_iOS.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 28.HelloWorld_iOS.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
5E6AC18A1C1DAA3100DADD92 /* Assets.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Assets.xcassets; sourceTree = "<group>"; };
|
||||
5E6AC18C1C1DAD9500DADD92 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/iOS/libIrrlicht.a; sourceTree = "<group>"; };
|
||||
/* End PBXFileReference section */
|
||||
|
||||
/* Begin PBXFrameworksBuildPhase section */
|
||||
5E6AC1651C1DA6CF00DADD92 /* Frameworks */ = {
|
||||
isa = PBXFrameworksBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
5E172FF21C1DB9C80024464F /* CoreMotion.framework in Frameworks */,
|
||||
5E172FF81C1DBAC30024464F /* Foundation.framework in Frameworks */,
|
||||
5E172FF41C1DBA610024464F /* OpenGLES.framework in Frameworks */,
|
||||
5E172FF01C1DB99B0024464F /* UIKit.framework in Frameworks */,
|
||||
5E172FFC1C1DBB280024464F /* QuartzCore.framework in Frameworks */,
|
||||
5E6AC18D1C1DAD9500DADD92 /* libIrrlicht.a in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
/* End PBXFrameworksBuildPhase section */
|
||||
|
||||
/* Begin PBXGroup section */
|
||||
5E6AC15F1C1DA6CF00DADD92 = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5E6AC1821C1DA8A100DADD92 /* main.cpp */,
|
||||
5E6AC1851C1DA91500DADD92 /* Libraries */,
|
||||
5E6AC1841C1DA90B00DADD92 /* Products */,
|
||||
5E6AC1861C1DA91E00DADD92 /* Resources */,
|
||||
);
|
||||
sourceTree = "<group>";
|
||||
};
|
||||
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@ -1,62 +0,0 @@
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#include <irrlicht.h>
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#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
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using namespace io;
|
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using namespace gui;
|
||||
|
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// It's important for iOS projects to use 'irrlicht_main' instead of standard 'main' function.
|
||||
|
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void irrlicht_main()
|
||||
{
|
||||
IrrlichtDevice *device = createDevice(EDT_OGLES2, dimension2d<u32>(0, 0), 16, false, false, false, 0);
|
||||
|
||||
if (!device)
|
||||
return;
|
||||
|
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device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
|
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|
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|
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IGUIEnvironment* guienv = device->getGUIEnvironment();
|
||||
|
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guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true);
|
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const io::path mediaPath = getExampleMediaPath();
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IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
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if (!mesh)
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{
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device->drop();
|
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return;
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}
|
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|
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IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
|
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|
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if (node)
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{
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node->setMaterialFlag(EMF_LIGHTING, false);
|
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node->setMD2Animation(scene::EMAT_STAND);
|
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node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
|
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}
|
||||
|
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
|
||||
|
||||
while (device->run())
|
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if (device->isWindowActive())
|
||||
{
|
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driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,255,255,255));
|
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|
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smgr->drawAll();
|
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guienv->drawAll();
|
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|
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driver->endScene();
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}
|
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|
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device->drop();
|
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}
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
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Target := 02.Quake3Map
|
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# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
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BinPath = ../../bin/$(SYSTEM)
|
||||
|
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# general compiler settings (might need to be set when compiling the lib, too)
|
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CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
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ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
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|
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#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
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||||
endif
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LDFLAGS += -lrt
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endif
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@ -1,58 +0,0 @@
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||||
<Build>
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||||
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||||
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||||
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||||
<Option type="1" />
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<Option type="1" />
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@ -1,326 +0,0 @@
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<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@ -1,185 +0,0 @@
|
||||
/** Example 002 Quake3Map
|
||||
|
||||
This tutorial shows how to load a Quake 3 map into the engine, create a
|
||||
SceneNode for optimizing the speed of rendering, and how to create a user
|
||||
controlled camera.
|
||||
|
||||
Please note that you should know the basics of the engine before starting this
|
||||
tutorial. Just take a short look at the first tutorial, if you haven't done
|
||||
this yet: http://irrlicht.sourceforge.net/docu/example001.html
|
||||
|
||||
Lets start like the HelloWorld example: We include the irrlicht header files
|
||||
and an additional file to be able to ask the user for a driver type using the
|
||||
console.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
/*
|
||||
As already written in the HelloWorld example, in the Irrlicht Engine everything
|
||||
can be found in the namespace 'irr'. To get rid of the irr:: in front of the
|
||||
name of every class, we tell the compiler that we use that namespace from now
|
||||
on, and we will not have to write that 'irr::'. There are 5 other sub
|
||||
namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
|
||||
example, we do not call 'using namespace' for these 5 other namespaces, because
|
||||
in this way you will see what can be found in which namespace. But if you like,
|
||||
you can also include the namespaces like in the previous example.
|
||||
*/
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
Again, to be able to use the Irrlicht.DLL file, we need to link with the
|
||||
Irrlicht.lib. We could set this option in the project settings, but to make it
|
||||
easy, we use a pragma comment lib:
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
OK, lets start. Again, we use the main() method as start, not the WinMain().
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
Like in the HelloWorld example, we create an IrrlichtDevice with
|
||||
createDevice(). The difference now is that we ask the user to select
|
||||
which video driver to use. The Software device might be
|
||||
too slow to draw a huge Quake 3 map, but just for the fun of it, we make
|
||||
this decision possible, too.
|
||||
*/
|
||||
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
Get a pointer to the video driver and the SceneManager so that
|
||||
we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
|
||||
irr::IrrlichtDevice::getSceneManager().
|
||||
*/
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
/*
|
||||
To display the Quake 3 map, we first need to load it. Quake 3 maps
|
||||
are packed into .pk3 files which are nothing else than .zip files.
|
||||
So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
|
||||
we can read from the files in that archive as if they were stored on disk.
|
||||
*/
|
||||
device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
|
||||
|
||||
/*
|
||||
Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
|
||||
We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
|
||||
not really animated, they are only a chunk of static geometry with
|
||||
some materials attached. Hence the IAnimatedMesh consists of only one
|
||||
frame, so we get the "first frame" of the "animation", which is our
|
||||
quake level and create an Octree scene node with it, using
|
||||
irr::scene::ISceneManager::addOctreeSceneNode().
|
||||
The Octree optimizes the scene a little bit, trying to draw only geometry
|
||||
which is currently visible. An alternative to the Octree would be a
|
||||
irr::scene::IMeshSceneNode, which would always draw the complete
|
||||
geometry of the mesh, without optimization. Try it: Use
|
||||
irr::scene::ISceneManager::addMeshSceneNode() instead of
|
||||
addOctreeSceneNode() and compare the primitives drawn by the video
|
||||
driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
|
||||
method in the irr::video::IVideoDriver class). Note that this
|
||||
optimization with the Octree is only useful when drawing huge meshes
|
||||
consisting of lots of geometry and if users can't see the whole scene at
|
||||
once.
|
||||
*/
|
||||
scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
|
||||
scene::ISceneNode* node = 0;
|
||||
|
||||
if (mesh)
|
||||
node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
|
||||
// node = smgr->addMeshSceneNode(mesh->getMesh(0));
|
||||
|
||||
/*
|
||||
Because the level was not modeled around the origin (0,0,0), we
|
||||
translate the whole level a little bit. This is done on
|
||||
irr::scene::ISceneNode level using the methods
|
||||
irr::scene::ISceneNode::setPosition() (in this case),
|
||||
irr::scene::ISceneNode::setRotation(), and
|
||||
irr::scene::ISceneNode::setScale().
|
||||
*/
|
||||
if (node)
|
||||
node->setPosition(core::vector3df(-1300,-144,-1249));
|
||||
|
||||
/*
|
||||
Now we need a camera to look at the Quake 3 map.
|
||||
We want to create a user controlled camera. There are some
|
||||
cameras available in the Irrlicht engine. For example the
|
||||
MayaCamera which can be controlled like the camera in Maya:
|
||||
Rotate with left mouse button pressed, Zoom with both buttons pressed,
|
||||
translate with right mouse button pressed. This could be created with
|
||||
irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
|
||||
example, we want to create a camera which behaves like the ones in
|
||||
first person shooter games (FPS) and hence use
|
||||
irr::scene::ISceneManager::addCameraSceneNodeFPS().
|
||||
*/
|
||||
smgr->addCameraSceneNodeFPS();
|
||||
|
||||
/*
|
||||
The mouse cursor needs not be visible, so we hide it via the
|
||||
irr::IrrlichtDevice::ICursorControl.
|
||||
*/
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Everything is set up, so lets draw it. We also write the current
|
||||
frames per second and the primitives drawn into the caption of the
|
||||
window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
|
||||
but prevents the engine to grab the mouse cursor after task switching
|
||||
when other programs are active. The call to irr::IrrlichtDevice::yield()
|
||||
will avoid the busy loop to eat up all CPU cycles when the window is not
|
||||
active.
|
||||
*/
|
||||
int lastFPS = -1;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
else
|
||||
device->yield();
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
@ -1,181 +0,0 @@
|
||||
<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"><b><font color="#FFFFFF"></font></b></div>
|
||||
<b><font color="#FFFFFF">Tutorial 2.Quake3Map</font></b></td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2"> <div align="left">
|
||||
<p>This Tutorial shows how to load a Quake 3 map into the engine, create
|
||||
a SceneNode for optimizing the speed of rendering and how to create
|
||||
a user controlled camera. Please note that you should know the basics
|
||||
of the engine before starting this tutorial, just take a short look
|
||||
at the first tutorial, 1.HelloWorld, if you haven't done this yet.<br>
|
||||
The result of this example will look like this:</p>
|
||||
<p align="center"><img src="../../media/002shot.jpg" width="259" height="202"><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="#000000"></font></b></div>
|
||||
<font color="#FFFFFF"><b>Lets start!</b></font></td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
|
||||
<p>Lets start like the HelloWorld example: We include the irrlicht header
|
||||
files and an additional file to be able<br>
|
||||
to ask the user for a driver type using the console.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h><br>#include <iostream><br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>As already written in the HelloWorld example, in the Irrlicht Engine,
|
||||
everything can be found in the namespace 'irr'. To get rid of the irr::
|
||||
in front of the name of every class, we tell the compiler that we use
|
||||
that namespace from now on, and we will not have to write that 'irr::'.<br>
|
||||
There are 5 other sub namespaces 'core', 'scene', 'video', 'io' and
|
||||
'gui'. Unlike in the HelloWorld example, we do not a 'using namespace'
|
||||
for these 5 other namespaces because in this way you will see what can
|
||||
be found in which namespace. But if you like, you can also include the
|
||||
namespaces like in the previous example. Code just like you want to.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>using namespace irr;</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Again, to be able to use the Irrlicht.DLL file, we need to link with
|
||||
the Irrlicht.lib. We could set this option in the project settings,
|
||||
but to make it easy, we use a pragma comment lib:</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#pragma comment(lib, "Irrlicht.lib")</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</div>
|
||||
<p>Ok, lets start. Again, we use the main() method as start, not the WinMain(),
|
||||
because its shorter to write.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Like in the HelloWorld example, we create an IrrlichtDevice with createDevice().
|
||||
The difference now is that we ask the user to select which hardware accelerated
|
||||
driver to use. The Software device would be too slow to draw a huge Quake
|
||||
3 map, but just for the fun of it, we make this decision possible too.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>// ask user for driver<br><br>video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;<br><br>printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br>
|
||||
char i;<br>std::cin >> i;<br><br>switch(i)<br>{<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br>} <br><br>// create device and exit if creation failed<br><br>IrrlichtDevice *device =<br> createDevice(driverType, core::dimension2d<s32>(640, 480));<br><br>if (device == 0)<br> return 1;</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Get a pointer to the video driver and the SceneManager so that we do
|
||||
not always have to write device->getVideoDriver() and device->getSceneManager().</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To display the Quake 3 map, we first need to load it. Quake 3 maps are
|
||||
packed into .pk3 files wich are nothing other than .zip files. So we add
|
||||
the .pk3 file to our FileSystem. After it was added, we are able to read
|
||||
from the files in that archive as they would directly be stored on disk.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we can load the mesh by calling getMesh(). We get a pointer returned
|
||||
to a IAnimatedMesh. As you know, Quake 3 maps are not really animated,
|
||||
they are only a huge chunk of static geometry with some materials attached.
|
||||
Hence the IAnimated mesh consists of only one frame,<br>
|
||||
so we get the "first frame" of the "animation", which
|
||||
is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode().
|
||||
The OctTree optimizes the scene a little bit, trying to draw only geometry
|
||||
which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode,
|
||||
which would draw always the complete geometry of the mesh, without optimization.
|
||||
Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode
|
||||
and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed()
|
||||
method in the IVideoDriver class). Note that this optimization with the
|
||||
Octree is only useful when drawing huge meshes consiting of lots of geometry.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");<br>scene::ISceneNode* node = 0;
|
||||
|
||||
if (mesh)<br> node = smgr->addOctTreeSceneNode(mesh->getMesh(0));</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Because the level was modelled not around the origin (0,0,0), we translate
|
||||
the whole level a little bit.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node)<br> node->setPosition(core::vector3df(-1300,-144,-1249));</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we only need a Camera to look at the Quake 3 map. And we want to
|
||||
create a user controlled camera. There are some different cameras available
|
||||
in the Irrlicht engine. For example the Maya Camera which can be controlled
|
||||
compareable to the camera in Maya: Rotate with left mouse button pressed,
|
||||
Zoom with both buttons pressed,<br>
|
||||
translate with right mouse button pressed. This could be created with
|
||||
addCameraSceneNodeMaya(). But for this example, we want to create a camera
|
||||
which behaves like the ones in first person shooter games (FPS):</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>smgr->addCameraSceneNodeFPS();</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The mouse cursor needs not to be visible, so we make it invisible. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>device->getCursorControl()->setVisible(false);</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We have done everything, so lets draw it. We also write the current frames
|
||||
per second and the drawn primitives to the caption of the window. The
|
||||
'if (device->isWindowActive())' line is optional, but prevents the
|
||||
engine render to set the position of the mouse cursor after task switching
|
||||
when other program are active.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int lastFPS = -1;</pre>
|
||||
<pre>while(device->run())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(0,200,200,200));
|
||||
smgr->drawAll();
|
||||
driver->endScene();</pre>
|
||||
<pre> int fps = driver->getFPS();</pre>
|
||||
<pre> if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;
|
||||
}
|
||||
}</pre> </td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In the end, delete the Irrlicht device.</p>
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<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\03.CustomSceneNode.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<ProgramDatabaseFile>.\Release/CustomSceneNode.pdb</ProgramDatabaseFile>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Release/CustomSceneNode.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<StringPooling>true</StringPooling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<PrecompiledHeaderOutputFile>.\Release/CustomSceneNode.pch</PrecompiledHeaderOutputFile>
|
||||
<AssemblerListingLocation>.\Release/</AssemblerListingLocation>
|
||||
<ObjectFileName>.\Release/</ObjectFileName>
|
||||
<ProgramDataBaseFileName>.\Release/</ProgramDataBaseFileName>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\03.CustomSceneNode.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<ProgramDatabaseFile>.\Release/CustomSceneNode.pdb</ProgramDatabaseFile>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<RandomizedBaseAddress>false</RandomizedBaseAddress>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 03.CustomSceneNode
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,268 +0,0 @@
|
||||
/** Example 003 Custom SceneNode
|
||||
|
||||
This tutorial is more advanced than the previous ones.
|
||||
If you are currently just playing around with the Irrlicht
|
||||
engine, you may want to look at other examples first.
|
||||
This tutorials 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 currently does not support. For example, you can write
|
||||
an indoor portal based renderer or an advanced terrain scene
|
||||
node with it. By creating custom scene nodes, you can
|
||||
easily extend the Irrlicht Engine and adapt it to your needs.
|
||||
|
||||
I will keep the tutorial simple: Keep everything very short
|
||||
and everything in one .cpp file. This is the style which
|
||||
will also be used in most of the following tutorials.
|
||||
|
||||
To start, I include the header files, use the irr namespace,
|
||||
and tell the linker to link with the .lib file.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
Here comes the more 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 tetrahedron, a 3D object consisting of 4
|
||||
connected vertices, which only draws itself and does nothing more.
|
||||
Note that this scenario does not require a custom scene node in Irrlicht.
|
||||
Instead one would create a mesh from the geometry and pass it to a
|
||||
irr::scene::IMeshSceneNode. This example just illustrates creation of a custom
|
||||
scene node in a simple setting.
|
||||
|
||||
To allow our scene node to be inserted into the Irrlicht
|
||||
Engine scene, the class we create needs to be derived from the
|
||||
irr::scene::ISceneNode class and has to override some methods.
|
||||
*/
|
||||
|
||||
class CSampleSceneNode : public scene::ISceneNode
|
||||
{
|
||||
|
||||
/*
|
||||
First, we declare some member variables:
|
||||
The bounding box, 4 vertices, and the material of the tetrahedron.
|
||||
*/
|
||||
core::aabbox3d<f32> Box;
|
||||
video::S3DVertex Vertices[4];
|
||||
video::SMaterial Material;
|
||||
|
||||
public:
|
||||
|
||||
/*
|
||||
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 we call the parent class' constructor,
|
||||
set some properties of the material, and create the 4 vertices of
|
||||
the tetrahedron.
|
||||
*/
|
||||
|
||||
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
|
||||
: scene::ISceneNode(parent, mgr, id)
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
Material.Lighting = false;
|
||||
Material.Thickness=0.f;
|
||||
|
||||
Vertices[0] = video::S3DVertex(0,0,10, 5,1,0,
|
||||
video::SColor(255,0,255,255), 0, 1);
|
||||
Vertices[1] = video::S3DVertex(10,0,-10, 10,0,0,
|
||||
video::SColor(255,255,0,255), 1, 1);
|
||||
Vertices[2] = video::S3DVertex(0,20,0, 20,1,1,
|
||||
video::SColor(255,255,255,0), 1, 0);
|
||||
Vertices[3] = video::S3DVertex(-10,0,-10, 40,0,1,
|
||||
video::SColor(255,0,255,0), 0, 0);
|
||||
|
||||
/*
|
||||
The Irrlicht Engine needs to know the bounding box of a scene node.
|
||||
It will use it for 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 call
|
||||
irr::scene::ISceneNode::setAutomaticCulling() with irr::scene::EAC_OFF.
|
||||
*/
|
||||
Box.reset(Vertices[0].Pos);
|
||||
for (s32 i=1; i<4; ++i)
|
||||
Box.addInternalPoint(Vertices[i].Pos);
|
||||
}
|
||||
|
||||
/*
|
||||
Before it is drawn, the irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||
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 irr::scene::ISceneNode::render(). 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 render 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 actual irr::scene::ISceneNode::OnRegisterSceneNode()
|
||||
method of the base class, which lets all the child scene nodes of this node
|
||||
register themselves.
|
||||
*/
|
||||
virtual void OnRegisterSceneNode()
|
||||
{
|
||||
if (IsVisible)
|
||||
SceneManager->registerNodeForRendering(this);
|
||||
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
}
|
||||
|
||||
/*
|
||||
In the render() method most of the interesting stuff happens: The
|
||||
Scene node renders itself. We override this method and draw the
|
||||
tetrahedron.
|
||||
*/
|
||||
virtual void render()
|
||||
{
|
||||
/* Indices into the 'Vertices' array. A triangle needs 3 vertices
|
||||
so you have to pass the 3 corresponding indices for each triangle to
|
||||
tell which of the vertices should be used for it. */
|
||||
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->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
|
||||
}
|
||||
|
||||
/*
|
||||
And finally we create three small additional methods.
|
||||
irr::scene::ISceneNode::getBoundingBox() returns the bounding box of
|
||||
this scene node, irr::scene::ISceneNode::getMaterialCount() returns the
|
||||
amount of materials in this scene node (our tetrahedron only has one
|
||||
material), and irr::scene::ISceneNode::getMaterial() returns the
|
||||
material at an index. Because we have only one material, we can
|
||||
return that and assume that no one ever calls getMaterial() with an index
|
||||
greater than 0.
|
||||
*/
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return Box;
|
||||
}
|
||||
|
||||
virtual u32 getMaterialCount() const
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
virtual video::SMaterial& getMaterial(u32 i)
|
||||
{
|
||||
return Material;
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
That's it. The Scene node is done. Now we start the engine,
|
||||
create the scene node and a camera, and look at the result.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
// set window caption, get some pointers, create a camera
|
||||
|
||||
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. I don't check the result of calling new, as it
|
||||
should throw an exception rather than returning 0 on failure. Because
|
||||
the new node will create itself with a reference count of 1, and then
|
||||
will have another reference added by its parent scene node when it is
|
||||
added to the scene, I need to drop my reference to it. Best practice is
|
||||
to drop it only *after* I have finished using it, regardless of what
|
||||
the reference count of the object is after creation.
|
||||
*/
|
||||
CSampleSceneNode *myNode =
|
||||
new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
|
||||
|
||||
/*
|
||||
To animate something in this boring scene consisting only of one
|
||||
tetrahedron, 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.
|
||||
irr::scene::ISceneManager::createRotationAnimator() could return 0, so
|
||||
should be checked.
|
||||
*/
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
|
||||
|
||||
if(anim)
|
||||
{
|
||||
myNode->addAnimator(anim);
|
||||
|
||||
/*
|
||||
I'm done referring to anim, so must
|
||||
irr::IReferenceCounted::drop() this reference now because it
|
||||
was produced by a createFoo() function. As I shouldn't refer to
|
||||
it again, ensure that I can't by setting to 0.
|
||||
*/
|
||||
anim->drop();
|
||||
anim = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
I'm done with my CSampleSceneNode object, and so must drop my reference.
|
||||
This won't delete the object, yet, because it is still attached to the
|
||||
scene graph, which prevents the deletion until the graph is deleted or the
|
||||
custom scene node is removed from it.
|
||||
*/
|
||||
myNode->drop();
|
||||
myNode = 0; // As I shouldn't refer to it again, ensure that I can't
|
||||
|
||||
/*
|
||||
Now draw everything and finish.
|
||||
*/
|
||||
u32 frames=0;
|
||||
while(device->run())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0,100,100,100));
|
||||
|
||||
smgr->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
if (++frames==100) // don't update more often, setWindowCaption can be expensive
|
||||
{
|
||||
core::stringw str = L"Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += L"] FPS: ";
|
||||
str += (s32)driver->getFPS();
|
||||
|
||||
device->setWindowCaption(str.c_str());
|
||||
frames=0;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
@ -1,222 +0,0 @@
|
||||
<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>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 04.Movement
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,55 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 04 Movement" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option output="../../bin/Win32-gcc/Movement" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/Movement" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add option="-D_IRR_STATIC_LIB_" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
@ -1,163 +0,0 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="7.10"
|
||||
Name="04.Movement"
|
||||
ProjectGUID="{735B050B-1AC5-4602-B0BE-D2D2B5893E94}"
|
||||
SccProjectName=""
|
||||
SccLocalPath="">
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"/>
|
||||
</Platforms>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory=".\Debug"
|
||||
IntermediateDirectory=".\Debug"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="5"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Debug/Movement.pch"
|
||||
AssemblerListingLocation=".\Debug/"
|
||||
ObjectFile=".\Debug/"
|
||||
ProgramDataBaseFileName=".\Debug/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
DebugInformationFormat="4"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
GenerateDebugInformation="TRUE"
|
||||
ProgramDatabaseFile=".\Debug/Movement.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Debug/Movement.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="_DEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory=".\Release"
|
||||
IntermediateDirectory=".\Release"
|
||||
ConfigurationType="1"
|
||||
UseOfMFC="0"
|
||||
ATLMinimizesCRunTimeLibraryUsage="FALSE"
|
||||
CharacterSet="2">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
InlineFunctionExpansion="1"
|
||||
AdditionalIncludeDirectories="..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
StringPooling="TRUE"
|
||||
RuntimeLibrary="4"
|
||||
EnableFunctionLevelLinking="TRUE"
|
||||
UsePrecompiledHeader="2"
|
||||
PrecompiledHeaderFile=".\Release/Movement.pch"
|
||||
AssemblerListingLocation=".\Release/"
|
||||
ObjectFile=".\Release/"
|
||||
ProgramDataBaseFileName=".\Release/"
|
||||
WarningLevel="3"
|
||||
SuppressStartupBanner="TRUE"
|
||||
CompileAs="0"/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
OutputFile="..\..\bin\Win32-VisualStudio\04.Movement.exe"
|
||||
LinkIncremental="0"
|
||||
SuppressStartupBanner="TRUE"
|
||||
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
|
||||
ProgramDatabaseFile=".\Release/Movement.pdb"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
TypeLibraryName=".\Release/Movement.tlb"
|
||||
HeaderFileName=""/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"/>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"/>
|
||||
<Tool
|
||||
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@ -1,265 +0,0 @@
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/** Example 004 Movement
|
||||
|
||||
This tutorial shows how to move and animate SceneNodes. The
|
||||
basic concept of SceneNodeAnimators is shown as well as manual
|
||||
movement of nodes using the keyboard. We'll demonstrate framerate
|
||||
independent movement, which means moving by an amount dependent
|
||||
on the duration of the last run of the Irrlicht loop.
|
||||
|
||||
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
|
||||
|
||||
As always, include the header files, use the irr namespace,
|
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and tell the linker to link with the .lib file.
|
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*/
|
||||
#ifdef _MSC_VER
|
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#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
/*
|
||||
To receive events like mouse and keyboard input, or GUI events like
|
||||
"button has been clicked", we need an object which is derived from the
|
||||
irr::IEventReceiver object. There is only one method to override:
|
||||
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
|
||||
when an event happens. What we really want to know is whether a key is being
|
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held down, and so we will remember the current state of each key.
|
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*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// This is the one method that we have to implement
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
// Remember whether each key is down or up
|
||||
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
||||
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
||||
|
||||
/*
|
||||
Always return false by default. If you return true you tell the engine
|
||||
that you handled this event completely and the Irrlicht should not
|
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process it any further. So for example if you return true for all
|
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EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
|
||||
to it's GUI system.
|
||||
*/
|
||||
return false;
|
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}
|
||||
|
||||
// This is used to check whether a key is being held down
|
||||
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
||||
{
|
||||
return KeyIsDown[keyCode];
|
||||
}
|
||||
|
||||
MyEventReceiver()
|
||||
{
|
||||
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
||||
KeyIsDown[i] = false;
|
||||
}
|
||||
|
||||
private:
|
||||
// We use this array to store the current state of each key
|
||||
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
The event receiver for keeping the pressed keys is ready, the actual responses
|
||||
will be made inside the render loop, right before drawing the scene. So lets
|
||||
create an irr::IrrlichtDevice and the scene node we want to move. We also
|
||||
create some additional scene nodes to show different possibilities to move and
|
||||
animate scene nodes.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Create the event receiver. Take care that the pointer to it has to
|
||||
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
|
||||
reference counted.
|
||||
*/
|
||||
MyEventReceiver receiver;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice* device = createDevice(driverType,
|
||||
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
Create the node which will be moved with the WSAD keys. We create a
|
||||
sphere node, which is a built-in geometry primitive. We place the node
|
||||
at (0,0,30) and assign a texture to it to let it look a little bit more
|
||||
interesting. Because we have no dynamic lights in this scene we disable
|
||||
lighting for each model (otherwise the models would be black).
|
||||
*/
|
||||
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
|
||||
if (sphereNode)
|
||||
{
|
||||
sphereNode->setPosition(core::vector3df(0,0,30));
|
||||
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
||||
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
/*
|
||||
Now we create another node, movable using a scene node animator. Scene
|
||||
node animators modify scene nodes and can be attached to any scene node
|
||||
like mesh scene nodes, billboards, lights and even camera scene nodes.
|
||||
Scene node animators are not only able to modify the position of a
|
||||
scene node, they can also animate the textures of an object for
|
||||
example. We create a cube scene node and attach a 'fly circle' scene
|
||||
node animator to it, letting this node fly around our sphere scene node.
|
||||
*/
|
||||
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
|
||||
if (cubeNode)
|
||||
{
|
||||
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
|
||||
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
||||
if (anim)
|
||||
{
|
||||
cubeNode->addAnimator(anim);
|
||||
anim->drop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
The last scene node we add is a b3d model of a walking ninja. Is shows the
|
||||
use of a 'fly straight' animator to move the node between two points.
|
||||
*/
|
||||
scene::IAnimatedMeshSceneNode* ninjaNode =
|
||||
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
|
||||
|
||||
if (ninjaNode)
|
||||
{
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
|
||||
core::vector3df(-100,0,60), 3500, true);
|
||||
if (anim)
|
||||
{
|
||||
ninjaNode->addAnimator(anim);
|
||||
anim->drop();
|
||||
}
|
||||
|
||||
/*
|
||||
To make the model look right we disable lighting, set the
|
||||
frames between which the animation should loop, rotate the
|
||||
model around 180 degrees, and adjust the animation speed and
|
||||
the texture. To set the correct animation (frames and speed), we
|
||||
would also be able to just call
|
||||
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
|
||||
animation instead of "setFrameLoop" and "setAnimationSpeed",
|
||||
But that only works with MD2 animations, while this can be used to
|
||||
start other animations. For MD2 it's usually good advice not to use
|
||||
hardcoded frame-numbers...
|
||||
*/
|
||||
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
|
||||
ninjaNode->setFrameLoop(0, 13);
|
||||
ninjaNode->setAnimationSpeed(15);
|
||||
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
|
||||
|
||||
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
|
||||
ninjaNode->setRotation(core::vector3df(0,-90,0));
|
||||
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
To be able to look at and move around in this scene, we create a first
|
||||
person shooter style camera and make the mouse cursor invisible.
|
||||
*/
|
||||
smgr->addCameraSceneNodeFPS();
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
/*
|
||||
Add a colorful irrlicht logo
|
||||
*/
|
||||
device->getGUIEnvironment()->addImage(
|
||||
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
|
||||
core::position2d<s32>(10,20));
|
||||
|
||||
/*
|
||||
Lets draw the scene and also write the current frames per second and the
|
||||
name of the driver to the caption of the window.
|
||||
*/
|
||||
int lastFPS = -1;
|
||||
|
||||
// In order to do framerate independent movement, we have to know
|
||||
// how long it was since the last frame
|
||||
u32 then = device->getTimer()->getTime();
|
||||
|
||||
// This is the movement speed in units per second.
|
||||
const f32 MOVEMENT_SPEED = 5.f;
|
||||
|
||||
while(device->run())
|
||||
{
|
||||
// Work out a frame delta time.
|
||||
const u32 now = device->getTimer()->getTime();
|
||||
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
|
||||
then = now;
|
||||
|
||||
/* Check if keys W, S, A or D are being held down, and move the
|
||||
sphere node around respectively. */
|
||||
core::vector3df nodePosition = sphereNode->getPosition();
|
||||
|
||||
if(receiver.IsKeyDown(irr::KEY_KEY_W))
|
||||
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
|
||||
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
|
||||
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
|
||||
|
||||
if(receiver.IsKeyDown(irr::KEY_KEY_A))
|
||||
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
|
||||
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
|
||||
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
|
||||
|
||||
sphereNode->setPosition(nodePosition);
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
||||
|
||||
smgr->drawAll(); // draw the 3d scene
|
||||
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
|
||||
|
||||
driver->endScene();
|
||||
|
||||
int fps = driver->getFPS();
|
||||
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
|
||||
tmp += driver->getName();
|
||||
tmp += L"] fps: ";
|
||||
tmp += fps;
|
||||
|
||||
device->setWindowCaption(tmp.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
In the end, delete the Irrlicht device.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's it. Compile and play around with the program.
|
||||
**/
|
@ -1,188 +0,0 @@
|
||||
<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 4.Movement</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This Tutorial shows how to move and animate SceneNodes. The basic concept
|
||||
of SceneNodeAnimators is shown as well as manual movement of nodes using
|
||||
the keyboard.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/004shot.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>As always, 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 <stdio.h><br>#include <wchar.h><br>#include <irrlicht.h></pre>
|
||||
<pre>using namespace irr;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>In this tutorial, one of our goals is to move a scene node using some
|
||||
keys on the keyboard. We store a pointer to the scene node we want to
|
||||
move with the keys here.<br>
|
||||
The other pointer is a pointer to the Irrlicht Device, which we need
|
||||
int the EventReceiver to manipulate the scene node and to get the active
|
||||
camera.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To get events like mouse and keyboard input, or GUI events like "the
|
||||
OK button has been clicked", we need an object wich is derived
|
||||
from the IEventReceiver object. There is only one method to override:
|
||||
OnEvent. This method will be called by the engine when an event happened.
|
||||
We will use this input to move the scene node with the keys W and S.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> { </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>If the key 'W' or 'S' was left up, we get the position of the scene
|
||||
node, and modify the Y coordinate a little bit. So if you press 'W',
|
||||
the node moves up, and if you press 'S' it moves down.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>if (node != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT&&<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node->getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node->setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
</div>
|
||||
<p>The event receiver for moving a scene node is ready. So lets just create
|
||||
an Irrlicht Device and the scene node we want to move. We also create
|
||||
some other additional scene nodes, to show that there are also some different
|
||||
possibilities to move and animate scene nodes.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>int main()<br>{<br> MyEventReceiver receiver;
|
||||
|
||||
device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480),
|
||||
16, false, false, false, &receiver);</pre>
|
||||
<pre> video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Create the node for moving it with the 'W' and 'S' key. We create a
|
||||
sphere node, which is a built in geometric primitive scene node.
|
||||
We place the node at (0,0,30) and assign a texture to it to let it look
|
||||
a little bit more interesting.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>node = smgr->addSphereSceneNode();
|
||||
node->setPosition(core::vector3df(0,0,30));
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Now we create another node, moving using a scene node animator. Scene
|
||||
node animators modify scene nodes and can be attached to any scene node
|
||||
like<br>
|
||||
mesh scene nodes, billboards, lights and even camera scene nodes. Scene
|
||||
node animators are not only able to modify the position of a scene node,
|
||||
they can<br>
|
||||
also animate the textures of an object for example. We create a test scene
|
||||
node again an attach a 'fly circle' scene node to it, letting this node
|
||||
fly around our first test scene node.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>scene::ISceneNode* n = smgr->addCubeSceneNode();
|
||||
n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
|
||||
n->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
scene::ISceneNodeAnimator* anim =
|
||||
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
||||
n->addAnimator(anim);
|
||||
anim->drop();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The last scene node we add to show possibilities of scene node animators
|
||||
is a md2 model, which uses a 'fly straight' animator to run between to
|
||||
points.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(<br> smgr->getMesh("../../media/sydney.md2"));
|
||||
|
||||
if (n)<br> {<br> anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms->addAnimator(anim);<br> anim->drop();</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To make to model look right we set the frames between which
|
||||
the animation should loop, rotate the model around 180 degrees, and adjust
|
||||
the animation speed and the texture.<br>
|
||||
To set the right animation (frames and speed), we would also be able to
|
||||
just call "anms->setMD2Animation(scene::EMAT_RUN)" for the
|
||||
'run' animation instead of "setFrameLoop" and "setAnimationSpeed",
|
||||
but this only works with MD2 animations, and so you know how to start
|
||||
other animations.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre> anms->setMaterialFlag(video::EMF_LIGHTING, false);<br> anms->setFrameLoop(320, 360);
|
||||
anms->setAnimationSpeed(30);<br> anms->setRotation(core::vector3df(0,180.0f,0));<br> anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));<br>}<br></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to look at and move around in this scene, we create a first
|
||||
person shooter style camera and make the mouse cursor invisible.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device->getCursorControl()->setVisible(false); </pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We have done everything, so lets draw it. We also write the current frames
|
||||
per second and the name of the driver to the caption of the window.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int lastFPS = -1;</pre>
|
||||
<pre>while(device->run())
|
||||
{
|
||||
driver->beginScene(true, true, video::SColor(255,90,90,156));
|
||||
smgr->drawAll();
|
||||
driver->endScene();</pre>
|
||||
<pre> int fps = driver->getFPS();</pre>
|
||||
<pre> if (lastFPS != fps)
|
||||
{
|
||||
wchar_t tmp[1024];
|
||||
swprintf(tmp, 1024, L"Movement Example - Irrlicht Engine (%ls)(fps:%d)",<br> driver->getName(), fps);</pre>
|
||||
<pre> device->setWindowCaption(tmp);
|
||||
lastFPS = fps;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();<br>return 0;<br>}</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>That's it. Compile and play around with the program. </p>
|
||||
<p> </p></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 05.UserInterface
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,55 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 05 User Interface" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/UserInterface" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Option projectResourceIncludeDirsRelation="1" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/UserInterface" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="GL" />
|
||||
<Add library="X11" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
@ -1,163 +0,0 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
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/** Example 005 User Interface
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||||
(gui). There are events for almost everything: button click,
|
||||
listbox selection change, events that say that a element was hovered
|
||||
and so on. To be able to react to some of these events, we create
|
||||
an event receiver.
|
||||
We only react to gui events, and if it's such an event, we get the
|
||||
id of the caller (the gui element which caused the event) and get
|
||||
the pointer to the gui environment.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
MyEventReceiver(SAppContext & context) : Context(context) { }
|
||||
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_GUI_EVENT)
|
||||
{
|
||||
s32 id = event.GUIEvent.Caller->getID();
|
||||
IGUIEnvironment* env = Context.device->getGUIEnvironment();
|
||||
|
||||
switch(event.GUIEvent.EventType)
|
||||
{
|
||||
|
||||
/*
|
||||
If a scrollbar changed its scroll position, and it is
|
||||
'our' scrollbar (the one with id GUI_ID_TRANSPARENCY_SCROLL_BAR),
|
||||
then we change the transparency of all gui elements. This is an
|
||||
easy task: There is a skin object, in which all color
|
||||
settings are stored. We simply go through all colors
|
||||
stored in the skin and change their alpha value.
|
||||
*/
|
||||
case EGET_SCROLL_BAR_CHANGED:
|
||||
if (id == GUI_ID_TRANSPARENCY_SCROLL_BAR)
|
||||
{
|
||||
s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();
|
||||
setSkinTransparency(pos, env->getSkin());
|
||||
}
|
||||
break;
|
||||
|
||||
/*
|
||||
If a button was clicked, it could be one of 'our'
|
||||
three buttons. If it is the first, we shut down the engine.
|
||||
If it is the second, we create a little window with some
|
||||
text on it. We also add a string to the list box to log
|
||||
what happened. And if it is the third button, we create
|
||||
a file open dialog, and add also this as string to the list box.
|
||||
That's all for the event receiver.
|
||||
*/
|
||||
case EGET_BUTTON_CLICKED:
|
||||
switch(id)
|
||||
{
|
||||
case GUI_ID_QUIT_BUTTON:
|
||||
Context.device->closeDevice();
|
||||
return true;
|
||||
|
||||
case GUI_ID_NEW_WINDOW_BUTTON:
|
||||
{
|
||||
Context.listbox->addItem(L"Window created");
|
||||
Context.counter += 30;
|
||||
if (Context.counter > 200)
|
||||
Context.counter = 0;
|
||||
|
||||
IGUIWindow* window = env->addWindow(
|
||||
rect<s32>(100 + Context.counter, 100 + Context.counter, 300 + Context.counter, 200 + Context.counter),
|
||||
false, // modal?
|
||||
L"Test window");
|
||||
|
||||
env->addStaticText(L"Please close me",
|
||||
rect<s32>(35,35,140,50),
|
||||
true, // border?
|
||||
false, // wordwrap?
|
||||
window);
|
||||
}
|
||||
return true;
|
||||
|
||||
case GUI_ID_FILE_OPEN_BUTTON:
|
||||
Context.listbox->addItem(L"File open");
|
||||
// There are some options for the file open dialog
|
||||
// We set the title, make it a modal window, and make sure
|
||||
// that the working directory is restored after the dialog
|
||||
// is finished.
|
||||
env->addFileOpenDialog(L"Please choose a file.", true, 0, -1, true);
|
||||
return true;
|
||||
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
|
||||
case EGET_FILE_SELECTED:
|
||||
{
|
||||
// show the model filename, selected in the file dialog
|
||||
IGUIFileOpenDialog* dialog =
|
||||
(IGUIFileOpenDialog*)event.GUIEvent.Caller;
|
||||
Context.listbox->addItem(dialog->getFileName());
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
SAppContext & Context;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
OK, now for the more interesting part. First, create the Irrlicht device. As in
|
||||
some examples before, we ask the user which driver he wants to use for this
|
||||
example.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device and exit if creation failed
|
||||
IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/* The creation was successful, now we set the event receiver and
|
||||
store pointers to the driver and to the gui environment. */
|
||||
|
||||
device->setWindowCaption(L"Irrlicht Engine - User Interface Demo");
|
||||
device->setResizable(true);
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
To make the font a little bit nicer, we load an external font
|
||||
and set it as the new default font in the skin.
|
||||
To keep the standard font for tool tip text, we set it to
|
||||
the built-in font.
|
||||
*/
|
||||
|
||||
IGUISkin* skin = env->getSkin();
|
||||
IGUIFont* font = env->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
if (font)
|
||||
skin->setFont(font);
|
||||
|
||||
skin->setFont(env->getBuiltInFont(), EGDF_TOOLTIP);
|
||||
|
||||
/*
|
||||
We add three buttons. The first one closes the engine. The second
|
||||
creates a window and the third opens a file open dialog. The third
|
||||
parameter is the id of the button, with which we can easily identify
|
||||
the button in the event receiver.
|
||||
*/
|
||||
|
||||
env->addButton(rect<s32>(10,240,110,240 + 32), 0, GUI_ID_QUIT_BUTTON,
|
||||
L"Quit", L"Exits Program");
|
||||
env->addButton(rect<s32>(10,280,110,280 + 32), 0, GUI_ID_NEW_WINDOW_BUTTON,
|
||||
L"New Window", L"Launches a new Window");
|
||||
env->addButton(rect<s32>(10,320,110,320 + 32), 0, GUI_ID_FILE_OPEN_BUTTON,
|
||||
L"File Open", L"Opens a file");
|
||||
|
||||
/*
|
||||
Now, we add a static text and a scrollbar, which modifies the
|
||||
transparency of all gui elements. We set the maximum value of
|
||||
the scrollbar to 255, because that's the maximal value for
|
||||
a color value.
|
||||
Then we create an other static text and a list box.
|
||||
*/
|
||||
|
||||
env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);
|
||||
IGUIScrollBar* scrollbar = env->addScrollBar(true,
|
||||
rect<s32>(150, 45, 350, 60), 0, GUI_ID_TRANSPARENCY_SCROLL_BAR);
|
||||
scrollbar->setMax(255);
|
||||
scrollbar->setPos(255);
|
||||
setSkinTransparency( scrollbar->getPos(), env->getSkin());
|
||||
|
||||
// set scrollbar position to alpha value of an arbitrary element
|
||||
scrollbar->setPos(env->getSkin()->getColor(EGDC_WINDOW).getAlpha());
|
||||
|
||||
env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
|
||||
IGUIListBox * listbox = env->addListBox(rect<s32>(50, 140, 250, 210));
|
||||
env->addEditBox(L"Editable Text", rect<s32>(350, 80, 550, 100));
|
||||
|
||||
// Store the appropriate data in a context structure.
|
||||
SAppContext context;
|
||||
context.device = device;
|
||||
context.counter = 0;
|
||||
context.listbox = listbox;
|
||||
|
||||
// Then create the event receiver, giving it that context structure.
|
||||
MyEventReceiver receiver(context);
|
||||
|
||||
// And tell the device to use our custom event receiver.
|
||||
device->setEventReceiver(&receiver);
|
||||
|
||||
|
||||
/*
|
||||
And at last, we create a nice Irrlicht Engine logo in the top left corner.
|
||||
*/
|
||||
env->addImage(driver->getTexture(mediaPath + "irrlichtlogo3.png"),
|
||||
position2d<int>(10,10));
|
||||
|
||||
|
||||
/*
|
||||
That's all, we only have to draw everything.
|
||||
*/
|
||||
|
||||
while(device->run() && driver)
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
|
||||
|
||||
env->drawAll();
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
@ -1,225 +0,0 @@
|
||||
<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 5.User Interface</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This tutorial shows how to use the built in User Interface of the Irrlicht
|
||||
Engine. It will give a brief overview and show how to create and use
|
||||
windows, buttons, scroll bars, static texts and list boxes. </p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/005shot.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>As always, we include the header files (conio and curses for getting
|
||||
user input from the console), and use the irrlicht namespaces. We also
|
||||
store a pointer to the Irrlicht device, a counter variable for changing
|
||||
the creation position of a window, and a pointer to a listbox.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>#include <irrlicht.h>
|
||||
#include <iostream><br>
|
||||
using namespace irr;</pre>
|
||||
<pre>using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")</pre>
|
||||
<pre>IrrlichtDevice *device = 0;
|
||||
s32 cnt = 0;
|
||||
IGUIListBox* listbox = 0;
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The Event Receiver is not only capable of getting keyboard and mouse
|
||||
input events, but also events of the graphical user interface (gui).
|
||||
There are events for almost everything: Button click, Listbox selection
|
||||
change, events that say that a element was hovered and so on. To be
|
||||
able to react to some of these events, we create <br>
|
||||
an event receiver. We only react to gui events, and if it's such an
|
||||
event, we get the id of the caller (the gui element which caused the
|
||||
event) and get the pointer to the gui environment. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> {<br> if (event.EventType == EET_GUI_EVENT)<br> {<br> s32 id = event.GUIEvent.Caller->getID();<br> IGUIEnvironment* env = device->getGUIEnvironment();</pre>
|
||||
<pre> switch(event.GUIEvent.EventType)
|
||||
{</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> If a scrollbar changed its scroll position, and it is 'our' scrollbar
|
||||
(the one with id 104), then we change the <br>
|
||||
transparency of all gui elements. This is a very easy task: There is
|
||||
a skin object, in which all color settings are stored. We simply go
|
||||
through all colors stored in the skin and change their alpha value.
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td height="80"> <pre>case EGET_SCROLL_BAR_CHANGED:<br> if (id == 104)<br> {<br> s32 pos = ((IGUIScrollBar*)event.GUIEvent.Caller)->getPos();<br> <br> for (s32 i=0; i<EGDC_COUNT ; ++i)<br> {<br> SColor col = env->getSkin()->getColor((EGUI_DEFAULT_COLOR)i);<br> col.setAlpha(pos);<br> env->getSkin()->setColor((EGUI_DEFAULT_COLOR)i, col);<br> }<br> }<br>break;</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>If a button was clicked, it could be one of 'our' three buttons. If
|
||||
it is the first, we shut down the engine.<br>
|
||||
If it is the second, we create a little window with some text on it.
|
||||
We also add a string to the list box to log<br>
|
||||
what happened. And if it is the third button, we create a file open
|
||||
dialog, and add also this as string to the list box.<br>
|
||||
That's all for the event receiver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td>
|
||||
<pre> case EGET_BUTTON_CLICKED:
|
||||
if (id == 101)
|
||||
{
|
||||
device->closeDevice();
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> if (id == 102)
|
||||
{
|
||||
listbox->addItem(L"Window created");
|
||||
cnt += 30;
|
||||
if (cnt > 200)
|
||||
cnt = 0;</pre>
|
||||
<pre> IGUIWindow* window = env->addWindow(
|
||||
rect<s32>(100 + cnt, 100 + cnt, 300 + cnt, 200 + cnt), <br> false, // modal?
|
||||
L"Test window");</pre>
|
||||
<pre> env->addStaticText(L"Please close me",
|
||||
rect<s32>(35,35,140,50),
|
||||
true, // border?,
|
||||
false, // wordwrap?
|
||||
window);
|
||||
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> if (id == 103)
|
||||
{
|
||||
listbox->addItem(L"File open");
|
||||
env->addFileOpenDialog(L"Please choose a file.");
|
||||
return true;
|
||||
}</pre>
|
||||
<pre> break;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
};</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Ok, now for the more interesting part. First, create the Irrlicht device.
|
||||
As in some examples before, we ask the user which driver he wants to
|
||||
use for this example:</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType;
|
||||
|
||||
|
||||
printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br>
|
||||
switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 1;<br> }
|
||||
|
||||
// create device and exit if creation failed
|
||||
device = createDevice(driverType, core::dimension2d<s32>(640, 480));<br>
|
||||
if (device == 0)
|
||||
return 1;
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>The creation was successful, now we set the event receiver and store
|
||||
pointers to the driver and to the gui environment. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>MyEventReceiver receiver;
|
||||
device->setEventReceiver(&receiver);
|
||||
device->setWindowCaption(L"Irrlicht Engine - User Inferface Demo");</pre>
|
||||
<pre>video::IVideoDriver* driver = device->getVideoDriver();
|
||||
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>We add three buttons. The first one closes the engine. The second creates
|
||||
a window and the third opens a file open dialog. The third parameter is
|
||||
the id of the button, with which we can easily identify the button in
|
||||
the event receiver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>env->addButton(rect<s32>(10,240,100,270), 0, 101, L"Quit");<br>env->addButton(rect<s32>(10,280,100,320), 0, 102, L"New Window");<br>env->addButton(rect<s32>(10,330,100,370), 0, 103, L"File Open");</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Now, we add a static text and a scrollbar, which modifies the transparency
|
||||
of all gui elements. We set the maximum value of the scrollbar to 255,
|
||||
because that's the maximal value for a color value.<br>
|
||||
Then we create an other static text and a list box.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>env->addStaticText(L"Transparent Control:", rect<s32>(150,20,350,40), true);<br>IGUIScrollBar* scrollbar = env->addScrollBar(true,
|
||||
rect<s32>(150, 45, 350, 60), 0, 104);<br>scrollbar->setMax(255);</pre>
|
||||
<pre>env->addStaticText(L"Logging ListBox:", rect<s32>(50,110,250,130), true);
|
||||
listbox = env->addListBox(rect<s32>(50, 140, 250, 210));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<br>
|
||||
To make the font a little bit nicer, we load an external font and set it
|
||||
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|
||||
in the top left corner. <br>
|
||||
<br>
|
||||
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|
||||
<tr>
|
||||
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|
||||
<pre>IGUIImage* img = env->addImage(<br> driver->getTexture("../../media/irrlichtlogoalpha.tga"),<br> position2d<int>(10,10));</pre></td>
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
env->drawAll();
|
||||
driver->endScene();
|
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|
||||
|
||||
device->drop();</pre>
|
||||
<pre> return 0;
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|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 06.2DGraphics
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,168 +0,0 @@
|
||||
/** Example 006 2D Graphics
|
||||
|
||||
This tutorial shows how to do 2d graphics with the Irrlicht Engine.
|
||||
It shows how to draw images, keycolor based sprites,
|
||||
transparent rectangles, and different fonts. You may consider
|
||||
this useful if you want to make a 2d game with the engine, or if
|
||||
you want to draw a cool interface or head up display for your 3d game.
|
||||
|
||||
As always, I include the header files, use the irr namespace,
|
||||
and tell the linker to link with the .lib file.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
/*
|
||||
At first, we let the user select the driver type, then start up the engine, set
|
||||
a caption, and get a pointer to the video driver.
|
||||
*/
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<u32>(512, 384));
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
All 2d graphics in this example are put together into one texture,
|
||||
2ddemo.png. Because we want to draw colorkey based sprites, we need to
|
||||
load this texture and tell the engine, which part of it should be
|
||||
transparent based on a colorkey.
|
||||
|
||||
In this example, we don't tell it the color directly, we just say "Hey
|
||||
Irrlicht Engine, you'll find the color I want at position (0,0) on the
|
||||
texture.". Instead, it would be also possible to call
|
||||
driver->makeColorKeyTexture(images, video::SColor(0,0,0,0)), to make
|
||||
e.g. all black pixels transparent. Please note that
|
||||
makeColorKeyTexture just creates an alpha channel based on the color.
|
||||
*/
|
||||
video::ITexture* images = driver->getTexture(mediaPath + "2ddemo.png");
|
||||
driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));
|
||||
|
||||
/*
|
||||
To be able to draw some text with two different fonts, we first load
|
||||
them. OK, we load just one. As the first font we just use the default
|
||||
font which is built into the engine. Also, we define two rectangles
|
||||
which specify the position of the images of the red imps (little flying
|
||||
creatures) in the texture.
|
||||
*/
|
||||
gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();
|
||||
gui::IGUIFont* font2 =
|
||||
device->getGUIEnvironment()->getFont(mediaPath + "fonthaettenschweiler.bmp");
|
||||
|
||||
core::rect<s32> imp1(349,15,385,78);
|
||||
core::rect<s32> imp2(387,15,423,78);
|
||||
|
||||
/*
|
||||
Prepare a nicely filtering 2d render mode for special cases.
|
||||
*/
|
||||
driver->getMaterial2D().TextureLayer[0].BilinearFilter=true;
|
||||
driver->getMaterial2D().AntiAliasing=video::EAAM_FULL_BASIC;
|
||||
|
||||
/*
|
||||
Everything is prepared, now we can draw everything in the draw loop,
|
||||
between the begin scene and end scene calls. In this example, we are
|
||||
just doing 2d graphics, but it would be no problem to mix them with 3d
|
||||
graphics. Just try it out, and draw some 3d vertices or set up a scene
|
||||
with the scene manager and draw it.
|
||||
*/
|
||||
while(device->run() && driver)
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
u32 time = device->getTimer()->getTime();
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,120,102,136));
|
||||
|
||||
/*
|
||||
First, we draw 3 sprites, using the alpha channel we
|
||||
created with makeColorKeyTexture. The last parameter
|
||||
specifies that the drawing method should use this alpha
|
||||
channel. The last-but-one parameter specifies a
|
||||
color, with which the sprite should be colored.
|
||||
(255,255,255,255) is full white, so the sprite will
|
||||
look like the original. The third sprite is drawn
|
||||
with the red channel modulated based on the time.
|
||||
*/
|
||||
|
||||
// draw fire & dragons background world
|
||||
driver->draw2DImage(images, core::position2d<s32>(50,50),
|
||||
core::rect<s32>(0,0,342,224), 0,
|
||||
video::SColor(255,255,255,255), true);
|
||||
|
||||
// draw flying imp
|
||||
driver->draw2DImage(images, core::position2d<s32>(164,125),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,255,255,255), true);
|
||||
|
||||
// draw second flying imp with color cycle
|
||||
driver->draw2DImage(images, core::position2d<s32>(270,105),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,(time) % 255,255,255), true);
|
||||
|
||||
/*
|
||||
Drawing text is really simple. The code should be self
|
||||
explanatory.
|
||||
*/
|
||||
|
||||
// draw some text
|
||||
if (font)
|
||||
font->draw(L"This demo shows that Irrlicht is also capable of drawing 2D graphics.",
|
||||
core::rect<s32>(130,10,300,50),
|
||||
video::SColor(255,255,255,255));
|
||||
|
||||
// draw some other text
|
||||
if (font2)
|
||||
font2->draw(L"Also mixing with 3d graphics is possible.",
|
||||
core::rect<s32>(130,20,300,60),
|
||||
video::SColor(255,time % 255,time % 255,255));
|
||||
|
||||
/*
|
||||
Next, we draw the Irrlicht Engine logo (without
|
||||
using a color or an alpha channel). Since we slightly scale
|
||||
the image we use the prepared filter mode.
|
||||
*/
|
||||
driver->enableMaterial2D();
|
||||
driver->draw2DImage(images, core::rect<s32>(10,10,108,48),
|
||||
core::rect<s32>(354,87,442,118));
|
||||
driver->enableMaterial2D(false);
|
||||
|
||||
/*
|
||||
Finally draw a half-transparent rect under the mouse cursor.
|
||||
*/
|
||||
core::position2d<s32> m = device->getCursorControl()->getPosition();
|
||||
driver->draw2DRectangle(video::SColor(100,255,255,255),
|
||||
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
That's all. I hope it was not too difficult.
|
||||
**/
|
@ -1,163 +0,0 @@
|
||||
<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 6. 2D Graphics</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>This Tutorial shows how to do 2d graphics with the Irrlicht Engine.
|
||||
It shows how to draw images, keycolor based sprites, transparent rectangles
|
||||
and different fonts. You will may consider this useful if you want to
|
||||
make a 2d game with the engine, or if you want to draw a cool interface
|
||||
or head up display for your 3d game.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/006shot.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>As always, 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><br>#include <iostream><br><br>using namespace irr;</pre>
|
||||
<pre>#pragma comment(lib, "Irrlicht.lib")
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>At first, we let the user select the driver type, then start up the
|
||||
engine, set a caption, and get a pointer to the video driver.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>int main()<br>{<br> // let user select driver type<br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break;<br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br><br> // create device</pre>
|
||||
<pre> IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<s32>(512, 384));</pre>
|
||||
<pre> if (device == 0)
|
||||
return 1;
|
||||
<br> device->setWindowCaption(L"Irrlicht Engine - 2D Graphics Demo");</pre>
|
||||
<pre> video::IVideoDriver* driver = device->getVideoDriver();</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> All 2d graphics in this example are put together into one texture,
|
||||
2ddemo.bmp. Because we want to draw colorkey based sprites, we need
|
||||
to load this texture and tell the engine, which part of it should be
|
||||
transparent based on a colorkey. In this example, we don't tell it the
|
||||
color directly, we just say "Hey Irrlicht Engine, you'll find the
|
||||
color I want at position (0,0) on the texture.". Instead, it would
|
||||
be also possible to call <font face="Courier New, Courier, mono">driver->makeColorKeyTexture(images,
|
||||
video::SColor(0,0,0,0))</font>, to make e.g. all black pixels transparent.
|
||||
Please note, that makeColorKeyTexture just creates an alpha channel
|
||||
based on the color. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>video::ITexture* images = driver->getTexture("../../media/2ddemo.bmp");<br>driver->makeColorKeyTexture(images, core::position2d<s32>(0,0));</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>To be able to draw some text with two different fonts, we load them.
|
||||
Ok, we load just one, as first font we just use the default font which
|
||||
is built into the engine.<br>
|
||||
Also, we define two rectangles, which specify the position of the images
|
||||
of the red imps (little flying creatures) in the texture.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>gui::IGUIFont* font = device->getGUIEnvironment()->getBuiltInFont();<br>gui::IGUIFont* font2 = device->getGUIEnvironment()->getFont(
|
||||
"../../media/fonthaettenschweiler.bmp");</pre>
|
||||
<pre>core::rect<s32> imp1(349,15,385,78);
|
||||
core::rect<s32> imp2(387,15,423,78);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>Everything is prepared, now we can draw everything in the draw loop,
|
||||
between the begin scene and end scene calls. In this example, we are
|
||||
just doing 2d graphics, but it would be no problem to mix them with
|
||||
3d graphics. Just try it out, and draw some 3d vertices or set up a
|
||||
scene with the scene manager and draw it.</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre>while(device->run() && driver)<br>{<br> if (device->isWindowActive())<br> {<br> u32 time = device->getTimer()->getTime();<br> driver->beginScene(true, true, video::SColor(0,120,102,136));
|
||||
</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> First, we draw 3 sprites, using the alpha channel we created with makeColorKeyTexture.
|
||||
The last parameter specifiys that the drawing method should use thiw alpha
|
||||
channel. The parameter before the last one specifies a color, with wich
|
||||
the sprite should be colored. (255,255,255,255) is full white, so the
|
||||
sprite will look like the original. The third sprite is drawed colored
|
||||
based on the time. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// draw fire & dragons background world<br>driver->draw2DImage(images, core::position2d<s32>(50,50),<br> core::rect<s32>(0,0,342,224), 0, <br> video::SColor(255,255,255,255), true);</pre>
|
||||
<pre>// draw flying imp
|
||||
driver->draw2DImage(images, core::position2d<s32>(164,125),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,255,255,255), true);</pre>
|
||||
<pre>// draw second flying imp with colorcylce
|
||||
driver->draw2DImage(images, core::position2d<s32>(270,105),
|
||||
(time/500 % 2) ? imp1 : imp2, 0,
|
||||
video::SColor(255,(time) % 255,255,255), true);</pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> Drawing text is really simple. The code should be self explanatory.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre>// draw some text<br>if (font)<br> font->draw(L"This is some text.",<br> core::rect<s32>(130,10,300,50),<br> video::SColor(255,255,255,255));</pre>
|
||||
<pre>// draw some other text
|
||||
if (font2)
|
||||
font2->draw(L"This is some other text.",
|
||||
core::rect<s32>(130,20,300,60),
|
||||
video::SColor(255,time % 255,time % 255,255));</pre></td>
|
||||
</tr>
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||||
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|
||||
<p>At last, we draw the Irrlicht Engine logo (without using a color or an
|
||||
alpha channel) and a transparent 2d Rectangle at the position of the mouse
|
||||
cursor.</p>
|
||||
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<tr>
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|
||||
<pre> // draw transparent rect under cursor
|
||||
core::position2d<s32> m = device->getCursorControl()->getPosition();
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||||
driver->draw2DRectangle(video::SColor(100,255,255,255),
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||||
core::rect<s32>(m.X-20, m.Y-20, m.X+20, m.Y+20));</pre>
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<pre> driver->endScene();
|
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}
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<p>That's all, it was not really difficult, I hope.</p>
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<tr>
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<td> <pre> device->drop();
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return 0;
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|
||||
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win64-VisualStudio\07.Collision.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Disabled</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<BasicRuntimeChecks Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">EnableFastChecks</BasicRuntimeChecks>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">MaxSpeed</Optimization>
|
||||
<Optimization Condition="'$(Configuration)|$(Platform)'=='Release|x64'">MaxSpeed</Optimization>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 07.Collision
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,375 +0,0 @@
|
||||
/** Example 007 Collision
|
||||
|
||||
We will describe 2 methods: Automatic collision detection for moving through
|
||||
3d worlds with stair climbing and sliding, and manual scene node and triangle
|
||||
picking using a ray. In this case, we will use a ray coming out from the
|
||||
camera, but you can use any ray.
|
||||
|
||||
To start, we take the program from tutorial 2, which loads and displays a
|
||||
quake 3 level. We will use the level to walk in it and to pick triangles from.
|
||||
In addition we'll place 3 animated models into it for triangle picking. The
|
||||
following code starts up the engine and loads the level, as per tutorial 2.
|
||||
*/
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
using namespace irr;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
// I use this ISceneNode ID to indicate a scene node that is
|
||||
// not pickable by getSceneNodeAndCollisionPointFromRay()
|
||||
ID_IsNotPickable = 0,
|
||||
|
||||
// I use this flag in ISceneNode IDs to indicate that the
|
||||
// scene node can be picked by ray selection.
|
||||
IDFlag_IsPickable = 1 << 0,
|
||||
|
||||
// I use this flag in ISceneNode IDs to indicate that the
|
||||
// scene node can be highlighted. In this example, the
|
||||
// homonids can be highlighted, but the level mesh can't.
|
||||
IDFlag_IsHighlightable = 1 << 1
|
||||
};
|
||||
|
||||
int main()
|
||||
{
|
||||
// ask user for driver
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
// create device
|
||||
|
||||
IrrlichtDevice *device =
|
||||
createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false);
|
||||
|
||||
if (device == 0)
|
||||
return 1; // could not create selected driver.
|
||||
|
||||
/*
|
||||
If we want to receive information about the material of a hit triangle we have to get
|
||||
collisions per meshbuffer. The only disadvantage of this is that getting them per
|
||||
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
|
||||
If you set this to false you will no longer get material names in the title bar.
|
||||
*/
|
||||
const bool separateMeshBuffers = true;
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
|
||||
|
||||
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
|
||||
scene::IMeshSceneNode* q3node = 0;
|
||||
|
||||
// The Quake mesh is pickable, but doesn't get highlighted.
|
||||
if (q3levelmesh)
|
||||
q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
|
||||
|
||||
/*
|
||||
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
|
||||
OctreeTriangleSelector, 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. After 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(-1350,-130,-1400));
|
||||
|
||||
/*
|
||||
There is currently no way to split an octree by material.
|
||||
So if we need material infos we have to create one octree per
|
||||
meshbuffer and put them together in a MetaTriangleSelector.
|
||||
*/
|
||||
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
|
||||
{
|
||||
scene::IMetaTriangleSelector * metaSelector = smgr->createMetaTriangleSelector();
|
||||
for ( irr::u32 m=0; m < q3node->getMesh()->getMeshBufferCount(); ++m )
|
||||
{
|
||||
scene::ITriangleSelector*
|
||||
bufferSelector = smgr->createOctreeTriangleSelector(
|
||||
q3node->getMesh()->getMeshBuffer(m), m, q3node);
|
||||
if ( bufferSelector )
|
||||
{
|
||||
metaSelector->addTriangleSelector( bufferSelector );
|
||||
bufferSelector->drop();
|
||||
}
|
||||
}
|
||||
selector = metaSelector;
|
||||
}
|
||||
else
|
||||
{
|
||||
// If you don't need material infos just create one octree for the
|
||||
// whole mesh.
|
||||
selector = smgr->createOctreeTriangleSelector(
|
||||
q3node->getMesh(), q3node, 128);
|
||||
}
|
||||
q3node->setTriangleSelector(selector);
|
||||
// We're not done with this selector yet, so don't drop it.
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
We add a first person shooter camera to the scene so that we can see and
|
||||
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
|
||||
animator modifies the scene node to which it is attached in order to
|
||||
prevent it from moving through walls and to add gravity to the node. The
|
||||
only things we have to tell the animator is how the world looks like,
|
||||
how big the scene node is, how much gravity to apply and so on. After the
|
||||
collision response animator is attached to the camera, we do not have to do
|
||||
anything else for collision detection, it's all done automatically.
|
||||
The rest of the collision detection code below is for picking. And please
|
||||
note another cool feature: The collision 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 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 which 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. We'll set it to
|
||||
(0, -1000, 0), which approximates realistic gravity (depends on the units
|
||||
which are used in the scene model). You could set it to (0,0,0) to disable
|
||||
gravity. And the last value is just an offset: Without it 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, 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.
|
||||
*/
|
||||
|
||||
// Set a jump speed of 300 units per second, which gives a fairly realistic jump
|
||||
// when used with the gravity of (0, -1000, 0) in the collision response animator.
|
||||
scene::ICameraSceneNode* camera =
|
||||
smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 300.f);
|
||||
camera->setPosition(core::vector3df(50,50,-60));
|
||||
camera->setTarget(core::vector3df(-70,30,-60));
|
||||
|
||||
if (selector)
|
||||
{
|
||||
scene::ISceneNodeAnimatorCollisionResponse * anim = smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(30,50,30),
|
||||
core::vector3df(0,-1000,0), core::vector3df(0,30,0));
|
||||
selector->drop(); // As soon as we're done with the selector, drop it.
|
||||
camera->addAnimator(anim);
|
||||
anim->drop(); // And likewise, drop the animator when we're done referring to it.
|
||||
}
|
||||
|
||||
// Now I create three animated characters which we can pick, a dynamic light for
|
||||
// lighting them, and a billboard for drawing where we found an intersection.
|
||||
|
||||
// First, let's get rid of the mouse cursor. We'll use a billboard to show
|
||||
// what we're looking at.
|
||||
device->getCursorControl()->setVisible(false);
|
||||
|
||||
// Add the billboard.
|
||||
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
|
||||
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
|
||||
bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
|
||||
|
||||
/* Add 3 animated hominids, which we can pick using a ray-triangle intersection.
|
||||
They all animate quite slowly, to make it easier to see that accurate triangle
|
||||
selection is being performed. */
|
||||
scene::IAnimatedMeshSceneNode* node = 0;
|
||||
|
||||
video::SMaterial material;
|
||||
|
||||
// Add an MD2 node, which uses vertex-based animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
|
||||
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
|
||||
node->setMD2Animation(scene::EMAT_POINT);
|
||||
node->setAnimationSpeed(20.f);
|
||||
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
|
||||
material.Lighting = true;
|
||||
material.NormalizeNormals = true;
|
||||
node->getMaterial(0) = material;
|
||||
|
||||
// Now create a triangle selector for it. The selector will know that it
|
||||
// is associated with an animated node, and will update itself as necessary.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop(); // We're done with this selector, so drop it now.
|
||||
|
||||
// And this B3D file uses skinned skeletal animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setScale(core::vector3df(10));
|
||||
node->setPosition(core::vector3df(-75,-66,-80));
|
||||
node->setRotation(core::vector3df(0,90,0));
|
||||
node->setAnimationSpeed(8.f);
|
||||
node->getMaterial(0).NormalizeNormals = true;
|
||||
node->getMaterial(0).Lighting = true;
|
||||
// Just do the same as we did above.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
// This X files uses skeletal animation, but without skinning.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
|
||||
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
|
||||
node->setAnimationSpeed(20.f);
|
||||
node->getMaterial(0).Lighting = true;
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
// And this mdl file uses skinned skeletal animation.
|
||||
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
|
||||
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
||||
node->setPosition(core::vector3df(-90,-25,20));
|
||||
node->setScale(core::vector3df(0.8f));
|
||||
node->getMaterial(0).Lighting = true;
|
||||
node->setAnimationSpeed(20.f);
|
||||
|
||||
// Just do the same as we did above.
|
||||
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
||||
node->setTriangleSelector(selector);
|
||||
selector->drop();
|
||||
|
||||
material.setTexture(0, 0);
|
||||
material.Lighting = false;
|
||||
|
||||
// Add a light, so that the unselected nodes aren't completely dark.
|
||||
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
|
||||
video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
|
||||
light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
|
||||
|
||||
// Remember which scene node is highlighted
|
||||
scene::ISceneNode* highlightedSceneNode = 0;
|
||||
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
|
||||
|
||||
// draw the selection triangle only as wireframe
|
||||
material.Wireframe=true;
|
||||
|
||||
while(device->run())
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
||||
smgr->drawAll();
|
||||
|
||||
// Unlight any currently highlighted scene node
|
||||
if (highlightedSceneNode)
|
||||
{
|
||||
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
|
||||
highlightedSceneNode = 0;
|
||||
}
|
||||
|
||||
// All intersections in this example are done with a ray cast out from the camera to
|
||||
// a distance of 1000. You can easily modify this to check (e.g.) a bullet
|
||||
// trajectory or a sword's position, or create a ray from a mouse click position using
|
||||
// ISceneCollisionManager::getRayFromScreenCoordinates()
|
||||
core::line3d<f32> ray;
|
||||
ray.start = camera->getPosition();
|
||||
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
|
||||
|
||||
|
||||
// This call is all you need to perform ray/triangle collision on every scene node
|
||||
// that has a triangle selector, including the Quake level mesh. It finds the nearest
|
||||
// collision point/triangle, and returns the scene node containing that point.
|
||||
// Irrlicht provides other types of selection, including ray/triangle selector,
|
||||
// ray/box and ellipse/triangle selector, plus associated helpers.
|
||||
// You might also want to check the other methods of ISceneCollisionManager.
|
||||
|
||||
irr::io::SNamedPath hitTextureName;
|
||||
scene::SCollisionHit hitResult;
|
||||
scene::ISceneNode * selectedSceneNode =collMan->getSceneNodeAndCollisionPointFromRay(
|
||||
hitResult, // Returns all kind of info about the collision
|
||||
ray,
|
||||
IDFlag_IsPickable, // This ensures that only nodes that we have
|
||||
// set up to be pickable are considered
|
||||
0); // Check the entire scene (this is actually the implicit default)
|
||||
|
||||
|
||||
// If the ray hit anything, move the billboard to the collision position
|
||||
// and draw the triangle that was hit.
|
||||
if(selectedSceneNode)
|
||||
{
|
||||
bill->setPosition(hitResult.Intersection); // Show the current intersection point with the level or a mesh
|
||||
|
||||
// We need to reset the transform before doing our own rendering.
|
||||
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
||||
driver->setMaterial(material);
|
||||
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
|
||||
|
||||
// We can check the flags for the scene node that was hit to see if it should be
|
||||
// highlighted. The animated nodes can be highlighted, but not the Quake level mesh
|
||||
if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
|
||||
{
|
||||
highlightedSceneNode = selectedSceneNode;
|
||||
|
||||
// Highlighting in this case means turning lighting OFF for this node,
|
||||
// which means that it will be drawn with full brightness.
|
||||
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
|
||||
// When separateMeshBuffers is set to true we can now find out which material was hit
|
||||
if ( hitResult.MeshBuffer && hitResult.Node && hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture )
|
||||
{
|
||||
// Note we are interested in the node material and not in the meshbuffer material.
|
||||
// Otherwise we wouldn't get the fairy2 texture which is only set on the node.
|
||||
hitTextureName = hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture->getName();
|
||||
}
|
||||
}
|
||||
|
||||
// We're all done drawing, so end the scene.
|
||||
driver->endScene();
|
||||
|
||||
// Show some info in title-bar
|
||||
int fps = driver->getFPS();
|
||||
static core::stringw lastString;
|
||||
core::stringw str = L"Collision detection example - Irrlicht Engine [";
|
||||
str += driver->getName();
|
||||
str += "] FPS:";
|
||||
str += fps;
|
||||
if ( !hitTextureName.getInternalName().empty() )
|
||||
{
|
||||
str += " ";
|
||||
irr::io::path texName(hitTextureName.getInternalName());
|
||||
str += core::deletePathFromFilename(texName);
|
||||
}
|
||||
if ( str != lastString ) // changing caption is somewhat expensive, so don't when nothing changed
|
||||
{
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastString = str;
|
||||
}
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
@ -1,308 +0,0 @@
|
||||
<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 7. Collision detection
|
||||
and response</font></b></div>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
<tr bgcolor="#eeeeff">
|
||||
<td height="90" colspan="2">
|
||||
<div align="left">
|
||||
<p>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.</p>
|
||||
<p>The program which is described here will look like this:</p>
|
||||
<p align="center"><img src="../../media/007shot.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">
|
||||
<div align="left">
|
||||
<p>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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"><font color="#008000">#include <irrlicht.h>
|
||||
#include <iostream><br>
|
||||
</font><b>using namespace </b>irr;
|
||||
|
||||
<font color="#008000">#pragma comment(lib, "Irrlicht.lib")
|
||||
|
||||
</font><b>int </b>main()
|
||||
{
|
||||
<font color="#008000"> // let user select driver type</font>
|
||||
<br> video::E_DRIVER_TYPE driverType;<br><br> printf("Please select the driver you want for this example:\n"\<br> " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\<br> " (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\<br> " (f) NullDevice\n (otherKey) exit\n\n");<br><br> char i;<br> std::cin >> i;<br><br> switch(i)<br> {<br> case 'a': driverType = video::EDT_DIRECT3D9;break;<br> case 'b': driverType = video::EDT_DIRECT3D8;break;<br> case 'c': driverType = video::EDT_OPENGL; break;<br> case 'd': driverType = video::EDT_SOFTWARE; break;<br> case 'e': driverType = video::EDT_BURNINGSVIDEO;break; <br> case 'f': driverType = video::EDT_NULL; break;<br> default: return 0;<br> } <br>
|
||||
<font color="#008000"> // create device</font></font></pre>
|
||||
<pre> IrrlichtDevice *device = createDevice(driverType,
|
||||
core::dimension2d<s32>(640, 480), 16, false);<br>
|
||||
if (device == 0)<br> return 1; // could not create selected driver.<br><br> video::IVideoDriver* driver = device->getVideoDriver();<br> scene::ISceneManager* smgr = device->getSceneManager();<br><br> <font size="2">device->getFileSystem()->addZipFileArchive<br> (<font color="#FF0000">"../../media/map-20kdm2.pk3"</font>);
|
||||
|
||||
|
||||
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh(<font color="#FF0000">"20kdm2.bsp"</font>);
|
||||
scene::ISceneNode* q3node = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(q3levelmesh)
|
||||
q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(<font color="#800080">0</font>));
|
||||
</font></pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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.<br>
|
||||
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.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2">scene::ITriangleSelector* selector = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(q3node)
|
||||
{
|
||||
q3node->setPosition(core::vector3df(-<font color="#800080">1370</font>,-<font color="#800080">130</font>,-<font color="#800080">1400</font>));
|
||||
|
||||
selector = smgr->createOctTreeTriangleSelector(
|
||||
q3levelmesh->getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>);
|
||||
q3node->setTriangleSelector(selector);
|
||||
}</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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<br>
|
||||
engine is really, really easy.<br>
|
||||
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. <br>
|
||||
</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> scene::ICameraSceneNode* camera = <br> camera = smgr->addCameraSceneNodeFPS(<font color="#800080">0</font>,<font color="#800080">100.0f</font>,<font color="#800080">300.0f</font>);
|
||||
camera->setPosition(core::vector3df(-10<font color="#800080">0</font>,<font color="#800080">50</font>,-15<font color="#800080">0</font>));
|
||||
|
||||
scene::ISceneNodeAnimator* anim =<br> smgr->createCollisionResponseAnimator(
|
||||
selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>),
|
||||
core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>),
|
||||
core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br>
|
||||
selector->drop();<br>
|
||||
camera->addAnimator(anim);
|
||||
anim->drop();</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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 <br>
|
||||
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. :)</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> <font color="#0A246A"><i>// disable mouse cursor
|
||||
|
||||
</i></font> device->getCursorControl()->setVisible(<b>false</b>);
|
||||
|
||||
<font color="#0A246A"><i>// add billboard
|
||||
|
||||
</i></font> scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
|
||||
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
||||
bill->setMaterialTexture(<font color="#800080">0</font>, driver->getTexture(<br> <font color="#FF0000">"../../media/particle.bmp"</font>));
|
||||
bill->setMaterialFlag(video::EMF_LIGHTING, <b>false</b>);
|
||||
bill->setSize(core::dimension2d<f32>(<font color="#800080">20.0f</font>, <font color="#800080">20.0f</font>));
|
||||
|
||||
<font color="#0A246A"><i>// add 3 animated faeries.
|
||||
|
||||
</i></font> video::SMaterial material;
|
||||
material.Texture1 = driver->getTexture(<font color="#FF0000"><br> "../../media/faerie2.bmp"</font>);
|
||||
material.Lighting = <b>true</b>;
|
||||
|
||||
scene::IAnimatedMeshSceneNode* node = <font color="#800080">0</font>;
|
||||
scene::IAnimatedMesh* faerie = smgr->getMesh(<br> <font color="#FF0000">"../../media/faerie.md2"</font>);
|
||||
|
||||
<b>if </b>(faerie)
|
||||
{
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">90</font>));
|
||||
node->setMD2Animation(scene::EMAT_RUN);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">30</font>));
|
||||
node->setMD2Animation(scene::EMAT_SALUTE);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
|
||||
node = smgr->addAnimatedMeshSceneNode(faerie);
|
||||
node->setPosition(core::vector3df(-<font color="#800080">70</font>,<font color="#800080">0</font>,-<font color="#800080">60</font>));
|
||||
node->setMD2Animation(scene::EMAT_JUMP);
|
||||
node->getMaterial(<font color="#800080">0</font>) = material;
|
||||
}
|
||||
|
||||
material.Texture1 = <font color="#800080">0</font>;
|
||||
material.Lighting = <b>false</b>;
|
||||
|
||||
<font color="#0A246A"><i>// Add a light
|
||||
|
||||
</i></font> smgr->addLightSceneNode(<font color="#800080">0</font>, core::vector3df(-<font color="#800080">60</font>,<font color="#800080">100</font>,<font color="#800080">400</font>),
|
||||
video::SColorf(<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>,<font color="#800080">1.0f</font>),
|
||||
<font color="#800080">600.0f</font>);</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p>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.</p>
|
||||
</div>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> scene::ISceneNode* selectedSceneNode = <font color="#800080">0</font>;
|
||||
scene::ISceneNode* lastSelectedSceneNode = <font color="#800080">0</font>;
|
||||
|
||||
|
||||
<b>int </b>lastFPS = -<font color="#800080">1</font>;
|
||||
|
||||
<b>while</b>(device->run())<br> <strong>if</strong> (device->isWindowActive())
|
||||
{
|
||||
driver->beginScene(<b>true</b>, <b>true</b>, <font color="#800080">0</font>);
|
||||
|
||||
smgr->drawAll();</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size="2"> core::line3d<f32> line;
|
||||
line.start = camera->getPosition();
|
||||
line.end = line.start +
|
||||
(camera->getTarget() - line.start).normalize() * <font color="#800080">1000.0f</font>;
|
||||
|
||||
core::vector3df intersection;
|
||||
core::triangle3df tri;
|
||||
|
||||
<b>if </b>(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(<font color="#800080">0</font>,<font color="#800080">255</font>,<font color="#800080">0</font>,<font color="#800080">0</font>));
|
||||
}</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> 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<br>
|
||||
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. </p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td><pre><font size="2"> selectedSceneNode = smgr->getSceneCollisionManager()->
|
||||
getSceneNodeFromCameraBB(camera);
|
||||
|
||||
<b>if </b>(lastSelectedSceneNode)
|
||||
lastSelectedSceneNode->setMaterialFlag(
|
||||
video::EMF_LIGHTING, <b>true</b>);
|
||||
|
||||
<b>if </b>(selectedSceneNode == q3node ||
|
||||
selectedSceneNode == bill)
|
||||
selectedSceneNode = <font color="#800080">0</font>;
|
||||
|
||||
<b>if </b>(selectedSceneNode)
|
||||
selectedSceneNode->setMaterialFlag(
|
||||
video::EMF_LIGHTING, <b>false</b>);
|
||||
|
||||
lastSelectedSceneNode = selectedSceneNode;</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> That's it, we just have to finish drawing.</p>
|
||||
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
|
||||
<tr>
|
||||
<td> <pre><font size="2"> driver->endScene();
|
||||
|
||||
<b>int </b>fps = driver->getFPS();
|
||||
|
||||
<b>if </b>(lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"Collision detection example - Irrlicht Engine [";<br> str += driver->getName();<br> str += "] FPS:";<br> str += fps;<br><br> device->setWindowCaption(str.c_str());<br> lastFPS = fps;<br> }
|
||||
}
|
||||
|
||||
device->drop();
|
||||
|
||||
<b>return </b><font color="#800080">0</font>;
|
||||
}
|
||||
|
||||
</font></pre></td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
<p> </p>
|
||||
</div>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<p> </p>
|
||||
</body>
|
||||
</html>
|
@ -1,56 +0,0 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 08.SpecialFX
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(SYSTEM)
|
||||
|
||||
# general compiler settings (might need to be set when compiling the lib, too)
|
||||
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
|
||||
ifndef NDEBUG
|
||||
CXXFLAGS += -g -Wall
|
||||
else
|
||||
CXXFLAGS += -O3
|
||||
endif
|
||||
|
||||
#default target is Linux
|
||||
all: all_linux
|
||||
|
||||
# target specific settings
|
||||
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
|
||||
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lEGL -lGLESv1_CM -lGLESv2 -lXxf86vm -lXext -lX11 -lXcursor
|
||||
all_linux clean_linux: SYSTEM=Linux
|
||||
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
|
||||
all_win32 clean_win32 static_win32: SUF=.exe
|
||||
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
|
||||
all_win32: LDFLAGS += -lopengl32 -lEGL -lGLESv1_CM -lGLESv2 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32 -lEGL -lGLESv1_CM -lGLESv2
|
||||
# name of the binary - only valid for targets which set SYSTEM
|
||||
DESTPATH = $(BinPath)/$(Target)$(SUF)
|
||||
|
||||
all_linux all_win32 static_win32:
|
||||
$(warning Building...)
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
|
||||
|
||||
clean: clean_linux clean_win32
|
||||
$(warning Cleaning...)
|
||||
|
||||
clean_linux clean_win32:
|
||||
@$(RM) $(DESTPATH)
|
||||
|
||||
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
|
||||
|
||||
#multilib handling
|
||||
ifeq ($(HOSTTYPE), x86_64)
|
||||
LIBSELECT=64
|
||||
endif
|
||||
#solaris real-time features
|
||||
ifeq ($(HOSTTYPE), sun4)
|
||||
LDFLAGS += -lrt
|
||||
endif
|
@ -1,54 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
|
||||
<CodeBlocks_project_file>
|
||||
<FileVersion major="1" minor="6" />
|
||||
<Project>
|
||||
<Option title="Irrlicht Example 08 Special Effects" />
|
||||
<Option pch_mode="0" />
|
||||
<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Windows">
|
||||
<Option platforms="Windows;" />
|
||||
<Option output="../../bin/Win32-gcc/SpecialFX" prefix_auto="0" extension_auto="1" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add directory="../../lib/Win32-gcc" />
|
||||
</Linker>
|
||||
</Target>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
|
||||
<Option output="../../bin/Linux/SpeciaFX" prefix_auto="0" extension_auto="0" />
|
||||
<Option type="1" />
|
||||
<Option compiler="gcc" />
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Xxf86vm" />
|
||||
<Add library="X11" />
|
||||
<Add library="GL" />
|
||||
<Add directory="../../lib/Linux" />
|
||||
</Linker>
|
||||
</Target>
|
||||
</Build>
|
||||
<VirtualTargets>
|
||||
<Add alias="All" targets="Windows;Linux;" />
|
||||
</VirtualTargets>
|
||||
<Compiler>
|
||||
<Add option="-g" />
|
||||
<Add directory="../../include" />
|
||||
</Compiler>
|
||||
<Linker>
|
||||
<Add library="Irrlicht" />
|
||||
</Linker>
|
||||
<Unit filename="main.cpp" />
|
||||
<Extensions>
|
||||
<code_completion />
|
||||
<debugger />
|
||||
<envvars />
|
||||
</Extensions>
|
||||
</Project>
|
||||
</CodeBlocks_project_file>
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user