Import irrlicht 1.8.4 release

This commit is contained in:
Loic Blot
2020-05-16 23:31:28 +02:00
commit 6fe86df4b3
4257 changed files with 1312157 additions and 0 deletions

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# 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
Target = 04.Movement
Sources = main.cpp
# general compiler settings
CPPFLAGS = -I../../include -I/usr/X11R6/include
CXXFLAGS = -O3 -ffast-math
#CXXFLAGS = -g -Wall
#default target is Linux
all: all_linux
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
# target specific settings
all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
all_win32: CPPFLAGS += -D__GNUWIN32__ -D_WIN32 -DWIN32 -D_WINDOWS -D_MBCS -D_USRDLL
all_win32 clean_win32: SYSTEM=Win32-gcc
all_win32 clean_win32: SUF=.exe
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
all_linux all_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 clean clean_linux clean_win32

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<?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>

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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 those kinds of input.
As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#ifdef _MSC_VER
// We'll also define this to stop MSVC complaining about sprintf().
#define _CRT_SECURE_NO_WARNINGS
#pragma comment(lib, "Irrlicht.lib")
#endif
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
/*
To receive events like mouse and keyboard input, or GUI events like "the OK
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
held down, and so we will remember the current state of each key.
*/
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;
return false;
}
// 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
just create an irr::IrrlichtDevice 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.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
// create device
MyEventReceiver receiver;
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();
/*
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 * node = smgr->addSphereSceneNode();
if (node)
{
node->setPosition(core::vector3df(0,0,30));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->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* n = smgr->addCubeSceneNode();
if (n)
{
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);
if (anim)
{
n->addAnimator(anim);
anim->drop();
}
}
/*
The last scene node we add to show possibilities of scene node animators is
a b3d model, which uses a 'fly straight' animator to run between to points.
*/
scene::IAnimatedMeshSceneNode* anms =
smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"));
if (anms)
{
scene::ISceneNodeAnimator* anim =
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
core::vector3df(-100,0,60), 3500, true);
if (anim)
{
anms->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 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. But a good advice is to not use
hardcoded frame-numbers...
*/
anms->setMaterialFlag(video::EMF_LIGHTING, false);
anms->setFrameLoop(0, 13);
anms->setAnimationSpeed(15);
// anms->setMD2Animation(scene::EMAT_RUN);
anms->setScale(core::vector3df(2.f,2.f,2.f));
anms->setRotation(core::vector3df(0,-90,0));
// anms->setMaterialTexture(0, driver->getTexture("../../media/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("../../media/irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,20));
gui::IGUIStaticText* diagnostics = device->getGUIEnvironment()->addStaticText(
L"", core::rect<s32>(10, 10, 400, 20));
diagnostics->setOverrideColor(video::SColor(255, 255, 255, 0));
/*
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.
*/
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 movemen 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 = node->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;
node->setPosition(nodePosition);
driver->beginScene(true, true, 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.
**/

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<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 &lt;stdio.h&gt;<br>#include &lt;wchar.h&gt;<br>#include &lt;irrlicht.h&gt;</pre>
<pre>using namespace irr;</pre>
<pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</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 &quot;the
OK button has been clicked&quot;, 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&amp; 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 &amp;&amp; event.EventType == irr::EET_KEY_INPUT_EVENT&amp;&amp;<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-&gt;getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node-&gt;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&lt;s32&gt;(640, 480),
16, false, false, false, &amp;receiver);</pre>
<pre> video::IVideoDriver* driver = device-&gt;getVideoDriver();
scene::ISceneManager* smgr = device-&gt;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-&gt;addSphereSceneNode();
node-&gt;setPosition(core::vector3df(0,0,30));
node-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
node-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/wall.bmp&quot;));</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-&gt;addCubeSceneNode();
n-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/t351sml.jpg&quot;));
n-&gt;setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr-&gt;createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
n-&gt;addAnimator(anim);
anim-&gt;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-&gt;addAnimatedMeshSceneNode(<br> smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;));
if (n)<br> {<br> anim = smgr-&gt;createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms-&gt;addAnimator(anim);<br> anim-&gt;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 &quot;anms-&gt;setMD2Animation(scene::EMAT_RUN)&quot; for the
'run' animation instead of &quot;setFrameLoop&quot; and &quot;setAnimationSpeed&quot;,
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-&gt;setMaterialFlag(video::EMF_LIGHTING, false);<br> anms-&gt;setFrameLoop(320, 360);
anms-&gt;setAnimationSpeed(30);<br> anms-&gt;setRotation(core::vector3df(0,180.0f,0));<br> anms-&gt;setMaterialTexture(0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;));<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-&gt;addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device-&gt;getCursorControl()-&gt;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-&gt;run())
{
driver-&gt;beginScene(true, true, video::SColor(255,90,90,156));
smgr-&gt;drawAll();
driver-&gt;endScene();</pre>
<pre> int fps = driver-&gt;getFPS();</pre>
<pre> if (lastFPS != fps)
{
wchar_t tmp[1024];
swprintf(tmp, 1024, L&quot;Movement Example - Irrlicht Engine (%ls)(fps:%d)&quot;,<br> driver-&gt;getName(), fps);</pre>
<pre> device-&gt;setWindowCaption(tmp);
lastFPS = fps;
}
}
device-&gt;drop();<br>return 0;<br>}</pre></td>
</tr>
</table>
<p>That's it. Compile and play around with the program. </p>
<p>&nbsp;</p></td>
</tr>
</table>
<p>&nbsp;</p>
</body>
</html>