mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-02 00:00:26 +02:00
Import irrlicht 1.8.4 release
This commit is contained in:
39
examples/04.Movement/Makefile
Normal file
39
examples/04.Movement/Makefile
Normal file
@ -0,0 +1,39 @@
|
||||
# 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:
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||||
$(warning Building...)
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||||
$(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
|
55
examples/04.Movement/Movement.cbp
Normal file
55
examples/04.Movement/Movement.cbp
Normal file
@ -0,0 +1,55 @@
|
||||
<?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>
|
59
examples/04.Movement/Movement.dev
Normal file
59
examples/04.Movement/Movement.dev
Normal file
@ -0,0 +1,59 @@
|
||||
[Project]
|
||||
FileName=example.dev
|
||||
Name=Irrlicht Example 04 Movement
|
||||
UnitCount=1
|
||||
Type=1
|
||||
Ver=1
|
||||
ObjFiles=
|
||||
Includes=..\..\include
|
||||
Libs=
|
||||
PrivateResource=
|
||||
ResourceIncludes=
|
||||
MakeIncludes=
|
||||
Compiler=
|
||||
CppCompiler=
|
||||
Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
|
||||
IsCpp=1
|
||||
Icon=
|
||||
ExeOutput=../../bin/Win32-gcc
|
||||
ObjectOutput=obj
|
||||
OverrideOutput=1
|
||||
OverrideOutputName=04.Movement.exe
|
||||
HostApplication=
|
||||
Folders=
|
||||
CommandLine=
|
||||
IncludeVersionInfo=0
|
||||
SupportXPThemes=0
|
||||
CompilerSet=0
|
||||
CompilerSettings=0000000000000000000000
|
||||
UseCustomMakefile=0
|
||||
CustomMakefile=
|
||||
|
||||
[Unit1]
|
||||
FileName=main.cpp
|
||||
CompileCpp=1
|
||||
Folder=Projekt1
|
||||
Compile=1
|
||||
Link=1
|
||||
Priority=1000
|
||||
OverrideBuildCmd=0
|
||||
BuildCmd=
|
||||
|
||||
[VersionInfo]
|
||||
Major=0
|
||||
Minor=1
|
||||
Release=1
|
||||
Build=1
|
||||
LanguageID=1033
|
||||
CharsetID=1252
|
||||
CompanyName=
|
||||
FileVersion=
|
||||
FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
|
||||
InternalName=
|
||||
LegalCopyright=
|
||||
LegalTrademarks=
|
||||
OriginalFilename=
|
||||
ProductName=
|
||||
ProductVersion=
|
||||
AutoIncBuildNr=0
|
||||
|
163
examples/04.Movement/Movement.vcproj
Normal file
163
examples/04.Movement/Movement.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?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
|
||||
Name="VCPreLinkEventTool"/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
PreprocessorDefinitions="NDEBUG"
|
||||
Culture="3079"/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"/>
|
||||
<Tool
|
||||
Name="VCManagedWrapperGeneratorTool"/>
|
||||
<Tool
|
||||
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<File
|
||||
RelativePath="main.cpp">
|
||||
<FileConfiguration
|
||||
Name="Debug|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""
|
||||
BasicRuntimeChecks="3"/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release|Win32">
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
AdditionalIncludeDirectories=""
|
||||
PreprocessorDefinitions=""/>
|
||||
</FileConfiguration>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
235
examples/04.Movement/Movement_vc10.vcxproj
Normal file
235
examples/04.Movement/Movement_vc10.vcxproj
Normal file
@ -0,0 +1,235 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectName>04.Movement</ProjectName>
|
||||
<ProjectGuid>{7BDBB7E8-E0C9-4A0D-83C1-D389D6140FEF}</ProjectGuid>
|
||||
<RootNamespace>Movement</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseOfMfc>false</UseOfMfc>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>Windows7.1SDK</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
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|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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|
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|
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|
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</ImportGroup>
|
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<PropertyGroup Label="UserMacros" />
|
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|
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<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
|
||||
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
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<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
|
||||
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
|
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|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Midl>
|
||||
<TypeLibraryName>.\Debug/Movement.tlb</TypeLibraryName>
|
||||
<HeaderFileName>
|
||||
</HeaderFileName>
|
||||
</Midl>
|
||||
<ClCompile>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
|
||||
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
|
||||
</ClCompile>
|
||||
<ResourceCompile>
|
||||
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<Culture>0x0c07</Culture>
|
||||
</ResourceCompile>
|
||||
<Link>
|
||||
<OutputFile>..\..\bin\Win32-VisualStudio\04.Movement.exe</OutputFile>
|
||||
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<DataExecutionPrevention>
|
||||
</DataExecutionPrevention>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Midl>
|
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<TypeLibraryName>.\Debug/Movement.tlb</TypeLibraryName>
|
||||
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Name="VCPreBuildEventTool"
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Name="VCCustomBuildTool"
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<Tool
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|
||||
TypeLibraryName=".\Debug/Movement.tlb"
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HeaderFileName=""
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||||
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||||
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AdditionalIncludeDirectories="..\..\include"
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PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
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||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="1"
|
||||
UsePrecompiledHeader="0"
|
||||
PrecompiledHeaderFile=".\Debug/Movement.pch"
|
||||
AssemblerListingLocation=".\Debug/"
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||||
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|
||||
ProgramDataBaseFileName=".\Debug/"
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||||
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Name="VCAppVerifierTool"
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/>
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<Tool
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Name="VCPostBuildEventTool"
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|
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Name="Release|Win32"
|
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|
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|
||||
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|
||||
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|
||||
<File
|
||||
RelativePath="main.cpp"
|
||||
>
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|
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|
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</VisualStudioProject>
|
258
examples/04.Movement/main.cpp
Normal file
258
examples/04.Movement/main.cpp
Normal file
@ -0,0 +1,258 @@
|
||||
/** 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.
|
||||
**/
|
188
examples/04.Movement/tutorial.html
Normal file
188
examples/04.Movement/tutorial.html
Normal file
@ -0,0 +1,188 @@
|
||||
<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>
|
Reference in New Issue
Block a user