mirror of
https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
58
examples/03.CustomSceneNode/CustomSceneNode.cbp
Normal file
@ -0,0 +1,58 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
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<Option title="Irrlicht Example 03 Custom Scene Node" />
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<Option pch_mode="0" />
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<Option compiler="gcc" />
|
||||
<Build>
|
||||
<Target title="Linux">
|
||||
<Option platforms="Unix;" />
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||||
<Option output="../../bin/Linux/CustomSceneNode" prefix_auto="0" extension_auto="0" />
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<Option type="1" />
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<Option compiler="gcc" />
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<Option projectResourceIncludeDirsRelation="1" />
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<Compiler>
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<Add option="-g" />
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<Add library="Xxf86vm" />
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<Add directory="../../lib/Linux/" />
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</Linker>
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<Target title="Windows">
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<Option platforms="Windows;" />
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<Option output="../../bin/Win32-gcc/CustomSceneNode" prefix_auto="1" extension_auto="1" />
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<Option type="1" />
|
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<Option compiler="gcc" />
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<Option projectResourceIncludeDirsRelation="1" />
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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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</Linker>
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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" />
|
||||
</Compiler>
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<Linker>
|
||||
<Add library="Irrlicht" />
|
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<Add directory="../../bin/gcc" />
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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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|
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
163
examples/03.CustomSceneNode/CustomSceneNode.vcproj
Normal file
@ -0,0 +1,163 @@
|
||||
<?xml version="1.0" encoding="Windows-1252"?>
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SccLocalPath="">
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ATLMinimizesCRunTimeLibraryUsage="FALSE"
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RuntimeLibrary="5"
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UsePrecompiledHeader="2"
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ObjectFile=".\Debug/"
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ProgramDataBaseFileName=".\Debug/"
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WarningLevel="3"
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CompileAs="0"/>
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Name="VCCustomBuildTool"/>
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Name="VCLinkerTool"
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LinkIncremental="0"
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SuppressStartupBanner="TRUE"
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GenerateDebugInformation="TRUE"
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ProgramDatabaseFile=".\Debug/CustomSceneNode.pdb"
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SubSystem="1"
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TargetMachine="1"/>
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<Tool
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Name="VCMIDLTool"
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TypeLibraryName=".\Debug/CustomSceneNode.tlb"
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<Tool
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Name="VCPostBuildEventTool"/>
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<Tool
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<Tool
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Name="VCXMLDataGeneratorTool"/>
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PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
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StringPooling="TRUE"
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||||
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||||
EnableFunctionLevelLinking="TRUE"
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ObjectFile=".\Release/"
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WarningLevel="3"
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CompileAs="0"/>
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<Tool
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Name="VCCustomBuildTool"/>
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<Tool
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Name="VCLinkerTool"
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LinkIncremental="0"
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SubSystem="1"
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TargetMachine="1"/>
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<Tool
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Name="VCMIDLTool"
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TypeLibraryName=".\Release/CustomSceneNode.tlb"
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HeaderFileName=""/>
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<Tool
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Name="VCPostBuildEventTool"/>
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<Tool
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Name="VCPreBuildEventTool"/>
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<Tool
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Name="VCPreLinkEventTool"/>
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<Tool
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Name="VCResourceCompilerTool"
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PreprocessorDefinitions="NDEBUG"
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Culture="3079"/>
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<Tool
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||||
Name="VCWebServiceProxyGeneratorTool"/>
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<Tool
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Name="VCXMLDataGeneratorTool"/>
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<Tool
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Name="VCManagedWrapperGeneratorTool"/>
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<References>
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||||
</References>
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<Files>
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<File
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RelativePath="main.cpp">
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<Tool
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Name="VCCLCompilerTool"
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Optimization="0"
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||||
AdditionalIncludeDirectories=""
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BasicRuntimeChecks="3"/>
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||||
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||||
<FileConfiguration
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<Tool
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Name="VCCLCompilerTool"
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PreprocessorDefinitions=""/>
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||||
</FileConfiguration>
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||||
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||||
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|
@ -0,0 +1,290 @@
|
||||
// !$*UTF8*$!
|
||||
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||||
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5E34CC741B7F8EEF00F212E8 /* main.cpp */,
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<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="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
56
examples/03.CustomSceneNode/Makefile
Normal file
56
examples/03.CustomSceneNode/Makefile
Normal file
@ -0,0 +1,56 @@
|
||||
# Makefile for Irrlicht Examples
|
||||
# It's usually sufficient to change just the target name and source file list
|
||||
# and be sure that CXX is set to a valid compiler
|
||||
|
||||
# Name of the executable created (.exe will be added automatically if necessary)
|
||||
Target := 03.CustomSceneNode
|
||||
# List of source files, separated by spaces
|
||||
Sources := main.cpp
|
||||
# Path to Irrlicht directory, should contain include/ and lib/
|
||||
IrrlichtHome := ../..
|
||||
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
|
||||
BinPath = ../../bin/$(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 -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 -lm
|
||||
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
|
||||
# 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
|
267
examples/03.CustomSceneNode/main.cpp
Normal file
267
examples/03.CustomSceneNode/main.cpp
Normal file
@ -0,0 +1,267 @@
|
||||
/** 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;
|
||||
|
||||
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);
|
||||
|
||||
/*
|
||||
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.
|
||||
**/
|
222
examples/03.CustomSceneNode/tutorial.html
Normal file
222
examples/03.CustomSceneNode/tutorial.html
Normal file
@ -0,0 +1,222 @@
|
||||
<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>
|
Reference in New Issue
Block a user