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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
376 lines
16 KiB
C++
376 lines
16 KiB
C++
/** Example 007 Collision
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We will describe 2 methods: Automatic collision detection for moving through
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3d worlds with stair climbing and sliding, and manual scene node and triangle
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picking using a ray. In this case, we will use a ray coming out from the
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camera, but you can use any ray.
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To start, we take the program from tutorial 2, which loads and displays a
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quake 3 level. We will use the level to walk in it and to pick triangles from.
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In addition we'll place 3 animated models into it for triangle picking. The
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following code starts up the engine and loads the level, as per tutorial 2.
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*/
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#include <irrlicht.h>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "Irrlicht.lib")
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#endif
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enum
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{
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// I use this ISceneNode ID to indicate a scene node that is
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// not pickable by getSceneNodeAndCollisionPointFromRay()
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ID_IsNotPickable = 0,
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// I use this flag in ISceneNode IDs to indicate that the
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// scene node can be picked by ray selection.
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IDFlag_IsPickable = 1 << 0,
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// I use this flag in ISceneNode IDs to indicate that the
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// scene node can be highlighted. In this example, the
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// homonids can be highlighted, but the level mesh can't.
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IDFlag_IsHighlightable = 1 << 1
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};
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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// create device
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IrrlichtDevice *device =
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createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false);
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if (device == 0)
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return 1; // could not create selected driver.
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/*
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If we want to receive information about the material of a hit triangle we have to get
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collisions per meshbuffer. The only disadvantage of this is that getting them per
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meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
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If you set this to false you will no longer get material names in the title bar.
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*/
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const bool separateMeshBuffers = true;
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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const io::path mediaPath = getExampleMediaPath();
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device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
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scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
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scene::IMeshSceneNode* q3node = 0;
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// The Quake mesh is pickable, but doesn't get highlighted.
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if (q3levelmesh)
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q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
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/*
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So far so good, we've loaded the quake 3 level like in tutorial 2. Now,
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here comes something different: We create a triangle selector. A
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triangle selector is a class which can fetch the triangles from scene
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nodes for doing different things with them, for example collision
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detection. There are different triangle selectors, and all can be
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created with the ISceneManager. In this example, we create an
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OctreeTriangleSelector, which optimizes the triangle output a little
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bit by reducing it like an octree. This is very useful for huge meshes
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like quake 3 levels. After we created the triangle selector, we attach
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it to the q3node. This is not necessary, but in this way, we do not
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need to care for the selector, for example dropping it after we do not
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need it anymore.
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*/
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scene::ITriangleSelector* selector = 0;
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if (q3node)
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{
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q3node->setPosition(core::vector3df(-1350,-130,-1400));
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/*
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There is currently no way to split an octree by material.
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So if we need material infos we have to create one octree per
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meshbuffer and put them together in a MetaTriangleSelector.
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*/
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if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
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{
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scene::IMetaTriangleSelector * metaSelector = smgr->createMetaTriangleSelector();
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for ( irr::u32 m=0; m < q3node->getMesh()->getMeshBufferCount(); ++m )
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{
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scene::ITriangleSelector*
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bufferSelector = smgr->createOctreeTriangleSelector(
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q3node->getMesh()->getMeshBuffer(m), m, q3node);
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if ( bufferSelector )
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{
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metaSelector->addTriangleSelector( bufferSelector );
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bufferSelector->drop();
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}
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}
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selector = metaSelector;
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}
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else
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{
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// If you don't need material infos just create one octree for the
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// whole mesh.
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selector = smgr->createOctreeTriangleSelector(
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q3node->getMesh(), q3node, 128);
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}
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q3node->setTriangleSelector(selector);
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// We're not done with this selector yet, so don't drop it.
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}
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/*
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We add a first person shooter camera to the scene so that we can see and
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move in the quake 3 level like in tutorial 2. But this, time, we add a
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special animator to the camera: A collision response animator. This
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animator modifies the scene node to which it is attached in order to
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prevent it from moving through walls and to add gravity to the node. The
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only things we have to tell the animator is how the world looks like,
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how big the scene node is, how much gravity to apply and so on. After the
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collision response animator is attached to the camera, we do not have to do
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anything else for collision detection, it's all done automatically.
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The rest of the collision detection code below is for picking. And please
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note another cool feature: The collision response animator can be
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attached also to all other scene nodes, not only to cameras. And it can
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be mixed with other scene node animators. In this way, collision
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detection and response in the Irrlicht engine is really easy.
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Now we'll take a closer look on the parameters of
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createCollisionResponseAnimator(). The first parameter is the
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TriangleSelector, which specifies how the world, against which collision
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detection is done, looks like. The second parameter is the scene node,
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which is the object which is affected by collision detection - in our
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case it is the camera. The third defines how big the object is, it is
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the radius of an ellipsoid. Try it out and change the radius to smaller
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values, the camera will be able to move closer to walls after this. The
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next parameter is the direction and speed of gravity. We'll set it to
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(0, -1000, 0), which approximates realistic gravity (depends on the units
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which are used in the scene model). You could set it to (0,0,0) to disable
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gravity. And the last value is just an offset: Without it the ellipsoid with
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which collision detection is done would be around the camera and the camera
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would be in the middle of the ellipsoid. But as human beings, we are used to
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have our eyes on top of the body, not in the middle of it. So we place the
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scene node 50 units over the center of the ellipsoid with this parameter.
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And that's it, collision detection works now.
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*/
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// Set a jump speed of 300 units per second, which gives a fairly realistic jump
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// when used with the gravity of (0, -1000, 0) in the collision response animator.
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scene::ICameraSceneNode* camera =
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smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 300.f);
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camera->setPosition(core::vector3df(50,50,-60));
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camera->setTarget(core::vector3df(-70,30,-60));
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if (selector)
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{
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scene::ISceneNodeAnimatorCollisionResponse * anim = smgr->createCollisionResponseAnimator(
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selector, camera, core::vector3df(30,50,30),
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core::vector3df(0,-1000,0), core::vector3df(0,30,0));
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selector->drop(); // As soon as we're done with the selector, drop it.
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camera->addAnimator(anim);
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anim->drop(); // And likewise, drop the animator when we're done referring to it.
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}
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// Now I create three animated characters which we can pick, a dynamic light for
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// lighting them, and a billboard for drawing where we found an intersection.
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// First, let's get rid of the mouse cursor. We'll use a billboard to show
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// what we're looking at.
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device->getCursorControl()->setVisible(false);
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// Add the billboard.
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scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
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bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
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bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_ZBUFFER, false);
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bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
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bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
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/* Add 3 animated hominids, which we can pick using a ray-triangle intersection.
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They all animate quite slowly, to make it easier to see that accurate triangle
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selection is being performed. */
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scene::IAnimatedMeshSceneNode* node = 0;
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video::SMaterial material;
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// Add an MD2 node, which uses vertex-based animation.
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node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
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0, IDFlag_IsPickable | IDFlag_IsHighlightable);
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node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
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node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
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node->setMD2Animation(scene::EMAT_POINT);
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node->setAnimationSpeed(20.f);
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material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
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material.Lighting = true;
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material.NormalizeNormals = true;
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node->getMaterial(0) = material;
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// Now create a triangle selector for it. The selector will know that it
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// is associated with an animated node, and will update itself as necessary.
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selector = smgr->createTriangleSelector(node, separateMeshBuffers);
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node->setTriangleSelector(selector);
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selector->drop(); // We're done with this selector, so drop it now.
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// And this B3D file uses skinned skeletal animation.
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node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
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0, IDFlag_IsPickable | IDFlag_IsHighlightable);
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node->setScale(core::vector3df(10));
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node->setPosition(core::vector3df(-75,-66,-80));
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node->setRotation(core::vector3df(0,90,0));
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node->setAnimationSpeed(8.f);
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node->getMaterial(0).NormalizeNormals = true;
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node->getMaterial(0).Lighting = true;
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// Just do the same as we did above.
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selector = smgr->createTriangleSelector(node, separateMeshBuffers);
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node->setTriangleSelector(selector);
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selector->drop();
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// This X files uses skeletal animation, but without skinning.
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node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
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0, IDFlag_IsPickable | IDFlag_IsHighlightable);
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node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
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node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
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node->setAnimationSpeed(20.f);
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node->getMaterial(0).Lighting = true;
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selector = smgr->createTriangleSelector(node, separateMeshBuffers);
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node->setTriangleSelector(selector);
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selector->drop();
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// And this mdl file uses skinned skeletal animation.
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node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
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0, IDFlag_IsPickable | IDFlag_IsHighlightable);
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node->setPosition(core::vector3df(-90,-25,20));
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node->setScale(core::vector3df(0.8f));
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node->getMaterial(0).Lighting = true;
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node->setAnimationSpeed(20.f);
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// Just do the same as we did above.
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selector = smgr->createTriangleSelector(node, separateMeshBuffers);
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node->setTriangleSelector(selector);
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selector->drop();
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material.setTexture(0, 0);
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material.Lighting = false;
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// Add a light, so that the unselected nodes aren't completely dark.
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scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
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video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
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light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
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// Remember which scene node is highlighted
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scene::ISceneNode* highlightedSceneNode = 0;
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scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
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// draw the selection triangle only as wireframe
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material.Wireframe=true;
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while(device->run())
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if (device->isWindowActive())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
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smgr->drawAll();
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// Unlight any currently highlighted scene node
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if (highlightedSceneNode)
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{
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highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
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highlightedSceneNode = 0;
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}
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// All intersections in this example are done with a ray cast out from the camera to
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// a distance of 1000. You can easily modify this to check (e.g.) a bullet
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// trajectory or a sword's position, or create a ray from a mouse click position using
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// ISceneCollisionManager::getRayFromScreenCoordinates()
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core::line3d<f32> ray;
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ray.start = camera->getPosition();
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ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
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// This call is all you need to perform ray/triangle collision on every scene node
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// that has a triangle selector, including the Quake level mesh. It finds the nearest
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// collision point/triangle, and returns the scene node containing that point.
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// Irrlicht provides other types of selection, including ray/triangle selector,
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// ray/box and ellipse/triangle selector, plus associated helpers.
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// You might also want to check the other methods of ISceneCollisionManager.
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irr::io::SNamedPath hitTextureName;
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scene::SCollisionHit hitResult;
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scene::ISceneNode * selectedSceneNode =collMan->getSceneNodeAndCollisionPointFromRay(
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hitResult, // Returns all kind of info about the collision
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ray,
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IDFlag_IsPickable, // This ensures that only nodes that we have
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// set up to be pickable are considered
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0); // Check the entire scene (this is actually the implicit default)
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// If the ray hit anything, move the billboard to the collision position
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// and draw the triangle that was hit.
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if(selectedSceneNode)
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{
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bill->setPosition(hitResult.Intersection); // Show the current intersection point with the level or a mesh
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// We need to reset the transform before doing our own rendering.
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(material);
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driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
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// We can check the flags for the scene node that was hit to see if it should be
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// highlighted. The animated nodes can be highlighted, but not the Quake level mesh
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if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
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{
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highlightedSceneNode = selectedSceneNode;
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// Highlighting in this case means turning lighting OFF for this node,
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// which means that it will be drawn with full brightness.
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highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
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}
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// When separateMeshBuffers is set to true we can now find out which material was hit
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if ( hitResult.MeshBuffer && hitResult.Node && hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture )
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{
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// Note we are interested in the node material and not in the meshbuffer material.
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// Otherwise we wouldn't get the fairy2 texture which is only set on the node.
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hitTextureName = hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture->getName();
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}
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}
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// We're all done drawing, so end the scene.
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driver->endScene();
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// Show some info in title-bar
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int fps = driver->getFPS();
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static core::stringw lastString;
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core::stringw str = L"Collision detection example - Irrlicht Engine [";
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str += driver->getName();
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str += "] FPS:";
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str += fps;
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if ( !hitTextureName.getInternalName().empty() )
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{
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str += " ";
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irr::io::path texName(hitTextureName.getInternalName());
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str += core::deletePathFromFilename(texName);
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}
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if ( str != lastString ) // changing caption is somewhat expensive, so don't when nothing changed
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{
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device->setWindowCaption(str.c_str());
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lastString = str;
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}
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}
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device->drop();
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return 0;
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}
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/*
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**/
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