mirror of
https://github.com/minetest/irrlicht.git
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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
498 lines
14 KiB
C++
498 lines
14 KiB
C++
/** Deprecated. This was Example 017 Helloworld mobile for WinCE 6.
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But WinCE6 support has been removed for Irrlicht 1.9.
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If you still need that please use Irrlicht 1.8 or svn revision 5045 which was the last one to include it.
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Sources still kept for now as it compiles on other platform too. And we might use this example again
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once we support Windows RT.
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*/
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#include <irrlicht.h>
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#if defined ( _IRR_WINDOWS_ )
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#include <windows.h>
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#endif
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using namespace irr;
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using namespace core;
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using namespace scene;
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using namespace video;
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using namespace io;
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using namespace gui;
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#pragma comment(lib, "Irrlicht.lib")
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class EventReceiver_basic : public IEventReceiver
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{
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private:
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IrrlichtDevice *Device;
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public:
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EventReceiver_basic ( IrrlichtDevice *device ): Device ( device ) {}
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virtual bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_GUI_EVENT)
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{
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s32 id = event.GUIEvent.Caller->getID();
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switch(event.GUIEvent.EventType)
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{
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case EGET_BUTTON_CLICKED:
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if (id == 2)
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{
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Device->closeDevice();
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return true;
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} break;
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}
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}
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return false;
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}
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};
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class CSampleSceneNode : public ISceneNode
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{
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aabbox3d<f32> Box;
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S3DVertex Vertices[4];
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SMaterial Material;
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public:
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CSampleSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id)
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{
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Material.Wireframe = false;
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Material.Lighting = false;
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Vertices[0] = S3DVertex(0,0,10, 1,1,0, SColor(255,0,255,255), 0, 1);
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Vertices[1] = S3DVertex(10,0,-10, 1,0,0, SColor(255,255,0,255), 1, 1);
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Vertices[2] = S3DVertex(0,20,0, 0,1,1, SColor(255,255,255,0), 1, 0);
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Vertices[3] = S3DVertex(-10,0,-10, 0,0,1, SColor(255,0,255,0), 0, 0);
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Box.reset(Vertices[0].Pos);
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for (s32 i=1; i<4; ++i)
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Box.addInternalPoint(Vertices[i].Pos);
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}
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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virtual void render()
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{
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u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
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IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setMaterial(Material);
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driver->setTransform(ETS_WORLD, AbsoluteTransformation);
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driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
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}
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virtual const aabbox3d<f32>& getBoundingBox() const
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{
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return Box;
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}
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virtual u32 getMaterialCount()
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{
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return 1;
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}
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virtual SMaterial& getMaterial(u32 i)
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{
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return Material;
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}
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};
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/*!
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Startup a Windows Mobile Device
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*/
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IrrlichtDevice *startup()
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{
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// both software and burnings video can be used
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E_DRIVER_TYPE driverType = EDT_SOFTWARE; // EDT_BURNINGSVIDEO;
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// create device
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IrrlichtDevice *device = 0;
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// Use window mode on PC
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device = createDevice(driverType, dimension2d<u32>(240, 320), 16, false );
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if ( 0 == device )
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return 0;
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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// set the filesystem relative to the executable
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#if defined (_IRR_WINDOWS_)
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{
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wchar_t buf[255];
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GetModuleFileNameW ( 0, buf, 255 );
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io::path base = buf;
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base = base.subString ( 0, base.findLast ( '\\' ) + 1 );
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device->getFileSystem()->addFileArchive ( base );
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}
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#endif
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IGUIStaticText *text = guienv->addStaticText(L"FPS: 25",
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rect<s32>(140,15,200,30), false, false, 0, 100 );
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guienv->addButton(core::rect<int>(200,10,238,30), 0, 2, L"Quit");
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// add irrlicht logo
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guienv->addImage(driver->getTexture("../../media/irrlichtlogo3.png"),
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core::position2d<s32>(0,-2));
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return device;
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}
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/*!
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*/
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int run ( IrrlichtDevice *device )
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{
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while(device->run())
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if (device->isWindowActive())
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{
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device->getVideoDriver()->beginScene(true, true, SColor(0,100,100,100));
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device->getSceneManager()->drawAll();
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device->getGUIEnvironment()->drawAll();
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device->getVideoDriver()->endScene ();
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IGUIElement *stat = device->getGUIEnvironment()->
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getRootGUIElement()->getElementFromId ( 100 );
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if ( stat )
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{
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stringw str = L"FPS: ";
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str += (s32)device->getVideoDriver()->getFPS();
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stat->setText ( str.c_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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int example_customscenenode()
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{
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// create device
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IrrlichtDevice *device = startup();
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if (device == 0)
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return 1; // could not create selected driver.
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// create engine and camera
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EventReceiver_basic receiver(device);
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device->setEventReceiver(&receiver);
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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smgr->addCameraSceneNode(0, vector3df(0,-40,0), vector3df(0,0,0));
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CSampleSceneNode *myNode =
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new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
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ISceneNodeAnimator* anim =
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smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));
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if(anim)
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{
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myNode->addAnimator(anim);
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anim->drop();
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anim = 0; // As I shouldn't refer to it again, ensure that I can't
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}
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myNode->drop();
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myNode = 0; // As I shouldn't refer to it again, ensure that I can't
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return run ( device );
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}
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class EventReceiver_terrain : public IEventReceiver
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{
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public:
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EventReceiver_terrain(IrrlichtDevice *device, scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
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Device ( device ), Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
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{
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Skybox->setVisible(true);
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Skydome->setVisible(false);
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}
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bool OnEvent(const SEvent& event)
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{
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if (event.EventType == EET_GUI_EVENT)
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{
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s32 id = event.GUIEvent.Caller->getID();
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switch(event.GUIEvent.EventType)
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{
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case EGET_BUTTON_CLICKED:
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if (id == 2)
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{
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Device->closeDevice();
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return true;
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} break;
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}
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}
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// check if user presses the key 'W' or 'D'
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if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
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{
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switch (event.KeyInput.Key)
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{
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case irr::KEY_KEY_W: // switch wire frame mode
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Terrain->setMaterialFlag(video::EMF_WIREFRAME,
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!Terrain->getMaterial(0).Wireframe);
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Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
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return true;
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case irr::KEY_KEY_P: // switch wire frame mode
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Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
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!Terrain->getMaterial(0).PointCloud);
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Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
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return true;
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case irr::KEY_KEY_D: // toggle detail map
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Terrain->setMaterialType(
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Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
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video::EMT_DETAIL_MAP : video::EMT_SOLID);
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return true;
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case irr::KEY_KEY_S: // toggle skies
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showBox=!showBox;
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Skybox->setVisible(showBox);
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Skydome->setVisible(!showBox);
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return true;
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default:
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break;
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}
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}
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return false;
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}
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private:
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IrrlichtDevice *Device;
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scene::ISceneNode* Terrain;
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scene::ISceneNode* Skybox;
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scene::ISceneNode* Skydome;
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bool showBox;
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};
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/*
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The start of the main function starts like in most other example. We ask the user
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for the desired renderer and start it up. This time with the advanced parameter handling.
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*/
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int example_terrain()
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{
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// create device
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IrrlichtDevice *device = startup();
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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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First, we add standard stuff to the scene: A nice irrlicht engine
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logo, a small help text, a user controlled camera, and we disable
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the mouse cursor.
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*/
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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gui::IGUIEnvironment* env = device->getGUIEnvironment();
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//set other font
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//env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
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// add some help text
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env->addStaticText(
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L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
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core::rect<s32>(5,250,235,320), true, true, 0, -1, true);
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// add camera
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scene::ICameraSceneNode* camera =
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smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
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camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
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camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
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camera->setFarValue(42000.0f);
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// disable mouse cursor
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device->getCursorControl()->setVisible(false);
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/*
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Here comes the terrain renderer scene node: We add it just like any
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other scene node to the scene using
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ISceneManager::addTerrainSceneNode(). The only parameter we use is a
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file name to the heightmap we use. A heightmap is simply a gray scale
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texture. The terrain renderer loads it and creates the 3D terrain from
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it.
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To make the terrain look more big, we change the scale factor of
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it to (40, 4.4, 40). Because we don't have any dynamic lights in the
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scene, we switch off the lighting, and we set the file
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terrain-texture.jpg as texture for the terrain and detailmap3.jpg as
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second texture, called detail map. At last, we set the scale values for
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the texture: The first texture will be repeated only one time over the
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whole terrain, and the second one (detail map) 20 times.
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*/
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// add terrain scene node
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scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
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"../../media/terrain-heightmap.bmp",
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0, // parent node
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-1, // node id
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core::vector3df(0.f, 0.f, 0.f), // position
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core::vector3df(0.f, 0.f, 0.f), // rotation
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core::vector3df(40.f, 4.4f, 40.f), // scale
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video::SColor ( 255, 255, 255, 255 ), // vertexColor
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5, // maxLOD
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scene::ETPS_17, // patchSize
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4 // smoothFactor
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);
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if ( terrain )
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{
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terrain->setMaterialFlag(video::EMF_LIGHTING, false);
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terrain->setMaterialTexture(0,
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driver->getTexture("../../media/terrain-texture.jpg"));
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terrain->setMaterialTexture(1,
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driver->getTexture("../../media/detailmap3.jpg"));
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terrain->setMaterialType(video::EMT_DETAIL_MAP);
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terrain->scaleTexture(1.0f, 20.0f);
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//terrain->setDebugDataVisible ( true );
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/*
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To be able to do collision with the terrain, we create a triangle selector.
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If you want to know what triangle selectors do, just take a look into the
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collision tutorial. The terrain triangle selector works together with the
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terrain. To demonstrate this, we create a collision response animator
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and attach it to the camera, so that the camera will not be able to fly
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through the terrain.
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*/
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// create triangle selector for the terrain
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scene::ITriangleSelector* selector
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= smgr->createTerrainTriangleSelector(terrain, 0);
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terrain->setTriangleSelector(selector);
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// create collision response animator and attach it to the camera
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scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
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selector, camera, core::vector3df(60,100,60),
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core::vector3df(0,0,0),
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core::vector3df(0,50,0));
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selector->drop();
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camera->addAnimator(anim);
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anim->drop();
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/* If you need access to the terrain data you can also do this directly via the following code fragment.
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*/
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scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
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terrain->getMeshBufferForLOD(*buffer, 0);
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video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
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// Work on data or get the IndexBuffer with a similar call.
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buffer->drop(); // When done drop the buffer again.
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}
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/*
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To make the user be able to switch between normal and wireframe mode,
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we create an instance of the event receiver from above and let Irrlicht
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know about it. In addition, we add the skybox which we already used in
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lots of Irrlicht examples and a skydome, which is shown mutually
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exclusive with the skybox by pressing 'S'.
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*/
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// create skybox and skydome
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
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scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
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driver->getTexture("../../media/irrlicht2_up.jpg"),
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driver->getTexture("../../media/irrlicht2_dn.jpg"),
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driver->getTexture("../../media/irrlicht2_lf.jpg"),
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driver->getTexture("../../media/irrlicht2_rt.jpg"),
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driver->getTexture("../../media/irrlicht2_ft.jpg"),
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driver->getTexture("../../media/irrlicht2_bk.jpg"));
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scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("../../media/skydome.jpg"),16,8,0.95f,2.0f);
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
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// create event receiver
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EventReceiver_terrain receiver( device, terrain, skybox, skydome);
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device->setEventReceiver(&receiver);
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return run ( device );
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}
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/*
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*/
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int example_helloworld()
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{
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// create device
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IrrlichtDevice *device = startup();
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if (device == 0)
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return 1; // could not create selected driver.
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IVideoDriver* driver = device->getVideoDriver();
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ISceneManager* smgr = device->getSceneManager();
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IGUIEnvironment* guienv = device->getGUIEnvironment();
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IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
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if (!mesh)
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{
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device->drop();
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return 1;
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}
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IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
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/*
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To let the mesh look a little bit nicer, we change its material. We
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disable lighting because we do not have a dynamic light in here, and
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the mesh would be totally black otherwise. Then we set the frame loop,
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such that the predefined STAND animation is used. And last, we apply a
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texture to the mesh. Without it the mesh would be drawn using only a
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color.
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*/
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if (node)
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{
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node->setMaterialFlag(EMF_LIGHTING, false);
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node->setMD2Animation(scene::EMAT_STAND);
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node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
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}
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/*
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To look at the mesh, we place a camera into 3d space at the position
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(0, 30, -40). The camera looks from there to (0,5,0), which is
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approximately the place where our md2 model is.
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*/
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smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
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EventReceiver_basic receiver(device);
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device->setEventReceiver(&receiver);
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return run ( device );
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}
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#if defined (_IRR_WINDOWS_)
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#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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#endif
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/*
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*/
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int main()
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{
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example_helloworld ();
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example_customscenenode();
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//example_terrain();
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}
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/*
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**/
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