mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 14:30:29 +01:00
21302d038a
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6249 dfc29bdd-3216-0410-991c-e03cc46cb475
210 lines
30 KiB
HTML
210 lines
30 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
|
|
<html>
|
|
<head>
|
|
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
|
|
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
|
|
<meta name="generator" content="Doxygen 1.8.13"/>
|
|
<meta name="viewport" content="width=device-width, initial-scale=1"/>
|
|
<title>Tutorial 23: SMeshBufferHandling</title>
|
|
<html xmlns="http://www.w3.org/1999/xhtml">
|
|
<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit.
|
|
Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder.
|
|
Feel free to improve :)
|
|
-->
|
|
<style>
|
|
body, table, div, p, dl {
|
|
font: 400 14px/22px;
|
|
}
|
|
body {
|
|
background-color: #F0F0F0;
|
|
color: black;
|
|
margin-left: 5%;
|
|
margin-right: 5%;
|
|
}
|
|
p.reference, p.definition {
|
|
font: 400 14px/22px;
|
|
}
|
|
.title {
|
|
font: 400 14px/28px;
|
|
font-size: 150%;
|
|
font-weight: bold;
|
|
margin: 10px 2px;
|
|
}
|
|
h1, h2, h3, h4, h5, h6 {
|
|
-webkit-transition: text-shadow 0.5s linear;
|
|
-moz-transition: text-shadow 0.5s linear;
|
|
-ms-transition: text-shadow 0.5s linear;
|
|
-o-transition: text-shadow 0.5s linear;
|
|
transition: text-shadow 0.5s linear;
|
|
margin-right: 15px;
|
|
}
|
|
caption {
|
|
font-weight: bold;
|
|
}
|
|
h3.version {
|
|
font-size: 90%;
|
|
text-align: center;
|
|
}
|
|
a {
|
|
color: #3D578C;
|
|
font-weight: normal;
|
|
text-decoration: none;
|
|
}
|
|
.contents a:visited {
|
|
color: #4665A2;
|
|
}
|
|
a:hover {
|
|
text-decoration: underline;
|
|
}
|
|
a.el {
|
|
font-weight: bold;
|
|
}
|
|
a.code, a.code:visited, a.line, a.line:visited {
|
|
color: #4665A2;
|
|
}
|
|
a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited {
|
|
color: #4665A2;
|
|
}
|
|
pre.fragment {
|
|
border: 1px solid #C4CFE5;
|
|
background-color: #FBFCFD;
|
|
padding: 4px 6px;
|
|
margin: 4px 8px 4px 2px;
|
|
overflow: auto;
|
|
word-wrap: break-word;
|
|
font-size: 9pt;
|
|
line-height: 125%;
|
|
font-family: monospace, fixed;
|
|
font-size: 105%;
|
|
}
|
|
div.fragment {
|
|
padding: 0px;
|
|
margin: 4px 8px 4px 2px;
|
|
background-color: #FBFCFD;
|
|
border: 1px solid #C4CFE5;
|
|
}
|
|
div.line {
|
|
font-family: monospace, fixed;
|
|
font-size: 13px;
|
|
min-height: 13px;
|
|
line-height: 1.0;
|
|
text-wrap: unrestricted;
|
|
white-space: -moz-pre-wrap; /* Moz */
|
|
white-space: -pre-wrap; /* Opera 4-6 */
|
|
white-space: -o-pre-wrap; /* Opera 7 */
|
|
white-space: pre-wrap; /* CSS3 */
|
|
word-wrap: break-word; /* IE 5.5+ */
|
|
text-indent: -53px;
|
|
padding-left: 53px;
|
|
padding-bottom: 0px;
|
|
margin: 0px;
|
|
-webkit-transition-property: background-color, box-shadow;
|
|
-webkit-transition-duration: 0.5s;
|
|
-moz-transition-property: background-color, box-shadow;
|
|
-moz-transition-duration: 0.5s;
|
|
-ms-transition-property: background-color, box-shadow;
|
|
-ms-transition-duration: 0.5s;
|
|
-o-transition-property: background-color, box-shadow;
|
|
-o-transition-duration: 0.5s;
|
|
transition-property: background-color, box-shadow;
|
|
transition-duration: 0.5s;
|
|
}
|
|
div.contents {
|
|
margin-top: 10px;
|
|
margin-left: 12px;
|
|
margin-right: 8px;
|
|
}
|
|
div.center {
|
|
text-align: center;
|
|
margin-top: 0px;
|
|
margin-bottom: 0px;
|
|
padding: 0px;
|
|
}
|
|
div.center img {
|
|
border: 0px;
|
|
}
|
|
span.keyword {
|
|
color: #008000
|
|
}
|
|
span.keywordtype {
|
|
color: #604020
|
|
}
|
|
span.keywordflow {
|
|
color: #e08000
|
|
}
|
|
span.comment {
|
|
color: #800000
|
|
}
|
|
span.preprocessor {
|
|
color: #806020
|
|
}
|
|
span.stringliteral {
|
|
color: #002080
|
|
}
|
|
span.charliteral {
|
|
color: #008080
|
|
}
|
|
blockquote {
|
|
background-color: #F7F8FB;
|
|
border-left: 2px solid #9CAFD4;
|
|
margin: 0 24px 0 4px;
|
|
padding: 0 12px 0 16px;
|
|
}
|
|
hr {
|
|
height: 0px;
|
|
border: none;
|
|
border-top: 1px solid #4A6AAA;
|
|
}
|
|
address {
|
|
font-style: normal;
|
|
color: #2A3D61;
|
|
}
|
|
div.header {
|
|
background-image:url('nav_h.png');
|
|
background-repeat:repeat-x;
|
|
background-color: #F9FAFC;
|
|
margin: 0px;
|
|
border-bottom: 1px solid #C4CFE5;
|
|
}
|
|
div.headertitle {
|
|
padding: 5px 5px 5px 10px;
|
|
}
|
|
.image {
|
|
text-align: center;
|
|
}
|
|
.caption {
|
|
font-weight: bold;
|
|
}
|
|
div.zoom {
|
|
border: 1px solid #90A5CE;
|
|
}
|
|
tr.heading h2 {
|
|
margin-top: 12px;
|
|
margin-bottom: 4px;
|
|
}
|
|
</style>
|
|
</head>
|
|
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
|
|
<!--END TITLEAREA-->
|
|
<!-- end header part -->
|
|
<!-- Generated by Doxygen 1.8.13 -->
|
|
</div><!-- top -->
|
|
<div class="header">
|
|
<div class="headertitle">
|
|
<div class="title">Tutorial 23: SMeshBufferHandling </div> </div>
|
|
</div><!--header-->
|
|
<div class="contents">
|
|
<div class="textblock"><div class="image">
|
|
<img src="../../media/example_screenshots/023shot.jpg" alt="023shot.jpg"/>
|
|
</div>
|
|
<p>A tutorial by geoff.</p>
|
|
<p>In this tutorial we'll learn how to create custom meshes and deal with them with Irrlicht. We'll create an interesting heightmap with some lighting effects. With keys 1,2,3 you can choose a different mesh layout, which is put into the mesh buffers as desired. All positions, normals, etc. are updated accordingly.</p>
|
|
<p>Ok, let's start with the headers (I think there's nothing to say about it) </p><div class="fragment"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the type of the functions which work out the colour.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> SColor colour_func(f32 x, f32 y, f32 z);</div></div><!-- fragment --><p> Here comes a set of functions which can be used for coloring the nodes while creating the mesh.</p><div class="fragment"><div class="line"><span class="comment">// Greyscale, based on the height.</span></div><div class="line">SColor grey(f32, f32, f32 z)</div><div class="line">{</div><div class="line"> u32 n = (u32)(255.f * z);</div><div class="line"> <span class="keywordflow">return</span> SColor(255, n, n, n);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Interpolation between blue and white, with red added in one</span></div><div class="line"><span class="comment">// direction and green in the other.</span></div><div class="line">SColor yellow(f32 x, f32 y, f32)</div><div class="line">{</div><div class="line"> <span class="keywordflow">return</span> SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Pure white.</span></div><div class="line">SColor white(f32, f32, f32) { <span class="keywordflow">return</span> SColor(255, 255, 255, 255); }</div></div><!-- fragment --><p> The type of the functions which generate the heightmap. x and y range between -0.5 and 0.5, and s is the scale of the heightmap.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> f32 generate_func(s16 x, s16 y, f32 s);</div><div class="line"></div><div class="line"><span class="comment">// An interesting sample function :-)</span></div><div class="line">f32 eggbox(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (f32)exp(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));</div><div class="line"> <span class="keywordflow">return</span> 0.25f+0.25f*z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A rather dumb sine function :-/</span></div><div class="line">f32 moresine(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=0.3f*(f32)x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=12*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.25f + 0.25f * z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A simple function</span></div><div class="line">f32 justexp(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=6*x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=6*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (xx*xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.3f*z*cosf(xx*yy);</div><div class="line">}</div></div><!-- fragment --><p> A simple class for representing heightmaps. Most of this should be obvious.</p><div class="fragment"><div class="line"><span class="keyword">class </span>HeightMap</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="keyword">const</span> u16 Width;</div><div class="line"> <span class="keyword">const</span> u16 Height;</div><div class="line"> f32 s;</div><div class="line"> core::array<f32> data;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)</div><div class="line"> {</div><div class="line"> s = sqrtf((f32)(Width * Width + Height * Height));</div><div class="line"> data.set_used(Width * Height);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Fill the heightmap with values generated from f.</span></div><div class="line"> <span class="keywordtype">void</span> generate(generate_func f)</div><div class="line"> {</div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = 0; y < Height; ++y)</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x < Width; ++x)</div><div class="line"> <span class="keyword">set</span>(i++, calc(f, x, y));</div><div class="line"> }</div><div class="line"></div><div class="line"> u16 height()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Height; }</div><div class="line"> u16 width()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Width; }</div><div class="line"></div><div class="line"> f32 calc(generate_func f, u16 x, u16 y)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x - Width*0.5f;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y - Height*0.5f;</div><div class="line"> <span class="keywordflow">return</span> f((u16)xx, (u16)yy, s);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// The height at (x, y) is at position y * Width + x.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }</div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u32 i, f32 z) { data[i] = z; }</div><div class="line"> f32 <span class="keyword">get</span>(u16 x, u16 y) <span class="keyword">const</span> { <span class="keywordflow">return</span> data[y * Width + x]; }</div></div><!-- fragment --><p> The only difficult part. This considers the normal at (x, y) to be the cross product of the vectors between the adjacent points in the horizontal and vertical directions.</p>
|
|
<p>s is a scaling factor, which is necessary if the height units are different from the coordinate units; for example, if your map has heights in meters and the coordinates are in units of a kilometer.</p><div class="fragment"><div class="line"> vector3df getnormal(u16 x, u16 y, f32 s)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 zc = <span class="keyword">get</span>(x, y);</div><div class="line"> f32 zl, zr, zu, zd;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (x == 0)</div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = zc + zc - zr;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (x == Width - 1)</div><div class="line"> {</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> zr = zc + zc - zl;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (y == 0)</div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = zc + zc - zd;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (y == Height - 1)</div><div class="line"> {</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> zd = zc + zc - zu;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> A class which generates a mesh from a heightmap.</p><div class="fragment"><div class="line"><span class="keyword">class </span>TMesh</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> u16 Width;</div><div class="line"> u16 Height;</div><div class="line"> f32 Scale;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> SMesh* Mesh;</div><div class="line"></div><div class="line"> TMesh() : Width(0), Height(0), Scale(1.f), Mesh(0)</div><div class="line"> {</div><div class="line"> Mesh = <span class="keyword">new</span> SMesh();</div><div class="line"> }</div><div class="line"></div><div class="line"> ~TMesh()</div><div class="line"> {</div><div class="line"> Mesh->drop();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Unless the heightmap is small, it won't all fit into a single</span></div><div class="line"> <span class="comment">// SMeshBuffer. This function chops it into pieces and generates a</span></div><div class="line"> <span class="comment">// buffer from each one.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> init(<span class="keyword">const</span> HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)</div><div class="line"> {</div><div class="line"> Scale = scale;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 mp = driver -> getMaximalPrimitiveCount();</div><div class="line"> Width = hm.width();</div><div class="line"> Height = hm.height();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 sw = mp / (6 * Height); <span class="comment">// the width of each piece</span></div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u32 y0 = 0; y0 < Height; y0 += sw)</div><div class="line"> {</div><div class="line"> u16 y1 = y0 + sw;</div><div class="line"> <span class="keywordflow">if</span> (y1 >= Height)</div><div class="line"> y1 = Height - 1; <span class="comment">// the last one might be narrower</span></div><div class="line"> addstrip(hm, cf, y0, y1, i);</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> (i<Mesh->getMeshBufferCount())</div><div class="line"> {</div><div class="line"> <span class="comment">// clear the rest</span></div><div class="line"> <span class="keywordflow">for</span> (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)</div><div class="line"> {</div><div class="line"> Mesh->getMeshBuffer(j)->drop();</div><div class="line"> }</div><div class="line"> Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);</div><div class="line"> }</div><div class="line"> <span class="comment">// set dirty flag to make sure that hardware copies of this</span></div><div class="line"> <span class="comment">// buffer are also updated, see IMesh::setHardwareMappingHint</span></div><div class="line"> Mesh->setDirty();</div><div class="line"> Mesh->recalculateBoundingBox();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Generate a SMeshBuffer which represents all the vertices and</span></div><div class="line"> <span class="comment">// indices for values of y between y0 and y1, and add it to the</span></div><div class="line"> <span class="comment">// mesh.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> addstrip(<span class="keyword">const</span> HeightMap &hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)</div><div class="line"> {</div><div class="line"> SMeshBuffer *buf = 0;</div><div class="line"> <span class="keywordflow">if</span> (bufNum<Mesh->getMeshBufferCount())</div><div class="line"> {</div><div class="line"> buf = (SMeshBuffer*)Mesh->getMeshBuffer(bufNum);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// create new buffer</span></div><div class="line"> buf = <span class="keyword">new</span> SMeshBuffer();</div><div class="line"> Mesh->addMeshBuffer(buf);</div><div class="line"> <span class="comment">// to simplify things we drop here but continue using buf</span></div><div class="line"> buf->drop();</div><div class="line"> }</div><div class="line"> buf->Vertices.set_used((1 + y1 - y0) * Width);</div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span> (u16 y = y0; y <= y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u16 x = 0; x < Width; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> f32 z = hm.get(x, y);</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x/(f32)Width;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y/(f32)Height;</div><div class="line"></div><div class="line"> S3DVertex& v = buf->Vertices[i++];</div><div class="line"> v.Pos.set(x, Scale * z, y);</div><div class="line"> v.Normal.set(hm.getnormal(x, y, Scale));</div><div class="line"> v.Color=cf(xx, yy, z);</div><div class="line"> v.TCoords.set(xx, yy);</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf->Indices.set_used(6 * (Width - 1) * (y1 - y0));</div><div class="line"> i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = y0; y < y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x < Width - 1; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> u16 n = (y-y0) * Width + x;</div><div class="line"> buf->Indices[i]=n;</div><div class="line"> buf->Indices[++i]=n + Width;</div><div class="line"> buf->Indices[++i]=n + Width + 1;</div><div class="line"> buf->Indices[++i]=n + Width + 1;</div><div class="line"> buf->Indices[++i]=n + 1;</div><div class="line"> buf->Indices[++i]=n;</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf->recalculateBoundingBox();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Our event receiver implementation, taken from tutorial 4. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"></div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><p> Much of this is code taken from some of the examples. We merely set up a mesh from a heightmap, light it with a moving light, and allow the user to navigate around it. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> MyEventReceiver receiver;</div><div class="line"> IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2du(800, 600), 32, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>,</div><div class="line"> &receiver);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> IVideoDriver *driver = device->getVideoDriver();</div><div class="line"> ISceneManager *smgr = device->getSceneManager();</div><div class="line"> device->setWindowCaption(L<span class="stringliteral">"Irrlicht Example for SMesh usage."</span>);</div></div><!-- fragment --><p> Create the custom mesh and initialize with a heightmap </p><div class="fragment"><div class="line">TMesh mesh;</div><div class="line">HeightMap hm = HeightMap(255, 255);</div><div class="line">hm.generate(eggbox);</div><div class="line">mesh.init(hm, 50.f, grey, driver);</div><div class="line"></div><div class="line"><span class="comment">// Add the mesh to the scene graph</span></div><div class="line">IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);</div><div class="line">meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"><span class="comment">// light is just for nice effects</span></div><div class="line">ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),</div><div class="line"> SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);</div><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);</div><div class="line"> ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> node->addAnimator(anim);</div><div class="line"> anim->drop();</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line">ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();</div><div class="line"><span class="keywordflow">if</span> (camera)</div><div class="line">{</div><div class="line"> camera->setPosition(vector3df(-20.f, 150.f, -20.f));</div><div class="line"> camera->setTarget(vector3df(200.f, -80.f, 150.f));</div><div class="line"> camera->setFarValue(20000.0f);</div><div class="line">}</div></div><!-- fragment --><p> Just a usual render loop with event handling. The custom mesh is a usual part of the scene graph which gets rendered by drawAll. </p><div class="fragment"><div class="line"> <span class="keywordflow">while</span>(device->run())</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span>(!device->isWindowActive())</div><div class="line"> {</div><div class="line"> device->sleep(100);</div><div class="line"> <span class="keywordflow">continue</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_W))</div><div class="line"> {</div><div class="line"> meshnode->setMaterialFlag(video::EMF_WIREFRAME, !meshnode->getMaterial(0).Wireframe);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_1))</div><div class="line"> {</div><div class="line"> hm.generate(eggbox);</div><div class="line"> mesh.init(hm, 50.f, grey, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_2))</div><div class="line"> {</div><div class="line"> hm.generate(moresine);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_3))</div><div class="line"> {</div><div class="line"> hm.generate(justexp);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"></div><div class="line"> driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));</div><div class="line"> smgr->drawAll();</div><div class="line"> driver->endScene();</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it! Just compile and play around with the program. </p>
|
|
</div></div><!-- contents -->
|
|
<!-- HTML footer for doxygen 1.8.13-->
|
|
<!-- start footer part -->
|
|
<p> </p>
|
|
</body>
|
|
</html>
|