mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-16 23:40:25 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
266 lines
8.5 KiB
C++
266 lines
8.5 KiB
C++
/** Example 004 Movement
|
|
|
|
This tutorial shows how to move and animate SceneNodes. The
|
|
basic concept of SceneNodeAnimators is shown as well as manual
|
|
movement of nodes using the keyboard. We'll demonstrate framerate
|
|
independent movement, which means moving by an amount dependent
|
|
on the duration of the last run of the Irrlicht loop.
|
|
|
|
Example 19.MouseAndJoystick shows how to handle other input than keyboard.
|
|
|
|
As always, include the header files, use the irr namespace,
|
|
and tell the linker to link with the .lib file.
|
|
*/
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "Irrlicht.lib")
|
|
#endif
|
|
|
|
#include <irrlicht.h>
|
|
#include "driverChoice.h"
|
|
#include "exampleHelper.h"
|
|
|
|
using namespace irr;
|
|
|
|
/*
|
|
To receive events like mouse and keyboard input, or GUI events like
|
|
"button has been clicked", we need an object which is derived from the
|
|
irr::IEventReceiver object. There is only one method to override:
|
|
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
|
|
when an event happens. What we really want to know is whether a key is being
|
|
held down, and so we will remember the current state of each key.
|
|
*/
|
|
class MyEventReceiver : public IEventReceiver
|
|
{
|
|
public:
|
|
// This is the one method that we have to implement
|
|
virtual bool OnEvent(const SEvent& event)
|
|
{
|
|
// Remember whether each key is down or up
|
|
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
|
|
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
|
|
|
|
/*
|
|
Always return false by default. If you return true you tell the engine
|
|
that you handled this event completely and the Irrlicht should not
|
|
process it any further. So for example if you return true for all
|
|
EET_KEY_INPUT_EVENT events then Irrlicht would not pass on key-events
|
|
to it's GUI system.
|
|
*/
|
|
return false;
|
|
}
|
|
|
|
// This is used to check whether a key is being held down
|
|
virtual bool IsKeyDown(EKEY_CODE keyCode) const
|
|
{
|
|
return KeyIsDown[keyCode];
|
|
}
|
|
|
|
MyEventReceiver()
|
|
{
|
|
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
|
|
KeyIsDown[i] = false;
|
|
}
|
|
|
|
private:
|
|
// We use this array to store the current state of each key
|
|
bool KeyIsDown[KEY_KEY_CODES_COUNT];
|
|
};
|
|
|
|
|
|
/*
|
|
The event receiver for keeping the pressed keys is ready, the actual responses
|
|
will be made inside the render loop, right before drawing the scene. So lets
|
|
create an irr::IrrlichtDevice and the scene node we want to move. We also
|
|
create some additional scene nodes to show different possibilities to move and
|
|
animate scene nodes.
|
|
*/
|
|
int main()
|
|
{
|
|
// ask user for driver
|
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
|
if (driverType==video::EDT_COUNT)
|
|
return 1;
|
|
|
|
/*
|
|
Create the event receiver. Take care that the pointer to it has to
|
|
stay valid as long as the IrrlichtDevice uses it. Event receivers are not
|
|
reference counted.
|
|
*/
|
|
MyEventReceiver receiver;
|
|
|
|
// create device
|
|
IrrlichtDevice* device = createDevice(driverType,
|
|
core::dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
|
|
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|
|
|
const io::path mediaPath = getExampleMediaPath();
|
|
|
|
/*
|
|
Create the node which will be moved with the WSAD keys. We create a
|
|
sphere node, which is a built-in geometry primitive. We place the node
|
|
at (0,0,30) and assign a texture to it to let it look a little bit more
|
|
interesting. Because we have no dynamic lights in this scene we disable
|
|
lighting for each model (otherwise the models would be black).
|
|
*/
|
|
scene::ISceneNode * sphereNode = smgr->addSphereSceneNode();
|
|
if (sphereNode)
|
|
{
|
|
sphereNode->setPosition(core::vector3df(0,0,30));
|
|
sphereNode->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
|
|
sphereNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
}
|
|
|
|
/*
|
|
Now we create another node, movable using a scene node animator. Scene
|
|
node animators modify scene nodes and can be attached to any scene node
|
|
like mesh scene nodes, billboards, lights and even camera scene nodes.
|
|
Scene node animators are not only able to modify the position of a
|
|
scene node, they can also animate the textures of an object for
|
|
example. We create a cube scene node and attach a 'fly circle' scene
|
|
node animator to it, letting this node fly around our sphere scene node.
|
|
*/
|
|
scene::ISceneNode* cubeNode = smgr->addCubeSceneNode();
|
|
if (cubeNode)
|
|
{
|
|
cubeNode->setMaterialTexture(0, driver->getTexture(mediaPath + "t351sml.jpg"));
|
|
cubeNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
scene::ISceneNodeAnimator* anim =
|
|
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
|
|
if (anim)
|
|
{
|
|
cubeNode->addAnimator(anim);
|
|
anim->drop();
|
|
}
|
|
}
|
|
|
|
/*
|
|
The last scene node we add is a b3d model of a walking ninja. Is shows the
|
|
use of a 'fly straight' animator to move the node between two points.
|
|
*/
|
|
scene::IAnimatedMeshSceneNode* ninjaNode =
|
|
smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"));
|
|
|
|
if (ninjaNode)
|
|
{
|
|
scene::ISceneNodeAnimator* anim =
|
|
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
|
|
core::vector3df(-100,0,60), 3500, true);
|
|
if (anim)
|
|
{
|
|
ninjaNode->addAnimator(anim);
|
|
anim->drop();
|
|
}
|
|
|
|
/*
|
|
To make the model look right we disable lighting, set the
|
|
frames between which the animation should loop, rotate the
|
|
model around 180 degrees, and adjust the animation speed and
|
|
the texture. To set the correct animation (frames and speed), we
|
|
would also be able to just call
|
|
"ninjaNode->setMD2Animation(scene::EMAT_RUN)" for the 'run'
|
|
animation instead of "setFrameLoop" and "setAnimationSpeed",
|
|
But that only works with MD2 animations, while this can be used to
|
|
start other animations. For MD2 it's usually good advice not to use
|
|
hardcoded frame-numbers...
|
|
*/
|
|
ninjaNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
|
|
ninjaNode->setFrameLoop(0, 13);
|
|
ninjaNode->setAnimationSpeed(15);
|
|
// ninjaNode->setMD2Animation(scene::EMAT_RUN);
|
|
|
|
ninjaNode->setScale(core::vector3df(2.f,2.f,2.f));
|
|
ninjaNode->setRotation(core::vector3df(0,-90,0));
|
|
// ninjaNode->setMaterialTexture(0, driver->getTexture(mediaPath + "sydney.bmp"));
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
To be able to look at and move around in this scene, we create a first
|
|
person shooter style camera and make the mouse cursor invisible.
|
|
*/
|
|
smgr->addCameraSceneNodeFPS();
|
|
device->getCursorControl()->setVisible(false);
|
|
|
|
/*
|
|
Add a colorful irrlicht logo
|
|
*/
|
|
device->getGUIEnvironment()->addImage(
|
|
driver->getTexture(mediaPath + "irrlichtlogoalpha2.tga"),
|
|
core::position2d<s32>(10,20));
|
|
|
|
/*
|
|
Lets draw the scene and also write the current frames per second and the
|
|
name of the driver to the caption of the window.
|
|
*/
|
|
int lastFPS = -1;
|
|
|
|
// In order to do framerate independent movement, we have to know
|
|
// how long it was since the last frame
|
|
u32 then = device->getTimer()->getTime();
|
|
|
|
// This is the movement speed in units per second.
|
|
const f32 MOVEMENT_SPEED = 5.f;
|
|
|
|
while(device->run())
|
|
{
|
|
// Work out a frame delta time.
|
|
const u32 now = device->getTimer()->getTime();
|
|
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
|
|
then = now;
|
|
|
|
/* Check if keys W, S, A or D are being held down, and move the
|
|
sphere node around respectively. */
|
|
core::vector3df nodePosition = sphereNode->getPosition();
|
|
|
|
if(receiver.IsKeyDown(irr::KEY_KEY_W))
|
|
nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
|
|
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
|
|
nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
|
|
|
|
if(receiver.IsKeyDown(irr::KEY_KEY_A))
|
|
nodePosition.X -= MOVEMENT_SPEED * frameDeltaTime;
|
|
else if(receiver.IsKeyDown(irr::KEY_KEY_D))
|
|
nodePosition.X += MOVEMENT_SPEED * frameDeltaTime;
|
|
|
|
sphereNode->setPosition(nodePosition);
|
|
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,113,113,133));
|
|
|
|
smgr->drawAll(); // draw the 3d scene
|
|
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
|
|
|
|
driver->endScene();
|
|
|
|
int fps = driver->getFPS();
|
|
|
|
if (lastFPS != fps)
|
|
{
|
|
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
|
|
tmp += driver->getName();
|
|
tmp += L"] fps: ";
|
|
tmp += fps;
|
|
|
|
device->setWindowCaption(tmp.c_str());
|
|
lastFPS = fps;
|
|
}
|
|
}
|
|
|
|
/*
|
|
In the end, delete the Irrlicht device.
|
|
*/
|
|
device->drop();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
That's it. Compile and play around with the program.
|
|
**/
|