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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
182 lines
5.7 KiB
C++
182 lines
5.7 KiB
C++
/** Example 015 Loading Scenes from .irr Files
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Since version 1.1, Irrlicht is able to save and load
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the full scene graph into an .irr file, an xml based
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format. There is an editor available to edit
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those files, named irrEdit (http://www.ambiera.com/irredit)
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which can also be used as world and particle editor.
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This tutorial shows how to use .irr files.
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Lets start: Create an Irrlicht device and setup the window.
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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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int main(int argc, char** argv)
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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 and exit if creation failed
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IrrlichtDevice* device =
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createDevice(driverType, core::dimension2d<u32>(640, 480));
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if (device == 0)
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return 1; // could not create selected driver.
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device->setWindowCaption(L"Load .irr file example");
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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/*
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Now load our .irr file.
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.irr files can store the whole scene graph including animators,
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materials and particle systems. And there is also the possibility to
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store arbitrary user data for every scene node in that file. To keep
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this example simple, we are simply loading the scene here. See the
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documentation at ISceneManager::loadScene and ISceneManager::saveScene
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for more information. So to load and display a complicated huge scene,
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we only need a single call to loadScene().
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*/
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// load the scene
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/* You might have to work around some minor problems in current .irr loader:
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- It can't load meshes relative to the .irr file, but only relative to the working directory.
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So you might have to change your working directory to the path where the .irr file is in.
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- When passing a custom parent node to loadScene then irr_scene attributes will be passed to that.
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Usually not a problem, but for example AmbientLight will not change that way unless you create a custom
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SceneNode type which can interpret those attributes.
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*/
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if (argc>1)
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smgr->loadScene(argv[1]);
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else
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smgr->loadScene(getExampleMediaPath() + "example.irr");
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/*
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Now we'll create a camera, and give it a collision response animator
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that's built from the mesh nodes in the scene we just loaded.
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*/
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scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.f, 0.1f);
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// Create a meta triangle selector to hold several triangle selectors.
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scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
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/*
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Now we will find all the nodes in the scene and create triangle
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selectors for all suitable nodes. Typically, you would want to make a
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more informed decision about which nodes to performs collision checks
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on; you could capture that information in the node name or Id.
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*/
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core::array<scene::ISceneNode *> nodes;
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smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
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for (u32 i=0; i < nodes.size(); ++i)
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{
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scene::ISceneNode * node = nodes[i];
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scene::ITriangleSelector * selector = 0;
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switch(node->getType())
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{
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case scene::ESNT_CUBE:
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case scene::ESNT_ANIMATED_MESH:
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// Because the selector won't animate with the mesh,
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// and is only being used for camera collision, we'll just use an approximate
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// bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
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selector = smgr->createTriangleSelectorFromBoundingBox(node);
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break;
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case scene::ESNT_MESH:
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case scene::ESNT_SPHERE: // Derived from IMeshSceneNode
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selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
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break;
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case scene::ESNT_TERRAIN:
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selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
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break;
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case scene::ESNT_OCTREE:
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selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
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break;
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default:
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// Don't create a selector for this node type
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break;
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}
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if(selector)
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{
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// Add it to the meta selector, which will take a reference to it
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meta->addTriangleSelector(selector);
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// And drop my reference to it, so that the meta selector owns it.
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selector->drop();
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}
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}
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/*
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Now that the mesh scene nodes have had triangle selectors created and added
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to the meta selector, create a collision response animator from that meta selector.
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*/
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scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
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meta, camera, core::vector3df(5,5,5),
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core::vector3df(0,0,0));
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meta->drop(); // I'm done with the meta selector now
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camera->addAnimator(anim);
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anim->drop(); // I'm done with the animator now
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// And set the camera position so that it doesn't start off stuck in the geometry
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camera->setPosition(core::vector3df(0.f, 20.f, 0.f));
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// Point the camera at the cube node, by finding the first node of type ESNT_CUBE
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scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE);
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if(cube)
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camera->setTarget(cube->getAbsolutePosition());
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/*
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That's it. Draw everything and finish as usual.
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*/
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int lastFPS = -1;
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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(0,200,200,200));
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smgr->drawAll();
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driver->endScene();
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int fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw str = L"Load Irrlicht File 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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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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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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