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