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<div class="title">Irrlicht Engine 1.8 API documentation </div> </div>
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<img src="logobig.png" alt="logobig.png"/>
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</div>
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</div><h2><a class="anchor" id="intro"></a>
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Introduction</h2>
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<p>Welcome to the Irrlicht Engine API documentation. Here you'll find any information you'll need to develop applications with the Irrlicht Engine. If you are looking for a tutorial on how to start, you'll find some on the homepage of the Irrlicht Engine at <a href="http://irrlicht.sourceforge.net">irrlicht.sourceforge.net</a> or inside the SDK in the examples directory.</p>
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<p>The Irrlicht Engine is intended to be an easy-to-use 3d engine, so this documentation is an important part of it. If you have any questions or suggestions, just send a email to the author of the engine, Nikolaus Gebhardt (niko (at) irrlicht3d.org).</p>
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<h2><a class="anchor" id="links"></a>
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Links</h2>
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<p><a href="namespaces.html">Namespaces</a>: A very good place to start reading the documentation.<br/>
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<a href="annotated.html">Class list</a>: List of all classes with descriptions.<br/>
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<a href="functions.html">Class members</a>: Good place to find forgotten features.<br/>
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</p>
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<h2><a class="anchor" id="irrexample"></a>
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Short example</h2>
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<p>A simple application, starting up the engine, loading a Quake 2 animated model file and the corresponding texture, animating and displaying it in front of a blue background and placing a user controlable 3d camera would look like the following code. I think this example shows the usage of the engine quite well:</p>
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<div class="fragment"><pre class="fragment"><span class="preprocessor"> #include <<a class="code" href="irrlicht_8h.html" title="Main header file of the irrlicht, the only file needed to include.">irrlicht.h</a>></span>
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<span class="keyword">using namespace </span>irr;
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<span class="keywordtype">int</span> main()
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{
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<span class="comment">// start up the engine</span>
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<a class="code" href="classirr_1_1_irrlicht_device.html" title="The Irrlicht device. You can create it with createDevice() or createDeviceEx().">IrrlichtDevice</a> *device = <a class="code" href="namespaceirr.html#abaf4d8719cc26b0d30813abf85e47c76" title="Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.">createDevice</a>(<a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0a8cc3807f6f28404f3424ad7e31b3142f" title="Direct3D8 device, only available on Win32 platforms.">video::EDT_DIRECT3D8</a>,
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<a class="code" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d<u32></a>(640,480));
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<a class="code" href="classirr_1_1video_1_1_i_video_driver.html" title="Interface to driver which is able to perform 2d and 3d graphics functions.">video::IVideoDriver</a>* driver = device-><a class="code" href="classirr_1_1_irrlicht_device.html#ada90707ba5c645d47e000e4e0f87c4c4" title="Provides access to the video driver for drawing 3d and 2d geometry.">getVideoDriver</a>();
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<a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html" title="The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.">scene::ISceneManager</a>* scenemgr = device-><a class="code" href="classirr_1_1_irrlicht_device.html#a891b503ff4d5041296d88f23f97d7b3d" title="Provides access to the scene manager.">getSceneManager</a>();
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device-><a class="code" href="classirr_1_1_irrlicht_device.html#a3d7c98d520bf18ce1973c6f1439a7c0f" title="Sets the caption of the window.">setWindowCaption</a>(L<span class="stringliteral">"Hello World!"</span>);
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<span class="comment">// load and show quake2 .md2 model</span>
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<a class="code" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">scene::ISceneNode</a>* node = scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#a8e2e0cd3a27e85b4116855dd2f3365b8" title="Adds a scene node for rendering an animated mesh model.">addAnimatedMeshSceneNode</a>(
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scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#a63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">getMesh</a>(<span class="stringliteral">"quake2model.md2"</span>));
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<span class="comment">// if everything worked, add a texture and disable lighting</span>
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<span class="keywordflow">if</span> (node)
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{
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node-><a class="code" href="classirr_1_1scene_1_1_i_scene_node.html#a0d5d2e05ebe08e6a432fbb4fd1d28dd0" title="Sets the texture of the specified layer in all materials of this scene node to the new texture...">setMaterialTexture</a>(0, driver-><a class="code" href="classirr_1_1video_1_1_i_video_driver.html#af4055165190e4adf221c6dc6f2434ea0" title="Get access to a named texture.">getTexture</a>(<span class="stringliteral">"texture.bmp"</span>));
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node-><a class="code" href="classirr_1_1scene_1_1_i_scene_node.html#a2841d5077854b9981711a403f33762cd" title="Sets all material flags at once to a new value.">setMaterialFlag</a>(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3acea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, <span class="keyword">false</span>);
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}
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<span class="comment">// add a first person shooter style user controlled camera</span>
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scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#ac312cbc85161678d00192880f2cdddbb" title="Adds a camera scene node with an animator which provides mouse and keyboard control appropriate for f...">addCameraSceneNodeFPS</a>();
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<span class="comment">// draw everything</span>
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<span class="keywordflow">while</span>(device-><a class="code" href="classirr_1_1_irrlicht_device.html#a0489f8151dc43f6f41503ffb5a160b35" title="Runs the device.">run</a>() && driver)
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{
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driver-><a class="code" href="classirr_1_1video_1_1_i_video_driver.html#a015b8f2f18c260a00a858181be1e9945" title="Applications must call this method before performing any rendering.">beginScene</a>(<span class="keyword">true</span>, <span class="keyword">true</span>, <a class="code" href="classirr_1_1video_1_1_s_color.html" title="Class representing a 32 bit ARGB color.">video::SColor</a>(255,0,0,255));
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scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#a04240262904667c821bd9de5e5fd9b02" title="Draws all the scene nodes.">drawAll</a>();
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driver-><a class="code" href="classirr_1_1video_1_1_i_video_driver.html#a75f61a93c5fc9fdf161c044d27bc994e" title="Presents the rendered image to the screen.">endScene</a>();
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}
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<span class="comment">// delete device</span>
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device-><a class="code" href="classirr_1_1_i_reference_counted.html#afb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop</a>();
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<span class="keywordflow">return</span> 0;
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}
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</pre></div><p>Irrlicht can load a lot of file formats automaticly, see <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">irr::scene::ISceneManager::getMesh()</a> for a detailed list. So if you would like to replace the simple blue screen background by a cool Quake 3 Map, optimized by an octree, just insert this code somewhere before the while loop:</p>
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<div class="fragment"><pre class="fragment"> <span class="comment">// add .pk3 archive to the file system</span>
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device-><a class="code" href="classirr_1_1_irrlicht_device.html#a3d8d2dee2f57aa7e6c0d14592de3e6ed" title="Provides access to the virtual file system.">getFileSystem</a>()->addZipFileArchive(<span class="stringliteral">"quake3map.pk3"</span>);
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<span class="comment">// load .bsp file and show it using an octree</span>
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scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#a503339385ca2b33d7e8035a61c4eca84" title="Adds a scene node for rendering using a octree to the scene graph.">addOctreeSceneNode</a>(
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scenemgr-><a class="code" href="classirr_1_1scene_1_1_i_scene_manager.html#a63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">getMesh</a>(<span class="stringliteral">"quake3map.bsp"</span>));
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</pre></div><p>As you can see, the engine uses namespaces. Everything in the engine is placed into the namespace 'irr', but there are also 5 sub namespaces. You can find a list of all namespaces with descriptions at the <a href="namespaces.html">namespaces page</a>. This is also a good place to start reading the documentation. If you don't want to write the namespace names all the time, just use all namespaces like this: </p>
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<div class="fragment"><pre class="fragment"> <span class="keyword">using namespace </span>core;
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<span class="keyword">using namespace </span>scene;
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<span class="keyword">using namespace </span>video;
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<span class="keyword">using namespace </span>io;
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<span class="keyword">using namespace </span>gui;
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</pre></div><p>There is a lot more the engine can do, but I hope this gave a short overview over the basic features of the engine. For more examples, please take a look into the examples directory of the SDK. </p>
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<a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht
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Engine</a> Documentation © 2003-2012 by Nikolaus Gebhardt. Generated on Sat Jul 9 2016 18:18:17 for Irrlicht 3D Engine by
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