irrlicht/examples/15.LoadIrrFile/tutorial.html
2020-05-16 23:31:28 +02:00

130 lines
4.5 KiB
HTML

<html>
<head>
<title>Irrlicht Engine Tutorial</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body bgcolor="#FFFFFF" leftmargin="0" topmargin="0" marginwidth="0" marginheight="0">
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
<td bgcolor="#666699" width="100%"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
<b><font color="#FFFFFF">Tutorial 15. Load .irr File</font></b></td>
</tr>
<tr bgcolor="#eeeeff">
<td height="90" colspan="2"> <div align="left">
<p>Since version 1.1, Irrlicht is able to save and load the full scene
graph into an .irr file, an xml based format. There is also an editor
available to edit those files, named irrEdit on <a href="http://www.ambiera.com/irredit" target="_blank">http://www.ambiera.com/irredit</a>,
which can also be used as world and particle editor. This tutorial shows
how to use .irr files.</p>
<p align="center"><img src="../../media/015shot.jpg" width="256" height="200"><br>
</p>
</div></td>
</tr>
</table>
<br>
<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
<tr>
<td bgcolor="#666699"> <div align="center"><b><font color="#000000"></font></b></div>
<font color="#FFFFFF"><b>Lets start!</b></font></td>
</tr>
<tr>
<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
<p>Lets start: Create an Irrlicht device and setup the window.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre>#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
}
// create device and exit if creation failed
IrrlichtDevice* device =
createDevice(driverType, core::dimension2d<s32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
device->setWindowCaption(L"Load .irr file example");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
</pre></td>
</tr>
</table>
<p>Now load our .irr file. .irr files can store the whole scene graph
including animators, materials and particle systems. And there is also
the possibility to store arbitrary user data for every scene node in
that file. To keep this example simple, we are simply loading the scene
here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene
for more information. So to load and display a complicated huge scene,
we only need a single call to loadScene().</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>// load the scene<br>smgr-&gt;loadScene(&quot;../../media/example.irr&quot;); </pre></td>
</tr>
</table>
<p>That was it already. Now add a camera and draw the scene.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre> // add a user controlled camera
smgr->addCameraSceneNodeFPS();
// and draw everything.
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, video::SColor(0,200,200,200));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
</pre> </td>
</tr>
</table>
</div>
<p>&nbsp;</p>
</td>
</tr>
</table>
<p>&nbsp;</p>
<p>&nbsp;</p>
</body>
</html>