mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-16 15:30:25 +01:00
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
376 lines
16 KiB
C++
376 lines
16 KiB
C++
/** Example 007 Collision
|
|
|
|
We will describe 2 methods: Automatic collision detection for moving through
|
|
3d worlds with stair climbing and sliding, and manual scene node and triangle
|
|
picking using a ray. In this case, we will use a ray coming out from the
|
|
camera, but you can use any ray.
|
|
|
|
To start, we take the program from tutorial 2, which loads and displays a
|
|
quake 3 level. We will use the level to walk in it and to pick triangles from.
|
|
In addition we'll place 3 animated models into it for triangle picking. The
|
|
following code starts up the engine and loads the level, as per tutorial 2.
|
|
*/
|
|
#include <irrlicht.h>
|
|
#include "driverChoice.h"
|
|
#include "exampleHelper.h"
|
|
|
|
using namespace irr;
|
|
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "Irrlicht.lib")
|
|
#endif
|
|
|
|
enum
|
|
{
|
|
// I use this ISceneNode ID to indicate a scene node that is
|
|
// not pickable by getSceneNodeAndCollisionPointFromRay()
|
|
ID_IsNotPickable = 0,
|
|
|
|
// I use this flag in ISceneNode IDs to indicate that the
|
|
// scene node can be picked by ray selection.
|
|
IDFlag_IsPickable = 1 << 0,
|
|
|
|
// I use this flag in ISceneNode IDs to indicate that the
|
|
// scene node can be highlighted. In this example, the
|
|
// homonids can be highlighted, but the level mesh can't.
|
|
IDFlag_IsHighlightable = 1 << 1
|
|
};
|
|
|
|
int main()
|
|
{
|
|
// ask user for driver
|
|
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
|
if (driverType==video::EDT_COUNT)
|
|
return 1;
|
|
|
|
// create device
|
|
|
|
IrrlichtDevice *device =
|
|
createDevice(driverType, core::dimension2d<u32>(640, 480), 16, false);
|
|
|
|
if (device == 0)
|
|
return 1; // could not create selected driver.
|
|
|
|
/*
|
|
If we want to receive information about the material of a hit triangle we have to get
|
|
collisions per meshbuffer. The only disadvantage of this is that getting them per
|
|
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
|
|
If you set this to false you will no longer get material names in the title bar.
|
|
*/
|
|
const bool separateMeshBuffers = true;
|
|
|
|
video::IVideoDriver* driver = device->getVideoDriver();
|
|
scene::ISceneManager* smgr = device->getSceneManager();
|
|
|
|
const io::path mediaPath = getExampleMediaPath();
|
|
|
|
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
|
|
|
|
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
|
|
scene::IMeshSceneNode* q3node = 0;
|
|
|
|
// The Quake mesh is pickable, but doesn't get highlighted.
|
|
if (q3levelmesh)
|
|
q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
|
|
|
|
/*
|
|
So far so good, we've loaded the quake 3 level like in tutorial 2. Now,
|
|
here comes something different: We create a triangle selector. A
|
|
triangle selector is a class which can fetch the triangles from scene
|
|
nodes for doing different things with them, for example collision
|
|
detection. There are different triangle selectors, and all can be
|
|
created with the ISceneManager. In this example, we create an
|
|
OctreeTriangleSelector, which optimizes the triangle output a little
|
|
bit by reducing it like an octree. This is very useful for huge meshes
|
|
like quake 3 levels. After we created the triangle selector, we attach
|
|
it to the q3node. This is not necessary, but in this way, we do not
|
|
need to care for the selector, for example dropping it after we do not
|
|
need it anymore.
|
|
*/
|
|
|
|
scene::ITriangleSelector* selector = 0;
|
|
|
|
if (q3node)
|
|
{
|
|
q3node->setPosition(core::vector3df(-1350,-130,-1400));
|
|
|
|
/*
|
|
There is currently no way to split an octree by material.
|
|
So if we need material infos we have to create one octree per
|
|
meshbuffer and put them together in a MetaTriangleSelector.
|
|
*/
|
|
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
|
|
{
|
|
scene::IMetaTriangleSelector * metaSelector = smgr->createMetaTriangleSelector();
|
|
for ( irr::u32 m=0; m < q3node->getMesh()->getMeshBufferCount(); ++m )
|
|
{
|
|
scene::ITriangleSelector*
|
|
bufferSelector = smgr->createOctreeTriangleSelector(
|
|
q3node->getMesh()->getMeshBuffer(m), m, q3node);
|
|
if ( bufferSelector )
|
|
{
|
|
metaSelector->addTriangleSelector( bufferSelector );
|
|
bufferSelector->drop();
|
|
}
|
|
}
|
|
selector = metaSelector;
|
|
}
|
|
else
|
|
{
|
|
// If you don't need material infos just create one octree for the
|
|
// whole mesh.
|
|
selector = smgr->createOctreeTriangleSelector(
|
|
q3node->getMesh(), q3node, 128);
|
|
}
|
|
q3node->setTriangleSelector(selector);
|
|
// We're not done with this selector yet, so don't drop it.
|
|
}
|
|
|
|
|
|
/*
|
|
We add a first person shooter camera to the scene so that we can see and
|
|
move in the quake 3 level like in tutorial 2. But this, time, we add a
|
|
special animator to the camera: A collision response animator. This
|
|
animator modifies the scene node to which it is attached in order to
|
|
prevent it from moving through walls and to add gravity to the node. The
|
|
only things we have to tell the animator is how the world looks like,
|
|
how big the scene node is, how much gravity to apply and so on. After the
|
|
collision response animator is attached to the camera, we do not have to do
|
|
anything else for collision detection, it's all done automatically.
|
|
The rest of the collision detection code below is for picking. And please
|
|
note another cool feature: The collision response animator can be
|
|
attached also to all other scene nodes, not only to cameras. And it can
|
|
be mixed with other scene node animators. In this way, collision
|
|
detection and response in the Irrlicht engine is really easy.
|
|
|
|
Now we'll take a closer look on the parameters of
|
|
createCollisionResponseAnimator(). The first parameter is the
|
|
TriangleSelector, which specifies how the world, against which collision
|
|
detection is done, looks like. The second parameter is the scene node,
|
|
which is the object which is affected by collision detection - in our
|
|
case it is the camera. The third defines how big the object is, it is
|
|
the radius of an ellipsoid. Try it out and change the radius to smaller
|
|
values, the camera will be able to move closer to walls after this. The
|
|
next parameter is the direction and speed of gravity. We'll set it to
|
|
(0, -1000, 0), which approximates realistic gravity (depends on the units
|
|
which are used in the scene model). You could set it to (0,0,0) to disable
|
|
gravity. And the last value is just an offset: Without it the ellipsoid with
|
|
which collision detection is done would be around the camera and the camera
|
|
would be in the middle of the ellipsoid. But as human beings, we are used to
|
|
have our eyes on top of the body, not in the middle of it. So we place the
|
|
scene node 50 units over the center of the ellipsoid with this parameter.
|
|
And that's it, collision detection works now.
|
|
*/
|
|
|
|
// Set a jump speed of 300 units per second, which gives a fairly realistic jump
|
|
// when used with the gravity of (0, -1000, 0) in the collision response animator.
|
|
scene::ICameraSceneNode* camera =
|
|
smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 300.f);
|
|
camera->setPosition(core::vector3df(50,50,-60));
|
|
camera->setTarget(core::vector3df(-70,30,-60));
|
|
|
|
if (selector)
|
|
{
|
|
scene::ISceneNodeAnimatorCollisionResponse * anim = smgr->createCollisionResponseAnimator(
|
|
selector, camera, core::vector3df(30,50,30),
|
|
core::vector3df(0,-1000,0), core::vector3df(0,30,0));
|
|
selector->drop(); // As soon as we're done with the selector, drop it.
|
|
camera->addAnimator(anim);
|
|
anim->drop(); // And likewise, drop the animator when we're done referring to it.
|
|
}
|
|
|
|
// Now I create three animated characters which we can pick, a dynamic light for
|
|
// lighting them, and a billboard for drawing where we found an intersection.
|
|
|
|
// First, let's get rid of the mouse cursor. We'll use a billboard to show
|
|
// what we're looking at.
|
|
device->getCursorControl()->setVisible(false);
|
|
|
|
// Add the billboard.
|
|
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
|
|
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
|
|
bill->setMaterialTexture(0, driver->getTexture(mediaPath + "particle.bmp"));
|
|
bill->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
|
|
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
|
|
bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
|
|
|
|
/* Add 3 animated hominids, which we can pick using a ray-triangle intersection.
|
|
They all animate quite slowly, to make it easier to see that accurate triangle
|
|
selection is being performed. */
|
|
scene::IAnimatedMeshSceneNode* node = 0;
|
|
|
|
video::SMaterial material;
|
|
|
|
// Add an MD2 node, which uses vertex-based animation.
|
|
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
|
|
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
|
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
|
|
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
|
|
node->setMD2Animation(scene::EMAT_POINT);
|
|
node->setAnimationSpeed(20.f);
|
|
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
|
|
material.Lighting = true;
|
|
material.NormalizeNormals = true;
|
|
node->getMaterial(0) = material;
|
|
|
|
// Now create a triangle selector for it. The selector will know that it
|
|
// is associated with an animated node, and will update itself as necessary.
|
|
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
|
node->setTriangleSelector(selector);
|
|
selector->drop(); // We're done with this selector, so drop it now.
|
|
|
|
// And this B3D file uses skinned skeletal animation.
|
|
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
|
|
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
|
node->setScale(core::vector3df(10));
|
|
node->setPosition(core::vector3df(-75,-66,-80));
|
|
node->setRotation(core::vector3df(0,90,0));
|
|
node->setAnimationSpeed(8.f);
|
|
node->getMaterial(0).NormalizeNormals = true;
|
|
node->getMaterial(0).Lighting = true;
|
|
// Just do the same as we did above.
|
|
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
|
node->setTriangleSelector(selector);
|
|
selector->drop();
|
|
|
|
// This X files uses skeletal animation, but without skinning.
|
|
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
|
|
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
|
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
|
|
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
|
|
node->setAnimationSpeed(20.f);
|
|
node->getMaterial(0).Lighting = true;
|
|
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
|
node->setTriangleSelector(selector);
|
|
selector->drop();
|
|
|
|
// And this mdl file uses skinned skeletal animation.
|
|
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
|
|
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
|
|
node->setPosition(core::vector3df(-90,-25,20));
|
|
node->setScale(core::vector3df(0.8f));
|
|
node->getMaterial(0).Lighting = true;
|
|
node->setAnimationSpeed(20.f);
|
|
|
|
// Just do the same as we did above.
|
|
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
|
|
node->setTriangleSelector(selector);
|
|
selector->drop();
|
|
|
|
material.setTexture(0, 0);
|
|
material.Lighting = false;
|
|
|
|
// Add a light, so that the unselected nodes aren't completely dark.
|
|
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
|
|
video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
|
|
light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
|
|
|
|
// Remember which scene node is highlighted
|
|
scene::ISceneNode* highlightedSceneNode = 0;
|
|
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
|
|
|
|
// draw the selection triangle only as wireframe
|
|
material.Wireframe=true;
|
|
|
|
while(device->run())
|
|
if (device->isWindowActive())
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
|
|
smgr->drawAll();
|
|
|
|
// Unlight any currently highlighted scene node
|
|
if (highlightedSceneNode)
|
|
{
|
|
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
|
|
highlightedSceneNode = 0;
|
|
}
|
|
|
|
// All intersections in this example are done with a ray cast out from the camera to
|
|
// a distance of 1000. You can easily modify this to check (e.g.) a bullet
|
|
// trajectory or a sword's position, or create a ray from a mouse click position using
|
|
// ISceneCollisionManager::getRayFromScreenCoordinates()
|
|
core::line3d<f32> ray;
|
|
ray.start = camera->getPosition();
|
|
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
|
|
|
|
|
|
// This call is all you need to perform ray/triangle collision on every scene node
|
|
// that has a triangle selector, including the Quake level mesh. It finds the nearest
|
|
// collision point/triangle, and returns the scene node containing that point.
|
|
// Irrlicht provides other types of selection, including ray/triangle selector,
|
|
// ray/box and ellipse/triangle selector, plus associated helpers.
|
|
// You might also want to check the other methods of ISceneCollisionManager.
|
|
|
|
irr::io::SNamedPath hitTextureName;
|
|
scene::SCollisionHit hitResult;
|
|
scene::ISceneNode * selectedSceneNode =collMan->getSceneNodeAndCollisionPointFromRay(
|
|
hitResult, // Returns all kind of info about the collision
|
|
ray,
|
|
IDFlag_IsPickable, // This ensures that only nodes that we have
|
|
// set up to be pickable are considered
|
|
0); // Check the entire scene (this is actually the implicit default)
|
|
|
|
|
|
// If the ray hit anything, move the billboard to the collision position
|
|
// and draw the triangle that was hit.
|
|
if(selectedSceneNode)
|
|
{
|
|
bill->setPosition(hitResult.Intersection); // Show the current intersection point with the level or a mesh
|
|
|
|
// We need to reset the transform before doing our own rendering.
|
|
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
|
driver->setMaterial(material);
|
|
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
|
|
|
|
// We can check the flags for the scene node that was hit to see if it should be
|
|
// highlighted. The animated nodes can be highlighted, but not the Quake level mesh
|
|
if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
|
|
{
|
|
highlightedSceneNode = selectedSceneNode;
|
|
|
|
// Highlighting in this case means turning lighting OFF for this node,
|
|
// which means that it will be drawn with full brightness.
|
|
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
|
|
}
|
|
|
|
// When separateMeshBuffers is set to true we can now find out which material was hit
|
|
if ( hitResult.MeshBuffer && hitResult.Node && hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture )
|
|
{
|
|
// Note we are interested in the node material and not in the meshbuffer material.
|
|
// Otherwise we wouldn't get the fairy2 texture which is only set on the node.
|
|
hitTextureName = hitResult.Node->getMaterial(hitResult.MaterialIndex).TextureLayer[0].Texture->getName();
|
|
}
|
|
}
|
|
|
|
// We're all done drawing, so end the scene.
|
|
driver->endScene();
|
|
|
|
// Show some info in title-bar
|
|
int fps = driver->getFPS();
|
|
static core::stringw lastString;
|
|
core::stringw str = L"Collision detection example - Irrlicht Engine [";
|
|
str += driver->getName();
|
|
str += "] FPS:";
|
|
str += fps;
|
|
if ( !hitTextureName.getInternalName().empty() )
|
|
{
|
|
str += " ";
|
|
irr::io::path texName(hitTextureName.getInternalName());
|
|
str += core::deletePathFromFilename(texName);
|
|
}
|
|
if ( str != lastString ) // changing caption is somewhat expensive, so don't when nothing changed
|
|
{
|
|
device->setWindowCaption(str.c_str());
|
|
lastString = str;
|
|
}
|
|
}
|
|
|
|
device->drop();
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
**/
|