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+<div class="title">Tutorial 23: SMeshBufferHandling </div> </div>
+</div>
+<div class="contents">
+<div class="textblock"><div class="image">
+<img src="023shot.jpg" alt="023shot.jpg"/>
+</div>
+ <p>A tutorial by geoff.</p>
+<p>In this tutorial we'll learn how to create custom meshes and deal with them with Irrlicht. We'll create an interesting heightmap with some lighting effects. With keys 1,2,3 you can choose a different mesh layout, which is put into the mesh buffers as desired. All positions, normals, etc. are updated accordingly.</p>
+<p>Ok, let's start with the headers (I think there's nothing to say about it) </p>
+<div class="fragment"><pre class="fragment"><span class="preprocessor">#include &lt;<a class="code" href="irrlicht_8h.html" title="Main header file of the irrlicht, the only file needed to include.">irrlicht.h</a>&gt;</span>
+<span class="preprocessor">#include &quot;<a class="code" href="driver_choice_8h.html">driverChoice.h</a>&quot;</span>
+
+<span class="preprocessor">#ifdef _MSC_VER</span>
+<span class="preprocessor"></span><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span>
+<span class="preprocessor"></span><span class="preprocessor">#endif</span>
+<span class="preprocessor"></span>
+<span class="comment">//Namespaces for the engine</span>
+<span class="keyword">using namespace </span>irr;
+<span class="keyword">using namespace </span>video;
+<span class="keyword">using namespace </span>core;
+<span class="keyword">using namespace </span>scene;
+<span class="keyword">using namespace </span>io;
+<span class="keyword">using namespace </span>gui;
+</pre></div><p> This is the type of the functions which work out the colour. </p>
+<div class="fragment"><pre class="fragment"><span class="keyword">typedef</span> SColor colour_func(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z);
+</pre></div><p> Here comes a set of functions which can be used for coloring the nodes while creating the mesh. </p>
+<div class="fragment"><pre class="fragment"><span class="comment">// Greyscale, based on the height.</span>
+SColor grey(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z)
+{
+ <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> n = (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>)(255.f * z);
+ <span class="keywordflow">return</span> SColor(255, n, n, n);
+}
+
+<span class="comment">// Interpolation between blue and white, with red added in one</span>
+<span class="comment">// direction and green in the other.</span>
+SColor yellow(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> x, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)
+{
+ <span class="keywordflow">return</span> SColor(255, 128 + (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>)(127.f * x), 128 + (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>)(127.f * y), 255);
+}
+
+<span class="comment">// Pure white.</span>
+SColor white(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>) { <span class="keywordflow">return</span> SColor(255, 255, 255, 255); }
+</pre></div><p> The type of the functions which generate the heightmap. x and y range between -0.5 and 0.5, and s is the scale of the heightmap. </p>
+<div class="fragment"><pre class="fragment"><span class="keyword">typedef</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> generate_func(<a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> x, <a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s);
+
+<span class="comment">// An interesting sample function :-)</span>
+<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> eggbox(<a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> x, <a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s)
+{
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> r = 4.f*sqrtf((<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)(x*x + y*y))/s;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z = expf(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));
+ <span class="keywordflow">return</span> 0.25f+0.25f*z;
+}
+
+<span class="comment">// A rather dumb sine function :-/</span>
+<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> moresine(<a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> x, <a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s)
+{
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> xx=0.3f*(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)x/s;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> yy=12*y/s;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z = sinf(xx*xx+yy)*sinf(xx+yy*yy);
+ <span class="keywordflow">return</span> 0.25f + 0.25f * z;
+}
+
+<span class="comment">// A simple function</span>
+<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> justexp(<a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> x, <a class="code" href="namespaceirr.html#a43ace0af066371ac0862bac3f7314220" title="16 bit signed variable.">s16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s)
+{
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> xx=6*x/s;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> yy=6*y/s;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z = (xx*xx+yy*yy);
+ <span class="keywordflow">return</span> 0.3f*z*cosf(xx*yy);
+}
+</pre></div><p> A simple class for representing heightmaps. Most of this should be obvious. </p>
+<div class="fragment"><pre class="fragment"><span class="keyword">class </span>HeightMap
+{
+<span class="keyword">private</span>:
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> Width;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> Height;
+ <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s;
+ core::array&lt;f32&gt; data;
+<span class="keyword">public</span>:
+ HeightMap(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> _w, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> _h) : Width(_w), Height(_h), s(0.f), data(0)
+ {
+ s = sqrtf((<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)(Width * Width + Height * Height));
+ data.set_used(Width * Height);
+ }
+
+ <span class="comment">// Fill the heightmap with values generated from f.</span>
+ <span class="keywordtype">void</span> generate(generate_func f)
+ {
+ <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0;
+ <span class="keywordflow">for</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y = 0; y &lt; Height; ++y)
+ <span class="keywordflow">for</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x = 0; x &lt; Width; ++x)
+ <span class="keyword">set</span>(i++, calc(f, x, y));
+ }
+
+ <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> height()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Height; }
+ <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> width()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Width; }
+
+ <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> calc(generate_func f, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y)<span class="keyword"> const</span>
+<span class="keyword"> </span>{
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> xx = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)x - Width*0.5f;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> yy = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)y - Height*0.5f;
+ <span class="keywordflow">return</span> f((<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a>)xx, (<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a>)yy, s);
+ }
+
+ <span class="comment">// The height at (x, y) is at position y * Width + x.</span>
+
+ <span class="keywordtype">void</span> <span class="keyword">set</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z) { data[y * Width + x] = z; }
+ <span class="keywordtype">void</span> <span class="keyword">set</span>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z) { data[i] = z; }
+ <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> <span class="keyword">get</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y) <span class="keyword">const</span> { <span class="keywordflow">return</span> data[y * Width + x]; }
+</pre></div><p> The only difficult part. This considers the normal at (x, y) to be the cross product of the vectors between the adjacent points in the horizontal and vertical directions.</p>
+<p>s is a scaling factor, which is necessary if the height units are different from the coordinate units; for example, if your map has heights in metres and the coordinates are in units of a kilometer. </p>
+<div class="fragment"><pre class="fragment"> <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> getnormal(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> s)<span class="keyword"> const</span>
+<span class="keyword"> </span>{
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zc = <span class="keyword">get</span>(x, y);
+ <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> zl, zr, zu, zd;
+
+ <span class="keywordflow">if</span> (x == 0)
+ {
+ zr = <span class="keyword">get</span>(x + 1, y);
+ zl = zc + zc - zr;
+ }
+ <span class="keywordflow">else</span> <span class="keywordflow">if</span> (x == Width - 1)
+ {
+ zl = <span class="keyword">get</span>(x - 1, y);
+ zr = zc + zc - zl;
+ }
+ <span class="keywordflow">else</span>
+ {
+ zr = <span class="keyword">get</span>(x + 1, y);
+ zl = <span class="keyword">get</span>(x - 1, y);
+ }
+
+ <span class="keywordflow">if</span> (y == 0)
+ {
+ zd = <span class="keyword">get</span>(x, y + 1);
+ zu = zc + zc - zd;
+ }
+ <span class="keywordflow">else</span> <span class="keywordflow">if</span> (y == Height - 1)
+ {
+ zu = <span class="keyword">get</span>(x, y - 1);
+ zd = zc + zc - zu;
+ }
+ <span class="keywordflow">else</span>
+ {
+ zd = <span class="keyword">get</span>(x, y + 1);
+ zu = <span class="keyword">get</span>(x, y - 1);
+ }
+
+ <span class="keywordflow">return</span> <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();
+ }
+};
+</pre></div><p> A class which generates a mesh from a heightmap. </p>
+<div class="fragment"><pre class="fragment"><span class="keyword">class </span>TMesh
+{
+<span class="keyword">private</span>:
+ <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> Width;
+ <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> Height;
+ <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> Scale;
+<span class="keyword">public</span>:
+ SMesh* Mesh;
+
+ TMesh() : Mesh(0), Width(0), Height(0), Scale(1.f)
+ {
+ Mesh = <span class="keyword">new</span> SMesh();
+ }
+
+ ~TMesh()
+ {
+ Mesh-&gt;drop();
+ }
+
+ <span class="comment">// Unless the heightmap is small, it won&#39;t all fit into a single</span>
+ <span class="comment">// SMeshBuffer. This function chops it into pieces and generates a</span>
+ <span class="comment">// buffer from each one.</span>
+
+ <span class="keywordtype">void</span> init(<span class="keyword">const</span> HeightMap &amp;hm, <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scale, colour_func cf, IVideoDriver *driver)
+ {
+ Scale = scale;
+
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> mp = driver -&gt; getMaximalPrimitiveCount();
+ Width = hm.width();
+ Height = hm.height();
+
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> sw = mp / (6 * Height); <span class="comment">// the width of each piece</span>
+
+ <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0;
+ <span class="keywordflow">for</span>(<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> y0 = 0; y0 &lt; Height; y0 += sw)
+ {
+ <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y1 = y0 + sw;
+ <span class="keywordflow">if</span> (y1 &gt;= Height)
+ y1 = Height - 1; <span class="comment">// the last one might be narrower</span>
+ addstrip(hm, cf, y0, y1, i);
+ ++i;
+ }
+ <span class="keywordflow">if</span> (i&lt;Mesh-&gt;getMeshBufferCount())
+ {
+ <span class="comment">// clear the rest</span>
+ <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> j=i; j&lt;Mesh-&gt;getMeshBufferCount(); ++j)
+ {
+ Mesh-&gt;getMeshBuffer(j)-&gt;drop();
+ }
+ Mesh-&gt;MeshBuffers.erase(i,Mesh-&gt;getMeshBufferCount()-i);
+ }
+ <span class="comment">// set dirty flag to make sure that hardware copies of this</span>
+ <span class="comment">// buffer are also updated, see IMesh::setHardwareMappingHint</span>
+ Mesh-&gt;setDirty();
+ Mesh-&gt;recalculateBoundingBox();
+ }
+
+ <span class="comment">// Generate a SMeshBuffer which represents all the vertices and</span>
+ <span class="comment">// indices for values of y between y0 and y1, and add it to the</span>
+ <span class="comment">// mesh.</span>
+
+ <span class="keywordtype">void</span> addstrip(<span class="keyword">const</span> HeightMap &amp;hm, colour_func cf, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y0, <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y1, <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> bufNum)
+ {
+ <a class="code" href="namespaceirr_1_1scene.html#a76de145884afd2965d09c28d6bf89616" title="Standard meshbuffer.">SMeshBuffer</a> *buf = 0;
+ <span class="keywordflow">if</span> (bufNum&lt;Mesh-&gt;getMeshBufferCount())
+ {
+ buf = (<a class="code" href="namespaceirr_1_1scene.html#a76de145884afd2965d09c28d6bf89616" title="Standard meshbuffer.">SMeshBuffer</a>*)Mesh-&gt;getMeshBuffer(bufNum);
+ }
+ <span class="keywordflow">else</span>
+ {
+ <span class="comment">// create new buffer</span>
+ buf = <span class="keyword">new</span> <a class="code" href="namespaceirr_1_1scene.html#a76de145884afd2965d09c28d6bf89616" title="Standard meshbuffer.">SMeshBuffer</a>();
+ Mesh-&gt;addMeshBuffer(buf);
+ <span class="comment">// to simplify things we drop here but continue using buf</span>
+ buf-&gt;drop();
+ }
+ buf-&gt;Vertices.set_used((1 + y1 - y0) * Width);
+
+ <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0;
+ <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y = y0; y &lt;= y1; ++y)
+ {
+ <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x = 0; x &lt; Width; ++x)
+ {
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> z = hm.get(x, y);
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> xx = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)x/(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)Width;
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> yy = (<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)y/(<a class="code" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)Height;
+
+ S3DVertex&amp; v = buf-&gt;Vertices[i++];
+ v.Pos.set(x, Scale * z, y);
+ v.Normal.set(hm.getnormal(x, y, Scale));
+ v.Color=cf(xx, yy, z);
+ v.TCoords.set(xx, yy);
+ }
+ }
+
+ buf-&gt;Indices.set_used(6 * (Width - 1) * (y1 - y0));
+ i=0;
+ <span class="keywordflow">for</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> y = y0; y &lt; y1; ++y)
+ {
+ <span class="keywordflow">for</span>(<a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> x = 0; x &lt; Width - 1; ++x)
+ {
+ <span class="keyword">const</span> <a class="code" href="namespaceirr.html#ae9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> n = (y-y0) * Width + x;
+ buf-&gt;Indices[i]=n;
+ buf-&gt;Indices[++i]=n + Width;
+ buf-&gt;Indices[++i]=n + Width + 1;
+ buf-&gt;Indices[++i]=n + Width + 1;
+ buf-&gt;Indices[++i]=n + 1;
+ buf-&gt;Indices[++i]=n;
+ ++i;
+ }
+ }
+
+ buf-&gt;recalculateBoundingBox();
+ }
+};
+</pre></div><p>Our event receiver implementation, taken from tutorial 4. </p>
+<div class="fragment"><pre class="fragment"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver
+{
+<span class="keyword">public</span>:
+ <span class="comment">// This is the one method that we have to implement</span>
+ <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)
+ {
+ <span class="comment">// Remember whether each key is down or up</span>
+ <span class="keywordflow">if</span> (event.EventType == <a class="code" href="namespaceirr.html#ac9eed96e06e85ce3c86fcbbbe9e48a0ca6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">irr::EET_KEY_INPUT_EVENT</a>)
+ KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;
+
+ <span class="keywordflow">return</span> <span class="keyword">false</span>;
+ }
+
+ <span class="comment">// This is used to check whether a key is being held down</span>
+ <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3">EKEY_CODE</a> keyCode)<span class="keyword"> const</span>
+<span class="keyword"> </span>{
+ <span class="keywordflow">return</span> KeyIsDown[keyCode];
+ }
+
+ MyEventReceiver()
+ {
+ <span class="keywordflow">for</span> (<a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i=0; i&lt;<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a205b48c0c4ed7489ab8980657343283e">KEY_KEY_CODES_COUNT</a>; ++i)
+ KeyIsDown[i] = <span class="keyword">false</span>;
+ }
+
+<span class="keyword">private</span>:
+ <span class="comment">// We use this array to store the current state of each key</span>
+ <span class="keywordtype">bool</span> KeyIsDown[<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a205b48c0c4ed7489ab8980657343283e">KEY_KEY_CODES_COUNT</a>];
+};
+</pre></div><p>Much of this is code taken from some of the examples. We merely set up a mesh from a heightmap, light it with a moving light, and allow the user to navigate around it. </p>
+<div class="fragment"><pre class="fragment"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])
+{
+ <span class="comment">// ask user for driver</span>
+ <a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0" title="An enum for all types of drivers the Irrlicht Engine supports.">video::E_DRIVER_TYPE</a> driverType=driverChoiceConsole();
+ <span class="keywordflow">if</span> (driverType==<a class="code" href="namespaceirr_1_1video.html#ae35a6de6d436c76107ad157fe42356d0ae685cada50f8c100403134d932d0414c" title="No driver, just for counting the elements.">video::EDT_COUNT</a>)
+ <span class="keywordflow">return</span> 1;
+
+ MyEventReceiver receiver;
+ IrrlichtDevice* 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>(driverType,
+ <a class="code" href="namespaceirr_1_1core.html#ad2e562e3219072e2f7fc7c2bba0ef0cb" title="Typedef for an unsigned integer dimension.">core::dimension2du</a>(800, 600), 32, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>,
+ &amp;receiver);
+
+ <span class="keywordflow">if</span>(device == 0)
+ <span class="keywordflow">return</span> 1;
+
+ IVideoDriver *driver = device-&gt;getVideoDriver();
+ ISceneManager *smgr = device-&gt;getSceneManager();
+ device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Irrlicht Example for SMesh usage.&quot;</span>);
+</pre></div><p>Create the custom mesh and initialize with a heightmap </p>
+<div class="fragment"><pre class="fragment"> TMesh mesh;
+ HeightMap hm = HeightMap(255, 255);
+ hm.generate(eggbox);
+ mesh.init(hm, 50.f, grey, driver);
+
+ <span class="comment">// Add the mesh to the scene graph</span>
+ IMeshSceneNode* meshnode = smgr -&gt; addMeshSceneNode(mesh.Mesh);
+ meshnode-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3ae1d176d0ce05ccc5df9e43ce854393bb" title="Is backface culling enabled? Default: true.">video::EMF_BACK_FACE_CULLING</a>, <span class="keyword">false</span>);
+
+ <span class="comment">// light is just for nice effects</span>
+ ILightSceneNode *node = smgr-&gt;addLightSceneNode(0, <a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(0,100,0),
+ SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);
+ <span class="keywordflow">if</span> (node)
+ {
+ node-&gt;getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);
+ ISceneNodeAnimator* anim = smgr-&gt;createFlyCircleAnimator(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(0,150,0),250.0f);
+ <span class="keywordflow">if</span> (anim)
+ {
+ node-&gt;addAnimator(anim);
+ anim-&gt;drop();
+ }
+ }
+
+ ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS();
+ <span class="keywordflow">if</span> (camera)
+ {
+ camera-&gt;setPosition(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(-20.f, 150.f, -20.f));
+ camera-&gt;setTarget(<a class="code" href="namespaceirr_1_1core.html#a06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(200.f, -80.f, 150.f));
+ camera-&gt;setFarValue(20000.0f);
+ }
+</pre></div><p>Just a usual render loop with event handling. The custom mesh is a usual part of the scene graph which gets rendered by drawAll. </p>
+<div class="fragment"><pre class="fragment"> <span class="keywordflow">while</span>(device-&gt;run())
+ {
+ <span class="keywordflow">if</span>(!device-&gt;isWindowActive())
+ {
+ device-&gt;sleep(100);
+ <span class="keywordflow">continue</span>;
+ }
+
+ <span class="keywordflow">if</span>(receiver.IsKeyDown(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3ae559e3169016a3180c45c2828f391af2">irr::KEY_KEY_W</a>))
+ {
+ meshnode-&gt;setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#a8a3bc00ae8137535b9fbc5f40add70d3abc620823efed8d6bdbd46c8a0180893a" title="Draw as wireframe or filled triangles? Default: false.">video::EMF_WIREFRAME</a>, !meshnode-&gt;getMaterial(0).Wireframe);
+ }
+ <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a61ec605d669b598d2e7106981a326fde">irr::KEY_KEY_1</a>))
+ {
+ hm.generate(eggbox);
+ mesh.init(hm, 50.f, grey, driver);
+ }
+ <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3aa7574bf313b5c29547f01c36f0a4a4f8">irr::KEY_KEY_2</a>))
+ {
+ hm.generate(moresine);
+ mesh.init(hm, 50.f, yellow, driver);
+ }
+ <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(<a class="code" href="namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3a577dcff3b86e6dd45f70d8c691dd3c91">irr::KEY_KEY_3</a>))
+ {
+ hm.generate(justexp);
+ mesh.init(hm, 50.f, yellow, driver);
+ }
+
+ driver-&gt;beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, SColor(0xff000000));
+ smgr-&gt;drawAll();
+ driver-&gt;endScene();
+ }
+
+ device-&gt;drop();
+
+ <span class="keywordflow">return</span> 0;
+}
+</pre></div><p>That's it! Just compile and play around with the program. </p>
+</div></div>
+</div>
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