diff options
| author | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
|---|---|---|
| committer | Mirrorbot <mirrorbot@cogarr.net> | 2025-12-27 17:53:06 -0600 |
| commit | 71e94ee161447b84c0eaabf6567f8fa62262cd3e (patch) | |
| tree | 391064cc6173a6fe75069af2fdc1978af12f623e /examples/23.SMeshHandling | |
| download | irrlicht-master.tar.gz irrlicht-master.tar.bz2 irrlicht-master.zip | |
Diffstat (limited to 'examples/23.SMeshHandling')
| -rw-r--r-- | examples/23.SMeshHandling/Makefile | 38 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling.cbp | 44 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling.dev | 59 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling.vcproj | 132 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling_vc10.vcxproj | 192 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling_vc11.vcxproj | 192 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling_vc12.vcxproj | 192 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling_vc8.vcproj | 190 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/SMeshHandling_vc9.vcproj | 187 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/main.cpp | 426 | ||||
| -rw-r--r-- | examples/23.SMeshHandling/tutorial.html | 209 |
11 files changed, 1861 insertions, 0 deletions
diff --git a/examples/23.SMeshHandling/Makefile b/examples/23.SMeshHandling/Makefile new file mode 100644 index 0000000..eab5060 --- /dev/null +++ b/examples/23.SMeshHandling/Makefile @@ -0,0 +1,38 @@ +# Makefile for Irrlicht Examples
+# It's usually sufficient to change just the target name and source file list
+# and be sure that CXX is set to a valid compiler
+Target = 23.SMeshHandling
+Sources = main.cpp
+
+# general compiler settings
+CPPFLAGS = -I../../include -I/usr/X11R6/include
+CXXFLAGS = -O3 -ffast-math
+#CXXFLAGS = -g -Wall
+
+#default target is Linux
+all: all_linux
+
+ifeq ($(HOSTTYPE), x86_64)
+LIBSELECT=64
+endif
+
+# target specific settings
+all_linux: LDFLAGS = -L/usr/X11R6/lib$(LIBSELECT) -L../../lib/Linux -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -lXcursor
+all_linux clean_linux: SYSTEM=Linux
+all_win32: LDFLAGS = -L../../lib/Win32-gcc -lIrrlicht -lopengl32 -lm
+all_win32 clean_win32: SYSTEM=Win32-gcc
+all_win32 clean_win32: SUF=.exe
+# name of the binary - only valid for targets which set SYSTEM
+DESTPATH = ../../bin/$(SYSTEM)/$(Target)$(SUF)
+
+all_linux all_win32:
+ $(warning Building...)
+ $(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
+
+clean: clean_linux clean_win32
+ $(warning Cleaning...)
+
+clean_linux clean_win32:
+ @$(RM) $(DESTPATH)
+
+.PHONY: all all_win32 clean clean_linux clean_win32
diff --git a/examples/23.SMeshHandling/SMeshHandling.cbp b/examples/23.SMeshHandling/SMeshHandling.cbp new file mode 100644 index 0000000..920efac --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling.cbp @@ -0,0 +1,44 @@ +<?xml version="1.0" encoding="UTF-8" standalone="yes" ?> +<CodeBlocks_project_file> + <FileVersion major="1" minor="6" /> + <Project> + <Option title="Irrlicht Example 23 SMeshHandling" /> + <Option pch_mode="2" /> + <Option compiler="gcc" /> + <Build> + <Target title="Windows"> + <Option platforms="Windows;" /> + <Option output="../../bin/Win32-gcc/SMeshHandling" prefix_auto="0" extension_auto="1" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Linker> + <Add directory="../../lib/Win32-gcc" /> + </Linker> + </Target> + <Target title="Linux"> + <Option platforms="Unix;" /> + <Option output="../../bin/Linux/SMeshHandling" prefix_auto="0" extension_auto="0" /> + <Option type="1" /> + <Option compiler="gcc" /> + <Linker> + <Add library="Xxf86vm" /> + <Add library="X11" /> + <Add library="GL" /> + <Add directory="../../lib/Linux" /> + </Linker> + </Target> + </Build> + <Compiler> + <Add directory="../../include" /> + </Compiler> + <Linker> + <Add library="Irrlicht" /> + </Linker> + <Unit filename="main.cpp" /> + <Extensions> + <code_completion /> + <envvars /> + <debugger /> + </Extensions> + </Project> +</CodeBlocks_project_file> diff --git a/examples/23.SMeshHandling/SMeshHandling.dev b/examples/23.SMeshHandling/SMeshHandling.dev new file mode 100644 index 0000000..94043f3 --- /dev/null +++ b/examples/23.SMeshHandling/SMeshHandling.dev @@ -0,0 +1,59 @@ +[Project]
+FileName=example.dev
+Name=Irrlicht Example 23 SMeshHandling
+UnitCount=1
+Type=1
+Ver=1
+ObjFiles=
+Includes=..\..\include
+Libs=
+PrivateResource=
+ResourceIncludes=
+MakeIncludes=
+Compiler=
+CppCompiler=
+Linker=../../lib/Win32-gcc/libIrrlicht.a_@@_
+IsCpp=1
+Icon=
+ExeOutput=../../bin/Win32-gcc
+ObjectOutput=obj
+OverrideOutput=1
+OverrideOutputName=23.SMeshHandling.exe
+HostApplication=
+Folders=
+CommandLine=
+IncludeVersionInfo=0
+SupportXPThemes=0
+CompilerSet=0
+CompilerSettings=0000000000000000000000
+UseCustomMakefile=0
+CustomMakefile=
+
+[Unit1]
+FileName=main.cpp
+CompileCpp=1
+Folder=Projekt1
+Compile=1
+Link=1
+Priority=1000
+OverrideBuildCmd=0
+BuildCmd=
+
+[VersionInfo]
+Major=0
+Minor=1
+Release=1
+Build=1
+LanguageID=1033
+CharsetID=1252
+CompanyName=
+FileVersion=
+FileDescription=Irrlicht Engine example compiled using DevCpp and gcc
+InternalName=
+LegalCopyright=
+LegalTrademarks=
+OriginalFilename=
+ProductName=
+ProductVersion=
+AutoIncBuildNr=0
+
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+<VisualStudioProject
+ ProjectType="Visual C++"
+ Version="7.10"
+ Name="23.SMeshHandling"
+ ProjectGUID="{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}"
+ Keyword="Win32Proj">
+ <Platforms>
+ <Platform
+ Name="Win32"/>
+ </Platforms>
+ <Configurations>
+ <Configuration
+ Name="Debug|Win32"
+ OutputDirectory="Debug"
+ IntermediateDirectory="Debug"
+ ConfigurationType="1"
+ CharacterSet="2">
+ <Tool
+ Name="VCCLCompilerTool"
+ Optimization="0"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
+ MinimalRebuild="TRUE"
+ BasicRuntimeChecks="3"
+ RuntimeLibrary="5"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="TRUE"
+ DebugInformationFormat="4"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe"
+ LinkIncremental="1"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="TRUE"
+ ProgramDatabaseFile="$(OutDir)/SMeshHandling.pdb"
+ SubSystem="1"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
+ <Tool
+ Name="VCPreBuildEventTool"/>
+ <Tool
+ Name="VCPreLinkEventTool"/>
+ <Tool
+ Name="VCResourceCompilerTool"/>
+ <Tool
+ Name="VCWebServiceProxyGeneratorTool"/>
+ <Tool
+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ <Configuration
+ Name="Release|Win32"
+ OutputDirectory="Release"
+ IntermediateDirectory="Release"
+ ConfigurationType="1"
+ CharacterSet="2"
+ WholeProgramOptimization="TRUE">
+ <Tool
+ Name="VCCLCompilerTool"
+ AdditionalOptions="/QIfist /Oa"
+ Optimization="3"
+ GlobalOptimizations="TRUE"
+ InlineFunctionExpansion="2"
+ EnableIntrinsicFunctions="TRUE"
+ FavorSizeOrSpeed="1"
+ OmitFramePointers="TRUE"
+ AdditionalIncludeDirectories="..\..\include"
+ PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
+ RuntimeLibrary="4"
+ BufferSecurityCheck="FALSE"
+ UsePrecompiledHeader="0"
+ WarningLevel="3"
+ Detect64BitPortabilityProblems="TRUE"
+ DebugInformationFormat="0"
+ CallingConvention="1"/>
+ <Tool
+ Name="VCCustomBuildTool"/>
+ <Tool
+ Name="VCLinkerTool"
+ OutputFile="..\..\bin\Win32-VisualStudio\23.SMeshHandling.exe"
+ LinkIncremental="1"
+ SuppressStartupBanner="TRUE"
+ AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
+ GenerateDebugInformation="FALSE"
+ SubSystem="1"
+ OptimizeReferences="2"
+ EnableCOMDATFolding="2"
+ TargetMachine="1"/>
+ <Tool
+ Name="VCMIDLTool"/>
+ <Tool
+ Name="VCPostBuildEventTool"/>
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+ Name="VCPreBuildEventTool"/>
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+ Name="VCPreLinkEventTool"/>
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+ Name="VCResourceCompilerTool"/>
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+ Name="VCWebServiceProxyGeneratorTool"/>
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+ Name="VCXMLDataGeneratorTool"/>
+ <Tool
+ Name="VCWebDeploymentTool"/>
+ <Tool
+ Name="VCManagedWrapperGeneratorTool"/>
+ <Tool
+ Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
+ </Configuration>
+ </Configurations>
+ <References>
+ </References>
+ <Files>
+ <File
+ RelativePath=".\main.cpp">
+ </File>
+ </Files>
+ <Globals>
+ </Globals>
+</VisualStudioProject>
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+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectName>23.SMeshHandling</ProjectName>
+ <ProjectGuid>{6AEC2AA2-C9FF-4B7D-B07A-94A9D34B41D7}</ProjectGuid>
+ <RootNamespace>23.SMeshHandling</RootNamespace>
+ <Keyword>Win32Proj</Keyword>
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+ </Globals>
+</VisualStudioProject>
diff --git a/examples/23.SMeshHandling/main.cpp b/examples/23.SMeshHandling/main.cpp new file mode 100644 index 0000000..c3c2ccf --- /dev/null +++ b/examples/23.SMeshHandling/main.cpp @@ -0,0 +1,426 @@ +/** Example 023 SMeshBufferHandling
+
+A tutorial by geoff.
+
+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.
+
+Ok, let's start with the headers (I think there's nothing to say about it)
+*/
+
+#include <irrlicht.h>
+#include "driverChoice.h"
+
+#ifdef _MSC_VER
+#pragma comment(lib, "Irrlicht.lib")
+#endif
+
+//Namespaces for the engine
+using namespace irr;
+using namespace video;
+using namespace core;
+using namespace scene;
+using namespace io;
+using namespace gui;
+
+/* This is the type of the functions which work out the colour. */
+typedef SColor colour_func(f32 x, f32 y, f32 z);
+
+/* Here comes a set of functions which can be used for coloring the nodes while
+creating the mesh. */
+
+// Greyscale, based on the height.
+SColor grey(f32, f32, f32 z)
+{
+ u32 n = (u32)(255.f * z);
+ return SColor(255, n, n, n);
+}
+
+// Interpolation between blue and white, with red added in one
+// direction and green in the other.
+SColor yellow(f32 x, f32 y, f32)
+{
+ return SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);
+}
+
+// Pure white.
+SColor white(f32, f32, f32) { return SColor(255, 255, 255, 255); }
+
+/* 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. */
+
+typedef f32 generate_func(s16 x, s16 y, f32 s);
+
+// An interesting sample function :-)
+f32 eggbox(s16 x, s16 y, f32 s)
+{
+ const f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;
+ const f32 z = expf(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));
+ return 0.25f+0.25f*z;
+}
+
+// A rather dumb sine function :-/
+f32 moresine(s16 x, s16 y, f32 s)
+{
+ const f32 xx=0.3f*(f32)x/s;
+ const f32 yy=12*y/s;
+ const f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);
+ return 0.25f + 0.25f * z;
+}
+
+// A simple function
+f32 justexp(s16 x, s16 y, f32 s)
+{
+ const f32 xx=6*x/s;
+ const f32 yy=6*y/s;
+ const f32 z = (xx*xx+yy*yy);
+ return 0.3f*z*cosf(xx*yy);
+}
+
+/* A simple class for representing heightmaps. Most of this should be obvious. */
+
+class HeightMap
+{
+private:
+ const u16 Width;
+ const u16 Height;
+ f32 s;
+ core::array<f32> data;
+public:
+ HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)
+ {
+ s = sqrtf((f32)(Width * Width + Height * Height));
+ data.set_used(Width * Height);
+ }
+
+ // Fill the heightmap with values generated from f.
+ void generate(generate_func f)
+ {
+ u32 i=0;
+ for(u16 y = 0; y < Height; ++y)
+ for(u16 x = 0; x < Width; ++x)
+ set(i++, calc(f, x, y));
+ }
+
+ u16 height() const { return Height; }
+ u16 width() const { return Width; }
+
+ f32 calc(generate_func f, u16 x, u16 y) const
+ {
+ const f32 xx = (f32)x - Width*0.5f;
+ const f32 yy = (f32)y - Height*0.5f;
+ return f((u16)xx, (u16)yy, s);
+ }
+
+ // The height at (x, y) is at position y * Width + x.
+
+ void set(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }
+ void set(u32 i, f32 z) { data[i] = z; }
+ f32 get(u16 x, u16 y) const { return data[y * Width + x]; }
+
+ /* 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.
+
+ 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. */
+
+ vector3df getnormal(u16 x, u16 y, f32 s) const
+ {
+ const f32 zc = get(x, y);
+ f32 zl, zr, zu, zd;
+
+ if (x == 0)
+ {
+ zr = get(x + 1, y);
+ zl = zc + zc - zr;
+ }
+ else if (x == Width - 1)
+ {
+ zl = get(x - 1, y);
+ zr = zc + zc - zl;
+ }
+ else
+ {
+ zr = get(x + 1, y);
+ zl = get(x - 1, y);
+ }
+
+ if (y == 0)
+ {
+ zd = get(x, y + 1);
+ zu = zc + zc - zd;
+ }
+ else if (y == Height - 1)
+ {
+ zu = get(x, y - 1);
+ zd = zc + zc - zu;
+ }
+ else
+ {
+ zd = get(x, y + 1);
+ zu = get(x, y - 1);
+ }
+
+ return vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();
+ }
+};
+
+/* A class which generates a mesh from a heightmap. */
+class TMesh
+{
+private:
+ u16 Width;
+ u16 Height;
+ f32 Scale;
+public:
+ SMesh* Mesh;
+
+ TMesh() : Mesh(0), Width(0), Height(0), Scale(1.f)
+ {
+ Mesh = new SMesh();
+ }
+
+ ~TMesh()
+ {
+ Mesh->drop();
+ }
+
+ // Unless the heightmap is small, it won't all fit into a single
+ // SMeshBuffer. This function chops it into pieces and generates a
+ // buffer from each one.
+
+ void init(const HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)
+ {
+ Scale = scale;
+
+ const u32 mp = driver -> getMaximalPrimitiveCount();
+ Width = hm.width();
+ Height = hm.height();
+
+ const u32 sw = mp / (6 * Height); // the width of each piece
+
+ u32 i=0;
+ for(u32 y0 = 0; y0 < Height; y0 += sw)
+ {
+ u16 y1 = y0 + sw;
+ if (y1 >= Height)
+ y1 = Height - 1; // the last one might be narrower
+ addstrip(hm, cf, y0, y1, i);
+ ++i;
+ }
+ if (i<Mesh->getMeshBufferCount())
+ {
+ // clear the rest
+ for (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)
+ {
+ Mesh->getMeshBuffer(j)->drop();
+ }
+ Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);
+ }
+ // set dirty flag to make sure that hardware copies of this
+ // buffer are also updated, see IMesh::setHardwareMappingHint
+ Mesh->setDirty();
+ Mesh->recalculateBoundingBox();
+ }
+
+ // Generate a SMeshBuffer which represents all the vertices and
+ // indices for values of y between y0 and y1, and add it to the
+ // mesh.
+
+ void addstrip(const HeightMap &hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)
+ {
+ SMeshBuffer *buf = 0;
+ if (bufNum<Mesh->getMeshBufferCount())
+ {
+ buf = (SMeshBuffer*)Mesh->getMeshBuffer(bufNum);
+ }
+ else
+ {
+ // create new buffer
+ buf = new SMeshBuffer();
+ Mesh->addMeshBuffer(buf);
+ // to simplify things we drop here but continue using buf
+ buf->drop();
+ }
+ buf->Vertices.set_used((1 + y1 - y0) * Width);
+
+ u32 i=0;
+ for (u16 y = y0; y <= y1; ++y)
+ {
+ for (u16 x = 0; x < Width; ++x)
+ {
+ const f32 z = hm.get(x, y);
+ const f32 xx = (f32)x/(f32)Width;
+ const f32 yy = (f32)y/(f32)Height;
+
+ S3DVertex& v = buf->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->Indices.set_used(6 * (Width - 1) * (y1 - y0));
+ i=0;
+ for(u16 y = y0; y < y1; ++y)
+ {
+ for(u16 x = 0; x < Width - 1; ++x)
+ {
+ const u16 n = (y-y0) * Width + x;
+ buf->Indices[i]=n;
+ buf->Indices[++i]=n + Width;
+ buf->Indices[++i]=n + Width + 1;
+ buf->Indices[++i]=n + Width + 1;
+ buf->Indices[++i]=n + 1;
+ buf->Indices[++i]=n;
+ ++i;
+ }
+ }
+
+ buf->recalculateBoundingBox();
+ }
+};
+
+/*
+Our event receiver implementation, taken from tutorial 4.
+*/
+class MyEventReceiver : public IEventReceiver
+{
+public:
+ // This is the one method that we have to implement
+ virtual bool OnEvent(const SEvent& event)
+ {
+ // Remember whether each key is down or up
+ if (event.EventType == irr::EET_KEY_INPUT_EVENT)
+ KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
+
+ return false;
+ }
+
+ // This is used to check whether a key is being held down
+ virtual bool IsKeyDown(EKEY_CODE keyCode) const
+ {
+ return KeyIsDown[keyCode];
+ }
+
+ MyEventReceiver()
+ {
+ for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
+ KeyIsDown[i] = false;
+ }
+
+private:
+ // We use this array to store the current state of each key
+ bool KeyIsDown[KEY_KEY_CODES_COUNT];
+};
+
+/*
+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.
+*/
+
+int main(int argc, char* argv[])
+{
+ // ask user for driver
+ video::E_DRIVER_TYPE driverType=driverChoiceConsole();
+ if (driverType==video::EDT_COUNT)
+ return 1;
+
+ MyEventReceiver receiver;
+ IrrlichtDevice* device = createDevice(driverType,
+ core::dimension2du(800, 600), 32, false, false, false,
+ &receiver);
+
+ if(device == 0)
+ return 1;
+
+ IVideoDriver *driver = device->getVideoDriver();
+ ISceneManager *smgr = device->getSceneManager();
+ device->setWindowCaption(L"Irrlicht Example for SMesh usage.");
+
+ /*
+ Create the custom mesh and initialize with a heightmap
+ */
+ TMesh mesh;
+ HeightMap hm = HeightMap(255, 255);
+ hm.generate(eggbox);
+ mesh.init(hm, 50.f, grey, driver);
+
+ // Add the mesh to the scene graph
+ IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);
+ meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, false);
+
+ // light is just for nice effects
+ ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),
+ SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);
+ if (node)
+ {
+ node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);
+ ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);
+ if (anim)
+ {
+ node->addAnimator(anim);
+ anim->drop();
+ }
+ }
+
+ ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
+ if (camera)
+ {
+ camera->setPosition(vector3df(-20.f, 150.f, -20.f));
+ camera->setTarget(vector3df(200.f, -80.f, 150.f));
+ camera->setFarValue(20000.0f);
+ }
+
+ /*
+ Just a usual render loop with event handling. The custom mesh is
+ a usual part of the scene graph which gets rendered by drawAll.
+ */
+ while(device->run())
+ {
+ if(!device->isWindowActive())
+ {
+ device->sleep(100);
+ continue;
+ }
+
+ if(receiver.IsKeyDown(irr::KEY_KEY_W))
+ {
+ meshnode->setMaterialFlag(video::EMF_WIREFRAME, !meshnode->getMaterial(0).Wireframe);
+ }
+ else if(receiver.IsKeyDown(irr::KEY_KEY_1))
+ {
+ hm.generate(eggbox);
+ mesh.init(hm, 50.f, grey, driver);
+ }
+ else if(receiver.IsKeyDown(irr::KEY_KEY_2))
+ {
+ hm.generate(moresine);
+ mesh.init(hm, 50.f, yellow, driver);
+ }
+ else if(receiver.IsKeyDown(irr::KEY_KEY_3))
+ {
+ hm.generate(justexp);
+ mesh.init(hm, 50.f, yellow, driver);
+ }
+
+ driver->beginScene(true, true, SColor(0xff000000));
+ smgr->drawAll();
+ driver->endScene();
+ }
+
+ device->drop();
+
+ return 0;
+}
+
+/*
+That's it! Just compile and play around with the program.
+**/
diff --git a/examples/23.SMeshHandling/tutorial.html b/examples/23.SMeshHandling/tutorial.html new file mode 100644 index 0000000..b5ef8e8 --- /dev/null +++ b/examples/23.SMeshHandling/tutorial.html @@ -0,0 +1,209 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<meta http-equiv="X-UA-Compatible" content="IE=9"/> +<meta name="generator" content="Doxygen 1.8.13"/> +<meta name="viewport" content="width=device-width, initial-scale=1"/> +<title>Tutorial 23: SMeshBufferHandling</title> +<html xmlns="http://www.w3.org/1999/xhtml"> +<!-- Wanted to avoid copying .css to each folder, so copied default .css from doxyen in here, kicked out most stuff we don't need for examples and modified some a little bit. + Target was having a single html in each example folder which is created from the main.cpp files and needs no files besides some images below media folder. + Feel free to improve :) + --> +<style> +body, table, div, p, dl { + font: 400 14px/22px; +} +body { + background-color: #F0F0F0; + color: black; + margin-left: 5%; + margin-right: 5%; +} +p.reference, p.definition { + font: 400 14px/22px; +} +.title { + font: 400 14px/28px; + font-size: 150%; + font-weight: bold; + margin: 10px 2px; +} +h1, h2, h3, h4, h5, h6 { + -webkit-transition: text-shadow 0.5s linear; + -moz-transition: text-shadow 0.5s linear; + -ms-transition: text-shadow 0.5s linear; + -o-transition: text-shadow 0.5s linear; + transition: text-shadow 0.5s linear; + margin-right: 15px; +} +caption { + font-weight: bold; +} +h3.version { + font-size: 90%; + text-align: center; +} +a { + color: #3D578C; + font-weight: normal; + text-decoration: none; +} +.contents a:visited { + color: #4665A2; +} +a:hover { + text-decoration: underline; +} +a.el { + font-weight: bold; +} +a.code, a.code:visited, a.line, a.line:visited { + color: #4665A2; +} +a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited { + color: #4665A2; +} +pre.fragment { + border: 1px solid #C4CFE5; + background-color: #FBFCFD; + padding: 4px 6px; + margin: 4px 8px 4px 2px; + overflow: auto; + word-wrap: break-word; + font-size: 9pt; + line-height: 125%; + font-family: monospace, fixed; + font-size: 105%; +} +div.fragment { + padding: 0px; + margin: 4px 8px 4px 2px; + background-color: #FBFCFD; + border: 1px solid #C4CFE5; +} +div.line { + font-family: monospace, fixed; + font-size: 13px; + min-height: 13px; + line-height: 1.0; + text-wrap: unrestricted; + white-space: -moz-pre-wrap; /* Moz */ + white-space: -pre-wrap; /* Opera 4-6 */ + white-space: -o-pre-wrap; /* Opera 7 */ + white-space: pre-wrap; /* CSS3 */ + word-wrap: break-word; /* IE 5.5+ */ + text-indent: -53px; + padding-left: 53px; + padding-bottom: 0px; + margin: 0px; + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} +div.contents { + margin-top: 10px; + margin-left: 12px; + margin-right: 8px; +} +div.center { + text-align: center; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; +} +div.center img { + border: 0px; +} +span.keyword { + color: #008000 +} +span.keywordtype { + color: #604020 +} +span.keywordflow { + color: #e08000 +} +span.comment { + color: #800000 +} +span.preprocessor { + color: #806020 +} +span.stringliteral { + color: #002080 +} +span.charliteral { + color: #008080 +} +blockquote { + background-color: #F7F8FB; + border-left: 2px solid #9CAFD4; + margin: 0 24px 0 4px; + padding: 0 12px 0 16px; +} +hr { + height: 0px; + border: none; + border-top: 1px solid #4A6AAA; +} +address { + font-style: normal; + color: #2A3D61; +} +div.header { + background-image:url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} +div.headertitle { + padding: 5px 5px 5px 10px; +} +.image { + text-align: center; +} +.caption { + font-weight: bold; +} +div.zoom { + border: 1px solid #90A5CE; +} +tr.heading h2 { + margin-top: 12px; + margin-bottom: 4px; +} +</style> +</head> +<div id="top"><!-- do not remove this div, it is closed by doxygen! --> +<!--END TITLEAREA--> +<!-- end header part --> +<!-- Generated by Doxygen 1.8.13 --> +</div><!-- top --> +<div class="header"> + <div class="headertitle"> +<div class="title">Tutorial 23: SMeshBufferHandling </div> </div> +</div><!--header--> +<div class="contents"> +<div class="textblock"><div class="image"> +<img src="../../media/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"><div class="line"><span class="preprocessor">#include <irrlicht.h></span></div><div class="line"><span class="preprocessor">#include "driverChoice.h"</span></div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, "Irrlicht.lib")</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the type of the functions which work out the colour.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> SColor colour_func(f32 x, f32 y, f32 z);</div></div><!-- fragment --><p> Here comes a set of functions which can be used for coloring the nodes while creating the mesh.</p><div class="fragment"><div class="line"><span class="comment">// Greyscale, based on the height.</span></div><div class="line">SColor grey(f32, f32, f32 z)</div><div class="line">{</div><div class="line"> u32 n = (u32)(255.f * z);</div><div class="line"> <span class="keywordflow">return</span> SColor(255, n, n, n);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Interpolation between blue and white, with red added in one</span></div><div class="line"><span class="comment">// direction and green in the other.</span></div><div class="line">SColor yellow(f32 x, f32 y, f32)</div><div class="line">{</div><div class="line"> <span class="keywordflow">return</span> SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Pure white.</span></div><div class="line">SColor white(f32, f32, f32) { <span class="keywordflow">return</span> SColor(255, 255, 255, 255); }</div></div><!-- fragment --><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"><div class="line"><span class="keyword">typedef</span> f32 generate_func(s16 x, s16 y, f32 s);</div><div class="line"></div><div class="line"><span class="comment">// An interesting sample function :-)</span></div><div class="line">f32 eggbox(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;</div><div class="line"> <span class="keyword">const</span> f32 z = expf(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));</div><div class="line"> <span class="keywordflow">return</span> 0.25f+0.25f*z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A rather dumb sine function :-/</span></div><div class="line">f32 moresine(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=0.3f*(f32)x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=12*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.25f + 0.25f * z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A simple function</span></div><div class="line">f32 justexp(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=6*x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=6*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (xx*xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.3f*z*cosf(xx*yy);</div><div class="line">}</div></div><!-- fragment --><p> A simple class for representing heightmaps. Most of this should be obvious.</p><div class="fragment"><div class="line"><span class="keyword">class </span>HeightMap</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="keyword">const</span> u16 Width;</div><div class="line"> <span class="keyword">const</span> u16 Height;</div><div class="line"> f32 s;</div><div class="line"> core::array<f32> data;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)</div><div class="line"> {</div><div class="line"> s = sqrtf((f32)(Width * Width + Height * Height));</div><div class="line"> data.set_used(Width * Height);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Fill the heightmap with values generated from f.</span></div><div class="line"> <span class="keywordtype">void</span> generate(generate_func f)</div><div class="line"> {</div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = 0; y < Height; ++y)</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x < Width; ++x)</div><div class="line"> <span class="keyword">set</span>(i++, calc(f, x, y));</div><div class="line"> }</div><div class="line"></div><div class="line"> u16 height()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Height; }</div><div class="line"> u16 width()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Width; }</div><div class="line"></div><div class="line"> f32 calc(generate_func f, u16 x, u16 y)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x - Width*0.5f;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y - Height*0.5f;</div><div class="line"> <span class="keywordflow">return</span> f((u16)xx, (u16)yy, s);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// The height at (x, y) is at position y * Width + x.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }</div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u32 i, f32 z) { data[i] = z; }</div><div class="line"> f32 <span class="keyword">get</span>(u16 x, u16 y) <span class="keyword">const</span> { <span class="keywordflow">return</span> data[y * Width + x]; }</div></div><!-- fragment --><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"><div class="line"> vector3df getnormal(u16 x, u16 y, f32 s)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 zc = <span class="keyword">get</span>(x, y);</div><div class="line"> f32 zl, zr, zu, zd;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (x == 0)</div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = zc + zc - zr;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (x == Width - 1)</div><div class="line"> {</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> zr = zc + zc - zl;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (y == 0)</div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = zc + zc - zd;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (y == Height - 1)</div><div class="line"> {</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> zd = zc + zc - zu;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> A class which generates a mesh from a heightmap.</p><div class="fragment"><div class="line"><span class="keyword">class </span>TMesh</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> u16 Width;</div><div class="line"> u16 Height;</div><div class="line"> f32 Scale;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> SMesh* Mesh;</div><div class="line"></div><div class="line"> TMesh() : Mesh(0), Width(0), Height(0), Scale(1.f)</div><div class="line"> {</div><div class="line"> Mesh = <span class="keyword">new</span> SMesh();</div><div class="line"> }</div><div class="line"></div><div class="line"> ~TMesh()</div><div class="line"> {</div><div class="line"> Mesh->drop();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Unless the heightmap is small, it won't all fit into a single</span></div><div class="line"> <span class="comment">// SMeshBuffer. This function chops it into pieces and generates a</span></div><div class="line"> <span class="comment">// buffer from each one.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> init(<span class="keyword">const</span> HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)</div><div class="line"> {</div><div class="line"> Scale = scale;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 mp = driver -> getMaximalPrimitiveCount();</div><div class="line"> Width = hm.width();</div><div class="line"> Height = hm.height();</div><div class="line"> </div><div class="line"> <span class="keyword">const</span> u32 sw = mp / (6 * Height); <span class="comment">// the width of each piece</span></div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u32 y0 = 0; y0 < Height; y0 += sw)</div><div class="line"> {</div><div class="line"> u16 y1 = y0 + sw;</div><div class="line"> <span class="keywordflow">if</span> (y1 >= Height)</div><div class="line"> y1 = Height - 1; <span class="comment">// the last one might be narrower</span></div><div class="line"> addstrip(hm, cf, y0, y1, i);</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> (i<Mesh->getMeshBufferCount())</div><div class="line"> {</div><div class="line"> <span class="comment">// clear the rest</span></div><div class="line"> <span class="keywordflow">for</span> (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)</div><div class="line"> {</div><div class="line"> Mesh->getMeshBuffer(j)->drop();</div><div class="line"> }</div><div class="line"> Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);</div><div class="line"> }</div><div class="line"> <span class="comment">// set dirty flag to make sure that hardware copies of this</span></div><div class="line"> <span class="comment">// buffer are also updated, see IMesh::setHardwareMappingHint</span></div><div class="line"> Mesh->setDirty();</div><div class="line"> Mesh->recalculateBoundingBox();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Generate a SMeshBuffer which represents all the vertices and</span></div><div class="line"> <span class="comment">// indices for values of y between y0 and y1, and add it to the</span></div><div class="line"> <span class="comment">// mesh.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> addstrip(<span class="keyword">const</span> HeightMap &hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)</div><div class="line"> {</div><div class="line"> SMeshBuffer *buf = 0;</div><div class="line"> <span class="keywordflow">if</span> (bufNum<Mesh->getMeshBufferCount())</div><div class="line"> {</div><div class="line"> buf = (SMeshBuffer*)Mesh->getMeshBuffer(bufNum);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// create new buffer</span></div><div class="line"> buf = <span class="keyword">new</span> SMeshBuffer();</div><div class="line"> Mesh->addMeshBuffer(buf);</div><div class="line"> <span class="comment">// to simplify things we drop here but continue using buf</span></div><div class="line"> buf->drop();</div><div class="line"> }</div><div class="line"> buf->Vertices.set_used((1 + y1 - y0) * Width);</div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span> (u16 y = y0; y <= y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u16 x = 0; x < Width; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> f32 z = hm.get(x, y);</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x/(f32)Width;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y/(f32)Height;</div><div class="line"></div><div class="line"> S3DVertex& v = buf->Vertices[i++];</div><div class="line"> v.Pos.set(x, Scale * z, y);</div><div class="line"> v.Normal.set(hm.getnormal(x, y, Scale));</div><div class="line"> v.Color=cf(xx, yy, z);</div><div class="line"> v.TCoords.set(xx, yy);</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf->Indices.set_used(6 * (Width - 1) * (y1 - y0));</div><div class="line"> i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = y0; y < y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x < Width - 1; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> u16 n = (y-y0) * Width + x;</div><div class="line"> buf->Indices[i]=n;</div><div class="line"> buf->Indices[++i]=n + Width;</div><div class="line"> buf->Indices[++i]=n + Width + 1;</div><div class="line"> buf->Indices[++i]=n + Width + 1;</div><div class="line"> buf->Indices[++i]=n + 1;</div><div class="line"> buf->Indices[++i]=n;</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf->recalculateBoundingBox();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Our event receiver implementation, taken from tutorial 4. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"></div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><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"><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> MyEventReceiver receiver;</div><div class="line"> IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2du(800, 600), 32, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>,</div><div class="line"> &receiver);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"> </div><div class="line"> IVideoDriver *driver = device->getVideoDriver();</div><div class="line"> ISceneManager *smgr = device->getSceneManager();</div><div class="line"> device->setWindowCaption(L<span class="stringliteral">"Irrlicht Example for SMesh usage."</span>);</div></div><!-- fragment --><p> Create the custom mesh and initialize with a heightmap </p><div class="fragment"><div class="line">TMesh mesh;</div><div class="line">HeightMap hm = HeightMap(255, 255);</div><div class="line">hm.generate(eggbox);</div><div class="line">mesh.init(hm, 50.f, grey, driver);</div><div class="line"></div><div class="line"><span class="comment">// Add the mesh to the scene graph</span></div><div class="line">IMeshSceneNode* meshnode = smgr -> addMeshSceneNode(mesh.Mesh);</div><div class="line">meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"><span class="comment">// light is just for nice effects</span></div><div class="line">ILightSceneNode *node = smgr->addLightSceneNode(0, vector3df(0,100,0),</div><div class="line"> SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);</div><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node->getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);</div><div class="line"> ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(vector3df(0,150,0),250.0f);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> node->addAnimator(anim);</div><div class="line"> anim->drop();</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line">ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();</div><div class="line"><span class="keywordflow">if</span> (camera)</div><div class="line">{</div><div class="line"> camera->setPosition(vector3df(-20.f, 150.f, -20.f));</div><div class="line"> camera->setTarget(vector3df(200.f, -80.f, 150.f));</div><div class="line"> camera->setFarValue(20000.0f);</div><div class="line">}</div></div><!-- fragment --><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"><div class="line"> <span class="keywordflow">while</span>(device->run())</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span>(!device->isWindowActive())</div><div class="line"> {</div><div class="line"> device->sleep(100);</div><div class="line"> <span class="keywordflow">continue</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_W))</div><div class="line"> {</div><div class="line"> meshnode->setMaterialFlag(video::EMF_WIREFRAME, !meshnode->getMaterial(0).Wireframe);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_1))</div><div class="line"> {</div><div class="line"> hm.generate(eggbox);</div><div class="line"> mesh.init(hm, 50.f, grey, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_2))</div><div class="line"> {</div><div class="line"> hm.generate(moresine);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_3))</div><div class="line"> {</div><div class="line"> hm.generate(justexp);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"></div><div class="line"> driver->beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, SColor(0xff000000));</div><div class="line"> smgr->drawAll();</div><div class="line"> driver->endScene();</div><div class="line"> }</div><div class="line"></div><div class="line"> device->drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it! Just compile and play around with the program. </p> +</div></div><!-- contents --> +<!-- HTML footer for doxygen 1.8.13--> +<!-- start footer part --> +<p> </p> +</body> +</html> |
