本文整理汇总了C++中IAnimatedMeshSceneNode::setMD2Animation方法的典型用法代码示例。如果您正苦于以下问题:C++ IAnimatedMeshSceneNode::setMD2Animation方法的具体用法?C++ IAnimatedMeshSceneNode::setMD2Animation怎么用?C++ IAnimatedMeshSceneNode::setMD2Animation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IAnimatedMeshSceneNode
的用法示例。
在下文中一共展示了IAnimatedMeshSceneNode::setMD2Animation方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UpdateScene
void CScene::UpdateScene(vector<vector3df> otherClientPosition, ICameraSceneNode* camera)
{
ISceneManager* smgr=device->getSceneManager();
IVideoDriver* driver=device->getVideoDriver();
// 测试用
IAnimatedMesh* personMeshTest=smgr->getMesh("../../media/sydney.md2");
IAnimatedMeshSceneNode* personNode = smgr->addAnimatedMeshSceneNode( personMeshTest );
if (!personMeshTest)
{
device->drop();
return ;
}
if (personNode)
{
personNode->setScale(vector3df(0.4f,0.4f,0.4f));
personNode->setPosition(vector3df(0.0f,10.0f,0.0f));
personNode->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
personNode->setMaterialFlag(EMF_LIGHTING, false);
personNode->getMaterial(0).Shininess=28.0f;
personNode->getMaterial(0).NormalizeNormals=true;
personNode->setMD2Animation ( scene::EMAT_STAND );
}
personMeshTest->setMaterialFlag(EMF_LIGHTING,false);
// 显示其他客户端
for (int i=0;i!=otherClientPosition.size();i++)
{
IAnimatedMesh* personMesh=smgr->getMesh("../../media/sydney.md2");
IAnimatedMeshSceneNode* personNode = smgr->addAnimatedMeshSceneNode( personMesh );
if (!personMesh)
{
device->drop();
return ;
}
if (personNode && personNode->getPosition()!=camera->getPosition())
{
// personNode->setPosition(vector3df(10,20,0));
// personNode->setScale(vector3df(0.5,0.5,0.5));
personNode->setPosition(otherClientPosition[i]);
personNode->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
personNode->setMaterialFlag(EMF_LIGHTING, false);
personNode->getMaterial(0).Shininess=28.0f;
personNode->getMaterial(0).NormalizeNormals=true;
personNode->setMD2Animation ( scene::EMAT_STAND );
}
personMesh->setMaterialFlag(EMF_LIGHTING,false);
}
}
示例2: createNode
ISceneNode* Render::createNode(bool isMD2, IAnimatedMesh* mesh, ITexture* texture, bool light,core::vector3df scale, core::vector3df pos, core::vector3df rotation)
{
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh, NULL, IDFlag_IsPickable);
if(node)
{
pos.Y += -node->getBoundingBox().MinEdge.Y * scale.Y;
node->setPosition(pos);
node->setRotation(rotation);
node->setScale(scale);
node->setAnimationSpeed(20.f);
scene::ITriangleSelector* selector = 0;
selector = smgr->createTriangleSelector(node);
node->setTriangleSelector(selector);
selector->drop();
//Autoscale
//f32 scale = 0.25f;
node->setScale(scale);
if (texture)
{
//node->setMaterialFlag(EMF_LIGHTING, false);
node->setMaterialTexture(0, texture);
}
node->setMD2Animation(EMAT_STAND);
}
return node;
}
示例3: init
void TestLevel::init() {
IAnimatedMesh* mesh = smgr->getMesh("img/sydney.md2");
IAnimatedMeshSceneNode * tmpnode = smgr->addAnimatedMeshSceneNode(mesh);
if (tmpnode) {
tmpnode->setMaterialFlag(EMF_LIGHTING, false);
tmpnode->setMD2Animation(scene::EMAT_STAND);
tmpnode->setMaterialTexture(0, driver->getTexture("img/sydney.bmp"));
}
tmpnode->setPosition(vector3df(-222,0,0));
vector3df wsp(0,5,-10);
ship = new TestPlayerShip(TestPlayerShip::createTestPlayerShipNode(context));
ship->attachNewCamera(new StaticCamera(context,ship));
// ship.attachCamera(cam);
this->node = new NonPlayerShip(tmpnode);
testPlanet = Planet::createTestPlanet(context);
}
示例4: main
int main( ) {
// Boring stuff: set up the scene, object & camera as usual
IrrlichtDevice* device = createDevice( DRIVER, dimension2d<s32>( 640, 480 ), 16, false, false, false, 0 );
IVideoDriver* driver = device->getVideoDriver( );
ISceneManager* smgr = device->getSceneManager( );
IGUIEnvironment* guienv = device->getGUIEnvironment( );
device->getFileSystem( )->changeWorkingDirectoryTo( MEDIA_DIRECTORY );
guienv->addStaticText( L"Lens Flare", rect<s32>( 10, 10, 260, 22 ), true );
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
node->setMaterialFlag( EMF_LIGHTING, false );
node->setMD2Animation( scene::EMAT_STAND );
node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode( smgr->getMesh( "sydney.md2" ) );
node2->setMaterialFlag( EMF_LIGHTING, false );
node2->setMD2Animation( scene::EMAT_STAND );
node2->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
node2->setPosition( vector3df( 20.0f, 0.0f, 0.0f ) );
ICameraSceneNode* cam = smgr->addCameraSceneNode( 0, vector3df( 40.0f, 30.0f, -40.0f ), vector3df( 0.0f, 5.0f, 0.0f ) );
ISceneNode* sun = smgr->addSphereSceneNode( 50.0f, 16 );
sun->setPosition( vector3df( 0.0f, 50.0f, 1000.0f ) );
sun->setMaterialFlag( EMF_LIGHTING, false );
sun->setMaterialTexture( 0, driver->getTexture("sun.png") );
// Interesting stuff
// As before, we make a renderer
IPostProc* ppRenderer = new CRendererPostProc( smgr, dimension2di( 1024, 512 ), true, true, SColor( 255u, 100u, 101u, 140u ) );
// Now make a flare effect:
// (render from, output size, sun scene node)
// can also use a vector instead of a scene node - when using a scene node the position will follow node automatically
CLensFlarePostProc* ppFlare1 = new CLensFlarePostProc( ppRenderer, dimension2di( 1024, 512 ), driver->getTexture("flare.png"), sun, 50.0f );
CLensFlarePostProc* ppFlare2 = new CLensFlarePostProc( ppFlare1, dimension2di( 1024, 512 ), driver->getTexture("flare.png"), vector3df( -2000.0f, 50.0f, 1000.0f ) );
ppFlare2->setQuality( PPQ_CRUDE ); // Setting the quality to crude avoids pixel checking, which is slow (expecially when more than one lens flare), so if you use >1 flare, set most of them to crude.
// These variables aren't important - they are just for showing the FPS
wchar_t tmp[255]; u8 t = 0u;
while( device->run( ) ) {
cam->setPosition( vector3df( -(device->getCursorControl( )->getPosition( ).X - 320.0f) * 0.1f, (device->getCursorControl( )->getPosition( ).Y - 240.0f) * 0.2f, -70.0f ) );
driver->beginScene( false, driver->getDriverType( ) == video::EDT_DIRECT3D9 );
ppFlare2->render( NULL );
guienv->drawAll( );
driver->endScene( );
// Show the current FPS
if( ++ t == 30u ) { t = 0u; swprintf(tmp, 255, L"%ls fps:%3d", driver->getName(), driver->getFPS() ); device->setWindowCaption( tmp ); }
}
delete ppFlare1;
delete ppFlare2;
delete ppRenderer;
// Back to boring stuff
device->drop();
return 0;
}
示例5: main
int main()
{
IrrlichtDevice *device =
createDevice( video::EDT_SOFTWARE, dimension2d<u32>(640, 480), 16,
false, false, false, 0);
if (!device)
return 1;
device->setWindowCaption(L"Have a go here: Chapter 3");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IAnimatedMesh* mesh = smgr->getMesh("/home/fuyajun/Documents/irrlicht-1.7.2/media/sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
MyAnimationEndCallback animEndCallback;
//连续动画
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("/home/fuyajun/Documents/irrlicht-1.7.2/media/sydney.bmp") );
node->setLoopMode(false);
node->setAnimationEndCallback(&animEndCallback);
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
示例6: mLoadMesh
IAnimatedMeshSceneNode* MyIrrlichtComposition::mLoadMesh(vector3df pos,vector3df rot,vector3df scale, std::string name1, std::string name2)
{
IAnimatedMeshSceneNode* obj = smgr->addAnimatedMeshSceneNode(smgr->getMesh(name1.c_str()));
if(obj)
{
obj->setPosition(pos);
obj->setMD2Animation(scene::EMAT_RUN);
obj->setRotation(rot);
obj->setScale(scale);
obj->setMaterialTexture(0, driver->getTexture(name2.c_str()));
obj->addShadowVolumeSceneNode();
return obj;
}
else
exit(2);
}
示例7: example_helloworld
int example_helloworld()
{
// create device
IrrlichtDevice *device = startup();
if (device == 0)
return 1; // could not create selected driver.
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
EventReceiver_basic receiver(device);
device->setEventReceiver(&receiver);
return run ( device );
}
示例8: main
int main()
{
eventReceiver receiver;
IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1366, 768), 16,true, false, false,&receiver);
device->setWindowCaption(L"(WhizGeek || Mclightning).com");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
scene::ICameraSceneNode* kam= smgr->addCameraSceneNode(NULL,vector3df(0,0,200),vector3df(0,0,0));
//kam->setPosition(vector3df(0,0,200));
ISceneNode* kutu=smgr->addCubeSceneNode(50,0,2,vector3df(50,0,0));
ISceneNode* kutu2=smgr->addCubeSceneNode(50,0,2,vector3df(-50,0,0));
ITexture *duvar=driver->getTexture("wall.jpg");
kutu->setMaterialTexture(0,duvar);
kutu->setMaterialFlag(video::EMF_LIGHTING, false);
kutu2->setMaterialTexture(0,duvar);
kutu2->setMaterialFlag(video::EMF_LIGHTING, false);
IAnimatedMesh* mesh = smgr->getMesh("sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
node->setRotation(vector3df(0,270,0));
irFinder ir("test",true,230,255);
CvPoint in;
while(device->run())
{
if(receiver.IsKeyDown(KEY_ESCAPE))
{
device->drop();
return 0;
}
driver->beginScene(true, true, SColor(255,0,0,255));
in=ir.yenile();
//node->setPosition(vector3df(30*in.x/320,30*(240-in.y)/240,0));
kam->setPosition(vector3df(in.x-160,(240-in.y),200));
smgr->drawAll();
driver->endScene();
}
device->drop();
}
示例9: md2Animation
/** At the moment, this just verifies that the last frame of the animation produces the expected bitmap. */
bool md2Animation(void)
{
// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32);
assert(device);
if (!device)
return false;
IVideoDriver* driver = device->getVideoDriver();
ISceneManager * smgr = device->getSceneManager();
IAnimatedMesh* mesh = smgr->getMesh("../media/sydney.md2");
IAnimatedMeshSceneNode* node;
assert(mesh);
if(mesh)
{
node = smgr->addAnimatedMeshSceneNode(mesh);
assert(node);
if(node)
{
node->setPosition(vector3df(20, 0, 30));
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMaterialTexture(0, driver->getTexture("../media/sydney.bmp"));
node->setLoopMode(false);
(void)smgr->addCameraSceneNode();
// Just jump to the last frame since that's all we're interested in.
node->setMD2Animation(EMAT_DEATH_FALLBACK);
node->setCurrentFrame((f32)(node->getEndFrame()));
device->run();
driver->beginScene(true, true, SColor(255, 255, 255, 0));
smgr->drawAll();
driver->endScene();
}
}
bool result = takeScreenshotAndCompareAgainstReference(driver, "-md2Animation.png");
device->drop();
return result;
}
示例10: main
int main()
{
IrrlichtDevice *device =
createDevice( video::EDT_OPENGL, dimension2d<u32>(640, 480), 16,
false, false, false, 0);
if (!device)
cout<<"error";
else
{
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<s32>(10,10,260,22), true);
IAnimatedMesh* mesh = smgr->getMesh("sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("sydney.bmp") );
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
}
cout<<"hello world2";
}
示例11: produce
void AnnyFactory::produce(int x,int y,int z){
std::string sydneyMesh = "monkey.obj";
std::string sydneyMaterial = "unwrappedPainted.png";//"monkey.bmp";
IAnimatedMesh* mesh = sceneManager->getMesh((RESOURCES+sydneyMesh).c_str());
if (!mesh)
{
exit(1);
}
IAnimatedMeshSceneNode* node = sceneManager->addAnimatedMeshSceneNode( mesh );
const wchar_t* name = L"Monkey head";
objectList->addObject(name);
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_RUN);
node->setMaterialTexture( 0, driver->getTexture((RESOURCES+sydneyMaterial).c_str()) );
node->setName(name);
node->setPosition(core::vector3df(x,y,z));
node->setScale(core::vector3df(10,10,10));
node->setRotation(core::vector3df(0,200,0));
}
}
示例12: main
int main(int argc, char** argv)
{
SIrrlichtCreationParameters params;
params.DriverType = video::EDT_OPENGL;
params.WindowSize = core::dimension2d<u32>(800, 600);
params.Bits = 32;
params.Fullscreen = false;
params.Stencilbuffer = false;
params.Vsync = false;
params.AntiAlias = false;
for(int i = 0; i < argc; i++) {
if(strcmp(argv[i], "-wid") == 0)
params.WindowId = (void*)strtol(argv[i+1], NULL, 16);
if(strcmp(argv[i], "-fullscreen") == 0)
params.Fullscreen = true;
if(strcmp(argv[i], "-width") == 0)
params.WindowSize.Width = strtol(argv[i+1], NULL, 10);
if(strcmp(argv[i], "-height") == 0)
params.WindowSize.Height = strtol(argv[i+1], NULL, 10);
}
IrrlichtDevice *device = createDeviceEx(params);
if (!device)
return 1;
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<s32>(10,10,260,22), true);
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
}
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
示例13: runExample
void CCharacterExample::runExample()
{
for(s32 i=0; i<KEY_KEY_CODES_COUNT; i++)
KeyIsDown[i] = false;
debugDraw = true;
drawProperties = true;
drawWireFrame = false;
rows = 10;
columns = 10;
device =
createDevice( video::EDT_OPENGL, dimension2d<u32>(640, 480), 16,
false, false, false, this);
device->setWindowCaption(L"irrBullet Character Example - Josiah Hartzell");
device->getFileSystem()->addFileArchive("./media/");
device->getSceneManager()->addLightSceneNode(0, vector3df(20, 40, -50), SColorf(1.0f, 1.0f, 1.0f), 4000.0f);
////////////////////////////
// Create irrBullet World //
////////////////////////////
world = createIrrBulletWorld(device, true, debugDraw);
world->setDebugMode(EPDM_DrawAabb |
EPDM_DrawContactPoints);
world->setGravity(vector3df(0,-10,0));
camera = device->getSceneManager()->addCameraSceneNodeMaya();
camera->setPosition(vector3df(50,15,200));
camera->bindTargetAndRotation(true);
createGround();
createBoxes();
IKinematicCharacterController* character = new IKinematicCharacterController(world);
IAnimatedMeshSceneNode* sydney = device->getSceneManager()->addAnimatedMeshSceneNode(device->getSceneManager()->getMesh("sydney.md2"));
sydney->setScale(vector3df(0.14,0.14,0.14));
sydney->getMaterial(0).setTexture(0, device->getVideoDriver()->getTexture("sydney.bmp"));
sydney->setMD2Animation(scene::EMAT_STAND);
// Set our delta time and time stamp
u32 TimeStamp = device->getTimer()->getTime();
u32 DeltaTime = 0;
EMD2_ANIMATION_TYPE animation = EMAT_STAND;
EMD2_ANIMATION_TYPE newAnimation = EMAT_RUN;
bool jump = false;
while(device->run())
{
device->getVideoDriver()->beginScene(true, true, SColor(255,100,101,140));
DeltaTime = device->getTimer()->getTime() - TimeStamp;
TimeStamp = device->getTimer()->getTime();
/*sydney->setPosition(character->getWorldTransform().getTranslation()+vector3df(0,-((sydney->getBoundingBox().MaxEdge.Y-sydney->getBoundingBox().MinEdge.Y)*0.1*0.5f),0));
vector3df dir = camera->getAbsolutePosition()-sydney->getAbsolutePosition();
dir.normalize();
dir.Y = 0;
dir *= -1;
character->setWalkDirection(dir*0.3f);*/
if(IsKeyDown(KEY_KEY_W))
{
DirZ = -1.0f;
}
else if(IsKeyDown(KEY_KEY_S))
{
DirZ = 1.0f;
}
else
{
DirZ = 0.0f;
}
if(IsKeyDown(KEY_KEY_A))
{
DirX = 1.0f;
}
else if(IsKeyDown(KEY_KEY_D))
{
DirX = -1.0f;
}
else
//.........这里部分代码省略.........
示例14: main
/*
This is the main method. We can use int main() on every platform.
On Windows platforms, we could also use the WinMain method
if we would want to get rid of the console window, which pops up when
starting a program with main(), but to keep this example simple,
we use main().
*/
int main()
{
/*
The most important function of the engine is the 'createDevice'
function. The Irrlicht Device can be created with it, which is the
root object for doing everything with the engine.
createDevice() has 7 paramters:
deviceType: Type of the device. This can currently be the Null-device,
the Software device, the second software renderer, D3D8, D3D9, or OpenGL.
In this example we use EDT_SOFTWARE, but to try out, you might want to change it to
EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8 , EDT_DIRECT3D9, or EDT_OPENGL.
windowSize: Size of the Window or FullscreenMode to be created. In this
example we use 640x480.
bits: Amount of bits per pixel when in fullscreen mode. This should
be 16 or 32. This parameter is ignored when running in windowed mode.
fullscreen: Specifies if we want the device to run in fullscreen mode
or not.
stencilbuffer: Specifies if we want to use the stencil buffer for drawing shadows.
vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen
mode.
eventReceiver: An object to receive events. We do not want to use this
parameter here, and set it to 0.
*/
IrrlichtDevice *device =
createDevice( video::EDT_SOFTWARE, dimension2d<s32>(640, 480), 16,
false, false, false, 0);
/*
Set the caption of the window to some nice text. Note that there is
a 'L' in front of the string. The Irrlicht Engine uses wide character
strings when displaying text.
*/
device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/*
Get a pointer to the video driver, the SceneManager and the
graphical user interface environment, so that
we do not always have to write device->getVideoDriver(),
device->getSceneManager() and device->getGUIEnvironment().
*/
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
*/
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<int>(10,10,260,22), true);
/*
To display something interesting, we load a Quake 2 model
and display it. We only have to get the Mesh from the Scene
Manager (getMesh()) and add a SceneNode to display the mesh.
(addAnimatedMeshSceneNode()). Instead of writing the filename
sydney.md2, it would also be possible to load a Maya object file
(.obj), a complete Quake3 map (.bsp) or a Milshape file (.ms3d).
By the way, that cool Quake 2 model called sydney was modelled
by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material a
little bit: We disable lighting because we do not have a dynamic light
in here, and the mesh would be totally black. Then we set the frame
loop, so that the animation is looped between the frames 0 and 310.
And at last, we apply a texture to the mesh. Without it the mesh
would be drawn using only a color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation ( scene::EMAT_STAND );
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0).
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/*
Ok, now we have set up the scene, lets draw everything:
We run the device in a while() loop, until the device does not
want to run any more. This would be when the user closed the window
or pressed ALT+F4 in windows.
*/
while(device->run())
{
//.........这里部分代码省略.........
示例15: main
//.........这里部分代码省略.........
/*
Get a pointer to the VideoDriver, the SceneManager and the graphical
user interface environment, so that we do not always have to write
device->getVideoDriver(), device->getSceneManager(), or
device->getGUIEnvironment().
*/
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
/*
We add a hello world label to the window, using the GUI environment.
The text is placed at the position (10,10) as top left corner and
(260,22) as lower right corner.
*/
guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!",
rect<s32>(10,10,260,22), true);
/*
Get a media path dedicated for your platform.
*/
const io::path mediaPath = getExampleMediaPath();
/*
To show something interesting, we load a Quake 2 model and display it.
We only have to get the Mesh from the Scene Manager with getMesh() and add
a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
check the return value of getMesh() to become aware of loading problems
and other errors.
Instead of writing the filename sydney.md2, it would also be possible
to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
other supported file format. By the way, that cool Quake 2 model
called sydney was modelled by Brian Collins.
*/
IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "sydney.md2");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/*
To let the mesh look a little bit nicer, we change its material. We
disable lighting because we do not have a dynamic light in here, and
the mesh would be totally black otherwise. Then we set the frame loop,
such that the predefined STAND animation is used. And last, we apply a
texture to the mesh. Without it the mesh would be drawn using only a
color.
*/
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture(mediaPath + "sydney.bmp") );
}
/*
To look at the mesh, we place a camera into 3d space at the position
(0, 30, -40). The camera looks from there to (0,5,0), which is
approximately the place where our md2 model is.
*/
smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/*
Ok, now we have set up the scene, lets draw everything: We run the
device in a while() loop, until the device does not want to run any
more. This would be when the user closes the window or presses ALT+F4
(or whatever keycode closes a window).
*/
while(device->run())
{
/*
Anything can be drawn between a beginScene() and an endScene()
call. The beginScene() call clears the screen with a color and
the depth buffer, if desired. Then we let the Scene Manager and
the GUI Environment draw their content. With the endScene()
call everything is presented on the screen.
*/
driver->beginScene(ECBF_COLOR | ECBF_DEPTH, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
/*
After we are done with the render loop, we have to delete the Irrlicht
Device created before with createDevice(). In the Irrlicht Engine, you
have to delete all objects you created with a method or function which
starts with 'create'. The object is simply deleted by calling ->drop().
See the documentation at irr::IReferenceCounted::drop() for more
information.
*/
device->drop();
return 0;
}