本文整理汇总了C++中ISceneManager::addCameraSceneNodeFPS方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneManager::addCameraSceneNodeFPS方法的具体用法?C++ ISceneManager::addCameraSceneNodeFPS怎么用?C++ ISceneManager::addCameraSceneNodeFPS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ISceneManager
的用法示例。
在下文中一共展示了ISceneManager::addCameraSceneNodeFPS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: main
int main()
{
// we'll use the OGL driver
IrrlichtDevice *device =
createDevice(EDT_OPENGL, dimension2du(640, 480), 16,
false, false, false, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
// load sydney
IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
// squash her!
CSquashingMeshSceneNode* node = new CSquashingMeshSceneNode( mesh->getMesh(0), 0, smgr, 0 );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setPosition( vector3df(0,0,50));
node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );
}
smgr->addCameraSceneNodeFPS();
int lastFPS = -1;
while(device->run())
{
driver->beginScene(true, true, SColor(255,100,101,140));
node->render();
node->OnPostRender(device->getTimer()->getTime());
smgr->drawAll();
guienv->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Irrlicht Mesh Deformation Contest [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
示例2: main
int main()
{
int rows = 10, colums = 10;
printf("Number of stack rows: ");
cin >> rows;
printf("\nNumber of stack colums: ");
cin >> colums;
CReceiver receiver;
IrrlichtDevice *device = createDevice(EDT_DIRECT3D9, dimension2d<u32>(640, 480), 16, false, false, false, &receiver);
IVideoDriver *driver = device->getVideoDriver();
ISceneManager *smgr = device->getSceneManager();
IGUIEnvironment *guienv = device->getGUIEnvironment();
device->setWindowCaption(L"HelloWorld");
irrBulletWorld * world = createIrrBulletWorld(device, true, true);
world->setDebugMode(EPDM_DrawAabb | EPDM_DrawContactPoints);
world->setGravity(core::vector3df(0, -10, 0));
createWorld(rows, colums, device, world);
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
camera->setPosition(core::vector3df(50, 15, 200));
u32 then = device->getTimer()->getTime();
while (device->run())
{
const u32 now = device->getTimer()->getTime();
const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // в секундах
then = now;
if (receiver.isMouseDown(EMIE_RMOUSE_PRESSED_DOWN))
{
core::vector3df pos(camera->getPosition().X, camera->getPosition().Y, camera->getPosition().Z);
scene::ISceneNode *Node = smgr->addCubeSceneNode();
Node->setScale(core::vector3df(0.2, 0.2, 0.2));
Node->setPosition(pos);
Node->setMaterialFlag(video::EMF_LIGHTING, false);
Node->setMaterialTexture(0, driver->getTexture("../rockwall.jpg"));
ICollisionShape *shape = new IBoxShape(Node, 1, true);
IRigidBody *body = world->addRigidBody(shape);
body->setDamping(0.2, 0.2);
body->setFriction(0.4f);
body->setGravity(core::vector3df(0, -10, 0));
core::vector3df rot = camera->getRotation();
core::matrix4 mat;
mat.setRotationDegrees(rot);
core::vector3df forwardDir(core::vector3df(mat[8], mat[9], mat[10]) * 120);
body->setLinearVelocity(forwardDir);
}
driver->beginScene(true, true, video::SColor(255, 100, 101, 140));
world->stepSimulation(frameDeltaTime, 120);
world->debugDrawWorld(true);
world->debugDrawProperties(true);
smgr->drawAll();
guienv->drawAll();
driver->endScene();
if (world) delete world;
device->drop();
return 0;
}
}
示例3: Init
void Player::Init(UnitObject* pUnit,ITriangleSelector* pTerrain)
{
Irrdevice* pDevice = Irrdevice::GetInstance();
m_pUnitObject = pUnit;
ISceneManager* pSmgr = pDevice->GetSceneManager();
SKeyMap aKeyMap[5];
aKeyMap[0].Action = EKA_MOVE_FORWARD;
aKeyMap[0].KeyCode = KEY_KEY_W;
aKeyMap[1].Action = EKA_MOVE_BACKWARD;
aKeyMap[1].KeyCode = KEY_KEY_S;
aKeyMap[2].Action = EKA_STRAFE_LEFT;
aKeyMap[2].KeyCode = KEY_KEY_A;
aKeyMap[3].Action = EKA_STRAFE_RIGHT;
aKeyMap[3].KeyCode = KEY_KEY_D;
aKeyMap[4].Action = EKA_JUMP_UP;
aKeyMap[4].KeyCode = KEY_SPACE;
//각 유닛마다 카메라 생성
m_pCamera = pSmgr->addCameraSceneNodeFPS(0,100.0f,0.5f,-1,aKeyMap,9,false,0,false,false);
m_pCollisionAnimator = static_cast<ISceneNodeAnimatorCameraFPS*>(*(m_pCamera->getAnimators().begin())); //카메라가 가지고 있는 FPS 카메라 애니메이션 을 가지온다. 이것은 줌 확대 기능 등!!
//카메라 따라댕기는 유닉 오브젝트... 방향에 대한것도 설정해줘야함... 이것은 일단 나중에 테스트를 위하여
m_pUnitObject->GetAnimatedNode()->setParent(m_pCamera);
IMeshSceneNode* pNode = pSmgr->addCubeSceneNode(10,m_pCamera);
m_pCamera->addChild(pUnit->GetAnimatedNode());
pNode->setVisible(true);
m_pMyTriangle = pSmgr->createTriangleSelector(pNode->getMesh(),pNode);
m_pMetaTriangle = pSmgr->createMetaTriangleSelector();
m_pMetaTriangle->addTriangleSelector(pTerrain);
//역시 스크립트 적용 안할 수가 없다... 파일을 읽어와서 적용하던지.... 아우
ISceneNodeAnimatorCollisionResponse * pani = pSmgr->createCollisionResponseAnimator(m_pMetaTriangle,m_pCamera);
m_pCamera->addAnimator(pani);
pani->drop();
}
示例4: printf
CIrr3DCamera(_string &name, _TRANSFORM & t, _CAMERA_PARAM ¶m)
{
static bool firstCam = true;
m_camNode = NULL;
ISceneManager* smgr = irrDevice->getSceneManager();
//m_camNode = smgr->addCameraSceneNodeFPS(0, 40.0f, 0.01f, -1, 0, 0, false,
// 0, false, firstCam);
m_camNode = smgr->addCameraSceneNodeFPS(0,40.0f, 0.005);
if (firstCam)
{
firstCam = false;
}
if (m_camNode == NULL)
{
printf("CIrr3DCamera, failed to create camera\n");
return;
}
// irrDevice->getCursorControl()->setVisible(false);
m_camNode->setPosition(t.position);
vector3df euler;
t.quaternion.toEuler(euler);
euler = euler*core::RADTODEG;
euler.X += 89.8;
m_camNode->setRotation(euler);
// printf("rotate:(%f,%f,%f)\n",(euler.X), (euler.Y), (euler.Z));
// rotate(t.quaternion);
setFov(param.fov);
setNear(param.nearDist);
setFar(param.farDist);
m_camNode->setName(name);
}
示例5: main
/*
Ok, now the main-function:
First, we initialize the device, get the SourceManager and
VideoDriver, load an animated mesh from .md2 and a map from
.pk3. Because that's old stuff, I won't explain every step.
Just take care of the maps position.
*/
int main()
{
// ask user for driver
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
//Instance of the EventReceiver
MyEventReceiver receiver;
//Initialise the engine
IrrlichtDevice *device = createDevice(driverType,
dimension2du(ResX,ResY), 32, fullScreen,
false, false, &receiver);
if (!device)
return 1;
ISceneManager *smgr = device->getSceneManager();
IVideoDriver *driver = device->getVideoDriver();
//Load model
IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2");
if (!model)
return 1;
IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model);
//Load texture
if (model_node)
{
ITexture *texture = driver->getTexture("../../media/sydney.bmp");
model_node->setMaterialTexture(0,texture);
model_node->setMD2Animation(scene::EMAT_RUN);
//Disable lighting (we've got no light)
model_node->setMaterialFlag(EMF_LIGHTING,false);
}
//Load map
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp");
if (map)
{
ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0));
//Set position
map_node->setPosition(vector3df(-850,-220,-850));
}
/*
Now we create our four cameras. One is looking at the model
from the front, one from the top and one from the side. In
addition there's a FPS-camera which can be controlled by the
user.
*/
// Create 3 fixed and one user-controlled cameras
//Front
camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0));
//Top
camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
//Left
camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0));
//User-controlled
camera[3] = smgr->addCameraSceneNodeFPS();
// don't start at sydney's position
if (camera[3])
camera[3]->setPosition(core::vector3df(-50,0,-50));
/*
Create a variable for counting the fps and hide the mouse:
*/
//Hide mouse
device->getCursorControl()->setVisible(false);
//We want to count the fps
int lastFPS = -1;
/*
There wasn't much new stuff - till now!
Only by defining four cameras, the game won't be splitscreen.
To do this you need several steps:
- Set the viewport to the whole screen
- Begin a new scene (Clear screen)
- The following 3 steps are repeated for every viewport in the splitscreen
- Set the viewport to the area you wish
- Activate the camera which should be "linked" with the viewport
- Render all objects
- If you have a GUI:
- Set the viewport the whole screen
- Display the GUI
- End scene
Sounds a little complicated, but you'll see it isn't:
*/
while(device->run())
//.........这里部分代码省略.........
示例6: main
int main(int argc, char **argv) {
BSPdungeon dun(50,50,5);
IrrlichtDevice *device =createDevice( video::EDT_OPENGL, dimension2d<u32>(1280,720), 16,false, false, false, 0);
if (!device)
return 1;
device->setWindowCaption(L"Pangolin Kwest");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
smgr->setAmbientLight(video::SColorf(0.1,0.1,0.1,1));
ILightSceneNode* mylight1 = smgr->addLightSceneNode( 0, core::vector3df(00,00,00), video::SColorf(0.3f,0.3f,0.3f), 30.0f, 1 );
//IGUIFont* myfont=guienv->getFont("./myfont.xml");
//if(myfont==0)exit(93);
//guienv->addMessageBox(L"Alertz!",L"You pangolin are been createrized. You totalleh ready to bash monstaz etc.!");
mylight1->enableCastShadow(true);
//guienv->addStaticText(L"Pangolin Kwest 3D",rect<s32>(10,10,260,22), true);
//-------------------------------------------
int x,y,z;
for(x=0;x<50;x++){
for(y=0;y<50;y++){
if(dun.map[x][y]==NIL){
for(z=0;z<3;z++){
ISceneNode* cueb=smgr->addCubeSceneNode(10);
cueb->setMaterialFlag(EMF_LIGHTING, true);
cueb->setMaterialTexture( 0, driver->getTexture("media/stdwall.jpg") );
// cueb->getMaterial(0).getTextureMatrix(0).setTextureTranslate(0.25,0.5);
// cueb->getMaterial(0).getTextureMatrix(0).setTextureScale(0.0625,0.0625);
cueb->setPosition(vector3df(x*10,z*10,y*10));
}
}
// ISceneNode* cueb=smgr->addCubeSceneNode(10);
// cueb->setMaterialFlag(EMF_LIGHTING, true);
// cueb->setMaterialTexture( 0, driver->getTexture("media/stdfloor.jpg") );
// cueb->setPosition(vector3df(x*10,-10,y*10));
ISceneNode* cueb=smgr->addCubeSceneNode(10);
cueb->setMaterialFlag(EMF_LIGHTING, true);
cueb->setMaterialTexture( 0, driver->getTexture("media/stdup.jpg") );
cueb->setPosition(vector3df(x*10,30,y*10));
}
}
ISceneNode* cueb=smgr->addCubeSceneNode(500);
cueb->setMaterialFlag(EMF_LIGHTING, true);
cueb->setMaterialTexture( 0, driver->getTexture("media/stdfloor.jpg") );
cueb->setPosition(vector3df(250,-255,250));
//cueb->getMaterial(0).getTextureMatrix(0).setTextureTranslate(0.25,0.5);
cueb->getMaterial(0).getTextureMatrix(0).setTextureScale(50,50);
//cueb->setScale(vector3df(0,-5,0));
//cueb->addshadowVolumeSceneNode();
//-------------------------------------------
int lastFPS;
//smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
ICameraSceneNode* mycam;
mycam=smgr->addCameraSceneNodeFPS(0,100.0f,0.025f);
mycam->setFOV(45);
mylight1->setParent(mycam);
while(device->run())
{
//mylight1->setPosition();
//mylight1->
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Pangolin Kwest 3D [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
//.........这里部分代码省略.........
示例7: main
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(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
示例8: main
int main()
{
int idCenario = 0;
int quadId;
vector3df p1, p2, p3, p4;
SMatrix mtxCenario;
CArquivoMatrizes *_fileMtx = new CArquivoMatrizes();
CSampleSceneNode *myQuad[2500];
CGerEventos eventos;
IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<s32>(800, 600), 16, false,false,false, &eventos);
device->setWindowCaption(L"Editor de matrizes - Warbugs");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNodeFPS();
//smgr->addCameraSceneNode(0, vector3df(0,100,0), vector3df(0,0,0));
smgr->loadScene(pathCenario[idCenario]);
mtxCenario = _fileMtx->getMatrix(idCenario);
ITerrainSceneNode *sceneTerrain = (ITerrainSceneNode*)smgr->getSceneNodeFromType(ESNT_TERRAIN, 0);
ITriangleSelector *sceneTris = smgr->createTerrainTriangleSelector(sceneTerrain, 0);
sceneTerrain->setTriangleSelector(sceneTris);
for(int i=0; i<50; i++) // z
{
for(int j=0; j<50;j++) // x
{
//if(
//{
p1.X = 10.0;
p1.Y = 1.0;
p1.Z = 0.0;
p2.X = 10.0;
p2.Y = 1.0;
p2.Z = 500.0;
p3.X = 0.0;
p3.Y = 1.0;
p3.Z = 500.0;
p4.X = 0.0;
p4.Y = 1.0;
p4.Z = 0.0;
quadId = j + (i * 10);
myQuad[quadId] = new CSampleSceneNode(smgr->getRootSceneNode(), smgr, quadId, p1, p2, p3, p4);
//}
}
}
while(device->run())
{
driver->beginScene(true, true, SColor(0,100,100,100));
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}
示例9: main
int main()
{
IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(1024, 768), 32, false, false, true, 0);
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
smgr->addCameraSceneNodeFPS();
const s32 randLength = 1024;
srand(device->getTimer()->getRealTime());
//Creating the grid for unit measure, etc
u32 tileNumber = 128;
IAnimatedMesh* groundMesh = smgr->addHillPlaneMesh("", dimension2d<float>(8,8),dimension2d<u32>(tileNumber,tileNumber),0,0.0f,dimension2df(0,0),dimension2df(tileNumber,tileNumber));
IAnimatedMeshSceneNode * groundNode = smgr->addAnimatedMeshSceneNode(groundMesh);
groundNode->setMaterialTexture(0,driver->getTexture("../media/grid2.png"));
groundNode->setMaterialFlag(EMF_LIGHTING,false);
groundNode->setPosition(vector3df(0,-2,0));
//obstacles for stuff
EntityGroup obstacles;
for(int i = 0; i < 20; i++)
{
ISceneNode* s = smgr->addSphereSceneNode(20);
IrrlichtBaseEntity * e = new IrrlichtBaseEntity(s);
s->setPosition(vector3df(rand()%randLength - (randLength/2),0,rand()%randLength - (randLength/2)));
obstacles.push_back(e);
}
//Nodes for vehicles
ISceneNode * cube = smgr->addCubeSceneNode(4);
ISceneNode * cube2 = smgr->addCubeSceneNode(4);
cube->setMaterialFlag(EMF_LIGHTING,false);
cube->setMaterialTexture(0,driver->getTexture("../media/v1-solid.png"));
cube2->setMaterialFlag(EMF_LIGHTING,false);
cube2->setMaterialTexture(0,driver->getTexture("../media/v2-solid.png"));
//Creating the actual vehicles
IrrlichtMobileEntity * Entity1 = new IrrlichtMobileEntity(cube ,vector3df(0,0,0), 1, 90, 40);
IrrlichtMobileEntity * Entity2 = new IrrlichtMobileEntity(cube2,vector3df(0,0,300), 1, 100, 50);
//Creating the steering conrollers, constructor also sets steering on entity
SimpleSteeringController* Entity1Steering = new SimpleSteeringController(Entity1);
SimpleSteeringController * Entity2Steering = new SimpleSteeringController(Entity2);
//Setting up other params for behaviors
Entity1Steering->SetObstacles(obstacles);
Entity1Steering->SetHideTarget(Entity2);
Entity1Steering->SetBehaviorFlag(EBF_HIDE,true);
Entity1Steering->SetBehaviorFlag(EBF_AVOID,true);
Entity2Steering->SetObstacles(obstacles);
Entity2Steering->SetPursuitTarget(Entity1);
Entity2Steering->SetBehaviorFlag(EBF_PURSUIT,true);
Entity2Steering->SetBehaviorFlag(EBF_AVOID,true);
//vars for tracking time between frames. This allows framerate independent motion state updates.
u32 then = device->getTimer()->getTime();
float timeUpdate = 0;
while(device->run())
{
const u32 now = device->getTimer()->getTime();
const float frameDeltaTime = (float)(now - then) / 1000.f; // Time in seconds
then = now;
timeUpdate += frameDeltaTime;
if(timeUpdate > 1)
{
core::stringw str = L"desteer v0.0.1 FPS: ";
str += (s32)driver->getFPS();
device->setWindowCaption(str.c_str());
timeUpdate = 0;
}
//Do behavior updates before the rendering.
Entity1->Update(frameDeltaTime);
Entity2->Update(frameDeltaTime);
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
driver->endScene();
}
//Clean up irrlicht.
device->drop();
return 0;
}
示例10: main
int main()
{
MyEventReceiver receiver;
IrrlichtDevice *device =
createDevice( video::EDT_OPENGL, dimension2d<u32>(1280, 800), 16,
false, false, false, &receiver);
if (!device)
return 1;
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
scene::ISceneNode* o = smgr->addSphereSceneNode(20);
//o->setMaterialFlag(video::EMF_LIGHTING, false);
o->setPosition(core::vector3df(0,0,0));
SMaterial &m = o->getMaterial(0);
m.EmissiveColor = SColor(255, 255, 0, 0);
vector3df sssPos(0, 60, 0);
scene::ISceneNode* sss = smgr->addCubeSceneNode(30);
sss->setMaterialFlag(video::EMF_LIGHTING, true);
//sss->setMaterialTexture(0, driver->getTexture("wall.bmp"));
sss->setPosition(sssPos);
SMaterial &sssm = sss->getMaterial(0);
sssm.EmissiveColor = SColor(100, 255, 255, 255);
scene::ISceneNode* hp = smgr->addSphereSceneNode(10);
SMaterial &hpm = hp->getMaterial(0);
hpm.EmissiveColor = SColor(255, 0, 0, 255);
scene::ISceneNode* hd = smgr->addSphereSceneNode(10);
SMaterial &hdm = hd->getMaterial(0);
hdm.EmissiveColor = SColor(255, 0, 0, 100);
scene::ISceneNode* node[10];
for (int i = 0; i < 10; ++i)
{
node[i] = smgr->addSphereSceneNode(5);
//node[i]->setMaterialFlag(video::EMF_LIGHTING, false);
node[i]->setVisible(false);
SMaterial &m = node[i]->getMaterial(0);
m.EmissiveColor = SColor(255, 255, 0, 0);
}
scene::ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS();
vector3df camPos(0,0,200);
vector3df camshift(0,0,0);
cam->setPosition(camPos);
cam->setTarget(core::vector3df(0,0,0));
u32 then = device->getTimer()->getTime();
const f32 MOVEMENT_SPEED = 50.f;
irr::video::S3DVertex m_cPlaneVertices[4];
irr::u16 m_iPlaneIndices[6];
m_cPlaneVertices[0] = irr::video::S3DVertex(-100.0f, -100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 0.0f, 0.0f);
m_cPlaneVertices[1] = irr::video::S3DVertex(-100.0f, 100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 0.0f, 1.0f);
m_cPlaneVertices[2] = irr::video::S3DVertex( 100.0f, 100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 1.0f, 1.0f);
m_cPlaneVertices[3] = irr::video::S3DVertex( 100.0f, -100.0f, -100.0f,1,1,0, irr::video::SColor(255,255,255,255), 1.0f, 0.0f);
m_iPlaneIndices[0] = 0;
m_iPlaneIndices[1] = 2;
m_iPlaneIndices[2] = 1;
m_iPlaneIndices[3] = 0;
m_iPlaneIndices[4] = 3;
m_iPlaneIndices[5] = 2;
SMaterial m_cRenderMaterial;
m_cRenderMaterial.Wireframe = false;
m_cRenderMaterial.Lighting = false;
m_cRenderMaterial.TextureLayer[0].TextureWrapU = irr::video::ETC_CLAMP;
m_cRenderMaterial.TextureLayer[0].TextureWrapV = irr::video::ETC_CLAMP;
ITexture *m_pRenderTexture = 0;
CvCapture *capture;
IplImage *frame;
char AviFileName[]="Accel World.mp4";
capture = cvCaptureFromAVI(AviFileName);
if (driver->queryFeature(irr::video::EVDF_RENDER_TO_TARGET))
{
m_pRenderTexture = driver->addRenderTargetTexture(irr::core::dimension2d<irr::u32>((irr::u32)(720), (irr::u32)(480)));
m_cRenderMaterial.setTexture(0, m_pRenderTexture);
}
// m_pRenderTexture = driver->getTexture("wall.bmp");
//.........这里部分代码省略.........
示例11: main
//When our engine is called up
int main(int argc, char* argv[])
{
//This is all that's needed to initialize the engine ... blahaha
irrEngineManager *Manager = new irrEngineManager();
IrrlichtDevice *Device = Manager->getDevice();
ISceneManager *Smgr = Device->getSceneManager();
IVideoDriver *Video = Device->getVideoDriver();
irrBulletWorld *World = Manager->getBulletWorld();
ISoundEngine *Sound = Manager->getSoundEngine();
IGUIEnvironment *Gui = Device->getGUIEnvironment();
ICursorControl *cursor = Device->getCursorControl();
World->setGravity(vector3df(0,-100,0));
Manager->setWindowCaption(L"irrEngine");
Device->getFileSystem()->addZipFileArchive("map-20kdm2.pk3");
//Scene Begin
CStaticProp *prop = new CStaticProp(Device, World, Smgr->getMesh("20kdm2.bsp")->getMesh(0));
// CGUIButton *button = new CGUIButton(Device);
// button->setRelativePosition(vector2df(720, 450));
// button->setPosition(vector2df(720, 450));
// button->setScale(vector2df(2,2));
// Manager->registerStaticProp(prop);
CGUIImage *image = new CGUIImage(Device);
// image->setImage(Video->getTexture("draakan.png"));
// image->setRelativePosition(vector2df(720, 450));
// image->setRelativeScale(vector2df(1,1));
CRigidBox *box = new CRigidBox(Device, World);
box->setScale(vector3df(5,5,5));
box->setPosition(vector3df(715,1200,500));
box->setMaterialFlag(EMF_LIGHTING, false);
box->setMaterialTexture(0, Video->getTexture("textures/crate.jpg"));
Manager->registerRigidBox(box);
// CRenderTarget *rt = new CRenderTarget(Device, box->getNode());
// rt->getCamera()->setPosition(vector3df(0,500,0));
ICameraSceneNode *Camera = Smgr->addCameraSceneNodeFPS(0, 100.f, 0.0f, -1, 0, 0, true, 0.0, false, true);
// ICameraSceneNode*Camera = Smgr->addCameraSceneNodeFPS();
Smgr->addAnimatedMeshSceneNode(Smgr->getMesh("dwarf.x"));
CIrrKlangSceneNode *Nodes = new CIrrKlangSceneNode(Sound, Smgr->getRootSceneNode(), Smgr, 666);
Nodes->setMinMaxSoundDistance();
Nodes->setSoundFileName("Menu.mp3");
CFPSController *controller = new CFPSController(Device, World, Smgr->getMesh("dwarf.x"));
Manager->registerFPSController(controller);
Manager->setActivePlayer(controller);
// controller->setCameraOffset(vector3df(0,50,0));
controller->setNodeOffset(vector3df(0,-10,0));
// rt->setFollowMode(true, Camera);
// rt->setTrailMode(true, Camera, true, true);
// box->setMaterialTexture(0, rt->getTexture());
// Manager->registerRenderTarget(rt);
//
// CRagdoll *doll = new CRagdoll(Device, World, Smgr->getMesh("dwarf.x"));
//Continue using Irrlicht as normal
u32 TimeStamp = Device->getTimer()->getTime();
u32 DeltaTime = 0;
while (Manager->run())
{
//The Manager handles everything inside of this drawAll call
DeltaTime = Device->getTimer()->getTime() - TimeStamp;
TimeStamp = Device->getTimer()->getTime();
World->stepSimulation(DeltaTime*0.001f, 120);
Manager->drawAll();
}
//When the device is closed, delete the irrEngine manager to cause a "domino" effect of deletion :)
delete Manager;
if (Device)
Device->drop();
}
示例12: main
//.........这里部分代码省略.........
guienv->addStaticText(L"Hello World!",
rect<SINT32>(10, 10, 260, 22), true);
/*
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("../../media/sydney.md2");
//IAnimatedMesh* mesh = smgr->getMesh("media/q2mdl-wham/tris.md2");
//IAnimatedMesh* mesh = smgr->getMesh("media/sydney.md2");
IAnimatedMesh* mesh = smgr->getMesh("media/kokoro/kokoro.obj");
if (!mesh)
{
device->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
//node->setDebugDataVisible(EDS_BBOX );
/*
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(EMAT_STAND);
//node->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
//node->setMaterialTexture(0, driver->getTexture("media/sydney.bmp"));
// node->setMaterialTexture(0, driver->getTexture("media/q2mdl-wham/tundra.bmp"));
//node->setMaterialTexture(0, driver->getTexture("media/kokoro/kok_face_d.tga"));
//node->setMaterialTexture(0, driver->getTexture("media/kokoro/kok_acc1_d.tga"));
//node->setMaterialTexture(0, driver->getTexture("media/kokoro/kok_body_d.tga"));
//node->setMaterialTexture(0, driver->getTexture("media/kokoro/kok_body_d.tga"));
//node->setMaterialTexture(0, driver->getTexture("media/kokoro/kok_hairback_s.tga"));
node->setPosition(Vector3(1, 29, -39));
node->setRotation(Vector3(Math::DegreesToRadians(45), 0, 0));
node->setRotation(Vector3(0, Math::DegreesToRadians(180), 0));
}
/*
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, Vector3(0, 30, -40), Vector3(0, 5, 0));
ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0, 50.0f, 0.01f);
camera->setTarget(Vector3(5, 10, 0));
camera->setPosition(Vector3(0, 30, -40));
/*
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(true, true, ColourValue::getColourValue(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;
return 0;
}
示例13: main
int main()
{
// create device
EventHandler receiver;
Init();
Output();
ISceneNode* objects [MAX_OBJECTS];
IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2d<u32>(ResX, ResY), 32, fullscreen, false, vsync, &receiver);
receiver.device = device;
if (!device)
return 1;
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
IGUIEnvironment* guienv = device->getGUIEnvironment();
HMDDescriptor HMD;
// Parameters from the Oculus Rift DK1
HMD.hResolution = ResX;
HMD.vResolution = ResY;
HMD.hScreenSize = 0.14976;
HMD.vScreenSize = 0.0936;
HMD.interpupillaryDistance = 0.064;
HMD.lensSeparationDistance = 0.064;
HMD.eyeToScreenDistance = 0.041;
HMD.distortionK[0] = 1.0;
HMD.distortionK[1] = 0.22;
HMD.distortionK[2] = 0.24;
HMD.distortionK[3] = 0.0;
HMDStereoRender renderer(device, HMD, 10);
#ifdef OCCULUS
ICameraSceneNode* camera = smgr->addCameraSceneNode();
camera->bindTargetAndRotation(false);
camera->setTarget(vector3df(1,0,0));
#else
ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS();
#endif
device->getCursorControl()->setVisible(false);
// load a faerie
IAnimatedMesh* faerie = smgr->getMesh("media/faerie.md2");
IAnimatedMeshSceneNode* faerieNode = smgr->addAnimatedMeshSceneNode(faerie);
faerieNode->setMaterialTexture(0, driver->getTexture("media/faerie2.bmp"));
faerieNode->setMaterialFlag(EMF_LIGHTING, false);
faerieNode->setPosition(vector3df(40,190,-1030));
faerieNode->setRotation(vector3df(0,-90,0));
faerieNode->setMD2Animation(EMAT_SALUTE);
// load a dwarf
IAnimatedMesh* dwarf = smgr->getMesh("media/dwarf.x");
IAnimatedMeshSceneNode* dwarfNode = smgr->addAnimatedMeshSceneNode(dwarf);
dwarfNode->setPosition(vector3df(40,-25,20));
Level currentLevel(device);
currentLevel.makeLevel(0);
smgr->setAmbientLight(video::SColorf(0.1,0.1,0.1,1));
ILightSceneNode* light1 = smgr->addLightSceneNode( camera , vector3df(0,0,0), video::SColorf(0.3f,0.4f,0.4f), 80.0f, 1 );
vector3df pos = vector3df(0,0,0);
//naplníme tunel pøekážkama
srand (time(NULL));
/* generate secret number between 1 and 10: */
for(int i = 0; i < MAX_OBJECTS; i++){
objects[i] = smgr->addCubeSceneNode(2);
objects[i]->setMaterialFlag(EMF_LIGHTING, false);
objects[i]->setPosition( vector3df( (rand() % 30) - 5, (rand() % 30) - 5, rand() % 80) );
}
//device->setInputReceivingSceneManager(smgr);
//použivane pro
vector3df tempRot;
irr::core::quaternion tempQ;
irr::core::matrix4 tempM;
float round = 0;
while(device->run())
{
round += 0.01;
driver->beginScene(true, true, SColor(255,100,101,140));
for(int i = 0; i < MAX_OBJECTS; i++){
//.........这里部分代码省略.........
示例14: testGeometryCreator
/** Tests that the geometry creator does what it says it does. */
bool testGeometryCreator(void)
{
IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO,
core::dimension2du(160,120), 32);
if (!device)
return false;
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* smgr = device->getSceneManager();
(void)smgr->addCameraSceneNode(0, vector3df(0, 0, -50));
const IGeometryCreator * geom = smgr->getGeometryCreator();
ITexture * wall = driver->getTexture("../media/wall.bmp");
SMaterial material;
material.Lighting = false;
material.TextureLayer[0].Texture = wall;
irr::scene::IMesh * meshHill = geom->createHillPlaneMesh(dimension2df(10, 5), dimension2du(5, 5),
&material, 10, dimension2df(2, 2), dimension2df(3, 3) );
IMeshSceneNode * node = smgr->addMeshSceneNode(meshHill, 0, -1,
vector3df(0, 10, 0), vector3df(-60, 0, 0));
meshHill->drop();
irr::scene::IMesh * meshArrow = geom->createArrowMesh(4, 8, 10, 6, 3, 6,
SColor(255, 255, 0, 0), SColor(255, 0, 255, 0));
node = smgr->addMeshSceneNode(meshArrow, 0, -1, vector3df(-10, -20, 0));
node->setMaterialFlag(video::EMF_LIGHTING, false);
meshArrow->drop();
irr::scene::IMesh * meshCone = geom->createConeMesh(5.f, 10.f, 16);
node = smgr->addMeshSceneNode(meshCone, 0, -1, vector3df(-35, -20, 0));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, wall);
meshCone->drop();
irr::scene::IMesh * meshCube = geom->createCubeMesh();
node = smgr->addMeshSceneNode(meshCube, 0, -1, vector3df(-20, -20, 0));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, wall);
meshCube->drop();
irr::scene::IMesh * meshCylinder = geom->createCylinderMesh(3, 10, 16);
node = smgr->addMeshSceneNode(meshCylinder, 0, -1, vector3df(0, -20, 10), core::vector3df(45,0,0));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, wall);
meshCylinder->drop();
irr::scene::IMesh * meshSphere = geom->createSphereMesh();
node = smgr->addMeshSceneNode(meshSphere, 0, -1, vector3df(10, -15, 0));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, wall);
meshSphere->drop();
irr::scene::IMesh * meshVolumeLight = geom->createVolumeLightMesh();
node = smgr->addMeshSceneNode(meshVolumeLight, 0, -1, vector3df(20, -20, -10));
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, wall);
node->setScale(core::vector3df(4.f,4.f,4.f));
meshVolumeLight->drop();
bool result = false;
device->run();
if (driver->beginScene(true, true, video::SColor(0, 80, 80, 80)))
{
smgr->drawAll();
driver->endScene();
result = takeScreenshotAndCompareAgainstReference(driver, "-testGeometryCreator.png", 99.994f);
}
smgr->clear();
driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
// add camera
scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,2.0f);
camera->setPosition(core::vector3df(2000.0f,5000.f,0.0f));
camera->setTarget(core::vector3df(0.0f,0.0f,0.0f));
camera->setFarValue(20000.0f);
device->getCursorControl()->setVisible(false); // disable mouse cursor
video::IImage* colorMapImage = driver->createImageFromFile("../media/terrain-texture.jpg");
video::IImage* heightMapImage = driver->createImageFromFile("../media/terrain-heightmap.bmp");
scene::IAnimatedMesh* terrain = smgr->addTerrainMesh("TerrainMeshName",
colorMapImage, heightMapImage,
core::dimension2d<f32>(40, 40), // size of a pixel
8*40); // maximum height
colorMapImage->drop();
colorMapImage = 0;
heightMapImage->drop();
heightMapImage = 0;
scene::IAnimatedMeshSceneNode* anode = smgr->addAnimatedMeshSceneNode(terrain);
if (anode)
{
anode->setMaterialFlag(video::EMF_LIGHTING, false);
anode->setPosition(core::vector3df(-5000,0,-5000));
//.........这里部分代码省略.........
示例15: main
int main()
{
/* shadowDimen = dimension2du(1024,1024);
shadowDimen = dimension2du(2048,2048);
shadowDimen = dimension2du(4096,4096);
shadowDimen = dimension2du(2048,2048);
filterType = EFT_NONE;
filterType = EFT_4PCF;
filterType = EFT_8PCF;
filterType = EFT_4PCF;
*/
dimension2du shadowDimen = dimension2du(1024,1024);
E_FILTER_TYPE filterType = EFT_4PCF;
filterType = EFT_NONE;
////
IrrlichtDevice* device = createDevice(EDT_OPENGL,dimension2du(800,600),32);
ISceneManager* smgr = device->getSceneManager();
IVideoDriver* driver = device->getVideoDriver();
ICameraSceneNode* cam = smgr->addCameraSceneNodeFPS(0,100,.5);
cam->setPosition(vector3df(0,10,0));
// Create the effect handler, passing the device and RTT size (as a dimension2d) .
effectHandler* effect = new effectHandler(device,shadowDimen);
ITerrainSceneNode* terrain = smgr->addTerrainSceneNode("media/terrain.bmp",0,-1,vector3df(0,0,0),vector3df(0,0,0),vector3df(1,1,1),SColor(255,255,255,255),1,ETPS_33);
terrain->setMaterialTexture(0,driver->getTexture("media/terrain.jpg"));
terrain->setMaterialTexture(1, driver->getTexture("media/detailmap.jpg"));
terrain->scaleTexture(1,10);
terrain->setScale(core::vector3df(4, 0.01f, 4));
terrain->setPosition(vector3df(-120,-1.5f,-120));
terrain->setMaterialType(EMT_DETAIL_MAP);
// Make the terrain recieve a shadow with the specified filter type.
// (NOTE: 12PCF is only available in Direct3D9, all others work with OpenGL)
effect->addShadowToNode(terrain,filterType);
IAnimatedMeshSceneNode* sydney;
IAnimatedMesh* sydneymesh = smgr->getMesh("media/dwarf.x");
for(int g = 0;g < 1;g++)
{
for(int v = 0;v < 3;v++)
{
sydney = smgr->addAnimatedMeshSceneNode(sydneymesh);
sydney->setScale(vector3df(0.05f,0.05f,0.05f));
sydney->setPosition(vector3df(g * 4,0.5f,v * 4));
sydney->setMaterialFlag(EMF_NORMALIZE_NORMALS,true);
sydney->setAutomaticCulling(EAC_FRUSTUM_BOX);
sydney->setMaterialType(EMT_SOLID);
// Add the nodes to the depth pass so that they cast a shadow.
effect->addNodeToDepthPass(sydney);
}
}
effect->getLightCamera()->addAnimator(smgr->createFlyCircleAnimator(sydney->getPosition() + vector3df(0,15,0),25,0.0002f));
effect->getLightCamera()->setNearValue(5);
effect->setMaxShadowDistanceFromLight(120);
smgr->addLightSceneNode(effect->getLightCamera());
MyEventReceiver receiver(cam);
device->setEventReceiver(&receiver);
// Parent a sphere to the light camera so we can see its position.
smgr->addSphereSceneNode(1,8,effect->getLightCamera())->setMaterialFlag(EMF_LIGHTING,false);
while(device->run())
{
wchar_t tmp[255];
swprintf(tmp,255,L"Shadow Map Demo (FPS: %d)",driver->getFPS());
device->setWindowCaption(tmp);
driver->beginScene(true,true,SColor(0,0,0,0));
// Point the light camera at one of the nodes as it rotates around them.
effect->setLightTarget(sydney->getPosition());
// Update the effect handler, remember to always do this BEFORE smgr->drawAll and AFTER beginscene!
effect->update();
smgr->drawAll();
// If user wishes we can display the shadow map to the screen. (May not work in OpenGL)
//.........这里部分代码省略.........