Beispiel #1
0
// ----------------------------------------------------------------------------
Track::Track(f32 tx, f32 tz)
{
    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    m_terrain = new Terrain(sm->getRootSceneNode(), sm, 1, tx, tz,
                           min_(2 * ((s32) tx),200), min_(2 * ((s32) tz),200));
	
    ISpline* spline = new TCR(sm->getRootSceneNode(), sm, 0);
    m_driveline = new DriveLine(sm->getRootSceneNode(), sm, 0, spline, L"DriveLine");
    m_roads.push_back(m_driveline);
    m_music = "Origin.music";
    m_valid = true;
} // Track
 int main()
 {
    IrrlichtDevice* irrDevice   = createDevice(EDT_OPENGL,dimension2d<s32>(800,600),32,false,false,false,0);
    IVideoDriver*   irrVideo    = irrDevice->getVideoDriver();
    ISceneManager*  irrSceneMgr = irrDevice->getSceneManager();
    TMovie* movie = new TMovie(irrDevice->getTimer());
    movie->LoadMovie("Mymovie.avi");
    irrVideo->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
    u32 w = movie->getMovieWidth();
    u32 h = movie->getMovieHeight();
    ITexture* movTxtr = irrVideo->addTexture(dimension2d<s32>(w<513?512:1024,h<513?512:1024),"imovie"); 
    irrSceneMgr->addCameraSceneNode(0, vector3df(0,0,-20), vector3df(0,0,0));
    CSampleSceneNode* myNode = new CSampleSceneNode(irrSceneMgr->getRootSceneNode(), irrSceneMgr, 666);
    myNode->setMaterialTexture( 0, movTxtr);
    myNode->drop();
    ISceneNodeAnimator* anim = irrSceneMgr->createRotationAnimator(vector3df(0,0.1f,0));
    myNode->addAnimator(anim);
    anim->drop();
 
    while(irrDevice->run())
     {
        irrVideo->beginScene(true, true, SColor(0,200,200,200));
                  if (movie->NextMovieFrame())
                    movie->DrawMovie(0,0,movTxtr);
                  irrSceneMgr->drawAll();
        irrVideo->endScene();
     }       
    irrDevice->drop();

    return 0;
}
Beispiel #3
0
CWayPoint::CWayPoint()
{
	m_objectType	= CGameObject::WaypointObject;
	m_next			= NULL;
	m_back			= NULL;
	m_timeWait		= 0;

	ISceneManager *smgr = getIView()->getSceneMgr();

	// init waypoint mesh
	//CColladaMeshComponent *comp = new CColladaMeshComponent( this );
	//comp->loadFromFile( getIView()->getPath("data/editor/waypoint.dae") );
	//addComponent( comp );
	//setLighting( false );
	

	m_node = new CGameBoxSceneNode(this, 5, smgr->getRootSceneNode(), smgr, (s32)m_objectID);
	m_node->getMaterial(0).Lighting = true;

#ifdef GSEDITOR
	setVisible ( true );

	// add collision
	ITriangleSelector *selector = smgr->createTriangleSelectorFromBoundingBox( m_node );
	m_node->setTriangleSelector(selector);
	selector->drop();
#else
	setVisible ( false );
#endif
}
Beispiel #4
0
int example_customscenenode()
{
    // create device
    IrrlichtDevice *device = startup();
    if (device == 0) return 1; // could not create selected driver.

    // create engine and camera
    EventReceiver_basic receiver(device);
    device->setEventReceiver(&receiver);

    IVideoDriver* driver = device->getVideoDriver();
    ISceneManager* smgr = device->getSceneManager();
    IGUIEnvironment* guienv = device->getGUIEnvironment();

    smgr->addCameraSceneNode(0, vector3df(0, -40, 0), vector3df(0, 0, 0));

    CSampleSceneNode *myNode = new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);

    ISceneNodeAnimator* anim = smgr->createRotationAnimator(vector3df(0.8f, 0, 0.8f));

    if (anim) {
        myNode->addAnimator(anim);
        anim->drop();
        anim = 0; // As I shouldn't refer to it again, ensure that I can't
    }

    myNode->drop();
    myNode = 0; // As I shouldn't refer to it again, ensure that I can't

    return run(device);
}
Beispiel #5
0
DummyObject::DummyObject(vector3df position,
						   double radius,
						   vector3df velocity,
						   double maxSpeed,
						   vector3df heading,
						   double mass,
						   vector3df scale,
						   double turnRate,
						   double maxForce,
						   DUMMY_OBJECT_TYPE initState,
						   u32 groupID)
	: BasePlayer(position, radius, velocity, maxSpeed, heading, mass, scale, turnRate, maxForce, PLAYER_ROLE_DUMMY)
{
	m_pStateMachine = new StateMachine<DummyObject>(this);
    
	// start from idle state
    m_pStateMachine->SetCurrentState(IdleDummy::Instance());

	// get ready sprite
#if USE_BILL_BOARD_SPRITE	
	ISceneManager* pSmgr = IrrDevice::GetInstance().GetSmgr();
	m_p2DSprite = new BillBoard(pSmgr->getRootSceneNode(), pSmgr, 300);
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
	ITexture* pTexture = IrrDevice::GetInstance().GetDriver()->getTexture("Rsrc/hero.bmp");
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, false);
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(0);
	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(0.5f,0.5f);	
#else
	ISceneManager* pSmgr = IrrDvc.GetSmgr();
	IVideoDriver* pDriver = IrrDvc.GetDriver();
	m_p2DSprite = pSmgr->addBillboardSceneNode();
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);	
	//video::ITexture* pTexture = pDriver->getTexture("Rsrc/bullet.tga");
	video::ITexture* pTexture = pDriver->getTexture("Rsrc/z_tunnel2.tga");
	pTexture->grab();
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true);
	m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, true);
	//m_p2DSprite->setSize(dimension2df(scale.X, scale.Y));
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(ID());
//	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(0.5f,0.5f);	
	m_initState = initState;

	//patrol¿¡ »ç¿ëµÉ µ¥ÀÌŸ ÃßÈÄ ·¹º§ µðÀÚÀÎµÈ ½ºÅ©¸³Æ®¿¡ ÀÇÇØ ™VÆõǵµ·Ï ¼öÁ¤¿ä
	//ÇöÀç MoviingEntity ¿Í º¯¼ö ¿¬°áÀº ³ªÁß¿¡ AI Å×½ºÆ®¸¦ À§ÇØ Àӽ÷Π¸¸µê.
	m_fSpeed = 30.0f;
 	m_bDirection=true;
	m_3dfStart = this->Pos()-vector3df(30.0f,0.0f,0.0f);
    m_3dfDest= this->Pos()+vector3df(30.0f,0.0f,0.0f);
#endif
	// add into entity mamager	
	m_uGroupID = groupID;
	//EntityMgr.RegisterEntity(m_uGroupID,this);//test code Áö±ÝÀº ±×³É 1·Î ³ªÁß¿¡ ÀÎÀڷΠó¸®	
}
Beispiel #6
0
FugitivePlayer::FugitivePlayer(vector3df position,
							   f64 radius,
							   vector3df velocity,
							   f64 maxSpeed,
							   vector3df heading,
							   f64 mass,
							   vector3df scale,
							   f64 turnRate,
							   f64 maxForce, 
							   s32 gameFieldID)
	: BasePlayer(position, radius, velocity, maxSpeed, heading, mass, scale, turnRate, maxForce, PLAYER_ROLE_CHASER),
	  m_gameFieldID(gameFieldID),
	  m_pRushLine(null)
{
	//
	m_patrolPoints.clear();

	// get ready state machine
	m_pStateMachine = new StateMachine<FugitivePlayer>(this);
    
	// start from nothing
    m_pStateMachine->ChangeState(IdleFugitive::Instance());

	// get ready sprite
	ISceneManager* pSmgr = IrrDvc.GetSmgr();
	IVideoDriver* pDriver = IrrDvc.GetDriver();
	m_p2DSprite = pSmgr->addBillboardSceneNode();
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
	video::ITexture* pTexture = pDriver->getTexture("Rsrc/hero.tga");
	// shkim, TODO.
	// why should I grap this texture here? as a result, get(+1)->grab(+1)->drop(-1) will give reference count as 1. 
	// that means nobody know when I release texture after using at all. how do I figure it out?
	// answer is, keeping texture resource during Proc life time. it means loading texture at Proc initializing time and releasing them at Proc releasing time.
	// for doing that, need to use grab/drop pair after getTexture()
	pTexture->grab();
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true);
	m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, true);
	m_p2DSprite->setSize(dimension2df(scale.X, scale.Y));
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(ID());
	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(0.5f,0.5f);
	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureTranslate(0.f,0.5f); // 3th sprite

	// rush line scene node
	m_pRushLine = new RushLineSceneNode(pSmgr->getRootSceneNode(), pSmgr, ID(), this);

	// set weapon
	m_pWeapon[0] = new Pistol_Basic;
	m_pWeapon[1] = new Mechine_Gun;
	m_nCurrentWeaponNum = 0;

	// center point(player pos) in screen coordinates for getting shooting direction
	m_uPosinScreenCoord.X =(u32)(IrrDvc.GetDevice()->getVideoDriver()->getScreenSize().Width * 0.5f);
	m_uPosinScreenCoord.Y =(u32)(IrrDvc.GetDevice()->getVideoDriver()->getScreenSize().Height * 0.5f);	
}
Beispiel #7
0
// newDocument
// new 3d scene document
void CDocument::newDocument()
{		
	ISceneManager *smgr = getIView()->getSceneMgr();
	IrrlichtDevice *device = getIView()->getDevice();

	// clear all history
	CHistoryManager::getInstance()->clearAll();

	// create design camera
	m_designCamera = new CGameCamera();
	m_designCamera->setName( L"Design camera" );
	m_designCamera->setTarget(core::vector3df(300,100,300));
	m_designCamera->setPosition( core::vector3df(0, 200, 0) );	
	getIView()->setActiveCamera( m_designCamera );
		
	// add oxyz plane node
	CGameOxyzSceneNode *oxyPlane = new CGameOxyzSceneNode( smgr->getRootSceneNode(), smgr, 1 );
	m_gridNode = oxyPlane;

	// add light
	ISceneNode* pNode = smgr->addEmptySceneNode();

	// default light
	smgr->setAmbientLight( video::SColorf(0.2f, 0.2f, 0.2f ,1.0f) );
	//ILightSceneNode *light = smgr->addLightSceneNode( pNode, core::vector3df(0, 0, 0) );
	//light->setLightType( video::ELT_DIRECTIONAL );

	// reset file path
	m_filePath = L"";

	// begin id
	CGameObject::s_objectID = 1;

	// add root
	const WCHAR *lpRootName = L"level";
	uiTreeView *pTreeview = getIView()->getDocumentTreeView();
	m_treeViewRoot = pTreeview->addItem( (WCHAR*)lpRootName );	

	// create a zone
	CZone *pZone = (CZone*)createZone();
	getIView()->setCurrentZone( pZone );
	getIView()->setObjectProperty( pZone );

	m_treeViewRoot->expandChild( true );

	// register draw all template obj
	if ( s_isFirstDocument == true )
	{
		CObjTemplateFactory::registerDrawAllTemplateObject();
		s_isFirstDocument = false;
	}

	// have 1 zone
	m_totalObjects = 1;
}
Beispiel #8
0
void CreateCamera(int width, int height, vector3df position, vector3df target)
{
  //Build camera
  ISceneManager* sm = g_GameGraph->GetSceneManager();
  WorldState* worldState =
      static_cast<WorldState*> (g_GameGraph->GetWorldState());
  HexMap* hm = worldState->GetCurrentMap();

  if (NULL != sm)
  {
    if (NULL != hm)
    {
      ICameraSceneNode* orthoCam = sm->addCameraSceneNode(
          sm->getRootSceneNode(), position, target);

      matrix4 projMat;
      projMat.buildProjectionMatrixOrthoLH(width, height, -5, 5);
      orthoCam->setProjectionMatrix(projMat, true);
      orthoCam->bindTargetAndRotation(true);
      if (orthoCam->isOrthogonal())
      {
        CameraAnimator* cameraAnim = new CameraAnimator(position, width,
            height, hm->GetMapDimensions().Height,
            hm->GetMapDimensions().Width, worldState->GetHero(),
            hm->GetCoordinateTranslator());
        orthoCam->addAnimator(cameraAnim);
        cameraAnim->drop();
        cameraAnim = NULL;

        if (width > height)
        {
          LOGI("Creating a landscape camera.");
          landscapeCamera = orthoCam;
        }
        else
        {
          LOGI("Creating a portrait camera");
          portraitCamera = orthoCam;
        }
      }
      else
      {
        LOGE("The created camera is not orthoganol, something is wrong with the perspective matrix.");
      }
    }
    else
    {
      LOGE("The hex map created in the WorldState is NULL.");
    }
  }
  else
  {
    LOGE("The scene manager cannot be loaded from the device.");
  }
}
Beispiel #9
0
// ----------------------------------------------------------------------------
IRoad::IRoad(ISceneNode* parent, ISceneManager* mgr, s32 id, FILE* fp)
                                          :ISceneNode(parent, mgr, id)
{
    u8 size;
    c8* cc;
    fread(&size, sizeof(u8), 1, fp);
    if (size > 40)
    {
        m_valid = false;
        return;
    }
    cc = new c8[size];
    fread(cc, sizeof(c8), size, fp);
    setName(cc);
    delete[] cc;

    fread(&m_closed, sizeof(bool), 1, fp);
    fread(&m_detail, sizeof(f32), 1, fp);
    fread(&m_width, sizeof(f32), 1, fp);

    if ( m_detail < 0 || m_width < 0 || m_detail > MAX_DETAIL || m_width > MAX_WIDTH)
    {
        m_valid = false;
        return;
    }

    stringw type;
    wchar_t* c;
    fread(&size, sizeof(u8), 1, fp);
    c = new wchar_t[size];
    fread(c, sizeof(wchar_t), size, fp);
    type = c;
    delete[] c;

    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    if (type == L"TCR")
        m_spline = new TCR(sm->getRootSceneNode(), sm, 0, fp);
    else m_spline = new Bezier(sm->getRootSceneNode(), sm, 0, fp);
    setAutomaticCulling(EAC_OFF);
    m_valid = m_spline->isValid();
} // IRoad
Beispiel #10
0
// ----------------------------------------------------------------------------
void Track::createRoad(stringw type, stringw name)
{
    // Viewport::get()->setState(Viewport::SELECT);

    IRoad* rm;

    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    ISpline* spline;

    if (type == L"Bezier")
    {
        spline = new Bezier(sm->getRootSceneNode(), sm, 0);
    }
    else spline = new TCR(sm->getRootSceneNode(), sm, 0);

    rm = new Road(sm->getRootSceneNode(), sm, 0, spline, name);

    Viewport::get()->roadBorn(rm);

    m_roads.push_back(rm);
} // createRoad
Beispiel #11
0
void CIrrWindow::initScene()
{
	IVideoDriver* driver = m_driver;
	IrrlichtDevice* device = m_device;
	ISceneManager* smgr = m_smgr;

	// create texture manager
	CTextureManager::createGetInstance();

	// create design camera
	m_designCamera = new CGameCamera();
	m_designCamera->setName( L"Design camera" );
	m_designCamera->setTarget(core::vector3df(0,0,0));
	m_designCamera->setPosition( core::vector3df(-400, 200, -400) );


	// set active camera
	getIView()->setActiveCamera( m_designCamera );



	// add oxyz plane node
	CGameOxyzSceneNode *oxyPlane = new CGameOxyzSceneNode( smgr->getRootSceneNode(), smgr, 1 );	
	oxyPlane->drop();

	// add light
	ISceneNode* pNode = smgr->addEmptySceneNode();

	// default light	
	ILightSceneNode *light = smgr->addLightSceneNode( pNode, core::vector3df(0, 0, 0) );
	light->setLightType( video::ELT_DIRECTIONAL );


	// add demo particle
	m_particleObject = new CGameObject();
	CParticleComponent *particleComp = new CParticleComponent(m_particleObject);
	particleComp->initParticle();
	m_particleObject->m_components.push_back( particleComp );

}
Beispiel #12
0
// ----------------------------------------------------------------------------
Track::Track(path file)
{
    m_valid = true;
    FILE* pFile;
    pFile = fopen(file.c_str(), "rb");

    if (!pFile)
    {
        m_valid = false;
        stringw emsg = _("Editor failed to open file:\n \"");
        emsg += file;
        emsg += "\"";

        MsgWndw::get()->showMsg(emsg);
        return;
    }

    // SIGN
    u64 sign;
    fread(&sign, sizeof(u64), 1, pFile);
    if (sign != TOP_SECRET_SIGNATURE_NUMBER)
    {
        MsgWndw::get()->showMsg(_("File can not be opened: signature failed."));
        m_valid = false;
        fclose(pFile);
        return;
    }

    // TRACK NAME
    u8 size;
    wchar_t* c;
    fread(&size, sizeof(u8), 1, pFile);
    if (!Editor::isValidSize(size)) 
    { 
        fclose(pFile); m_valid = false;
        MsgWndw::get()->showMsg(_("File loading failed!"));
        return; 
    }
    c = new wchar_t[size];
    fread(c, sizeof(wchar_t), size, pFile);
    m_track_name = c;
    delete[] c;

    // DESIGNER NAME
    fread(&size, sizeof(u8), 1, pFile);
    if (!Editor::isValidSize(size))
    {
        fclose(pFile); m_valid = false;
        MsgWndw::get()->showMsg(_("File loading failed!"));
        return;
    }
    c = new wchar_t[size];
    fread(c, sizeof(wchar_t), size, pFile);
    m_designer = c;
    delete[] c;

    // FILE NAME
    c8* cc;
    fread(&size, sizeof(u8), 1, pFile);
    if (!Editor::isValidSize(size)) 
    {
        fclose(pFile); m_valid = false;
        MsgWndw::get()->showMsg(_("File loading failed!"));
        return;
    }
    cc = new c8[size];
    fread(cc, sizeof(c8), size, pFile);
    m_file_name = cc;
    delete[] cc;

    // MUSIC
    fread(&size, sizeof(u8), 1, pFile);
    if (!Editor::isValidSize(size)) 
    {
        fclose(pFile); m_valid = false;
        MsgWndw::get()->showMsg(_("File loading failed!"));
        return;
    }
    cc = new c8[size];
    fread(cc, sizeof(c8), size, pFile);
    m_music = cc;
    delete[] cc;

    // TERRAIN
    ISceneManager* sm = Editor::getEditor()->getSceneManager();
    m_terrain = new Terrain(sm->getRootSceneNode(), sm, 1, pFile);

    if (!m_terrain->isValid())
    {
        fclose(pFile);
        MsgWndw::get()->showMsg(_("Loading failed :invalid terrain!"));
        m_valid = false;
        return;
    }

    // SKY

    Sky* s = Viewport::get()->getSky();
    delete s;

    s = new Sky(pFile);
    Viewport::get()->setSky(s);

    // GRAVITY ROAD FLAG
    fread(&m_gravity_road, sizeof(bool), 1, pFile);

    // ROADS

    IRoad* r;
    fread(&size, sizeof(u8), 1, pFile);
    if (size < 0 || size > MAX_ROAD_NUM)
    {
        MsgWndw::get()->showMsg(_("Loading failed: invalid terrain!"));
    }
    else
    {
        if (size > 0)
        {
            m_driveline = new DriveLine(sm->getRootSceneNode(), sm, 0, pFile);
            if (!m_driveline->isValid())
            {
                std::cerr << _("Warning: invalid driveline!\n");
                ISpline* spline = new TCR(sm->getRootSceneNode(), sm, 0);
                m_driveline = new DriveLine(sm->getRootSceneNode(), sm, 0, spline, L"DriveLine");
            }
            m_roads.push_back(m_driveline);
            m_driveline->refresh();
        } // driveline
        for (u8 i = 1; i < size; i++)
        {
            r = new Road(sm->getRootSceneNode(), sm, 0, pFile);
            if (r->isValid())
            {
                m_roads.push_back(r);
                r->refresh();
                r->setWireFrame(false);
                Viewport::get()->setSplineMode(false);
            }
            else std::cerr << "Warning: invalid road - skipped :(\n";
        } // roads
    } // valid roadnum

    // CHECKLINES

    Viewport::get()->loadCheckLines(pFile);
    
    // OBJECTS
    u32 num;
    fread(&num, sizeof(u32), 1, pFile);
    Viewport::setLastEntityID(num + MAGIC_NUMBER);

    for (u32 i = 0; i < num; i++)
    {
        ISceneNode* node = 0;
        vector3df pos, rot, sca;
        fread(&pos, sizeof(vector3df), 1, pFile);
        fread(&rot, sizeof(vector3df), 1, pFile);
        fread(&sca, sizeof(vector3df), 1, pFile);

        u8 size;
        fread(&size, sizeof(u8), 1, pFile);
        if (!Editor::isValidSize(size))
        {
            m_valid = false;
            MsgWndw::get()->showMsg(_("Loading failed!"));
            fclose(pFile);
            return;            
        }
        c8 *name = new c8[size];
        fread(name, sizeof(c8), size, pFile);
        
        path p = name;
        if (p == path("banana") || p == path("item")
            || p == path("small-nitro") || p == path("big-nitro"))
        {
            node = loadItem(name);
        } // item
        else
        {
            node = sm->addAnimatedMeshSceneNode(sm->getMesh(p));
            node->setName(name);
        } // object
        if (node)
        {
            node->setPosition(pos);
            node->setRotation(rot);
            node->setScale(sca);
            node->setID(MAGIC_NUMBER + i + 1);
        }  // valid node
        else
        {
            std::cerr << "Warning: couldn't load object < " << name << " >!\n";
            num -= 1;
            i -= 1;
        } // invalid node
        delete[] name;
    }
    
    fclose(pFile);
} // Track - from file
Beispiel #13
0
GLbody *GLscene::addBody(OpenHRP::BodyInfo_var i_binfo)
{
    ISceneManager* smgr = m_device->getSceneManager();
    return new GLbody(smgr->getRootSceneNode(), smgr, -1, i_binfo);
}
Beispiel #14
0
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;
} 
Beispiel #15
0
Ztunnel::Ztunnel(vector3df position,
				 double radius,
				 irr::core::vector3df velocity,
				 double maxSpeed,
				 irr::core::vector3df heading,
				 double mass,
				 irr::core::vector3df scale,
				 double turnRate,
				 double maxForce,
				 ZTUNNEL_TYPE initState,
				 u32 groupID,
				 BlackBoard* pbb)
				 : BasePlayer(position, radius, velocity, maxSpeed, heading, mass, scale, turnRate, maxForce, PLAYER_ROLE_DUMMY)
{
	m_pStateMachine = new StateMachine<Ztunnel>(this);
    
	// start from idle state
    m_pStateMachine->SetCurrentState(IdleZtunnel::Instance());

	// get ready sprite
#if USE_BILL_BOARD_SPRITE	
	ISceneManager* pSmgr = IrrDevice::GetInstance().GetSmgr();
	m_p2DSprite = new BillBoard(pSmgr->getRootSceneNode(), pSmgr, 300);
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);
	ITexture* pTexture = IrrDevice::GetInstance().GetDriver()->getTexture("Rsrc/hero.bmp");
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, false);
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(0);
	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(0.5f,0.5f);	
#else
	ISceneManager* pSmgr = IrrDvc.GetSmgr();
	IVideoDriver* pDriver = IrrDvc.GetDriver();
	m_p2DSprite = pSmgr->addBillboardSceneNode();
	m_p2DSprite->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL);	
	//video::ITexture* pTexture = pDriver->getTexture("Rsrc/bullet.tga");
	video::ITexture* pTexture = pDriver->getTexture("Rsrc/z_tunnel2.tga");
	pTexture->grab();
	m_p2DSprite->setMaterialTexture(0, pTexture);
	m_p2DSprite->setMaterialFlag(video::EMF_LIGHTING, false);
	m_p2DSprite->setMaterialFlag(video::EMF_ZBUFFER, true);
	m_p2DSprite->setMaterialFlag(video::EMF_ZWRITE_ENABLE, true);
	//m_p2DSprite->setSize(dimension2df(scale.X, scale.Y));
	m_p2DSprite->setPosition(position);
	m_p2DSprite->setID(ID());
//	m_p2DSprite->getMaterial(0).getTextureMatrix(0).setTextureScale(0.5f,0.5f);	
	m_initState = initState;


#endif
	// add into entity mamager	
	m_uGroupID = groupID;
	//EntityMgr.RegisterEntity(m_uGroupID,this);//test code 지금은 그냥 1로 나중에 인자로 처리

	//create skill
	CreateBasicZSkill* pcreatebasicZskill = new CreateBasicZSkill("CreateBasicZ", this, 0.5);//name,baseplayer, prof
	skills.insert(pair<std::string,Skill*>(pcreatebasicZskill->getName(), pcreatebasicZskill));

	//create mission
	pBlacBoard = pbb;
	Mission mission("CreateBasicZ",1,1);
	defendmezombieCreateMission = mission;
    pBlacBoard->addMission(defendmezombieCreateMission);
}
Beispiel #16
0
//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();
}