Ejemplo n.º 1
0
void StateTemp::Init()
{
	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;
	m_pCamera = Irrdevice::GetInstance()->GetSceneManager()->addCameraSceneNodeFPS(NULL, 50.f, 0.1f, -1, aKeyMap, 9, FALSE, 2.f);
	m_pNetworkControl = NetworkManager::getInstance()->GetNetworkControler();
	m_pCamera->setPosition(vector3df(20,2000,20));

	ISceneManager * smgr = Irrdevice::GetInstance()->GetSceneManager();
	IVideoDriver * driver = Irrdevice::GetInstance()->GetVideoDriver();

	m_MyId = -1;
	m_OhterId = -1;

	
	///////////////////////////여기서 부터 테스트
	IAnimatedMesh * Terrain = smgr->getMesh("media/test.X");
	m_pTerrain = new TerrainObject();
	m_pTerrain->Init(smgr,Terrain);


	m_pNinja = new UnitObject();
	IAnimatedMesh* mesh = smgr->getMesh("media/ninja.b3d");
	m_pNinja->init(smgr,mesh,NULL,1);
	m_pMe = new Player();
	m_pMe->Init(m_pNinja,m_pTerrain->GetTriangleSelecter());


	m_pNinja2 = new UnitObject();
	m_pNinja2->init(smgr,mesh,NULL,2);
	m_pYou = new Player();
	m_pYou->Init(m_pNinja2,m_pTerrain->GetTriangleSelecter());


	m_pMe->AddPlayerTriangleSelecter(m_pYou);
	m_pYou->AddPlayerTriangleSelecter(m_pMe);

	m_pMe->SetPosition(vector3df(50,2100,50));
	m_pYou->SetPosition(vector3df(-50,2100,-50));


	//m_pMe->SetActiveCamera();

	

	//커맨드패턴.. -_-;
	//m_pUserConnect = CommandFactory::CreateUserConnectCommand(Irrdevice::GetInstance(),m_pNetworkControl,NULL);

	for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
		KeyIsDown[i] = false;

	//Packet p(WELCOME_ACK,0);
	//m_pNetworkControl->SendClientToPacket(p);

}
Ejemplo n.º 2
0
int main()
{
	IDevice* device = gf::createDevice(EDT_DIRECT3D11, 800, 600);
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->createSceneManager();

	IResourceGroupManager* resourceGroupManager = driver->getResourceGroupManager();
	resourceGroupManager->init("Resources.cfg");
	
	ITimer* timer = device->getTimer();
	timer->reset();

	ITextureManager* textureManager = ITextureManager::getInstance();
	IShaderManager* shaderMgr = driver->getShaderManager();
	IShader* shader = shaderMgr->load(EST_COMPUTE_SHADER, "matmul.hlsl", "cs_main");

	const u32 dimension = 512;
	const u32 sq_dimension = dimension * dimension;
	std::vector<f32> A(sq_dimension);
	std::vector<f32> B(sq_dimension);
	std::vector<f32> C(sq_dimension);
	std::vector<f32> D(sq_dimension);

	// init data
	for (u32 i = 0; i < sq_dimension; i++)
	{
		A[i] = math::RandomFloat(0, 10.0f);
		B[i] = math::RandomFloat(0, 10.0f);
	}

	f32 start_time, end_time;

	start_time = timer->getTime();
	// store the right answers to D
	for (u32 i = 0; i < dimension; i++)
	{
		for (u32 j = 0; j < dimension; j++)
		{
			f32 sum = 0;
			for (u32 k = 0; k < dimension; k++)
			{
				sum += A[i * dimension + k] * B[k * dimension + j];
			}
			D[i * dimension + j] = sum;
		}
	}
	end_time = timer->getTime();
	printf("The computation time by CPU: %fs\n", end_time - start_time);


	start_time = timer->getTime();
	ITexture* inputTexture1 = textureManager->createTexture2D("input1", dimension, dimension,
		ETBT_SHADER_RESOURCE, &A[0], 1, EGF_R32_FLOAT, 0);

	ITexture* inputTexture2 = textureManager->createTexture2D("input2", dimension, dimension,
		ETBT_SHADER_RESOURCE, &B[0], 1, EGF_R32_FLOAT, 0);

	ITexture* outputTexture = textureManager->createTexture2D("output", dimension, dimension,
		ETBT_UNORDERED_ACCESS, nullptr, 1, EGF_R32_FLOAT, 0);

	ITexture* copyTexture = textureManager->createTexture2D("copy", dimension, dimension,
		ETBT_CPU_ACCESS_READ, nullptr, 1, EGF_R32_FLOAT, 0);

	shader->setTexture("gInputA", inputTexture1);
	shader->setTexture("gInputB", inputTexture2);
	shader->setTexture("gOutput", outputTexture);

	u32 blockNum = dimension / 8;
	if (blockNum * 8 != dimension)
		blockNum++;

	driver->runComputeShader(shader, blockNum, blockNum, 1);

	//driver->resetRWTextures();
	//driver->resetTextures();

	outputTexture->copyDataToAnotherTexture(copyTexture);
	STextureData outputData;
	copyTexture->lock(ETLT_READ, &outputData);
	u8* data = (u8*)outputData.Data;
	for (u32 i = 0; i < dimension; i++)
	{
		// copy each row.
		memcpy(&C[i * dimension], data + outputData.RowPitch * i, dimension * sizeof(f32));
	}

	copyTexture->unlock();
	end_time = timer->getTime();
	printf("The computation time by GPU: %fs\n", end_time - start_time);

	for (u32 i = 0; i < sq_dimension; i++)
	{
		assert(math::FloatEqual(C[i], D[i]));
	}

	// destory textures.
	if (!textureManager->destroy(inputTexture1))
		printf("Destory texture failed!");

	if (!textureManager->destroy(inputTexture2))
		printf("Destory texture failed!");

	if (!textureManager->destroy(outputTexture))
		printf("Destory texture failed!");

	if (!textureManager->destroy(copyTexture))
		printf("Destory texture failed!");

	//sphereMaterial.drop();
	smgr->destroy();
	device->drop();

	system("pause");

	return 0;
}
Ejemplo n.º 3
0
/** 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;

	IMeshSceneNode * node = smgr->addMeshSceneNode(
		geom->createHillPlaneMesh(dimension2df(10, 5), dimension2du(5, 5), 
									&material, 10, dimension2df(2, 2), dimension2df(3, 3)), 0, -1,
									vector3df(0, 10, 0), vector3df(-60, 0, 0));

	node = smgr->addMeshSceneNode(geom->createArrowMesh(4, 8, 10, 6, 3, 6,
														SColor(255, 255, 0, 0), SColor(255, 0, 255, 0)),
									0, -1, vector3df(-10, -20, 0));
	node->setMaterialFlag(video::EMF_LIGHTING, false);

	node = smgr->addMeshSceneNode(geom->createConeMesh(5.f, 10.f, 16), 0, -1, vector3df(-35, -20, 0));
	node->setMaterialFlag(video::EMF_LIGHTING, false);
	node->setMaterialTexture(0, wall);

	node = smgr->addMeshSceneNode(geom->createCubeMesh(), 0, -1, vector3df(-20, -20, 0));
	node->setMaterialFlag(video::EMF_LIGHTING, false);
	node->setMaterialTexture(0, wall);

	node = smgr->addMeshSceneNode(geom->createCylinderMesh(3, 10, 16), 0, -1, vector3df(0, -20, 10), core::vector3df(45,0,0));
	node->setMaterialFlag(video::EMF_LIGHTING, false);
	node->setMaterialTexture(0, wall);

	node = smgr->addMeshSceneNode(geom->createSphereMesh(), 0, -1, vector3df(10, -15, 0));
	node->setMaterialFlag(video::EMF_LIGHTING, false);
	node->setMaterialTexture(0, wall);

	node = smgr->addMeshSceneNode(geom->createVolumeLightMesh(), 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));

	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", 99.999f);
	}

    device->drop();

    return result;
}
Ejemplo n.º 4
0
int main(int argc, char** argv) {
	CustomEventReceiver receiver;
	IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(800, 600), 16, false, false, false, &receiver);
	if (!device) {
		return EXIT_FAILURE;
    }
	device->setWindowCaption(L"Solar System Simulator");
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* sceneManager = device->getSceneManager();
	scene::ISceneCollisionManager* collisionManager= sceneManager->getSceneCollisionManager();
	IGUIEnvironment* guiEnv = device->getGUIEnvironment();
	guiEnv->addStaticText(L"Click on a planet to attach the camera to it", rect<s32>(10,10,260,22), false);

	sf::SoundBuffer buffer;
	if (buffer.loadFromFile(currentPath() + "/sounds/burning.aif")) {
		sf::Listener::setPosition(0, 0,0);

		sf::Sound sound;
		sound.setBuffer(buffer);
		sound.setPosition(0, 0, 0);
		sound.setLoop(true);
		sound.play();
	}

	const char* spaceTexturePath = ( currentPath() + "/textures/space.jpg" ).c_str();
	video::ITexture* space = driver->getTexture(spaceTexturePath);
	scene::ISceneNode* skybox = sceneManager->addSkyBoxSceneNode(space, space, space, space, space, space);

	sceneManager->addLightSceneNode(0, vector3df(0, 0, -50),  video::SColorf(1.0f, 1.0f, 1.0f), 50.0f, 1001);

	PlanetFactory planetFactory(sceneManager, driver);
	Planet sun = planetFactory.create(PlanetId::Sun);
	Planet earth = planetFactory.create(PlanetId::Earth);
	Planet pluto = planetFactory.create(PlanetId::Pluto);
	Planet jupiter = planetFactory.create(PlanetId::Jupiter);
	Planet uranus = planetFactory.create(PlanetId::Uranus);
	Planet neptune = planetFactory.create(PlanetId::Neptune);

	vector<Planet> planets = { sun, planetFactory.create(PlanetId::Mercury) };
	planets.push_back(planetFactory.create(PlanetId::Venus));
	planets.push_back(earth);
	planets.push_back(planetFactory.create(PlanetId::Mars));
	planets.push_back(jupiter);
	planets.push_back(planetFactory.create(PlanetId::Saturn));
	planets.push_back(uranus);
	planets.push_back(neptune);
	planets.push_back(pluto);

	ICameraSceneNode* camera = sceneManager->addCameraSceneNode(0, vector3df(0,0,40), vector3df(0,0,0));
	rect<s32> mainCameraViewPortRect(0, 0, 800, 600);

	ICameraSceneNode* topViewCamera = sceneManager->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
	
	sceneManager->setAmbientLight(video::SColorf(255.0,255.0,255.0));

	ISceneNode* selectedNode = sun.node;
	while(device->run()) {

		if(receiver.GetMouseState().LeftButtonDown) {
			position2di mousepos = receiver.GetMouseState().Position;
			line3df ray = sceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates( mousepos, camera);

			vector3df intersection;
			triangle3df tri;

            for(Planet& planet : planets) {
				ITriangleSelector* wselector = sceneManager->createTriangleSelectorFromBoundingBox(planet.node);
				if (collisionManager->getCollisionPoint(ray, wselector, intersection, tri, planet.node)) {
					selectedNode = planet.node;
				}
				wselector->drop();
			}
		}

		camera->setTarget(selectedNode->getAbsolutePosition());

		skybox->setVisible(true);		
        
		driver->setViewPort(mainCameraViewPortRect);
		driver->beginScene(true, true, SColor(255,100,101,140));
		sceneManager->setActiveCamera(camera);
		sceneManager->drawAll();
		guiEnv->drawAll();

		driver->setViewPort(rect<s32>(0, 380, 200, 600));
		driver->draw2DRectangle(SColor(100,0,0,190), mainCameraViewPortRect);
		skybox->setVisible(false);		
		sceneManager->setActiveCamera(topViewCamera);
		sceneManager->drawAll();
		
		driver->endScene();
	}
	device->drop();

	return EXIT_SUCCESS;
}
Ejemplo n.º 5
0
int main()
{

	int d = 1;
	GF_PRINT_CONSOLE_INFO("Hello:%d\n", d);

	SDeviceContextSettings settings;
	settings.MultiSamplingCount = 4;
	settings.MultiSamplingQuality = 32;

	IDevice* device = createDevice(EDT_DIRECT3D11, 800, 600, EWS_NONE, true, settings);
	IVideoDriver* driver = device->getVideoDriver();
	IShaderManager* shaderManager = driver->getShaderManager();
	IInputLayoutManager* inputlayoutManager = driver->getInputLayoutManager();
	IPipelineManager* pipelineMgr = driver->getPipelineManager();

	IShader* vs = shaderManager->load(EST_VERTEX_SHADER, "color.hlsl", "ColorVertexShader");
	IShader* ps = shaderManager->load(EST_PIXEL_SHADER, "PixelShader.hlsl", "ColorPixelShader");

	std::vector<SInputLayoutElement> elements;
	elements.resize(2);
	elements[0].SemanticName = "POSITION";
	elements[0].SemanticIndex = 0;
	elements[0].Format = EGF_R32G32B32_FLOAT;
	elements[0].Offset = 0;
	elements[1].SemanticName = "COLOR";
	elements[1].SemanticIndex = 0;
	elements[1].Format = EGF_R32G32B32A32_FLOAT;
	elements[1].Offset = 12;

	IInputLayout* layout = inputlayoutManager->create(elements, vs);


	IShader* shaders[2] = { vs, ps };
	IPipeline* pipeline = pipelineMgr->create("color", shaders, 2, layout, EPT_TRIANGLELIST);

	ISceneManager* smgr = device->getSceneManager();
	
	Vertex vertices[3];
	vertices[0] = Vertex(XMFLOAT3(-1.0f, -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f));
	vertices[1] = Vertex(XMFLOAT3(0.0f,   0.6f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f));
	vertices[2] = Vertex(XMFLOAT3(1.0f,  -0.6f, 0.0f), XMFLOAT4(1.0f, 0.0f, 1.0f, 1.0f));
	//IMesh* mesh = smgr->createSimpleMesh(&vertices, 3, sizeof(Vertex), nullptr, 0, 0);
	IMesh* mesh = smgr->createCubeMesh();
	IMeshNode* meshNode = smgr->addMeshNode(mesh, pipeline);

	//CD3D11ShaderManager* s = new CD3D11ShaderManager(nullptr);

	XMVECTOR eye = XMVectorSet(0.0f, 0.0f, -5.0f, 1.0f);
	XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
	XMVECTOR at = XMVectorZero();

	XMMATRIX view = XMMatrixLookAtLH(eye, at, up);

	XMMATRIX proj = XMMatrixPerspectiveFovLH(0.25f * 3.14f,
		static_cast<float>(SCREEN_WIDTH) / static_cast<float>(SCREEN_HEIGHT),
		1.0f, 1000.0f);


	meshNode->translate(0, 0, 5.0f);
	XMMATRIX world = meshNode->getAbsoluteTransformation();
	//XMMATRIX world = XMMatrixIdentity();

	
	pipeline->setMatrix("viewMatrix", reinterpret_cast<f32*>(&view));
	pipeline->setMatrix("projectionMatrix", reinterpret_cast<f32*>(&proj));

	SShaderAutoVariable var;
	var.Type = ESAVT_WORLD_MATRIX;
	var.ShaderType = EST_VERTEX_SHADER;
	var.VariableName = "worldMatrix";

	pipeline->addShaderAutoVariable(var);

	std::cout << "Hello World" << std::endl;

	ITimer* timer = device->createTimer();
	timer->reset();
	while (device->run())
	{
		const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
		driver->beginScene(true, true, clearColor);

		f32 dt = timer->tick();
		//std::cout << dt << std::endl;

		meshNode->setPosition(0, 0, -2.0f);
		meshNode->yaw(1.0f * dt);

		smgr->drawAll();

		//XMMATRIX world = meshNode->getAbsoluteTransformation();
		//pipeline->setMatrix("worldMatrix", reinterpret_cast<f32*>(&world));

		driver->endScene();
	}

	return 0;
}
	void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, UINT32 timeMs)
	{
		if (!node || node->getType() != ESNT_CAMERA)
			return;

		ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);

		if (firstUpdate)
		{
			camera->updateAbsolutePosition();
			if (CursorControl)
			{
				CursorControl->setPosition(0.5f, 0.5f);
				CursorPos = CenterCursor = CursorControl->getRelativePosition();
			}

			LastAnimationTime = timeMs;

			firstUpdate = false;
		}

		// If the camera isn't the active camera, and receiving input, then don't process it.
		if (!camera->isInputReceiverEnabled())
		{
			firstInput = true;
			return;
		}

		if (firstInput)
		{
			allKeysUp();
			firstInput = false;
		}

		ISceneManager * smgr = camera->getSceneManager();
		if (smgr && smgr->getActiveCamera() != camera)
			return;

		// get time
		FLOAT32 timeDiff = (FLOAT32)(timeMs - LastAnimationTime);
		LastAnimationTime = timeMs;

		// update position
		Vector3 pos = camera->getPosition();

		// Update rotation
		Vector3 target = (camera->getTarget() - camera->getAbsolutePosition());
		Vector3 relativeRotation = target.getHorizontalAngle();

		if (CursorControl)
		{
			if (CursorPos != CenterCursor)
			{
				relativeRotation.y -= (0.5f - CursorPos.x) * RotateSpeed;
				relativeRotation.x -= (0.5f - CursorPos.y) * RotateSpeed * MouseYDirection;

				// X < MaxVerticalAngle or X > 360-MaxVerticalAngle

				if (relativeRotation.x > MaxVerticalAngle * 2 &&
					relativeRotation.x < 360.0f - MaxVerticalAngle)
				{
					relativeRotation.x = 360.0f - MaxVerticalAngle;
				}
				else
					if (relativeRotation.x > MaxVerticalAngle &&
						relativeRotation.x < 360.0f - MaxVerticalAngle)
					{
						relativeRotation.x = MaxVerticalAngle;
					}

				// Do the fix as normal, special case below
				// reset cursor position to the centre of the window.
				CursorControl->setPosition(0.5f, 0.5f);
				CenterCursor = CursorControl->getRelativePosition();

				// needed to avoid problems when the event receiver is disabled
				CursorPos = CenterCursor;
			}

			// Special case, mouse is whipped outside of window before it can update.
			IVideoDriver* driver = smgr->getVideoDriver();
			Vector2 mousepos(UINT32(CursorControl->getPosition().x), UINT32(CursorControl->getPosition().y));
			rect<UINT32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height);

			// Only if we are moving outside quickly.
			bool reset = !screenRect.isPointInside(mousepos);

			if (reset)
			{
				// Force a reset.
				CursorControl->setPosition(0.5f, 0.5f);
				CenterCursor = CursorControl->getRelativePosition();
				CursorPos = CenterCursor;
			}
		}

		// set target

		target.set(0, 0, Math::_max<Real>(1.f, pos.length()));
		Vector3 movedir = target;

		Matrix4 mat;
		mat.setRotationDegrees(Vector3(relativeRotation.x, relativeRotation.y, 0));
		//mat.transformVect(target);
		target = mat.transformAffine(target);

		if (NoVerticalMovement)
		{
			mat.setRotationDegrees(Vector3(0, relativeRotation.y, 0));
			//mat.transformVect(movedir);
			target = mat.transformAffine(target);
		}
		else
		{
			movedir = target;
		}

		movedir.normalise();

		if (CursorKeys[EKA_MOVE_FORWARD])
			pos += movedir * timeDiff * MoveSpeed;

		if (CursorKeys[EKA_MOVE_BACKWARD])
			pos -= movedir * timeDiff * MoveSpeed;

		// strafing

		Vector3 strafevect = target;
		strafevect = strafevect.crossProduct(camera->getUpVector());

		if (NoVerticalMovement)
			strafevect.y = 0.0f;

		strafevect.normalise();

		if (CursorKeys[EKA_STRAFE_LEFT])
			pos += strafevect * timeDiff * MoveSpeed;

		if (CursorKeys[EKA_STRAFE_RIGHT])
			pos -= strafevect * timeDiff * MoveSpeed;

		// For jumping, we find the collision response animator attached to our camera
		// and if it's not falling, we tell it to jump.
		if (CursorKeys[EKA_JUMP_UP])
		{
			const ISceneNodeAnimatorList& animators = camera->getAnimators();
			ISceneNodeAnimatorList::const_iterator it = animators.begin();
			while (it != animators.end())
			{
				if (ESNAT_COLLISION_RESPONSE == (*it)->getType())
				{
					ISceneNodeAnimatorCollisionResponse * collisionResponse =
						static_cast<ISceneNodeAnimatorCollisionResponse *>(*it);

					if (!collisionResponse->isFalling())
						collisionResponse->jump(JumpSpeed);
				}

				it++;
			}
		}

		// write translation
		camera->setPosition(pos);

		// write right target
		target += pos;
		camera->setTarget(target);
	}
Ejemplo n.º 7
0
void Editor::LoadScene()
{
	IVideoDriver *driver = device->getVideoDriver();
	ISceneManager *smgr = device->getSceneManager();

	// Calculate Projection Matrix
	matrix4 projMat;
	irr::f32 orth_w = (float)(driver->getScreenSize().Width - 256) / (float)driver->getScreenSize().Height;
	orth_w = 3 * orth_w;
	projMat.buildProjectionMatrixOrthoLH(orth_w, 3, 1, 100);

	// Create target
	target = smgr->addEmptySceneNode(0, 200);
	target->setPosition(vector3df(0, 0, 0));

	// Add rotational camera
	pivot = smgr->addEmptySceneNode(target, 199);
	camera[0] = smgr->addCameraSceneNode(NULL, vector3df(0, 0, -2), vector3df(0, 0, 0));
	camera[0]->setParent(pivot);
	pivot->setRotation(vector3df(25, -45, 0));

	// Add Topdown camera
	camera[1] = smgr->addCameraSceneNode(target, vector3df(0, 2, -0.01), vector3df(0, 0, 0));
	camera[1]->setProjectionMatrix(projMat, true);

	// Add front camera
	camera[2] = smgr->addCameraSceneNode(target, vector3df(0, 0, -5), vector3df(0, 0, 0));
	camera[2]->setProjectionMatrix(projMat, true);

	// Add side camera
	camera[3] = smgr->addCameraSceneNode(target, vector3df(5, 0, 0), vector3df(0, 0, 0));
	camera[3]->setProjectionMatrix(projMat, true);

	// Add Light
	ILightSceneNode* light = smgr->addLightSceneNode(target, vector3df(25, 50, 0));
	light->setLightType(ELT_POINT);
	light->setRadius(2000);

	// Add Plane
	IMeshSceneNode* plane = smgr->addCubeSceneNode(1, 0, -1,
			vector3df(0.5, -5.5, 0.5), vector3df(0, 0, 0),
			vector3df(10, 10, 10));
	plane->setMaterialTexture(0, driver->getTexture("media/texture_terrain.png"));
	plane->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	plane->getMaterial(0).getTextureMatrix(0).setTextureScale(10, 10);

	// Add sky box
	scene::IMeshSceneNode* skybox = smgr->addCubeSceneNode(50);
	skybox->setMaterialTexture(0, driver->getTexture("media/sky.jpg"));
	skybox->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
	skybox->setMaterialFlag(video::EMF_LIGHTING, false);
	smgr->getMeshManipulator()->flipSurfaces(skybox->getMesh());
	state->plane_tri = smgr->createOctreeTriangleSelector(skybox->getMesh(), skybox);
}
/** Test functionality of the ISceneNodeAnimator implementations. */
bool sceneNodeAnimator(void)
{
	IrrlichtDevice * device = irr::createDevice(video::EDT_NULL, dimension2d<u32>(160, 120));
	assert_log(device);
	if(!device)
		return false;

	ISceneManager * smgr = device->getSceneManager();

	// Test the hasFinished() method.
	ISceneNodeAnimatorCollisionResponse* collisionResponseAnimator
		= smgr->createCollisionResponseAnimator(0, 0);

	ISceneNodeAnimator* deleteAnimator = smgr->createDeleteAnimator(1);

	ISceneNodeAnimator* flyCircleAnimator = smgr->createFlyCircleAnimator();

	ISceneNodeAnimator* flyStraightAnimator
		= smgr->createFlyStraightAnimator(vector3df(0, 0, 0), vector3df(0, 0, 0), 1, false);

	ISceneNodeAnimator* flyStraightAnimatorLooping
		= smgr->createFlyStraightAnimator(vector3df(0, 0, 0), vector3df(0, 0, 0), 1, true);

	ISceneNodeAnimator* rotationAnimator = smgr->createRotationAnimator(vector3df(0, 0, 0));

	array<vector3df> points;
	points.push_back(vector3df(0, 0, 0));
	points.push_back(vector3df(0, 0, 0));
	ISceneNodeAnimator* followSplineAnimator = smgr->createFollowSplineAnimator(0, points, 1000.f);

	array<video::ITexture*> textures;
	textures.push_back(0);
	textures.push_back(0);

	ISceneNodeAnimator* textureAnimator = smgr->createTextureAnimator(textures, 1, false);
	ISceneNodeAnimator* textureAnimatorLooping = smgr->createTextureAnimator(textures, 1, true);

	bool result = true;

	ISceneNode * deletedNode = smgr->addEmptySceneNode();
	deletedNode->addAnimator(deleteAnimator);

	ISceneNode * testNode = smgr->addEmptySceneNode();
	testNode->addAnimator(collisionResponseAnimator);
	testNode->addAnimator(deleteAnimator);
	testNode->addAnimator(flyCircleAnimator);
	testNode->addAnimator(flyStraightAnimator);
	testNode->addAnimator(flyStraightAnimatorLooping);
	testNode->addAnimator(rotationAnimator);
	testNode->addAnimator(followSplineAnimator);
	testNode->addAnimator(textureAnimator);
	testNode->addAnimator(textureAnimatorLooping);

	result &= !collisionResponseAnimator->hasFinished();
	result &= !deleteAnimator->hasFinished();
	result &= !flyCircleAnimator->hasFinished();
	result &= !flyStraightAnimator->hasFinished();
	result &= !flyStraightAnimatorLooping->hasFinished();
	result &= !rotationAnimator->hasFinished();
	result &= !followSplineAnimator->hasFinished();
	result &= !textureAnimator->hasFinished();
	result &= !textureAnimatorLooping->hasFinished();

	device->run();
	device->sleep(10);
	device->run();
	smgr->drawAll();

	// These animators don't have an endpoint.
	result &= !collisionResponseAnimator->hasFinished();
	result &= !flyCircleAnimator->hasFinished();
	result &= !rotationAnimator->hasFinished();
	result &= !followSplineAnimator->hasFinished();

	// These animators are looping and so can't finish.
	result &= !flyStraightAnimatorLooping->hasFinished();
	result &= !textureAnimatorLooping->hasFinished();

	// These have an endpoint and have reached it.
	result &= deleteAnimator->hasFinished();
	result &= flyStraightAnimator->hasFinished();
	result &= textureAnimator->hasFinished();

	collisionResponseAnimator->drop();
	deleteAnimator->drop();
	flyCircleAnimator->drop();
	flyStraightAnimator->drop();
	flyStraightAnimatorLooping->drop();
	rotationAnimator->drop();
	followSplineAnimator->drop();
	textureAnimator->drop();
	textureAnimatorLooping->drop();

	device->closeDevice();
	device->run();
	device->drop();

	if(!result)
	{
		logTestString("One or more animators has a bad hasFinished() state\n.");
		assert_log(false);
	}

	return result;
}
Ejemplo n.º 9
0
bool Editor::run(IrrlichtDevice* irr_device,Configuration* conf)
{
	// Do Irrlicht Stuff
	device = irr_device;
	IVideoDriver *driver = device->getVideoDriver();
	ISceneManager *smgr = device->getSceneManager();
	IGUIEnvironment *guienv = device->getGUIEnvironment();	
	device->setEventReceiver(this);
	device->setWindowCaption(L"Node Box Editor");

	if (!conf->getBool("fullscreen")) {
		device->setResizable(true);
	}

	// Project and state
	Project *proj = new Project();
	state = new EditorState(device, proj, conf);

	// Menu State
	state->menu = new MenuState(state);

	// Add editor modes
	state->AddMode(new NBEditor(state));
	state->AddMode(new NodeEditor(state));

	// Set up project
	proj->AddNode(state, true, false);

	// Load user interface
	LoadScene();	
	state->SelectMode(0);

	int LastX = driver->getScreenSize().Width;
	if (!state->settings->getBool("hide_sidebar")) {
			LastX -= 256;
	}
	int LastY = driver->getScreenSize().Height;
#ifdef _DEBUG
	int lastFPS = -1;
#endif

	bool dosleep = state->settings->getBool("use_sleep");
	u32 last = std::clock();
	double dtime = 0;
	while (device->run()) {
		if (state->NeedsClose()) {
			device->closeDevice();
			return true;
		}

		driver->beginScene(true, true, irr::video::SColor(255, 150, 150, 150));

		int ResX = driver->getScreenSize().Width;
		if (!state->settings->getBool("hide_sidebar"))
			ResX -= 256;
		
		int ResY = driver->getScreenSize().Height;

		if (currentWindow == -1) {
			// Draw Camera 0
			if (camera[0]) {
				smgr->setActiveCamera(camera[0]);
				rect<s32> offset = rect<s32>(0, 0, ResX/2, ResY/2);
				driver->setViewPort(offset);
				smgr->drawAll();

				if (state->Mode())
					state->Mode()->viewportTick(VIEW_PERS, driver, offset);
			}

			// Draw Camera 1
			if (camera[1]) {
				smgr->setActiveCamera(camera[1]);
				rect<s32> offset = rect<s32>(ResX/2, 0, ResX, ResY/2);
				driver->setViewPort(offset);
				smgr->drawAll();

				if (state->Mode())
					state->Mode()->viewportTick(VIEW_XZ, driver, offset);
			}

			// Draw Camera 2
			if (camera[2]) {
				smgr->setActiveCamera(camera[2]);
				rect<s32> offset = rect<s32>(0, ResY/2, ResX/2, ResY);
				driver->setViewPort(offset);
				smgr->drawAll();

				if (state->Mode())
					state->Mode()->viewportTick(VIEW_XY, driver, offset);

			}

			// Draw Camera 3
			if (camera[3]) {
				smgr->setActiveCamera(camera[3]);
				rect<s32> offset = rect<s32>(ResX/2, ResY/2, ResX, ResY);
				driver->setViewPort(offset);
				smgr->drawAll();

				if (state->Mode())
					state->Mode()->viewportTick(VIEW_ZY, driver, offset);
			}

			// Draw GUI
			driver->setViewPort(rect<s32>(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height));
			driver->draw2DLine(vector2d<irr::s32>(0, ResY/2), vector2d<irr::s32>(ResX, ResY/2), SColor(175,255,255,255));
			driver->draw2DLine(vector2d<irr::s32>(0, ResY/2-1), vector2d<irr::s32>(ResX, ResY/2-1), SColor(175,255,255,255));
			driver->draw2DLine(vector2d<irr::s32>(ResX/2, 0), vector2d<irr::s32>(ResX/2, ResY), SColor(175,255,255,255));
			driver->draw2DLine(vector2d<irr::s32>(ResX/2+1, 0), vector2d<irr::s32>(ResX/2+1, ResY), SColor(175,255,255,255));
		} else if (camera[currentWindow]) {
			smgr->setActiveCamera(camera[currentWindow]);
			driver->setViewPort(rect<s32>(0, 0, ResX, ResY));
			smgr->drawAll();

			if (state->Mode()) {
				state->Mode()->viewportTick((Viewport) currentWindow,
						driver, rect<s32>(0, 0, ResX, ResY));
			}

			driver->setViewPort(rect<s32>(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height));
		}

		if (state->menu) {
			state->menu->draw(driver);
		}
		if (state->Mode()) {
			state->Mode()->draw(driver);
		}

		if (state->project && state->project->GetCurrentNode()) {
			vector3df pos = vector3df(
				state->project->GetCurrentNode()->position.X,
				state->project->GetCurrentNode()->position.Y,
				state->project->GetCurrentNode()->position.Z
			);
			target->setPosition(pos);

			camera[0]->setTarget(pos);
			camera[1]->setTarget(pos);
			camera[2]->setTarget(pos);
			camera[3]->setTarget(pos);
		}

		guienv->drawAll();

		driver->endScene();

		#ifdef _DEBUG
		int fps = driver->getFPS();
		if (lastFPS != fps) {
			irr::core::stringw str = L"Node Box Editor [FPS: ";
			str += fps;
			str += "]";

			device->setWindowCaption(str.c_str());
			lastFPS = fps;
		}
		#endif

		if (LastX != ResX || LastY != ResY) {
			LastX = ResX;
			LastY = ResY;
			camera[0]->setAspectRatio((float)ResX / (float)ResY);

			// reset matrix
			matrix4 projMat;
			irr::f32 orth_w = (float)ResX / (float)ResY;
			orth_w = 3 * orth_w;
			projMat.buildProjectionMatrixOrthoLH(orth_w,3,1,100);

			for (int i = 1; i < 4; i++) {
				if (camera[i]) {
					camera[i]->remove();
					camera[i] = NULL;
				}
			}

			// Remake cameras
			camera[1] = smgr->addCameraSceneNode(target, vector3df(0, 2, -0.01), vector3df(0, 0, 0));
			camera[1]->setProjectionMatrix(projMat, true);

			camera[2] = smgr->addCameraSceneNode(target, vector3df(0, 0, -5), vector3df(0, 0, 0));
			camera[2]->setProjectionMatrix(projMat, true);

			camera[3] = smgr->addCameraSceneNode(target, vector3df(-5, 0, 0), vector3df(0, 0, 0));
			camera[3]->setProjectionMatrix(projMat, true);
		}

		// Update
		if (state->Mode()) {
			state->Mode()->update(dtime);
		}

		// Do sleep
		unsigned int now = std::clock();
		if (dosleep) {
			u32 sleeptime = int(double(1000) / double(65)) - (now - last);
			if (sleeptime > 0 && sleeptime < 200)
				device->sleep(sleeptime);
		}
		dtime = double(now - last) / 1000;
		last = now;		
	}

	return true;
}
Ejemplo n.º 10
0
int main()
{
	Input input;
	IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D9, dimension2d<u32>(800, 600), 16, false, true, false, &input);
	device->setWindowCaption(L"Seas of Gold");
	IVideoDriver* driver = device->getVideoDriver();
	ISceneManager* smgr = device->getSceneManager();
	IGUIEnvironment* guienv = device->getGUIEnvironment();
	E_DRIVER_TYPE driverType = driverChoiceConsole();
	EffectHandler *effect = new EffectHandler(device, driver->getScreenSize(), false, true);
	E_FILTER_TYPE filterType = (E_FILTER_TYPE)core::clamp<u32>((u32)3 - '1', 0, 4);

	int skyR = 30, skyG = 30, skyB = 70;
	int timer = 0;
	SColor sky = SColor(255, skyR, skyG, skyB);
	float plPos_x = 0.0f, plPos_y = 0.0f, plPos_z = 0.0f;
	bool updateCam = true;
	bool menu1 = false;
	int state = Main;
	LoadMap loadMap;
	Player player;
	Interface playerInterface(driver);
	ITriangleSelector* selector = 0;
	ISceneNodeAnimator* anim = 0;

	// Load the map scene
	//loadMap.Load(smgr, device, Map_Africa);
	//loadMap.Load(smgr, device, Map_India);
	//loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);

	IAnimatedMeshSceneNode* plyrNode = player.loadPlayerNode(device, smgr);
	//plyrNode->setDebugDataVisible((scene::E_DEBUG_SCENE_TYPE)(plyrNode->isDebugDataVisible() ^ scene::EDS_BBOX));

	ICameraSceneNode* camera = smgr->addCameraSceneNode(0, plyrNode->getPosition() + vector3df(0, 2, 2), vector3df(0, 0, 100));

	loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);

	//loadMap.setCollisions(smgr, selector, plyrNode, anim);

	if (loadMap.CollNode)
	{
		selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);
		for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
		{
			loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
		}
		loadMap.CollNode->setTriangleSelector(selector);
	}

	if (selector)
	{
		anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
			core::vector3df(0.0f, -0.725f, 0.0f));
		plyrNode->addAnimator(anim);
	}

	ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();

	////////////// The Sun ////////////
	ILightSceneNode *sun_node;
	SLight sun_data;
	ISceneNode *sun_billboard;
	float sun_angle = 0;
	video::SColorf Diffuse_Night = video::SColorf(0.0f, 0.0f, 0.0f, 1.0f);
	video::SColorf Diffuse_Day = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);

	sun_node = smgr->addLightSceneNode();
	sun_data.Direction = vector3df(0, 0, 0);
	sun_data.Type = video::ELT_DIRECTIONAL;
	sun_data.AmbientColor = video::SColorf(0.1f, 0.1f, 0.1f, 1);
	sun_data.SpecularColor = video::SColorf(0, 0, 0, 0);
	sun_data.DiffuseColor = Diffuse_Day;
	sun_data.CastShadows = true;
	sun_node->setLightData(sun_data);
	sun_node->setPosition(vector3df(0, 0, 0));
	sun_node->setRotation(vector3df(0, 0, 0));

	sun_billboard = smgr->addBillboardSceneNode(sun_node, core::dimension2d<f32>(60, 60));
	if (sun_billboard)
	{
		sun_billboard->setPosition(vector3df(0, 0, -100));
		sun_billboard->setMaterialFlag(video::EMF_LIGHTING, false);
		sun_billboard->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
		sun_billboard->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
		sun_billboard->setMaterialTexture(0, driver->getTexture("Assets/particlewhite.bmp"));
	}
	/////////// End ////////////

	//------- candleLight -----//
	ILightSceneNode *candleLight = smgr->addLightSceneNode();
	SLight candleLight_data;

	candleLight_data.Type = video::ELT_POINT;
	candleLight_data.DiffuseColor = SColorf(1.0f, 0.546f, 0.016f, 1.0f);
	candleLight_data.SpecularColor = video::SColorf(0, 0, 0, 0);
	candleLight->setPosition(vector3df(2.43467f, 1.55795f, -3.94657));
	candleLight_data.Radius = 1.5f;
	candleLight->setLightData(candleLight_data);
	//------- end -----//

	// Make the player
	player.AddGold(1000);
	player.SetCurrentPort(eMapDest::South);
	Item* itemCi = new Item("Iron Ore", 1);
	player.getItems()->addItem(itemCi);
	Item* itemCb = new Item("Bronze Ore", 1);
	player.getItems()->addItem(itemCb);

	Vendor vN;
	Item* itemG = new Item("Gold Ore", 1000);
	vN.getItems()->addItem(itemG);
	Vendor vS;
	Item* itemI = new Item("Iron Ore", 1000);
	vS.getItems()->addItem(itemI);
	Vendor vE;
	Item* itemB = new Item("Bronze Ore", 1000);
	vE.getItems()->addItem(itemB);

	// Make the menus
	MainMenu mainMenu(device);

	MapMenu mapMenu(device, driver);
	mapMenu.SetPlayer(&player);

	TradeMenu tradeMenu(device, driver);
	tradeMenu.SetPlayer(&player);
	tradeMenu.SetVendor(&vS);

	CraftingMenu craftMenu(device, driver);
	craftMenu.SetPlayer(&player);

	//////////////////////////////////////////////////////////////////////////
	// Initialize timer to compute elapsed time between frames
	//////////////////////////////////////////////////////////////////////////
	__int64 cntsPerSec = 0;
	QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
	float secsPerCnt = 1.0f / (float)cntsPerSec;

	__int64 prevTimeStamp = 0;
	QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);

	while (device->run())
	{
		//for scaling animation by time, not by frame
		__int64 currTimeStamp = 0;
		QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
		float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;

		sun_node->setRotation(vector3df(sun_angle, 0.0f, 0.0f));
		sun_angle += dt;
		if ((sun_angle > 0 && sun_angle < 109) || (sun_angle>350))
		{
			timer++;
			if (timer > 10)
			{
				if (skyR < 100) skyR += 1;
				if (skyG < 100) skyG += 1;
				if (skyB < 140) skyB += 1;
				timer = 0;
			}
		}
		if (sun_angle > 170 && sun_angle < 330)
		{
			timer++;
			if (timer > 10)
			{
				if (skyR > 0) skyR -= 1;
				if (skyG > 0) skyG -= 1;
				if (skyB > 40) skyB -= 1;
				timer = 0;
			}
		}

		player.updatePlayer(plyrNode, dt, collMan, selector);
		playerInterface.update(plyrNode, loadMap, driver, device, input, updateCam, state);

		int test = state;
		int test2 = 0;

		switch (state)
		{
		case Map:
		{
			int out = mapMenu.Update(&input);

			switch (out)
			{
			case eMapDest::Exit:
			{
				state = None;
				break;
			}
			case eMapDest::East:
			{
				state = None;
				Item* itemB = new Item("Bronze Ore", 1000);
				vE.getItems()->addItem(itemB);
				tradeMenu.SetVendor(&vE);
				loadMap.Load(smgr, device, selector, plyrNode, anim, Map_India);
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			case eMapDest::North:
			{
				state = None;
				Item *itemG = new Item("Gold Ore", 1000);
				vN.getItems()->addItem(itemG);
				tradeMenu.SetVendor(&vN);
				loadMap.Load(smgr, device, selector, plyrNode, anim, Map_England);
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			case eMapDest::South:
			{
				state = None;
				Item *itemI = new Item("Iron Ore", 1000);
				vS.getItems()->addItem(itemI);
				tradeMenu.SetVendor(&vS);
				loadMap.Load(smgr, device, selector, plyrNode, anim, Map_Africa);
				if (loadMap.CollNode)
				{
					selector = smgr->createOctreeTriangleSelector(loadMap.CollNode->getMesh(), loadMap.CollNode, 32);

					for (int i = 0; i < loadMap.CollNode->getMaterialCount(); i++)
					{
						loadMap.CollNode->getMaterial(i).NormalizeNormals = true;
					}
					loadMap.CollNode->setTriangleSelector(selector);
				}

				if (selector)
				{
					anim = smgr->createCollisionResponseAnimator(selector, plyrNode, vector3df(0.6f, 0.75f, 0.4f), core::vector3df(0.0f, -0.05f, 0.0f),
						core::vector3df(0.0f, -0.725f, 0.0f));
					plyrNode->addAnimator(anim);
				}
				collMan = smgr->getSceneCollisionManager();
				break;
			}
			default:
				break;
			}

			break;
		}
		case Trade:
		{
			bool out = tradeMenu.Update(&input);
			if (out)
				state = None;
			break;
		}
		case Main:
		{
			int out = mainMenu.Update(&input);

			switch (out)
			{
			case MSstart:
			{
				state = None;
				break;
			}
			case MSexit:
			{
				device->closeDevice();
				break;
			}
			default:
				break;
			}

			break;
		}
		case Craft:
		{
			bool out = craftMenu.Update(&input);
			if (out)
				state = None;
			break;
		}
		default:
			// Do nothing
			break;
		}

		if (updateCam) moveCameraControl(plyrNode, device, camera);

		////////////////////////////////////////////////////////

		if (sun_angle > 360) sun_angle = 0;
		if (sun_angle < 180) sun_data.DiffuseColor = Diffuse_Day; else sun_data.DiffuseColor = Diffuse_Night;
		sun_node->setLightData(sun_data);

		sky.setRed(skyR);
		sky.setGreen(skyG);
		sky.setBlue(skyB);
		driver->beginScene(true, true, sky);

		smgr->drawAll();

		playerInterface.render(driver, state);

		// Draw the menu
		switch (state)
		{
		case Map:
		{
			mapMenu.Draw(driver);
			break;
		}
		case Trade:
		{
			tradeMenu.Draw(driver);
			break;
		}
		case Main:
		{
			mainMenu.Draw(driver);
			break;
		}
		case Craft:
		{
			craftMenu.Draw(driver);
			break;
		}
		default:
			// Do nothing
			break;
		}

		driver->endScene();
		
		// Update the prev time stamp to current
		prevTimeStamp = currTimeStamp;

	}

	//device->drop();

	return 0;
}
Ejemplo n.º 11
0
// Tests save scene.
static bool saveScene(void)
{
	IrrlichtDevice *device = createDevice( EDT_NULL, dimension2d<u32>(160, 120), 32);
	assert_log(device);
	if (!device)
		return false;

	ISceneManager * smgr = device->getSceneManager();

	ISkinnedMesh* mesh = (ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
	if (!mesh)
		return false;

	IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
	if (node1)
	{
		node1->setPosition(vector3df(-3, -3, 10));
		node1->setMaterialFlag(EMF_LIGHTING, false);
		node1->setAnimationSpeed(0.f);
		node1->setCurrentFrame(10.f);
		node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
	}

	ISkinnedMesh* mesh2 = (ISkinnedMesh*)smgr->getMesh(device->getFileSystem()->getAbsolutePath("../media/dwarf.x"));
	if (!mesh2)
		return false;

	IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh2);
	if (node2)
	{
		node2->setPosition(vector3df(33, -93, 120));
		node2->setMaterialFlag(EMF_LIGHTING, false);
		node2->setAnimationSpeed(10.f);
		node2->setCurrentFrame(2.f);
	}

	IAnimatedMeshSceneNode* node3 = smgr->addAnimatedMeshSceneNode(mesh2, node2);
	if (node3)
	{
		node3->setPosition(vector3df(-88, -300, 150));
		node3->setMaterialFlag(EMF_LIGHTING, false);
		node3->setAnimationSpeed(0.f);
		node3->setCurrentFrame(12.f);
	}

	smgr->addCameraSceneNode();

	logTestString("Test scene.irr");
	smgr->saveScene("results/scene.irr");
	bool result = xmlCompareFiles(device->getFileSystem(), "results/scene.irr", "media/scene.irr");

	logTestString("Test scene2.irr");
	smgr->saveScene("results/scene2.irr", 0, node3);
	result &= xmlCompareFiles(device->getFileSystem(), "results/scene2.irr", "media/scene2.irr");

	device->closeDevice();
	device->run();
	device->drop();

	return result;
}
Ejemplo n.º 12
0
int main(int argc, char* argv[])
{

	// In CHRONO engine, The DLL_CreateGlobals() - DLL_DeleteGlobals(); pair is needed if
	// global functions are needed.
	DLL_CreateGlobals();


	// Create the IRRLICHT context (device, etc.)
	IrrlichtDevice* device = createDevice(video::EDT_DIRECT3D9, core::dimension2d<u32>(640, 480), 24, false, false, true);
	if (device == 0)
	{
		GetLog() << "Cannot use DirectX - switch to OpenGL \n"; 
		device = createDevice(video::EDT_OPENGL, core::dimension2d<u32>(640, 480));
		if (!device) return 1;
	}

	device->setWindowCaption(L"SIMPLIEST example of integration of Chrono::Engine and Irrlicht");

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

 
	// Easy shortcuts to add logo, camera, lights and sky in Irrlicht scene:
	ChIrrWizard::add_typical_Logo(device);
	ChIrrWizard::add_typical_Sky(device);
	ChIrrWizard::add_typical_Lights(device);
	ChIrrWizard::add_typical_Camera(device, core::vector3df(0,0,-6));



    // 
	// HERE YOU CREATE THE MECHANICAL SYSTEM OF CHRONO...
	// 

	// 1- Create a ChronoENGINE physical system: all bodies and constraints
	//    will be handled by this ChSystem object.

	ChSystem my_system;
 
	// 2- Create the rigid bodies of the slider-crank mechanical system
	//   (a crank, a rod, a truss), maybe setting position/mass/inertias of
	//   their center of mass (COG) etc.
	
	// ..the truss
	ChSharedBodyPtr  my_body_A(new ChBody);   
	my_system.AddBody(my_body_A);
	my_body_A->SetBodyFixed(true);			// truss does not move!

	// ..the crank
	ChSharedBodyPtr  my_body_B(new ChBody);	  
	my_system.AddBody(my_body_B);
	my_body_B->SetPos(ChVector<>(1,0,0));	// position of COG of crank

	// ..the rod
	ChSharedBodyPtr  my_body_C(new ChBody);	 
	my_system.AddBody(my_body_C);
	my_body_C->SetPos(ChVector<>(4,0,0));	// position of COG of rod
	

	// 3- Create constraints: the mechanical joints between the 
	//    rigid bodies.
    
	// .. a revolute joint between crank and rod
	ChSharedPtr<ChLinkLockRevolute>  my_link_BC(new ChLinkLockRevolute);
	my_link_BC->Initialize(my_body_B, my_body_C, ChCoordsys<>(ChVector<>(2,0,0)));
	my_system.AddLink(my_link_BC);

	// .. a slider joint between rod and truss
	ChSharedPtr<ChLinkLockPointLine> my_link_CA(new ChLinkLockPointLine);
	my_link_CA->Initialize(my_body_C, my_body_A, ChCoordsys<>(ChVector<>(6,0,0)));
	my_system.AddLink(my_link_CA);
 
	// .. an engine between crank and truss

	ChSharedPtr<ChLinkEngine> my_link_AB(new ChLinkEngine);
	my_link_AB->Initialize(my_body_A, my_body_B, ChCoordsys<>(ChVector<>(0,0,0)));
	my_link_AB->Set_eng_mode(ChLinkEngine::ENG_MODE_SPEED);
	if (ChFunction_Const* mfun = dynamic_cast<ChFunction_Const*>(my_link_AB->Get_spe_funct()))
		mfun->Set_yconst(CH_C_PI); // speed w=3.145 rad/sec
	my_system.AddLink(my_link_AB);


	//
	// THE SOFT-REAL-TIME CYCLE, SHOWING THE SIMULATION
	//
 

	// This will help choosing an integration step which matches the
	// real-time step of the simulation..
	ChRealtimeStepTimer m_realtime_timer;

	bool removed = false;

	while(device->run())
	{ 
		// Irrlicht must prepare frame to draw
		driver->beginScene(true, true, SColor(255,140,161,192));
	
		// Irrlicht now draws simple lines in 3D world representing a 
		// skeleton of the mechanism, in this instant:
		//
		// .. draw items belonging to Irrlicht scene, if any
		msceneManager->drawAll();
		// .. draw a grid
		ChIrrTools::drawGrid(driver, 0.5, 0.5);
		// .. draw GUI items belonging to Irrlicht screen, if any
		guienv->drawAll();

		// .. draw the rod (from joint BC to joint CA)
		ChIrrTools::drawSegment(driver, 
			my_link_BC->GetMarker1()->GetAbsCoord().pos, 
			my_link_CA->GetMarker1()->GetAbsCoord().pos,
			video::SColor(255,   0,255,0));
		// .. draw the crank (from joint AB to joint BC)
		ChIrrTools::drawSegment(driver, 
			my_link_AB->GetMarker1()->GetAbsCoord().pos, 
			my_link_BC->GetMarker1()->GetAbsCoord().pos,
			video::SColor(255, 255,0,0));
		// .. draw a small circle at crank origin
		ChIrrTools::drawCircle(driver, 0.1, ChCoordsys<>(ChVector<>(0,0,0), QUNIT));

		/* test: delete a link after 10 seconds
		if (my_system.GetChTime() >10 && (!removed)) 
		{
				my_system.RemoveLink(my_link_AB); 
				removed = true;
		}*/
		

		// HERE CHRONO INTEGRATION IS PERFORMED: THE 
		// TIME OF THE SIMULATION ADVANCES FOR A SINGLE
		// STEP:

		my_system.DoStepDynamics( m_realtime_timer.SuggestSimulationStep(0.02) );

		// Irrlicht must finish drawing the frame
		driver->endScene(); 

	}

	// This safely delete every Irrlicht item..
	device->drop();
 


	// Remember this at the end of the program, if you started
	// with DLL_CreateGlobals();
	DLL_DeleteGlobals();

	return 0;
}
Ejemplo n.º 13
0
int main()
{
	// ask user for driver
	E_DRIVER_TYPE driverType = driverChoiceConsole();
	if (driverType == EDT_COUNT)
		return 1;

	// create device
	Myinput receiver;

	//create a joystickInfo array to store joy buttons
	array<SJoystickInfo> joystickInfo;

	//Create an Irrlicht device to run our program with
	IrrlichtDevice* device = createDevice(driverType, core::dimension2d<u32>(800, 720), 32, false, false, false, &receiver);

	//If device failed.
	if (device == 0)
		return EXIT_FAILURE; // could not create selected driver.

	//Create movement, **this would be changed to the world class later 
	movement movement(receiver, joystickInfo, device);

	//Create a video display Driver
	IVideoDriver* driver = device->getVideoDriver();
	
	//Create a scene manager for the objects and camera
	ISceneManager* smgr = device->getSceneManager();

	// Create a level and load it in.
	Level levelOne(device, driver, smgr);
	levelOne.loadLevel();

	//adds a camera to the scene
	smgr->addCameraSceneNode(0, vector3df(0, 30, -40), vector3df(0, 5, 0));

	//Detects plugged in joysticks.
	movement.detectJoy();


	//Testing out a FPS limit
	u32 startTime;
	u32 endTime;
	u32 lockFPS = 1000 / 30; //Locks to 30 FPS; denominator = wanted FPS

	//Main Game Loop
	while (device->run())
	{
		startTime = device->getTimer()->getTime();
		//Detect movement and inputs
		movement.detectInput();
		//Begins the scene for the player...displays all the things.
		driver->beginScene(true, true, SColor(100, 70, 70, 70));

		smgr->drawAll();
		device->getGUIEnvironment()->drawAll();
		driver->endScene();

		endTime = device->getTimer()->getTime();
		if ((endTime - startTime) < lockFPS)
			device->sleep(lockFPS - (endTime - startTime));
	}
	device->drop();
	return EXIT_SUCCESS;
}