bool CRaycastTankExample::OnEvent(const SEvent& event)
{
	if (!device)
		return false;

    switch(event.EventType)
    {
        case EET_MOUSE_INPUT_EVENT:
        {
            if(event.MouseInput.Event==EMIE_RMOUSE_PRESSED_DOWN)
            {
                shootSphere(vector3df(0.2,0.2,0.2), 0.2);
            }
        }
        break;

        case EET_KEY_INPUT_EVENT:
        {
            KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
            if(event.KeyInput.Key == KEY_KEY_P && event.KeyInput.PressedDown == false)
            {
                world->pauseSimulation(!world->simulationPaused());
            }

            else
            if(event.KeyInput.Key == KEY_KEY_R && event.KeyInput.PressedDown == false)
            {
                // Re-Spawn our tank at the original location.
                irr::core::matrix4 mat;
                mat.setTranslation(spawnPoint);
                tank->setWorldTransform(mat);
                tank->setAngularVelocity(vector3df(0,0,0));
                tank->setLinearVelocity(vector3df(0,0,0));
            }

            if(event.KeyInput.Key == KEY_SPACE && event.KeyInput.PressedDown == false)
            {
                IAnimatedMeshSceneNode *node = static_cast<IAnimatedMeshSceneNode*>(tank->getCollisionShape()->getSceneNode());
                vehicle->getRigidBody()->applyImpulse(vector3df(0,0,-500), node->getJointNode("Muzzle")->getPosition(), ERBTS_LOCAL);
                createMuzzleFlash(node->getJointNode("Muzzle"));
            }

        }
        break;
        default:
            break;
    }
    return false;


}
Example #2
0
int main()
{

   IrrlichtDevice *device =
      createDevice( video::EDT_OPENGL, dimension2d<u32>(800, 600));


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

        smgr->addCameraSceneNode(0, vector3df(0,10,-10), vector3df(0,5,0));

        IAnimatedMesh* mesh = smgr->getMesh("ninja.b3d");
   IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
   node->setMaterialFlag(EMF_LIGHTING, false);
   node->setMaterialTexture( 0, driver->getTexture("nskinrd.jpg") );
        node->setRotation(vector3df(0,180,0)); // let ninja be in front to us

        node->setJointMode(EJUOR_CONTROL); // tell irrlicht that you want to control joint positions

        IBoneSceneNode* bone = node->getJointNode("Joint10"); // create IBoneSceneNode and select the desired bone

   while(device->run()) {
            bone->setRotation(bone->getRotation() + vector3df(1,0,0)); // rotate bone

            driver->beginScene();
            smgr->drawAll();
            driver->endScene();
   }


   device->drop();

   return 0;
}
void CRaycastTankExample::createTank(const stringw file, const stringw collFile, const vector3df &pos, const f32 mass)
{
    IAnimatedMeshSceneNode *Node = device->getSceneManager()->addAnimatedMeshSceneNode(
        device->getSceneManager()->getMesh(file.c_str()));
	Node->setPosition(pos);
	//Node->setRotation(vector3df(-40,90,0));
	Node->setMaterialFlag(video::EMF_LIGHTING, true);
	//Node->setScale(vector3df(2,2,4));



	IGImpactMeshShape *shape = new IGImpactMeshShape(Node, device->getSceneManager()->getMesh(collFile.c_str()), mass);


	tank = world->addRigidBody(shape);

    // When using a raycast vehicle, we don't want this rigid body to deactivate.
	tank->setActivationState(EAS_DISABLE_DEACTIVATION);

    // Set some damping on the rigid body because the raycast vehicles tend to bounce a lot without a lot of tweaking.
    // (cheap fix for the example only)
	tank->setDamping(0.4, 0.4);

    // We create our vehicle, passing our newly created rigid body as a parameter.
	vehicle = world->addRaycastVehicle(tank);


    // Set up our wheel construction info. These values can be changed for each wheel,
    // and the values that you want to keep will stay the same, that way
    // all parameters for each wheel can stay the same for what needs to remain equal,
    // such as directions and suspension rest length.
    SWheelInfoConstructionInfo wheel;
    wheel.chassisConnectionPointCS = vector3df(0.0,-0.88,4.0);
    wheel.wheelDirectionCS = vector3df(0.0,-0.1,0.0);
    wheel.wheelAxleCS = vector3df(-0.5,0.0,0.0);
    wheel.suspensionRestLength = 0.6;
    wheel.wheelRadius = 8.0;
    wheel.isFrontWheel = true;

    // The bones are in the center of the mesh on the X axis, so we just set the width ourselves.
    // Do the left row of wheels.
    for(u32 i=0; i < Node->getJointCount(); i++)
    {
        // The bones that we need in this mesh are all named "RoadWheels" with a numerical suffix.
        // So we do a quick check to make sure that no unwanted bones get through as wheels.
        if(Node->getJointNode(i)->getName()[0] == 'R')
        {
            wheel.chassisConnectionPointCS = vector3df(-4, Node->getJointNode(i)->getPosition().Y,Node->getJointNode(i)->getPosition().Z);
            vehicle->addWheel(wheel);
        }
    }

    wheel.wheelAxleCS = vector3df(0.5,0.0,0.0);

    // Do the right row of wheels.
    for(u32 i=0; i < Node->getJointCount(); i++)
    {
        if(Node->getJointNode(i)->getName()[0] == 'R')
        {
            wheel.chassisConnectionPointCS = vector3df(4, Node->getJointNode(i)->getPosition().Y,Node->getJointNode(i)->getPosition().Z);
            vehicle->addWheel(wheel);
        }
    }


	for (u32 i=0;i<vehicle->getNumWheels();i++)
    {
        SWheelInfo &info = vehicle->getWheelInfo(i);

        info.suspensionStiffness = 0.08f;
        info.wheelDampingRelaxation = 20.0f;
        info.wheelDampingCompression = 20.0f;
        info.frictionSlip = 1000;
        info.rollInfluence = 0.1f;


        // We call updateWheel, which takes SWheelInfo as the first parameter,
        // and the ID of the wheel to apply that info to. This must
        // be called after any changes in order for the changes to actually take effect.
        vehicle->updateWheelInfo(i);
    }
}