// ---------------------------------------------------------------------------- void Editor::initAfterDataDirKnown() { m_rcs = RoadCrossSectionWndw::get(); // fonts IGUISkin* skin = m_gui_env->getSkin(); m_font = m_gui_env->getFont(m_data_loc + L"editor/font/font.xml"); skin->setFont(m_font); // removing gui transparency for (s32 i = 0; i < EGDC_COUNT; ++i) { video::SColor col = skin->getColor((EGUI_DEFAULT_COLOR)i); col.setAlpha(255); skin->setColor((EGUI_DEFAULT_COLOR)i, col); } // free camera ICameraSceneNode* cam; cam = m_scene_manager->addCameraSceneNodeMaya(); cam->setID(1); cam->setFarValue(20000.f); cam->setTarget(vector3df(0, 0, 0)); cam->setInputReceiverEnabled(false); // viewport init ICameraSceneNode* norm_cam; norm_cam = m_scene_manager->addCameraSceneNode(0, vector3df(25, 50, 30), vector3df(5, 10, 6)); norm_cam->setID(2); m_viewport = Viewport::get(norm_cam, &m_mouse, &m_keys); m_viewport->setFreeCamera(cam); m_indicator = m_viewport->getIndicator(); m_scene_manager->setActiveCamera(norm_cam); m_msg_wndw = MsgWndw::get(); m_toolbar = ToolBar::getToolBar(); m_new_dialog_wndw = NewDialogWndw::get(); m_new_dialog_wndw->hide(); m_welcome_screen = WelcomeScreen::get(); } // initAfterDataDirKnown
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; }
bool terrainSceneNode(void) { IrrlichtDevice *device = createDevice(video::EDT_OPENGL, dimension2di(160, 120), 32); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( "../media/terrain-heightmap.bmp"); terrain->setScale(core::vector3df(40.f, .1f, 40.f)); terrain->setMaterialFlag(video::EMF_LIGHTING, false); terrain->setMaterialTexture(0, driver->getTexture("../media/terrain-texture.jpg")); terrain->setDebugDataVisible(scene::EDS_FULL); ICameraSceneNode* camera = smgr->addCameraSceneNode(); const core::vector3df center (terrain->getBoundingBox().getCenter()); camera->setTarget (center); // yes, Y is intentionally being set to X here const core::vector3df above (center.X, center.X, center.Z); camera->setPosition (above); camera->setUpVector(vector3df(1.f, 0.f, 0.f)); camera->setFarValue(above.Y); device->run(); smgr->drawAll(); // This shouldn't cause a recalc camera->setUpVector(vector3df(1.f, 0.f, .01f).normalize()); device->run(); driver->beginScene(true, true, video::SColor(255,100,101,140)); smgr->drawAll(); driver->endScene(); // Note that this has to be a slightly fuzzier than usual compare to satisfy multiple OpenGL environments bool result = takeScreenshotAndCompareAgainstReference(driver, "-terrainSceneNode-1.png", 98.3f); if(!result) { logTestString("Small camera up rotation caused bad recalc.\n"); assert(false); } // This is big enough to cause a recalc camera->setUpVector(vector3df(1.f, 0.f, .1f).normalize()); device->run(); driver->beginScene(true, true, video::SColor(255,100,101,140)); smgr->drawAll(); driver->endScene(); result &= takeScreenshotAndCompareAgainstReference(driver, "-terrainSceneNode-2.png", 98.9f); if(!result) { logTestString("Large camera up rotation caused bad recalc.\n"); assert(false); } device->drop(); return result; }
WxIrrMainWindow::WxIrrMainWindow(const wxString& title, void (*draw)(WxIrrViewportManager*), void (*update)(void), bool (*irrlichtLeftMouseDown)(bool controlDown, bool shiftDown, int x, int y), bool (*irrlichtLeftMouseUp)(bool controlDown, bool shiftDown, int x, int y), bool (*irrlichtLeftMouseDoubleClick)(bool controlDown, bool shiftDown, int x, int y), bool (*irrlichtMouseMove)(bool controlDown, bool shiftDown, int x, int y, int moveX, int moveY), void (*irrlichtCameraMouseMove)(int moveX, int moveY, WxIrrViewport* selectedViewport), void (*irrlichtCameraKeyDown)(int id, WxIrrViewport* selectedViewport), void (*irrlichtCameraKeyUp)(int id), void (*irrlichtCameraKeyboardReset)(void), void (*simulationMouseMove)(wxPoint mousePos, bool isShiftDown, WxIrrViewport* mouseOverViewport), bool (*simulationMouseClick)(bool isShiftDown, bool isControlDown), bool (*simulationMouseDoubleClick)(void), void (*SimulationStartMouseChecking)(void), void (*onSimulationShowAxesFunctionPointer)(bool), void (*onSimulationShowObjectNameFunctionPointer)(bool), SColor (*onSimulationXAxisGetColorFunctionPointer)(void), SColor (*onSimulationYAxisGetColorFunctionPointer)(void), SColor (*onSimulationZAxisGetColorFunctionPointer)(void), void (*onSimulationXAxisChangeColorFunctionPointer)(wxColour& color), void (*onSimulationYAxisChangeColorFunctionPointer)(wxColour& color), void (*onSimulationZAxisChangeColorFunctionPointer)(wxColour& color), void (*onSimulationShowXYGridFunctionPointer)(bool), void (*onSimulationShowXZGridFunctionPointer)(bool), void (*onSimulationShowYZGridFunctionPointer)(bool)) : wxFrame(NULL, wxID_ANY, title, wxDefaultPosition, wxSize(800, 600)) { OnSimulationShowAxesFunctionPointer = onSimulationShowAxesFunctionPointer; OnSimulationShowObjectNameFunctionPointer = onSimulationShowObjectNameFunctionPointer; OnSimulationXAxisGetColorFunctionPointer = onSimulationXAxisGetColorFunctionPointer; OnSimulationYAxisGetColorFunctionPointer = onSimulationYAxisGetColorFunctionPointer; OnSimulationZAxisGetColorFunctionPointer = onSimulationZAxisGetColorFunctionPointer; OnSimulationXAxisChangeColorFunctionPointer = onSimulationXAxisChangeColorFunctionPointer; OnSimulationYAxisChangeColorFunctionPointer = onSimulationYAxisChangeColorFunctionPointer; OnSimulationZAxisChangeColorFunctionPointer = onSimulationZAxisChangeColorFunctionPointer; OnSimulationShowXYGridFunctionPointer = onSimulationShowXYGridFunctionPointer; OnSimulationShowXZGridFunctionPointer = onSimulationShowXZGridFunctionPointer; OnSimulationShowYZGridFunctionPointer = onSimulationShowYZGridFunctionPointer; leftPanel = new WxIrrViewportWindow(this, 1000); leftPanel->SetBackgroundColour(wxColour(wxT("Black"))); irr::SIrrlichtCreationParameters param; #if defined _WX_IRR_WINDOWS param.DriverType = EDT_DIRECT3D9; param.AntiAlias = false; param.WindowId = reinterpret_cast<void*>(GetLeftPanelHandle()); #elif defined _WX_IRR_LINUX param.DriverType = EDT_OPENGL; param.AntiAlias = false; GtkWidget* handle = (GtkWidget*)GetLeftPanelHandle(); gtk_widget_realize(handle); Window xHandle = GDK_WINDOW_XWINDOW(handle->window); param.WindowId = (void*)(xHandle); #elif defined _WX_IRR_MACOS //param.DriverType = EDT_OPENGL; #else //return false; Close(); #endif leftPanel->InitalizeViewportManager(); SetupDevice(param, draw, update, irrlichtLeftMouseDown, irrlichtLeftMouseUp, irrlichtLeftMouseDoubleClick, irrlichtMouseMove, irrlichtCameraMouseMove, irrlichtCameraKeyDown, irrlichtCameraKeyUp, irrlichtCameraKeyboardReset, simulationMouseMove, simulationMouseClick, simulationMouseDoubleClick, SimulationStartMouseChecking); //Main camera ICameraSceneNode* camera = GetDevice()->getSceneManager()->addCameraSceneNode(); camera->setPosition(Vector3(30,-10,30)); //camera->bindTargetAndRotation(true); //camera->setTarget(Vector3(0,0,0)); Vector3 currentCameraRot = camera->getRotation(); Vector3 rot = currentCameraRot.rotationToDirection(); Vector3 pos = camera->getPosition(); camera->setTarget(rot + pos); camera->setFarValue(100000); SetCamera(camera); rightPanel = new SimulationPanel(this, 1001, wxDefaultPosition, wxDefaultSize); rightPanel->SetBackgroundColour(wxColour(wxT("Black"))); m_mgr.SetManagedWindow(this); //Create Main Menu menuBar = new wxMenuBar(); menuBarManager = new PhysicsHelperMenuBar(menuBar); SetMenuBar( menuBar ); //Status bar CreateStatusBar(); SetStatusText( wxT("PhysicsHelper") ); statusBarText = wxT("PhysicsHelper"); toolBarsManager = new PhysicsHelperToolbars(this, m_mgr); //add the normal panes m_mgr.AddPane(leftPanel, wxAuiPaneInfo().CenterPane().Name(wxT("leftPanel"))); m_mgr.AddPane(rightPanel, wxAuiPaneInfo().CloseButton(false).Right().PinButton(true).MinimizeButton(true).Name(wxT("rightPanel"))); m_mgr.Update(); //Centre(); }
int main(int argc, const char** argv) { /* - deviceType: Type of the device. This can currently be the Null-device, one of the two software renderers, D3D8, D3D9, or OpenGL. In this example we use EDT_SOFTWARE, but to try out, you might want to change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8, EDT_DIRECT3D9, or EDT_OPENGL. */ MyEventReceiver receiver; ISoundEngine* music = createIrrKlangDevice(); IrrlichtDevice *device = createDevice( EDT_DIRECT3D9, dimension2d<u32>(640, 480), 32, false, false, false, &receiver); music->play2D("../media/MUSIC/Dark Impetus.mp3",true,false,true); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); ICameraSceneNode *camera = smgr->addCameraSceneNode(); IGUIFont* font = device->getGUIEnvironment()->getFont("../media/fonthaettenschweiler.bmp"); camera->setFarValue(900); IAnimatedMesh* map = smgr->getMesh(DC_01); IAnimatedMeshSceneNode* mapnode = smgr->addAnimatedMeshSceneNode(map); mapnode->setMaterialFlag(EMF_LIGHTING,false); IAnimatedMesh* player1 = smgr->getMesh(SORA); IAnimatedMeshSceneNode* p1node = smgr->addAnimatedMeshSceneNode(player1); p1node->setMaterialFlag(EMF_LIGHTING, false); p1node->setScale(SORA_VECTOR3D); IAnimatedMesh* player2 = smgr->getMesh(AQUA); IAnimatedMeshSceneNode* p2node = smgr->addAnimatedMeshSceneNode(player2); p2node->setMaterialFlag(EMF_LIGHTING, false); p2node->setScale(NORMAL_VECTOR3D); vector3df Position = p1node->getPosition(); vector3df P2Pos = p2node->getPosition(); vector3df PosCam = p1node->getPosition(); vector3df Rotate = p1node->getPosition(); int CurrentHP = 300; int MaxHP = 400; int HeartP = 10; bool LockOn = false; bool LockCheck = false; stringw CoorCheck; while(device->run()) { CoorCheck +=L"Your position\nX:"; CoorCheck +=Position.X; CoorCheck +=L"\nY:"; CoorCheck +=Position.Y; CoorCheck +=L"\nZ:"; CoorCheck +=Position.Z; CoorCheck +=L"\n\nTarget Position:"; CoorCheck +=P2Pos.X; if(LockCheck != true){ if(receiver.IsKeyDown(KEY_KEY_J)){LockOn = true; LockCheck = true;}} else{ if(receiver.IsKeyDown(KEY_KEY_J)){LockOn = false;LockCheck = false;}} //3D Rendering. MaximizeKey(receiver,device); GetCaption(driver,device); driver->beginScene(true, true, SColor(255,100,101,140)); p1node->setPosition(Position); camera->setPosition(vector3df(PosCam.X,PosCam.Y+2,PosCam.Z+3)); if(LockOn != false){camera->setTarget(P2Pos);} else{camera->setTarget(Position);} smgr->drawAll(); //2D Rendering. if(CurrentHP<=0){font->draw(L"You are dead!!!",rect<s32>(120,140,250,210),SColor(255,255,255,255));} else{if(receiver.IsKeyDown(KEY_KEY_L)){--CurrentHP;}} if(CurrentHP>=MaxHP){}else{if(receiver.IsKeyDown(KEY_KEY_K)){++CurrentHP;}} if(receiver.IsKeyDown(KEY_KEY_N)){++MaxHP;} if(receiver.IsKeyDown(KEY_KEY_M) && CurrentHP<MaxHP){--MaxHP;} if(HeartP>=86){}else{ if(receiver.IsKeyDown(KEY_KEY_F)){++HeartP;}} font->draw (L"Press O for full screen.\nPress Up-Down-Left-right to move.\nPress L to hurt the character.\nPress K to heal the character.\nPress N to increase Max HP.\nPress M to decrease Max HP.\nPress F to fill the Heart gauge.",rect<s32>(20,40,150,110),SColor(255,0,0,0)); font->draw(CoorCheck,rect<s32>(20,140,150,110),SColor(255,0,0,0)); //Button detection. if(receiver.IsKeyDown(KEY_UP)){ Position.Z -= 0.1f; PosCam.Z = Position.Z; p1node->setRotation(vector3df(Rotate.X,Rotate.Y = 0,Rotate.Z)); p1node->setPosition(Position);} if(receiver.IsKeyDown(KEY_DOWN)){ Position.Z += 0.1f; PosCam.Z = Position.Z; p1node->setRotation(vector3df(Rotate.X,Rotate.Y -180,Rotate.Z)); p1node->setPosition(Position);} if(receiver.IsKeyDown(KEY_LEFT)){ Position.X += 0.1f; PosCam.X = Position.X; p1node->setRotation(vector3df(Rotate.X,Rotate.Y -90,Rotate.Z)); p1node->setPosition(Position);} if(receiver.IsKeyDown(KEY_RIGHT)){ Position.X -= 0.1f; PosCam.X = Position.X; p1node->setRotation(vector3df(Rotate.X,Rotate.Y +90,Rotate.Z)); p1node->setPosition(Position);} HUD_Display(device,driver,receiver,font,CurrentHP,MaxHP,HeartP); guienv->drawAll(); CoorCheck = L""; driver->endScene(); } music->drop(); device->drop(); return 0; }