void Player::Init(UnitObject* pUnit,ITriangleSelector* pTerrain) { Irrdevice* pDevice = Irrdevice::GetInstance(); m_pUnitObject = pUnit; ISceneManager* pSmgr = pDevice->GetSceneManager(); SKeyMap aKeyMap[5]; aKeyMap[0].Action = EKA_MOVE_FORWARD; aKeyMap[0].KeyCode = KEY_KEY_W; aKeyMap[1].Action = EKA_MOVE_BACKWARD; aKeyMap[1].KeyCode = KEY_KEY_S; aKeyMap[2].Action = EKA_STRAFE_LEFT; aKeyMap[2].KeyCode = KEY_KEY_A; aKeyMap[3].Action = EKA_STRAFE_RIGHT; aKeyMap[3].KeyCode = KEY_KEY_D; aKeyMap[4].Action = EKA_JUMP_UP; aKeyMap[4].KeyCode = KEY_SPACE; //각 유닛마다 카메라 생성 m_pCamera = pSmgr->addCameraSceneNodeFPS(0,100.0f,0.5f,-1,aKeyMap,9,false,0,false,false); m_pCollisionAnimator = static_cast<ISceneNodeAnimatorCameraFPS*>(*(m_pCamera->getAnimators().begin())); //카메라가 가지고 있는 FPS 카메라 애니메이션 을 가지온다. 이것은 줌 확대 기능 등!! //카메라 따라댕기는 유닉 오브젝트... 방향에 대한것도 설정해줘야함... 이것은 일단 나중에 테스트를 위하여 m_pUnitObject->GetAnimatedNode()->setParent(m_pCamera); IMeshSceneNode* pNode = pSmgr->addCubeSceneNode(10,m_pCamera); m_pCamera->addChild(pUnit->GetAnimatedNode()); pNode->setVisible(true); m_pMyTriangle = pSmgr->createTriangleSelector(pNode->getMesh(),pNode); m_pMetaTriangle = pSmgr->createMetaTriangleSelector(); m_pMetaTriangle->addTriangleSelector(pTerrain); //역시 스크립트 적용 안할 수가 없다... 파일을 읽어와서 적용하던지.... 아우 ISceneNodeAnimatorCollisionResponse * pani = pSmgr->createCollisionResponseAnimator(m_pMetaTriangle,m_pCamera); m_pCamera->addAnimator(pani); pani->drop(); }
/** 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; }