void Mesh3DInitScene() { IAnimatedMesh* mesh; IAnimatedMeshSceneNode* node; scene::ISceneNodeAnimator* anim; scene::ISceneManager* smgr = IrrlichtManager::GetIrrlichtManager()->GetScene(); IrrlichtDevice* device = IrrlichtManager::GetIrrlichtManager()->GetDevice(); video::IVideoDriver* driver = IrrlichtManager::GetIrrlichtManager()->GetDriver(); std::string load_zip; std::string load_data; std::string reload_path; FileSystemZip* pfilesystem = NULL; io::IReadFile* memfile = NULL; byte* apk_buffer = NULL; byte* buff_extract = NULL; int size = 0; int apk_size = 0; if (!IrrlichtManager::GetIrrlichtManager()->GetDevice()) { LogError("Error initializing Irrlicht"); return; } IrrlichtManager::GetIrrlichtManager()->GetDevice()->getTimer()->setTime(0); smgr->addLightSceneNode(0, core::vector3df(-100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f); smgr->addLightSceneNode(0, core::vector3df(+100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f); //////////////////////////////mesh///////////////////////////////////////////////// load_zip = (GetBaseAppPath() + "game/ninja.zip").c_str(); load_data = "ninja.b3d"; reload_path = (GetBaseAppPath() + "game/ninja.b3d").c_str(); #ifdef ANDROID_NDK apk_buffer = FileManager::GetFileManager()->Get(load_zip.c_str(), &apk_size, false, false); if( apk_buffer ) { pfilesystem = new FileSystemZip(); pfilesystem->Init_unzMemory(apk_buffer, apk_size); buff_extract = pfilesystem->Get_unz(load_data, &size); delete apk_buffer; apk_buffer = NULL; } #else pfilesystem = new FileSystemZip(); pfilesystem->Init_unz(load_zip.c_str()); buff_extract = pfilesystem->Get_unz(load_data.c_str(), &size); #endif memfile = device->getFileSystem()->createMemoryReadFile(buff_extract, size, reload_path.c_str(), true); //new buffer copy on file->read(Buffer, size) of CXMeshFileLoader::readFileIntoMemory mesh = smgr->getMesh( memfile ); node = smgr->addAnimatedMeshSceneNode( mesh ); //delete buff_extract in drop() then goto ~CMemoryReadFile memfile->drop(); if( pfilesystem ) { delete pfilesystem; pfilesystem = NULL; } //////////////////////////////texture///////////////////////////////////////////////// node->setMaterialTexture( 0, driver->getTexture((GetBaseAppPath()+"game/nskinbl.jpg").c_str()) ); node->setMaterialFlag(EMF_LIGHTING, true); node->setMaterialFlag(EMF_NORMALIZE_NORMALS, true); anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0)); node->addAnimator(anim); anim->drop(); u32 alpha_val = 90; u32 MaterialCount = node->getMaterialCount(); for(u32 i=0; i<MaterialCount; i++) { video::SMaterial& tex_mat = node->getMaterial(i); tex_mat.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; //tex_mat.MaterialTypeParam = 0.1; //tex_mat.MaterialTypeParam2= 0.1; tex_mat.AmbientColor.setAlpha(alpha_val); tex_mat.DiffuseColor.setAlpha(alpha_val); tex_mat.SpecularColor.setAlpha(alpha_val); tex_mat.EmissiveColor.setAlpha(alpha_val); } #if defined(_IRR_COMPILE_WITH_OGLES2_) for(u32 i=0; i<mesh->getMeshBufferCount(); i++) { scene::IMeshBuffer* buffer = mesh->getMeshBuffer(i); video::S3DVertex* vertex = (video::S3DVertex*)buffer->getVertices(); for(u32 j=0; j<buffer->getVertexCount(); j++) { vertex[j].Color.setAlpha(alpha_val); } } #endif smgr->addSkyBoxSceneNode(IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_up.jpg"), IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_dn.jpg"), IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_lf.jpg"), IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_rt.jpg"), IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_ft.jpg"), IrrlichtManager::GetIrrlichtManager()->GetTexture("game/irrlicht2_bk.jpg")); //////////////////////////////////cam///////////////////////////////////////////// ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0, 100.0f, .02f, 0, 0, 0, true, 1.0f); //camera->addCameraSceneNode(0, vector3df(0,2,-10)); camera->setPosition(core::vector3df(0,5,-20)); float fov = float(GetPrimaryGLX())/ float(GetPrimaryGLY()); camera->setAspectRatio(fov); camera->setFOV((120 * (float)M_PI / 360.0f)); #ifdef _IRR_COMPILE_WITH_GUI_ EventControlComponent* receiver = new EventControlComponent(); receiver->AddGuiButton(); device->setEventReceiver(receiver); #endif }
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); MapID currentMap; 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; int frameCount = 0; LoadMap loadMap; Player player; Interface playerInterface(driver); ITriangleSelector* selector = 0; ISceneNodeAnimator* anim = 0; Vendor southVendor; Vendor eastVendor; Vendor northVendor; //InitializeVendors(northVendor, southVendor, eastVendor, itemD); //ItemDatabase* itemD = new ItemDatabase; ItemDatabase itemD; itemD.Initialize(); //initialize player's inventory player.AddGold(1000); player.getInventory()->addItem(itemD.getItem(bronzeOre), 50); player.getInventory()->addItem(itemD.getItem(ironOre), 50); player.getInventory()->addItem(itemD.getItem(goldOre), 50); //initialize south vendor's inventory southVendor.getInventory()->addItem(itemD.getItem(bronzeOre), 100); southVendor.getInventory()->addItem(itemD.getItem(coalOre), 100); southVendor.getInventory()->addItem(itemD.getItem(supplies), 1000); //initialize north vendor's inventory northVendor.getInventory()->addItem(itemD.getItem(obsidianOre), 50); northVendor.getInventory()->addItem(itemD.getItem(supplies), 1000); //initialize south vendor's inventory eastVendor.getInventory()->addItem(itemD.getItem(goldOre), 100); eastVendor.getInventory()->addItem(itemD.getItem(ironOre), 100); eastVendor.getInventory()->addItem(itemD.getItem(supplies), 1000); //Item item(0, "bronzeOre", "Sprites/ore_Bronze.png"); //Item item2 = item; //Item* item2 = itemD.getItem(3); //inventory.addItem(&item, 2); //inventory.addItem(&item, 2); //inventory.addItem(item2, 2); //int test = 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, driver, Map_Africa); currentMap = Map_Africa; //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); //Vendor northVendor //delete &itemD; int test99 = 0; // Make the menus MainMenu mainMenu(device, driver); MapMenu mapMenu(device, driver); mapMenu.SetPlayer(&player); TradeMenu tradeMenu; tradeMenu.Initialize(device, driver, &player, &southVendor); //TradeMenu tradeMenu(device, driver); //tradeMenu.SetPlayer(&player); //tradeMenu.SetVendor(&vS); // CraftingMenu craftMenu(device, driver, &player, itemD); //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; frameCount += 1; 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); switch (state) { case Map: { int out = mapMenu.Update(&input, frameCount); 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(&eastVendor); loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_India); currentMap = 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); tradeMenu.SetVendor(&northVendor); loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_England); currentMap = 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); tradeMenu.SetVendor(&southVendor); loadMap.Load(smgr, device, selector, plyrNode, anim, driver, Map_Africa); currentMap = 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 = false; out = tradeMenu.Update(&input, frameCount, device, currentMap); if (out) state = None; break; } case Main: { int out = mainMenu.Update(&input, frameCount); switch (out) { case MSstart: { state = None; break; } case MSexit: { device->closeDevice(); //return 0; break; } default: break; } break; } case Craft: { bool out = craftMenu.Update(&input, frameCount, device); 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, device); break; } case Trade: { tradeMenu.Render(driver, device); 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; }
void Mesh3DInitScene() { IAnimatedMesh* mesh; IAnimatedMeshSceneNode* node; scene::ISceneNodeAnimator* anim; scene::ISceneManager* smgr = IrrlichtManager::GetIrrlichtManager()->GetScene(); IrrlichtDevice* device = IrrlichtManager::GetIrrlichtManager()->GetDevice(); video::IVideoDriver* driver = IrrlichtManager::GetIrrlichtManager()->GetDriver(); std::string load_zip; std::string load_data; std::string reload_path; FileSystemZip* pfilesystem = NULL; io::IReadFile* memfile = NULL; byte* apk_buffer = NULL; byte* buff_extract = NULL; int size = 0; int apk_size = 0; if (!IrrlichtManager::GetIrrlichtManager()->GetDevice()) { LogError("Error initializing Irrlicht"); return; } IrrlichtManager::GetIrrlichtManager()->GetDevice()->getTimer()->setTime(0); smgr->addLightSceneNode(0, core::vector3df(-100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f); smgr->addLightSceneNode(0, core::vector3df(+100,10,0), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 200.0f); //////////////////////////////mesh///////////////////////////////////////////////// load_zip = (GetBaseAppPath() + "game/squirrel.zip").c_str(); load_data = "squirrel.x"; reload_path = (GetBaseAppPath() + "game/squirrel.x").c_str(); #ifdef ANDROID_NDK apk_buffer = FileManager::GetFileManager()->Get(load_zip.c_str(), &apk_size, false, false); if( apk_buffer ) { pfilesystem = new FileSystemZip(); pfilesystem->Init_unzMemory(apk_buffer, apk_size); buff_extract = pfilesystem->Get_unz(load_data, &size); delete apk_buffer; apk_buffer = NULL; } #else pfilesystem = new FileSystemZip(); pfilesystem->Init_unz(load_zip.c_str()); buff_extract = pfilesystem->Get_unz(load_data.c_str(), &size); #endif memfile = device->getFileSystem()->createMemoryReadFile(buff_extract, size, reload_path.c_str(), true); //new buffer copy on file->read(Buffer, size) of CXMeshFileLoader::readFileIntoMemory mesh = smgr->getMesh( memfile ); node = smgr->addAnimatedMeshSceneNode( mesh ); //delete buff_extract in drop() then goto ~CMemoryReadFile memfile->drop(); if( pfilesystem ) { delete pfilesystem; pfilesystem = NULL; } //////////////////////////////texture///////////////////////////////////////////////// node->setMaterialTexture( 0, driver->getTexture((GetBaseAppPath()+"game/squirrel_skin.jpg").c_str()) ); node->setMaterialFlag(EMF_LIGHTING, true); node->setMaterialFlag(EMF_NORMALIZE_NORMALS, true); anim = smgr->createRotationAnimator(core::vector3df(0,0.3f,0)); node->addAnimator(anim); anim->drop(); //////////////////////////////////cam///////////////////////////////////////////// ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0, 100.0f, .02f, 0, 0, 0, true, 1.0f); //camera->addCameraSceneNode(0, vector3df(0,2,-10)); camera->setPosition(core::vector3df(0,2,-10)); float fov = float(GetPrimaryGLX())/ float(GetPrimaryGLY()); camera->setAspectRatio(fov); camera->setFOV((120 * M_PI / 360.0f)); #ifdef _IRR_COMPILE_WITH_GUI_ EventControlComponent* receiver = new EventControlComponent(); receiver->AddGuiButton(); device->setEventReceiver(receiver); #endif }