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); }
void Editor::LoadScene() { IVideoDriver *driver = device->getVideoDriver(); ISceneManager *smgr = device->getSceneManager(); // Create target target = smgr->addEmptySceneNode(0, 200); target->setPosition(vector3df(0, 0, 0)); // Create cameras pivot = smgr->addEmptySceneNode(target, 199); pivot->setRotation(vector3df(25, -45, 0)); recreateCameras(); // Add Light ILightSceneNode* light = smgr->addLightSceneNode(target, vector3df(25, 50, 0)); light->setLightType(ELT_POINT); light->setRadius(2000); // Add Plane 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->setMaterialFlag(video::EMF_LIGHTING, false); plane->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true); 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); }
// init // run when init object void CObjectCollisionComponent::initComponent() { #ifdef GSGAMEPLAY IMesh *pMesh = NULL; ISceneNode *node = m_gameObject->getSceneNode(); ISceneManager *smgr = getIView()->getSceneMgr(); if ( node == NULL ) return; std::vector<SObjectCollisionParam> listMesh; SObjectCollisionParam temp; if ( m_gameObject->getComponent( IObjectComponent::StaticMesh ) != NULL ) { pMesh = ((IMeshSceneNode*) node)->getMesh(); temp.mesh = pMesh; temp.node = node; listMesh.push_back( temp ); } else if ( m_gameObject->getComponent( IObjectComponent::AnimMesh ) != NULL ) { pMesh = ((IAnimatedMeshSceneNode*) node)->getMesh(); temp.mesh = pMesh; temp.node = node; listMesh.push_back( temp ); } else if ( m_gameObject->getComponent( IObjectComponent::ColladaMesh ) != NULL ) { CColladaMeshComponent *comp = (CColladaMeshComponent*)m_gameObject->getComponent( IObjectComponent::ColladaMesh ); ISceneNode* colladaNode = comp->getColladaNode(); std::queue<ISceneNode*> listSceneNode; const core::list<ISceneNode*>* listChild = &colladaNode->getChildren(); core::list<ISceneNode*>::ConstIterator it = listChild->begin(), end = listChild->end(); while ( it != end ) { listSceneNode.push( (*it) ); it++; } while ( listSceneNode.size() ) { CGameColladaSceneNode* sceneNode = (CGameColladaSceneNode*)listSceneNode.front(); listSceneNode.pop(); if ( sceneNode->getMesh() ) { temp.mesh = sceneNode->getMesh(); temp.node = sceneNode; listMesh.push_back( temp ); } const core::list<ISceneNode*>* listChild = &sceneNode->getChildren(); it = listChild->begin(); end = listChild->end(); while ( it != end ) { listSceneNode.push( (*it) ); it++; } } } for ( int i = 0; i < (int)listMesh.size(); i++ ) { node = listMesh[i].node; pMesh = listMesh[i].mesh; switch ( m_collisionType ) { case CObjectCollisionComponent::BoudingBox: { ITriangleSelector *selector = smgr->createTriangleSelectorFromBoundingBox(node); node->setTriangleSelector( selector ); selector->drop(); } break; case CObjectCollisionComponent::Triangle: { ITriangleSelector* selector = smgr->createTriangleSelector( pMesh, node ); node->setTriangleSelector(selector); selector->drop(); } break; case CObjectCollisionComponent::OctreeTriange: { ITriangleSelector* selector = smgr->createOctreeTriangleSelector( pMesh, node ); node->setTriangleSelector(selector); selector->drop(); } break; } } #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; }
int main() { const int nRobots = 2; //given robot numbers will be controlled by humans vector<int> humanBrainIds; //humanBrainIds.push_back(1); //humanBrainIds.push_back(0); //-- device ------------------------------------------------------------// IrrlichtDevice* device; device = createDevice( EDT_OPENGL, //driverType windowSize, 16, //bits false, false, //stencilbuffer false, //vsync NULL //receiver ); //advanced device params //SIrrlichtCreationParameters params; //params.DeviceType = EIDT_CONSOLE; //params.DriverType = EDT_OPENGL; //params.WindowSize = windowSize; //device = createDeviceEx(params); if (device == 0) return EXIT_FAILURE; // could not create selected driver. IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); //-- lights ------------------------------------------------------------// //ambient light //smgr->setAmbientLight( SColorf(1.0f,1.0f,1.0f,1.0f) ); //smgr->setAmbientLight( SColorf(.3f,.3f,.3f,1.0f) ); //diffusive light SLight light_data; light_data.AmbientColor = SColorf(.3,.3,.3); //light_data.Attenuation = vector3df(.3,.3,.3); //Attenuation cte, linear quadratic TODO ?? light_data.DiffuseColor = SColorf(.0,.0,.0); light_data.SpecularColor = SColorf(.0,.0,.0); light_data.CastShadows = true; light_data.Radius = 100.0f; light_data.Type = ELT_DIRECTIONAL; //ELT_POINT point light, it has a position in space and radiates light in all directions //ELT_SPOT spot light, it has a position in space, a direction, and a limited cone of influence //ELT_DIRECTIONAL directional light, coming from a direction from an infinite distance ILightSceneNode* light = smgr->addLightSceneNode(0, core::vector3df(.5f,.0f,.5f)); light->setLightData(light_data); //-- objects ------------------------------------------------------------// IMesh* mesh; ISceneNode * node; float HEIGHT=1000.f, WIDTH=1.f; //height between center/sky == height bottom/center //large so that scene looks 2d on interactive test mode. //on automatic mode, only middle pixel row is taken, so this does not matter //outter boundary //square node = smgr->addCubeSceneNode( 2.f*WIDTH, // width 0, // parent -1, // id vector3df(0, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f)*-1.f // scale. *-1 turns it inside out. to use both faces make two cubes. ); //circle //mesh = smgr->getGeometryCreator()->createCylinderMesh( //1.f, //radius //1., //length //50, //tesselation //SColor(0,0,0,255), //color //false, //closeTop //0.f //oblique //); //node = smgr->addMeshSceneNode( //mesh, //0, //ISceneNode * parent //-1, //s32 id //vector3df(0, -HEIGHT, 0), //const core::vector3df & position //vector3df(0, 0, 0), //const core::vector3df & rotation //vector3df(1.0f, 2.f*HEIGHT, 1.0f) //const core::vector3df & scale //); node->getMaterial(0).AmbientColor.set(0,0,0,0); node->getMaterial(0).DiffuseColor.set(0,0,0,0); //node->getMaterial(0).SpecularColor.set(255,255,255,255); //node->getMaterial(0).Shininess = 20.0f; //node->getMaterial(0).EmissiveColor.set(0,0,0,0); //node->setMaterialFlag(EMF_WIREFRAME,true); //wireframe only //left cube node = smgr->addCubeSceneNode( 0.2, // width 0, // parent -1, // id vector3df(-.3, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f) // scale ); node->getMaterial(0).AmbientColor.set(0,255,0,0); node->getMaterial(0).DiffuseColor.set(0,255,0,0); //right cube node = smgr->addCubeSceneNode( .2f, // width 0, // parent -1, // id vector3df(.3, 0, 0), // center vector3df(0, 0, 0), // rotation vector3df(1.0f, HEIGHT, 1.0f) // scale ); node->getMaterial(0).AmbientColor.set(0,0,255,0); node->getMaterial(0).DiffuseColor.set(0,0,255,0); //cylinder //mesh = smgr->getGeometryCreator()->createCylinderMesh( //.1f, //radius //1., //length //50, //tesselation //SColor(), //color //false, //closeTop //0.f //oblique //); //node = smgr->addMeshSceneNode( //mesh, //0, //ISceneNode * parent //-1, //s32 id //vector3df(0, -HEIGHT, 0), //const core::vector3df & position //vector3df(0, 0, 0), //const core::vector3df & rotation //vector3df(1.0f, 2.*HEIGHT, 1.0f) //const core::vector3df & scale //); //node->getMaterial(0).AmbientColor.set(0,0,0,255); //node->getMaterial(0).DiffuseColor.set(0,0,0,255); //sphere //node = smgr->addSphereSceneNode( //0.1, // radius //50, // poly count //0, // parent //FruitID, // id //vector3df(0, 0, 0), // center //vector3df(0, 0, 0), // rotation //vector3df(1.0f, 1.0f, 1.0f) // scale //); //node->getMaterial(0).AmbientColor.set(0,0,0,255); //node->getMaterial(0).DiffuseColor.set(0,0,0,255); //node->getMaterial(0).Lighting = true; //-- collision ------------------------------------------------------------// /* Put everything we want to do collision checking with inside the meta selector. */ IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector(); array<ISceneNode *> nodes; smgr->getSceneNodesFromType(ESNT_ANY, nodes); // Find all nodes for (u32 i=0; i < nodes.size(); ++i) { ISceneNode * node = nodes[i]; ITriangleSelector * selector = 0; switch(node->getType()) { case ESNT_CUBE: case ESNT_ANIMATED_MESH: // Because the selector won't animate with the mesh, // and is only being used for camera collision, we'll just use an approximate // bounding box instead of ((IAnimatedMeshSceneNode*)node)->getMesh(0) selector = smgr->createTriangleSelectorFromBoundingBox(node); break; case ESNT_MESH: case ESNT_SPHERE: // Derived from IMeshSceneNode selector = smgr->createTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node); break; case ESNT_TERRAIN: selector = smgr->createTerrainTriangleSelector((ITerrainSceneNode*)node); break; case ESNT_OCTREE: selector = smgr->createOctreeTriangleSelector(((IMeshSceneNode*)node)->getMesh(), node); break; default: // Don't create a selector for this node type break; } if(selector) { // Add it to the meta selector, which will take a reference to it meta->addTriangleSelector(selector); // And drop my reference to it, so that the meta selector owns it. selector->drop(); } } //-- robots ------------------------------------------------------------// //create robots Fly2D::Brain* brains[nRobots]; //all to a default type //for ( int i=0; i<nRobots; i++ ) //{ //brains[i] = new Fly2D::BrainForward; ////brains[i] = new Fly2D::BrainCircle(); //} brains[0] = new Fly2D::BrainForward; brains[1] = new Fly2D::BrainForward; //decide human control vector<Fly2D::BrainHuman*> hBrains; for ( vector<int>::iterator i = humanBrainIds.begin(); i != humanBrainIds.end(); ++i ) { if ( *i > nRobots ) { cerr << "no such robot: " << *i << endl; exit(EXIT_FAILURE); } delete brains[*i]; Fly2D::BrainHuman* hBrain = new Fly2D::BrainHuman; brains[*i] = hBrain; hBrains.push_back(hBrain); } Fly2D::ReceiverHuman hReceiver = Fly2D::ReceiverHuman( hBrains ); device->setEventReceiver( &hReceiver ); Robot* robots[nRobots]; robots[0] = new Fly2D::Robot( *device, *meta, *brains[0], vector3df(0,0,-0.5f), vector3df(0,0, 0.5f), 0.01 ); robots[1] = new Fly2D::Robot( *device, *meta, *brains[1], vector3df(0,0,0.5f), vector3df(0,0, -0.5f), 0.01 ); meta->drop(); // As soon as we're done with the selector, drop it. //-- run ------------------------------------------------------------// //TEST vector3df oldpos, oldtarget; //END TEST int nFrames = 0; ITimer* timer = device->getTimer(); int t0 = timer->getTime(); int w = driver->getScreenSize().Width; int h = driver->getScreenSize().Height; int dh = h/nRobots; int observeRobot = 0; while(device->run()) { //if (device->isWindowActive()) //only work if window has focus. //draw driver->setViewPort(rect<s32>(0,0,w,h)); driver->beginScene(true,true,0); for(int i=0; i<nRobots; i++) { driver->setViewPort(rect<s32>(0,dh*i,w,dh*(i+1))); //only part of window gets drawn into smgr->setActiveCamera(robots[i]->camera); smgr->drawAll(); //draws on window scene of active camera robots[i]->update(); } driver->endScene(); //TEST //if //( //robots[observeRobot].getPosition() != oldpos //|| robots[observeRobot].getTarget() != oldtarget //) //oldpos = robots[observeRobot].getPosition(); //oldtarget = robots[observeRobot].getTarget(); cout << robots[observeRobot]->str(); //FPS info //cout << "frame no:" << endl << nFrames << endl;; //cout << "average fps:" << endl << 1000*nFrames/(float)(timer->getTime()-t0) << endl; //nFrames++; cout << "fps:" << endl << driver->getFPS() << endl; //END TEST } device->drop(); return 0; }