예제 #1
1
/*
Most of the hard work is done. We only need to create the Irrlicht Engine
device and all the buttons, menus and toolbars. We start up the engine as
usual, using createDevice(). To make our application catch events, we set our
eventreceiver as parameter. As you can see, there is also a call to
IrrlichtDevice::setResizeable(). This makes the render window resizeable, which
is quite useful for a mesh viewer.
*/
int main(int argc, char* argv[])
{
	// ask user for driver
	video::E_DRIVER_TYPE driverType=driverChoiceConsole();
	if (driverType==video::EDT_COUNT)
		return 1;

	// create device and exit if creation failed
	MyEventReceiver receiver;
	Device = createDevice(driverType, core::dimension2d<u32>(800, 600),
		16, false, false, false, &receiver);

	if (Device == 0)
		return 1; // could not create selected driver.

	Device->setResizable(true);

	Device->setWindowCaption(L"Irrlicht Engine - Loading...");

	video::IVideoDriver* driver = Device->getVideoDriver();
	IGUIEnvironment* env = Device->getGUIEnvironment();
	scene::ISceneManager* smgr = Device->getSceneManager();
	smgr->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);

	driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);

	smgr->addLightSceneNode(0, core::vector3df(200,200,200),
		video::SColorf(1.0f,1.0f,1.0f),2000);
	smgr->setAmbientLight(video::SColorf(0.3f,0.3f,0.3f));
	// add our media directory as "search path"
	Device->getFileSystem()->addFileArchive("../../media/");

	/*
	The next step is to read the configuration file. It is stored in the xml
	format and looks a little bit like this:

	@verbatim
	<?xml version="1.0"?>
	<config>
		<startUpModel file="some filename" />
		<messageText caption="Irrlicht Engine Mesh Viewer">
			Hello!
		</messageText>
	</config>
	@endverbatim

	We need the data stored in there to be written into the global variables
	StartUpModelFile, MessageText and Caption. This is now done using the
	Irrlicht Engine integrated XML parser:
	*/

	// read configuration from xml file

	io::IXMLReader* xml = Device->getFileSystem()->createXMLReader( L"config.xml");

	while(xml && xml->read())
	{
		switch(xml->getNodeType())
		{
		case io::EXN_TEXT:
			// in this xml file, the only text which occurs is the
			// messageText
			MessageText = xml->getNodeData();
			break;
		case io::EXN_ELEMENT:
			{
				if (core::stringw("startUpModel") == xml->getNodeName())
					StartUpModelFile = xml->getAttributeValue(L"file");
				else
				if (core::stringw("messageText") == xml->getNodeName())
					Caption = xml->getAttributeValue(L"caption");
			}
			break;
		default:
			break;
		}
	}

	if (xml)
		xml->drop(); // don't forget to delete the xml reader

	if (argc > 1)
		StartUpModelFile = argv[1];

	/*
	That wasn't difficult. Now we'll set a nicer font and create the Menu.
	It is possible to create submenus for every menu item. The call
	menu->addItem(L"File", -1, true, true); for example adds a new menu
	Item with the name "File" and the id -1. The following parameter says
	that the menu item should be enabled, and the last one says, that there
	should be a submenu. The submenu can now be accessed with
	menu->getSubMenu(0), because the "File" entry is the menu item with
	index 0.
	*/

	// set a nicer font

	IGUISkin* skin = env->getSkin();
	IGUIFont* font = env->getFont("fonthaettenschweiler.bmp");
	if (font)
		skin->setFont(font);

	// create menu
	gui::IGUIContextMenu* menu = env->addMenu();
	menu->addItem(L"File", -1, true, true);
	menu->addItem(L"View", -1, true, true);
	menu->addItem(L"Camera", -1, true, true);
	menu->addItem(L"Help", -1, true, true);

	gui::IGUIContextMenu* submenu;
	submenu = menu->getSubMenu(0);
	submenu->addItem(L"Open Model File & Texture...", GUI_ID_OPEN_MODEL);
	submenu->addItem(L"Set Model Archive...", GUI_ID_SET_MODEL_ARCHIVE);
	submenu->addItem(L"Load as Octree", GUI_ID_LOAD_AS_OCTREE);
	submenu->addSeparator();
	submenu->addItem(L"Quit", GUI_ID_QUIT);

	submenu = menu->getSubMenu(1);
	submenu->addItem(L"sky box visible", GUI_ID_SKY_BOX_VISIBLE, true, false, true);
	submenu->addItem(L"toggle model debug information", GUI_ID_TOGGLE_DEBUG_INFO, true, true);
	submenu->addItem(L"model material", -1, true, true );

	submenu = submenu->getSubMenu(1);
	submenu->addItem(L"Off", GUI_ID_DEBUG_OFF);
	submenu->addItem(L"Bounding Box", GUI_ID_DEBUG_BOUNDING_BOX);
	submenu->addItem(L"Normals", GUI_ID_DEBUG_NORMALS);
	submenu->addItem(L"Skeleton", GUI_ID_DEBUG_SKELETON);
	submenu->addItem(L"Wire overlay", GUI_ID_DEBUG_WIRE_OVERLAY);
	submenu->addItem(L"Half-Transparent", GUI_ID_DEBUG_HALF_TRANSPARENT);
	submenu->addItem(L"Buffers bounding boxes", GUI_ID_DEBUG_BUFFERS_BOUNDING_BOXES);
	submenu->addItem(L"All", GUI_ID_DEBUG_ALL);

	submenu = menu->getSubMenu(1)->getSubMenu(2);
	submenu->addItem(L"Solid", GUI_ID_MODEL_MATERIAL_SOLID);
	submenu->addItem(L"Transparent", GUI_ID_MODEL_MATERIAL_TRANSPARENT);
	submenu->addItem(L"Reflection", GUI_ID_MODEL_MATERIAL_REFLECTION);

	submenu = menu->getSubMenu(2);
	submenu->addItem(L"Maya Style", GUI_ID_CAMERA_MAYA);
	submenu->addItem(L"First Person", GUI_ID_CAMERA_FIRST_PERSON);

	submenu = menu->getSubMenu(3);
	submenu->addItem(L"About", GUI_ID_ABOUT);

	/*
	Below the menu we want a toolbar, onto which we can place colored
	buttons and important looking stuff like a senseless combobox.
	*/

	// create toolbar

	gui::IGUIToolBar* bar = env->addToolBar();

	video::ITexture* image = driver->getTexture("open.png");
	bar->addButton(GUI_ID_BUTTON_OPEN_MODEL, 0, L"Open a model",image, 0, false, true);

	image = driver->getTexture("tools.png");
	bar->addButton(GUI_ID_BUTTON_SHOW_TOOLBOX, 0, L"Open Toolset",image, 0, false, true);

	image = driver->getTexture("zip.png");
	bar->addButton(GUI_ID_BUTTON_SELECT_ARCHIVE, 0, L"Set Model Archive",image, 0, false, true);

	image = driver->getTexture("help.png");
	bar->addButton(GUI_ID_BUTTON_SHOW_ABOUT, 0, L"Open Help", image, 0, false, true);

	// create a combobox for texture filters

	gui::IGUIComboBox* box = env->addComboBox(core::rect<s32>(250,4,350,23), bar, GUI_ID_TEXTUREFILTER);
	box->addItem(L"No filtering");
	box->addItem(L"Bilinear");
	box->addItem(L"Trilinear");
	box->addItem(L"Anisotropic");
	box->addItem(L"Isotropic");

	/*
	To make the editor look a little bit better, we disable transparent gui
	elements, and add an Irrlicht Engine logo. In addition, a text showing
	the current frames per second value is created and the window caption is
	changed.
	*/

	// disable alpha

	for (s32 i=0; i<gui::EGDC_COUNT ; ++i)
	{
		video::SColor col = env->getSkin()->getColor((gui::EGUI_DEFAULT_COLOR)i);
		col.setAlpha(255);
		env->getSkin()->setColor((gui::EGUI_DEFAULT_COLOR)i, col);
	}

	// add a tabcontrol

	createToolBox();

	// create fps text

	IGUIStaticText* fpstext = env->addStaticText(L"",
			core::rect<s32>(400,4,570,23), true, false, bar);

	IGUIStaticText* postext = env->addStaticText(L"",
			core::rect<s32>(10,50,470,80),false, false, 0, GUI_ID_POSITION_TEXT);
	postext->setVisible(false);

	// set window caption

	Caption += " - [";
	Caption += driver->getName();
	Caption += "]";
	Device->setWindowCaption(Caption.c_str());

	/*
	That's nearly the whole application. We simply show the about message
	box at start up, and load the first model. To make everything look
	better, a skybox is created and a user controled camera, to make the
	application a little bit more interactive. Finally, everything is drawn
	in a standard drawing loop.
	*/

	// show about message box and load default model
	if (argc==1)
		showAboutText();
	loadModel(StartUpModelFile.c_str());

	// add skybox

	SkyBox = smgr->addSkyBoxSceneNode(
		driver->getTexture("irrlicht2_up.jpg"),
		driver->getTexture("irrlicht2_dn.jpg"),
		driver->getTexture("irrlicht2_lf.jpg"),
		driver->getTexture("irrlicht2_rt.jpg"),
		driver->getTexture("irrlicht2_ft.jpg"),
		driver->getTexture("irrlicht2_bk.jpg"));

	// add a camera scene node
	Camera[0] = smgr->addCameraSceneNodeMaya();
	Camera[0]->setFarValue(20000.f);
	// Maya cameras reposition themselves relative to their target, so target the location
	// where the mesh scene node is placed.
	Camera[0]->setTarget(core::vector3df(0,30,0));

	Camera[1] = smgr->addCameraSceneNodeFPS();
	Camera[1]->setFarValue(20000.f);
	Camera[1]->setPosition(core::vector3df(0,0,-70));
	Camera[1]->setTarget(core::vector3df(0,30,0));

	setActiveCamera(Camera[0]);

	// load the irrlicht engine logo
	IGUIImage *img =
		env->addImage(driver->getTexture("irrlichtlogo2.png"),
			core::position2d<s32>(10, driver->getScreenSize().Height - 128));

	// lock the logo's edges to the bottom left corner of the screen
	img->setAlignment(EGUIA_UPPERLEFT, EGUIA_UPPERLEFT,
			EGUIA_LOWERRIGHT, EGUIA_LOWERRIGHT);

	// remember state so we notice when the window does lose the focus
	bool hasFocus = Device->isWindowFocused();

	// draw everything

	while(Device->run() && driver)
	{
		// Catch focus changes (workaround until Irrlicht has events for this)
		bool focused = Device->isWindowFocused();
		if ( hasFocus && !focused )
			onKillFocus();
		hasFocus = focused;

		if (Device->isWindowActive())
		{
			driver->beginScene(true, true, video::SColor(150,50,50,50));

			smgr->drawAll();
			env->drawAll();

			driver->endScene();

			// update information about current frame-rate
			core::stringw str(L"FPS: ");
			str.append(core::stringw(driver->getFPS()));
			str += L" Tris: ";
			str.append(core::stringw(driver->getPrimitiveCountDrawn()));
			fpstext->setText(str.c_str());

			// update information about the active camera
			scene::ICameraSceneNode* cam = Device->getSceneManager()->getActiveCamera();
			str = L"Pos: ";
			str.append(core::stringw(cam->getPosition().X));
			str += L" ";
			str.append(core::stringw(cam->getPosition().Y));
			str += L" ";
			str.append(core::stringw(cam->getPosition().Z));
			str += L" Tgt: ";
			str.append(core::stringw(cam->getTarget().X));
			str += L" ";
			str.append(core::stringw(cam->getTarget().Y));
			str += L" ";
			str.append(core::stringw(cam->getTarget().Z));
			postext->setText(str.c_str());

			// update the tool dialog
			updateToolBox();
		}
		else
			Device->yield();
	}

	Device->drop();
	return 0;
}
예제 #2
0
core::stringc CFileSystem::getAbsolutePath(const core::stringc& filename) const
{
	c8 *p=0;

#ifdef _IRR_WINDOWS_API_
	#if !defined ( _WIN32_WCE )
	c8 fpath[_MAX_PATH];
	p = _fullpath( fpath, filename.c_str(), _MAX_PATH);
	#endif

#elif (defined(_IRR_POSIX_API_) || defined(_IRR_OSX_PLATFORM_))
	c8 fpath[4096];
	fpath[0]=0;
	p = realpath(filename.c_str(), fpath);
	if (!p)
	{
		// content in fpath is undefined at this point
		if ('0'==fpath[0]) // seems like fpath wasn't altered
		{
			// at least remove a ./ prefix
			if ('.'==filename[0] && '/'==filename[1])
				return filename.subString(2, filename.size()-2);
			else
				return filename;
		}
		else
			return core::stringc(fpath);
	}

#endif

	return core::stringc(p);
}
예제 #3
0
bool CSTLMeshWriter::writeMeshASCII(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	// write STL MESH header

	file->write("solid ",6);
	const core::stringc name(SceneManager->getMeshCache()->getMeshFilename(mesh));
	file->write(name.c_str(),name.size());
	file->write("\n\n",2);

	// write mesh buffers
	
	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer)
		{
			const u16 indexCount = buffer->getIndexCount();

			switch(buffer->getVertexType())
			{
			case video::EVT_STANDARD:
				{
					video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
					for (u32 j=0; j<indexCount; j+=3)
						writeFace(file,
							vtx[buffer->getIndices()[j]].Pos,
							vtx[buffer->getIndices()[j+1]].Pos,
							vtx[buffer->getIndices()[j+2]].Pos);
				}
				break;
			case video::EVT_2TCOORDS:
				{
					video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
					for (u32 j=0; j<indexCount; j+=3)
						writeFace(file,
							vtx[buffer->getIndices()[j]].Pos,
							vtx[buffer->getIndices()[j+1]].Pos,
							vtx[buffer->getIndices()[j+2]].Pos);
				}
				break;
			case video::EVT_TANGENTS:
				{
					video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
					for (u32 j=0; j<indexCount; j+=3)
						writeFace(file,
							vtx[buffer->getIndices()[j]].Pos,
							vtx[buffer->getIndices()[j+1]].Pos,
							vtx[buffer->getIndices()[j+2]].Pos);
				}
				break;
			}
			file->write("\n",1);
		}
	}

	file->write("endsolid ",9);
	file->write(name.c_str(),name.size());

	return true;
}
예제 #4
0
bool CSTLMeshWriter::writeMeshASCII(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	// write STL MESH header

	file->write("solid ",6);
	const core::stringc name(SceneManager->getMeshCache()->getMeshName(mesh));
	file->write(name.c_str(),name.size());
	file->write("\n\n",2);

	// write mesh buffers

	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer)
		{
			const u32 indexCount = buffer->getIndexCount();
			for (u32 j=0; j<indexCount; j+=3)
			{
				writeFace(file,
					buffer->getPosition(buffer->getIndices()[j]),
					buffer->getPosition(buffer->getIndices()[j+1]),
					buffer->getPosition(buffer->getIndices()[j+2]));
			}
			file->write("\n",1);
		}
	}

	file->write("endsolid ",9);
	file->write(name.c_str(),name.size());

	return true;
}
예제 #5
0
const c8* CTextSceneNode::getSceneCorePropertiesXMLString()
{
	core::stringc str;
	static core::stringc xmlstr;
	xmlstr = "";

	if (getMaterialsCount() == 1)
	{
		const c8* mat_xml = SCENE_MANAGER.getMaterialXMLText(getMaterial(0));
		xmlstr.append(mat_xml);
	}

	str.sprintf(
		"<Font filename=\"%s\" size=\"%d/\" />\n",
		m_Font->getFileName(), m_Font->getSize()		
		);
	xmlstr.append(str);

	str.sprintf(
		"<Text value=\"%s\" />\n",
		core::stringc(getText()).c_str()
		);
	xmlstr.append(str);

	img::SColor c = getTextColor();

	str.sprintf(
		"<TextColor value=\"%d,%d,%d,%d\" />\n",
		c.getRed(), c.getGreen(), c.getBlue(), c.getAlpha() 
		);
	xmlstr.append(str);

	return xmlstr.c_str();
}
예제 #6
0
//! deletes the path from a filename
void CPakReader::deletePathFromFilename(core::stringc& filename)
{
	// delete path from filename
	const c8* p = filename.c_str() + filename.size();

	// search for path separator or beginning

	while (*p!='/' && *p!='\\' && p!=filename.c_str())
		--p;

	if (p != filename.c_str())
	{
		++p;
		filename = p;
	}
}
예제 #7
0
bool CSTLMeshWriter::writeMeshBinary(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	// write STL MESH header

	file->write("binary ",7);
	const core::stringc name(SceneManager->getMeshCache()->getMeshName(mesh));
	const s32 sizeleft = 73-name.size(); // 80 byte header
	if (sizeleft<0)
		file->write(name.c_str(),73);
	else
	{
		char* buf = new char[80];
		memset(buf, 0, 80);
		file->write(name.c_str(),name.size());
		file->write(buf,sizeleft);
		delete [] buf;
	}
	u32 facenum = 0;
	for (u32 j=0; j<mesh->getMeshBufferCount(); ++j)
		facenum += mesh->getMeshBuffer(j)->getIndexCount()/3;
	file->write(&facenum,4);

	// write mesh buffers

	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer)
		{
			const u32 indexCount = buffer->getIndexCount();
			const u16 attributes = 0;
			for (u32 j=0; j<indexCount; j+=3)
			{
				const core::vector3df& v1 = buffer->getPosition(buffer->getIndices()[j]);
				const core::vector3df& v2 = buffer->getPosition(buffer->getIndices()[j+1]);
				const core::vector3df& v3 = buffer->getPosition(buffer->getIndices()[j+2]);
				const core::plane3df tmpplane(v1,v2,v3);
				file->write(&tmpplane.Normal, 12);
				file->write(&v1, 12);
				file->write(&v2, 12);
				file->write(&v3, 12);
				file->write(&attributes, 2);
			}
		}
	}
	return true;
}
예제 #8
0
CShaderMaterial::CShaderMaterial(IrrlichtDevice* device, const core::stringc& name,
		io::path vsFile, core::stringc vsEntry, video::E_VERTEX_SHADER_TYPE vsType,
		io::path psFile, core::stringc psEntry, video::E_PIXEL_SHADER_TYPE psType,
		video::E_MATERIAL_TYPE baseMaterial) : Device(device), Name(name), PixelShaderFlags(0), VertexShaderFlags(0)
{
	s32 userdata = 0;
	io::path vsPath;
	io::path psPath;

	// log action
	core::stringc msg = core::stringc("compiling material ") + name;
	Device->getLogger()->log(msg.c_str(), ELL_INFORMATION);

	// create destination path for (driver specific) shader files
	if(Device->getVideoDriver()->getDriverType() == video::EDT_OPENGL)
	{
		vsPath = core::stringc("./shaders/glsl/") + vsFile;
		psPath = core::stringc("./shaders/glsl/") + psFile;
		userdata = 1;
	}
	if(Device->getVideoDriver()->getDriverType() == video::EDT_DIRECT3D9)
	{
		vsPath=core::stringc("./shaders/hlsl/") + vsFile;
		psPath=core::stringc("./shaders/hlsl/") + psFile;
		userdata = 0;
	}

	// create shader material
	video::IGPUProgrammingServices* gpu = Device->getVideoDriver()->getGPUProgrammingServices();
	s32 matID = gpu->addHighLevelShaderMaterialFromFiles(
			vsPath, vsEntry.c_str(), vsType,
			psPath, psEntry.c_str(), psType,
			this, baseMaterial,	userdata);

	// set material type
	Material.MaterialType = (video::E_MATERIAL_TYPE)matID;

	// set the default texturenames and texture wrap
	// these are overridden by the effect.xml configuration
	for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
	{
		TextureName[i] = core::stringc("texture") + core::stringc(i);
		Material.TextureLayer[i].TextureWrapU = video::ETC_REPEAT;
		Material.TextureLayer[i].TextureWrapV = video::ETC_REPEAT;
	}
}
예제 #9
0
s32 PlayerManager::getStatAsInteger(const core::stringw& key) const
{
    const core::stringc s = getStat(key);
    if (s.empty())
        return 0;
    
    return core::strtol10(s.c_str());
}
예제 #10
0
//! deletes the path from a filename
void CPakReader::deletePathFromFilename(core::stringc& filename)
{
	// delete path from filename
	const c8* p = filename.c_str() + filename.size();

	// suche ein slash oder den anfang.

	while (*p!='/' && *p!='\\' && p!=filename.c_str())
		--p;

	core::stringc newName;

	if (p != filename.c_str())
	{
		++p;
		filename = p;
	}
}
예제 #11
0
Address::Address(core::stringc addr, core::stringc port)
: resRoot(0), resActive(0)
{
	Startup();
	struct addrinfo hints;
	memset(&hints, 0, sizeof(hints));
	hints.ai_family = AF_INET;
	hints.ai_protocol = SOCK_STREAM;
	int error = 0;
	error = getaddrinfo(addr.c_str(), port.c_str() , &hints, &resRoot);
	if(error)
	{
		printf("getaddrinfo failed... %s %s %s\n", addr.c_str(), port.c_str(), gai_strerror(error));
		freeaddrinfo(resRoot);
		resRoot = resActive = 0;
		return;
	}
};
예제 #12
0
/**
 * Check if we already have a config object for gamepad 'irr_id' as reported by
 * irrLicht, If no, create one. Returns true if new configuration was created,
 *  otherwise false.
 */
bool DeviceManager::getConfigForGamepad(const int irr_id,
                                        const core::stringc& name,
                                        GamepadConfig **config)
{
    bool found = false;
    bool configCreated = false;

    // Find appropriate configuration
    for(unsigned int n=0; n < m_gamepad_configs.size(); n++)
    {
        if(m_gamepad_configs[n].getName() == name.c_str())
        {
            *config = m_gamepad_configs.get(n);
            found = true;
        }
    }

    // If we can't find an appropriate configuration then create one.
    if (!found)
    {
        if(irr_id < (int)(m_irrlicht_gamepads.size()))
        {
            *config = new GamepadConfig( name.c_str(),
                                         m_irrlicht_gamepads[irr_id].Axes,
                                         m_irrlicht_gamepads[irr_id].Buttons );
        }
#ifdef ENABLE_WIIUSE
        else    // Wiimotes have a higher ID and do not refer to m_irrlicht_gamepads
        {
            // The Wiimote manager will set number of buttons and axis
            *config = new GamepadConfig(name.c_str());
        }
#endif

        // Add new config to list
        m_gamepad_configs.push_back(*config);
        configCreated = true;
    }

    return configCreated;
}
예제 #13
0
core::stringc CFileSystem::getAbsolutePath(const core::stringc& filename) const
{
	c8 *p=0;
	core::stringc ret;

#ifdef _IRR_WINDOWS_API_

	c8 fpath[_MAX_PATH];
	p = _fullpath( fpath, filename.c_str(), _MAX_PATH);
	ret = p;

#elif (defined(_IRR_POSIX_API_) || defined(MACOSX))

	c8 fpath[4096];
	p = realpath(filename.c_str(), fpath);
	ret = p;

#endif

	return ret;
}
bool CGUISkinSystem::populateTreeView(gui::IGUITreeView *control,const core::stringc& skinname) {
	bool ret = false;
	io::path oldpath = fs->getWorkingDirectory();
	fs->changeWorkingDirectoryTo(skinsPath);
	registry = new CXMLRegistry(fs);	
	if(!registry->loadFile(SKINSYSTEM_SKINFILE,skinname.c_str())) {
		return ret;
	}
	ret = registry->populateTreeView(control);
	delete registry;
	registry = NULL;
	fs->changeWorkingDirectoryTo(oldpath);	
	return ret;
}
예제 #15
0
//! sets the caption of the window
void CIrrDeviceWin32::setWindowCaption(const wchar_t* text)
{
	DWORD dwResult;
	if (IsNonNTWindows)
	{
		const core::stringc s = text;
		SendMessageTimeout(HWnd, WM_SETTEXT, 0,
				reinterpret_cast<LPARAM>(s.c_str()),
				SMTO_ABORTIFHUNG, 2000, &dwResult);
	}
	else
		SendMessageTimeoutW(HWnd, WM_SETTEXT, 0,
				reinterpret_cast<LPARAM>(text),
				SMTO_ABORTIFHUNG, 2000, &dwResult);
}
예제 #16
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//!
const c8* CTestSceneNode::getSceneCorePropertiesXMLString()
{
	static core::stringc xmlstr;
	xmlstr = "";

	if (getMaterialsCount() == 1)
	{
		const c8* mat_xml = SCENE_MANAGER.getMaterialXMLText(getMaterial(0));
		xmlstr.append(mat_xml);
	}

	xmlstr.sprintf("<GeomPrimitive type=\"%s\" />\n",
		GeomPrimitiveTypeStr[m_GeomPrimitiveType]);

	return xmlstr.c_str();
}
예제 #17
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void Translation::loadTextData(const core::stringc& fullPath)
{
  //cout << "Translation file loaded : " << fullPath.c_str() << endl;

  wifstream textFile(fullPath.c_str(), ios::in);
  if (textFile) {

    //cout << "Processing translation file..." << endl;

    wchar_t currentChar;
    bool inTextIdentifier = true;
    bool inTextValue = false;
    core::stringc identifier = "";
    core::stringw value = L"";

    while (textFile.get(currentChar)) {
      if (currentChar == '\n' || currentChar == '\r') {
        // Nouvelle traduction
        if (identifier != "") {
          //cout << "Added translation (" << identifier.c_str() << ") = (" << value.c_str() << ")" << endl;
          textData[identifier] = value;
        }
        identifier = "";
        value = L"";
        inTextValue = false;
        inTextIdentifier = true;
      } else {
        if (inTextValue) {
          value.append(currentChar);
        }
        if (inTextIdentifier) {
          if (currentChar == '=') {
            // Passage de l'identifiant a la valeur
            inTextIdentifier = false;
            inTextValue = true;
          } else {
            identifier.append(currentChar);
          }
        }
      }
    }
    textFile.close();
  }
}
예제 #18
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core::stringc CHashMD5::quickHash(core::stringc str)
{
	hash_start();
	hash_append((u8*)str.c_str(), str.size());
	u8 digest[16];
	hash_finish(digest, 16);
	c8 retstr[33];
	memset(retstr, 0, 33);
	c8* temp = retstr;
	for(int i = 0; i < 16; i++)
	{
		if((digest[i] & 0xff) > 0xf){
			sprintf(temp, "%x", (digest[i] & 0xff));
		}else{
			sprintf(temp, "0%x", (digest[i] & 0xff));
		}
		temp += 2;
	}
	core::stringc ret(retstr);
	return ret;
};
예제 #19
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void World::SetSkyBox(const core::stringc &top, const core::stringc &bottom, const core::stringc &left,
		const core::stringc &right, const core::stringc &front, const core::stringc &back)
{
	scene::ISceneManager *smgr = engine->GetIrrlichtDevice()->getSceneManager();
	video::IVideoDriver *driver = engine->GetIrrlichtDevice()->getVideoDriver();
	
	if (skyBoxNode)
		skyBoxNode->remove();
	
	skyBoxNode = smgr->addSkyBoxSceneNode(
			driver->getTexture( top.c_str() ),
			driver->getTexture( bottom.c_str() ),
			driver->getTexture( left.c_str() ),
			driver->getTexture( right.c_str() ),
			driver->getTexture( front.c_str() ),
			driver->getTexture( back.c_str() )
			);
	
	SetSkyBoxShader(skyBoxShader);
}
예제 #20
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bool CSTLMeshWriter::writeMeshBinary(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	// write STL MESH header

	file->write("binary ",7);
	const core::stringc name(SceneManager->getMeshCache()->getMeshFilename(mesh));
	const s32 sizeleft = 73-name.size(); // 80 byte header
	if (sizeleft<0)
		file->write(name.c_str(),73);
	else
	{
		char* buf = new char[80];
		memset(buf, 0, 80);
		file->write(name.c_str(),name.size());
		file->write(buf,sizeleft);
		delete [] buf;
	}
	u32 facenum = 0;
	for (u32 j=0; j<mesh->getMeshBufferCount(); ++j)
		facenum += mesh->getMeshBuffer(j)->getIndexCount()/3;
	file->write(&facenum,4);

	// write mesh buffers

	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer)
		{
			const u16 indexCount = buffer->getIndexCount();

			switch(buffer->getVertexType())
			{
			case video::EVT_STANDARD:
				{
					video::S3DVertex* vtx = (video::S3DVertex*)buffer->getVertices();
					const u16 attributes = 0;
					for (u32 j=0; j<indexCount; j+=3)
					{
						file->write(&core::plane3df(vtx[buffer->getIndices()[j]].Pos,vtx[buffer->getIndices()[j+1]].Pos,vtx[buffer->getIndices()[j+2]].Pos).Normal, 12);
						file->write(&vtx[buffer->getIndices()[j]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+1]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+2]].Pos, 12);
						file->write(&attributes, 2);
					}
				}
				break;
			case video::EVT_2TCOORDS:
				{
					video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buffer->getVertices();
					const u16 attributes = 0;
					for (u32 j=0; j<indexCount; j+=3)
					{
						file->write(&core::plane3df(vtx[buffer->getIndices()[j]].Pos,vtx[buffer->getIndices()[j+1]].Pos,vtx[buffer->getIndices()[j+2]].Pos).Normal, 12);
						file->write(&vtx[buffer->getIndices()[j]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+1]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+2]].Pos, 12);
						file->write(&attributes, 2);
					}
				}
				break;
			case video::EVT_TANGENTS:
				{
					video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buffer->getVertices();
					const u16 attributes = 0;
					for (u32 j=0; j<indexCount; j+=3)
					{
						file->write(&core::plane3df(vtx[buffer->getIndices()[j]].Pos,vtx[buffer->getIndices()[j+1]].Pos,vtx[buffer->getIndices()[j+2]].Pos).Normal, 12);
						file->write(&vtx[buffer->getIndices()[j]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+1]].Pos, 12);
						file->write(&vtx[buffer->getIndices()[j+2]].Pos, 12);
						file->write(&attributes, 2);
					}
				}
				break;
			}
		}
	}
	return true;
}
예제 #21
0
void GameMapDescription::Load(core::stringc fn)
{
	GameLog("Map description %s loading started...", fn.c_str());
	io::IXMLReader *xml = Game.FS->createXMLReader(fn.c_str());

	for (int i=0; i < GAMEMAPDESCRIPTION_MAXDESCCOUNT; i++)
	{
		Items[i].keycount = 0;
		for (int k=0; k < GAMEMAPDESCRIPTION_MAXKEYCOUNT; k++) Items[i].key[k] = "";
		Items[i].title = "";
		Items[i].desc = "";
	}

	ItemsCount = 0;

	while( xml && xml->read() )
	{
		core::stringc node = xml->getNodeName();

		if (node == L"item")
		{
			switch (xml->getNodeType())
			{
				case io::EXN_ELEMENT_END:
					ItemsCount++;
					break;

				case io::EXN_ELEMENT:
					Items[ItemsCount].keycount = 0;
					while(xml && xml->read())
					{
						core::stringc node2 = xml->getNodeName();

						if (xml->getNodeType() == io::EXN_ELEMENT_END &&
							node == L"item")
						{
							break;
						}

						if (xml->getNodeType() == io::EXN_TEXT)
						{
							Items[ItemsCount].desc = xml->getNodeData();
						}

						if (node2 == L"title")
						{
							Items[ItemsCount].title =
								xml->getAttributeValue(L"value");
						}

						if (node2 == L"key")
						{
							Items[ItemsCount].key[Items[ItemsCount].keycount++] =
								xml->getAttributeValue(L"value");
						}

						assert( Items[ItemsCount].keycount < GAMEMAPDESCRIPTION_MAXKEYCOUNT );
					}
					break;
			}
		}
	}

	xml->drop();
	GameLog("Map description loaded.");
}
예제 #22
0
//! writes a mesh
bool COBJMeshWriter::writeMesh(io::IWriteFile* file, scene::IMesh* mesh, s32 flags)
{
	if (!file)
		return false;

	os::Printer::log("Writing mesh", file->getFileName());

	// write OBJ MESH header

	const core::stringc name(FileSystem->getFileBasename(SceneManager->getMeshCache()->getMeshName(mesh), false)+".mtl");
	file->write("# exported by Irrlicht\n",23);
	file->write("mtllib ",7);
	file->write(name.c_str(),name.size());
	file->write("\n\n",2);

	// write mesh buffers

	core::array<video::SMaterial*> mat;

	u32 allVertexCount=1; // count vertices over the whole file
	for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
	{
		core::stringc num(i+1);
		IMeshBuffer* buffer = mesh->getMeshBuffer(i);
		if (buffer && buffer->getVertexCount())
		{
			file->write("g grp", 5);
			file->write(num.c_str(), num.size());
			file->write("\n",1);

			u32 j;
			const u32 vertexCount = buffer->getVertexCount();
			for (j=0; j<vertexCount; ++j)
			{
				file->write("v ",2);
				getVectorAsStringLine(buffer->getPosition(j), num);
				file->write(num.c_str(), num.size());
			}

			for (j=0; j<vertexCount; ++j)
			{
				file->write("vt ",3);
				getVectorAsStringLine(buffer->getTCoords(j), num);
				file->write(num.c_str(), num.size());
			}

			for (j=0; j<vertexCount; ++j)
			{
				file->write("vn ",3);
				getVectorAsStringLine(buffer->getNormal(j), num);
				file->write(num.c_str(), num.size());
			}

			file->write("usemtl mat",10);
			num = "";
			for (j=0; j<mat.size(); ++j)
			{
				if (*mat[j]==buffer->getMaterial())
				{
					num = core::stringc(j);
					break;
				}
			}
			if (num == "")
			{
				num = core::stringc(mat.size());
				mat.push_back(&buffer->getMaterial());
			}
			file->write(num.c_str(), num.size());
			file->write("\n",1);

			const u32 indexCount = buffer->getIndexCount();
			for (j=0; j<indexCount; j+=3)
			{
				file->write("f ",2);
				num = core::stringc(buffer->getIndices()[j+2]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				num = core::stringc(buffer->getIndices()[j+1]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				num = core::stringc(buffer->getIndices()[j+0]+allVertexCount);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write("/",1);
				file->write(num.c_str(), num.size());
				file->write(" ",1);

				file->write("\n",1);
			}
			file->write("\n",1);
			allVertexCount += vertexCount;
		}
	}

	if (mat.size() == 0)
		return true;

	file = FileSystem->createAndWriteFile( name );
	if (file)
	{
		os::Printer::log("Writing material", file->getFileName());

		file->write("# exported by Irrlicht\n\n",24);
		for (u32 i=0; i<mat.size(); ++i)
		{
			core::stringc num(i);
			file->write("newmtl mat",10);
			file->write(num.c_str(),num.size());
			file->write("\n",1);

			getColorAsStringLine(mat[i]->AmbientColor, "Ka", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->DiffuseColor, "Kd", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->SpecularColor, "Ks", num);
			file->write(num.c_str(),num.size());
			getColorAsStringLine(mat[i]->EmissiveColor, "Ke", num);
			file->write(num.c_str(),num.size());
			num = core::stringc(mat[i]->Shininess/0.128f);
			file->write("Ns ", 3);
			file->write(num.c_str(),num.size());
			file->write("\n", 1);
			if (mat[i]->getTexture(0))
			{
				file->write("map_Kd ", 7);
				file->write(mat[i]->getTexture(0)->getName().getPath().c_str(), mat[i]->getTexture(0)->getName().getPath().size());
				file->write("\n",1);
			}
			file->write("\n",1);
		}
		file->drop();
	}
	return true;
}
예제 #23
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		CUnzipReadFile ( const core::stringc &realName, const c8 * hashName )
			: CReadFile( realName.c_str ())
		{
			CallFileName = hashName;
		}
예제 #24
0
//! PreProcesses a shader using Irrlicht's built-in shader preprocessor.
core::stringc CShaderPreprocessor::ppShaderFF(core::stringc shaderProgram)
{
	return ppShader(getFileContent(shaderProgram.c_str()).c_str());
}