void Entity::loadMesh(char *filename, bool planar, bool hwSkin, int skinSpeed) { if(type == MESH_TYPE || type == MAP_TYPE) { IAnimatedMesh *mesh; mesh = Scene->getMesh(filename); if(planar == true) { Scene->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.003f); } tmesh = Scene->getMeshManipulator()->createMeshWithTangents(mesh->getMesh(0)); sceneNode = Scene->addMeshSceneNode(tmesh); sceneNode->setMaterialFlag(EMF_LIGHTING, lit); } else if(type == ANIM_TYPE) { mesh = Scene->getMesh(filename); if(planar == true) { Scene->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.003f); } Scene->getMeshManipulator()->createMeshWithTangents(mesh->getMesh(0)); animNode = Scene->addAnimatedMeshSceneNode(mesh); animNode->setMaterialFlag(EMF_LIGHTING, lit); if(hwSkin) //hwSkinInstance.getInstance->setupNode(irrlicht, animNode); HWSkinCB::getInstance()->setupNode(irrlicht, animNode, 60); } }
/*----------------------------------------------------------------------------*/ void OcclusionCulling::loadLeaf(s16 n) { //printf(" >> loading leaf %d %d mdls\n", n, world[n].mdl.size()); // load and models of this leaf for (u16 i=0; i < world[n].mdl.size(); i++) { u16 id = world[n].mdl[i]->id; //printf(" >> load mdl %d [%s]\n", id, listMDL[id]); IAnimatedMesh* mesh = smgr->getMesh(listMDL[id]); world[n].mdl[i]->node = smgr->addAnimatedMeshSceneNode(mesh); if (world[n].mdl[i]->node) { world[n].mdl[i]->node->setPosition(world[n].mdl[i]->pos); world[n].mdl[i]->node->setRotation(vector3df(0,world[n].mdl[i]->angle,world[n].mdl[i]->upvector)); } mesh->drop(); } // create light // apply shaders // set collision }
IAnimatedMesh* CPingPangMeshLoader::createMesh( IReadFile* file ) { IAnimatedMesh* msh = 0; if( strstr( file->getFileName(), ".md2" ) ) { msh = new CPingPangMD2XMesh(); if( ((CPingPangMD2XMesh*)msh)->loadFile( file ) ) return msh; msh->drop(); } else if( strstr( file->getFileName(), ".sam" ) ) { msh = new CPingPangSAMMesh(); if( ((CPingPangSAMMesh*)msh)->loadFile( file ) ) return msh; msh->drop(); } // Modified by Huang Liang else if ( strstr( file->getFileName(), ".ms3d" ) ) { msh = new irr::scene::sklani::CSkeletonAni(m_driver); // if ( ((irr::scene::sklani::CSkeletonAni*)msh)->LoadOldMs3Mesh(file) ) if ( ((irr::scene::sklani::CSkeletonAni*)msh)->Import(file) ) return msh; } // Modified end return 0; }
//! Reads attributes of the scene node. void COctTreeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { const s32 oldMinimal = MinimalPolysPerNode; MinimalPolysPerNode = in->getAttributeAsInt("MinimalPolysPerNode"); core::stringc newMeshStr = in->getAttributeAsString("Mesh"); IMesh* newMesh = 0; if (newMeshStr == "") newMeshStr = MeshName; IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); if (newAnimatedMesh) newMesh = newAnimatedMesh->getMesh(0); if (newMesh && ((MeshName != newMeshStr) || (MinimalPolysPerNode != oldMinimal))) { // recalculate tree createTree(newMesh); } ISceneNode::deserializeAttributes(in, options); }
int main() { // we'll use the OGL driver IrrlichtDevice *device = createDevice(EDT_OPENGL, dimension2du(640, 480), 16, false, false, false, 0); IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); // load sydney IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); // squash her! CSquashingMeshSceneNode* node = new CSquashingMeshSceneNode( mesh->getMesh(0), 0, smgr, 0 ); if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setPosition( vector3df(0,0,50)); node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); } smgr->addCameraSceneNodeFPS(); int lastFPS = -1; while(device->run()) { driver->beginScene(true, true, SColor(255,100,101,140)); node->render(); node->OnPostRender(device->getTimer()->getTime()); smgr->drawAll(); guienv->drawAll(); driver->endScene(); int fps = driver->getFPS(); if (lastFPS != fps) { core::stringw str = L"Irrlicht Mesh Deformation Contest ["; str += driver->getName(); str += "] FPS:"; str += fps; device->setWindowCaption(str.c_str()); lastFPS = fps; } } device->drop(); return 0; }
Scenario::Scenario(IrrlichtDevice* dev, stringc file, stringc mapName) { device = dev; device->getFileSystem()->addZipFileArchive(file.c_str()); IAnimatedMesh* mesh = device->getSceneManager()->getMesh(mapName.c_str()); ISceneNode* node = device->getSceneManager()->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); }
void Entity::loadBsp(char *filename) { if(type == MESH_TYPE || type == MAP_TYPE) { IAnimatedMesh *mesh = Scene->getMesh(filename); sceneNode = Scene->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024); sceneNode->setMaterialFlag(EMF_LIGHTING, true); bmesh = mesh; } }
//------------------------------------------------------------------------------ //! GetMeshFromGeom //! Helper function to extract mesh data from object geometry IMesh* CBulletObjectAnimator::GetMeshFromGeom(ISceneManager* pSceneManager, CBulletObjectAnimatorGeometry* pGeom) { IMesh* mesh = pGeom->mesh.irrMesh; if (mesh == NULL) { IAnimatedMesh* animMesh = pSceneManager->getMesh(pGeom->meshFile.c_str()); if (animMesh != NULL) mesh = animMesh->getMesh(0); } return mesh; }
//! creates/loads an animated mesh from the file. //! \return Pointer to the created mesh. Returns 0 if loading failed. //! If you no longer need the mesh, you should call IAnimatedMesh::drop(). //! See IReferenceCounted::drop() for more information. IAnimatedMesh* CMD2MeshFileLoader::createMesh(io::IReadFile* file) { IAnimatedMesh* msh = new CAnimatedMeshMD2(); if (msh) { if (loadFile(file, (CAnimatedMeshMD2*)msh) ) return msh; msh->drop(); } return 0; }
void viewprt::createGround() { // Try to add a ground plane grid scene::ISceneManager* smgr = device->getSceneManager(); video::IVideoDriver* driver = device->getVideoDriver(); IAnimatedMesh *plane = smgr->addHillPlaneMesh("test",core::dimension2d<f32>(20,20),core::dimension2d<u32>(60,60)); ground = smgr->addWaterSurfaceSceneNode(plane->getMesh(0), 0.0f, 1000, 10); ground->setPosition(core::vector3df(0,-1,0)); ground->setMaterialFlag(EMF_LIGHTING,false); ground->setMaterialFlag(EMF_BACK_FACE_CULLING,false); ground->setMaterialType(EMT_SOLID); ground->setMaterialTexture(0, driver->getTexture("media/ui/terrain-texture.jpg")); }
//! Reads attributes of the scene node. void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh); io::path newMeshStr = in->getAttributeAsString("Mesh"); ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); if (newMeshStr != "" && oldMeshStr != newMeshStr) { IMesh* newMesh = 0; IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); if (newAnimatedMesh) newMesh = newAnimatedMesh->getMesh(0); if (newMesh) setMesh(newMesh); } // optional attribute to assign the hint to the whole mesh if (in->existsAttribute("HardwareMappingHint") && in->existsAttribute("HardwareMappingBufferType")) { scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER; scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE; core::stringc smapping = in->getAttributeAsString("HardwareMappingHint"); if (smapping.equals_ignore_case("static")) mapping = scene::EHM_STATIC; else if (smapping.equals_ignore_case("dynamic")) mapping = scene::EHM_DYNAMIC; else if (smapping.equals_ignore_case("stream")) mapping = scene::EHM_STREAM; core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType"); if (sbufferType.equals_ignore_case("vertex")) bufferType = scene::EBT_VERTEX; else if (sbufferType.equals_ignore_case("index")) bufferType = scene::EBT_INDEX; else if (sbufferType.equals_ignore_case("vertexindex")) bufferType = scene::EBT_VERTEX_AND_INDEX; IMesh* mesh = getMesh(); if (mesh) mesh->setHardwareMappingHint(mapping, bufferType); } IMeshSceneNode::deserializeAttributes(in, options); }
/*----------------------------------------------------------------------------*/ Smodel* OcclusionCulling::loadModel(u16 id, vector3df pos, u16 angle, u16 upvector) { Smodel* x = createSmodel(id, pos, angle, upvector); IAnimatedMesh* mesh = smgr->getMesh(listMDL[id]); //mesh->setHardwareMappingHint(EHM_STATIC); //printf("loading model [%s]\n", listMDL[id]); getchar(); x->node = smgr->addAnimatedMeshSceneNode(mesh); if (x->node) { x->node->setPosition(pos); x->node->setRotation(vector3df(0,angle,upvector)); } mesh->drop(); return x; }
CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node) : SceneNode(reinterpret_cast<ISceneNode*>(node)), AnimatedNode(node) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif if (!AnimatedNode) return; IAnimatedMesh * animatedMesh = AnimatedNode->getMesh(); if (!animatedMesh) return; IMesh * mesh = animatedMesh->getMesh((s32)AnimatedNode->getFrameNr()); if (mesh) createFromMesh(mesh); }
//! Reads attributes of the scene node. void COctTreeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { int oldMinimal = MinimalPolysPerNode; //core::stringc oldMeshStr = SceneManager->getMeshCache()->getMeshFilename(Mesh); core::stringc oldMeshStr = MeshName; MinimalPolysPerNode = in->getAttributeAsInt("MinimalPolysPerNode"); core::stringc newMeshStr = in->getAttributeAsString("Mesh"); bool loadedNewMesh = false; IMesh* newMesh = 0; if (newMeshStr != "" && oldMeshStr != newMeshStr) { IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); if (newAnimatedMesh) newMesh = newAnimatedMesh->getMesh(0); if (newMesh) { // if (Mesh) // Mesh->drop(); // Mesh = newMesh; // Mesh->grab(); loadedNewMesh = true; } } if (loadedNewMesh || MinimalPolysPerNode != oldMinimal) { // recalculate tree //createTree(Mesh); createTree ( newMesh ); // newMesh->drop (); } ISceneNode::deserializeAttributes(in, options); }
//! Reads attributes of the scene node. void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { core::stringc oldMeshStr = SceneManager->getMeshCache()->getMeshFilename(Mesh); core::stringc newMeshStr = in->getAttributeAsString("Mesh"); ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); if (newMeshStr != "" && oldMeshStr != newMeshStr) { IMesh* newMesh = 0; IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); if (newAnimatedMesh) newMesh = newAnimatedMesh->getMesh(0); if (newMesh) setMesh(newMesh); } IMeshSceneNode::deserializeAttributes(in, options); }
CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node) : SceneNode(node), AnimatedNode(node), LastMeshFrame(0) { #ifdef _DEBUG setDebugName("CTriangleSelector"); #endif if (!AnimatedNode) return; IAnimatedMesh* animatedMesh = AnimatedNode->getMesh(); if (!animatedMesh) return; LastMeshFrame = (u32)AnimatedNode->getFrameNr(); IMesh* mesh = animatedMesh->getMesh(LastMeshFrame); if (mesh) createFromMesh(mesh); }
void CTriangleSelector::update(void) const { if (!AnimatedNode) return; //< harmless no-op const u32 currentFrame = (u32)AnimatedNode->getFrameNr(); if (currentFrame == LastMeshFrame) return; //< Nothing to do LastMeshFrame = currentFrame; IAnimatedMesh * animatedMesh = AnimatedNode->getMesh(); if (animatedMesh) { IMesh * mesh = animatedMesh->getMesh(LastMeshFrame); if (mesh) updateFromMesh(mesh); } }
void load_map() { IAnimatedMesh* mesh = smgr->getMesh("resources/nodes/maps/room.3ds"); smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.008f); ISceneNode* node = 0; node = smgr->addAnimatedMeshSceneNode(mesh); node->setMaterialTexture(0, driver->getTexture("resources/textures/maps/wall.jpg")); node->getMaterial(0).SpecularColor.set(0,0,0,0); mesh = smgr->addHillPlaneMesh("myHill", dimension2d<f32>(20,20), dimension2d<u32>(40,40), 0, 0, dimension2d<f32>(0,0), dimension2d<f32>(10,10) ); node = smgr->addWaterSurfaceSceneNode(mesh->getMesh(0), 3.0f, 300.0f, 30.0f); node->setPosition(vector3df(0,7,0)); node->setMaterialTexture(0, driver->getTexture("resources/textures/maps/stones.jpg")); node->setMaterialTexture(1, driver->getTexture("resources/textures/maps/water.jpg")); node->setMaterialType(video::EMT_REFLECTION_2_LAYER); // create light node = smgr->addLightSceneNode(0, vector3df(0,0,0), SColorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f); ISceneNodeAnimator* anim = 0; anim = smgr->createFlyCircleAnimator (vector3df(0,150,0),250.0f); node->addAnimator(anim); anim->drop(); // attach billboard to light node = smgr->addBillboardSceneNode(node, dimension2d<f32>(50, 50)); node->setMaterialFlag(EMF_LIGHTING, false); node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR); node->setMaterialTexture(0, driver->getTexture("resources/textures/particles/particlewhite.bmp")); }
void CLiquidbodyExample::runExample() { debugDraw = true; drawProperties = true; drawWireFrame = false; int rows=2, columns=2; device = createDevice( video::EDT_OPENGL, dimension2d<u32>(640, 480), 16, false, false, false, this); printf("Please enter the number of rows and columns of floating objects to create: \n"); cin >> rows; cin >> columns; device->setWindowCaption(L"irrBullet Liquidbody Example - Josiah Hartzell"); device->getFileSystem()->addFolderFileArchive("../../media/"); ILightSceneNode* light = device->getSceneManager()->addLightSceneNode(0, vector3df(20, 40, -50), SColorf(1.0f, 1.0f, 1.0f), 4000.0f); light->setLightType(ELT_DIRECTIONAL); light->setRotation(vector3df(0,200,30)); device->getSceneManager()->setAmbientLight(SColor(100,100,100,100)); camera = device->getSceneManager()->addCameraSceneNodeFPS(); camera->setPosition(vector3df(50,15,4)); camera->setTarget(vector3df(0,0,0)); //////////////////////////// // Create irrBullet World // //////////////////////////// world = createIrrBulletWorld(device, true, debugDraw); world->setDebugMode(EPDM_DrawAabb | EPDM_DrawContactPoints); world->setGravity(vector3df(0,-10,0)); ILiquidBody* water = world->addLiquidBody(vector3df(-5000,0,5000),irr::core::aabbox3df(0, -10000, 0, 10000, 0, 10000), 500.0f, 200.0f); water->setCurrentDirection(vector3df(0,0,0)); water->setGlobalWaveChangeIncrement(0.01f); water->setGlobalWaveUpdateFrequency(1.0f); water->setMaxGlobalWaveHeight(4.0f); water->setMinGlobalWaveHeight(-1.0f); water->setLocalWaveValues(10,1,0.5f); water->setInfinite(true); water->setInfiniteDepth(true); water->setLiquidDensity(0.1f); //water->setDebugDrawEnabled(false); IAnimatedMesh* mesh = device->getSceneManager()->addHillPlaneMesh( "myHill", core::dimension2d<f32>(20,20), core::dimension2d<u32>(40,40), 0, 0, core::dimension2d<f32>(0,0), core::dimension2d<f32>(1000,1000)); ISceneNode* node = device->getSceneManager()->addWaterSurfaceSceneNode(mesh->getMesh(0), 0.0f, 300.0f, 30.0f); node->setPosition(core::vector3df(0,5,0)); node->setMaterialTexture(0, device->getVideoDriver()->getTexture("water.jpg")); node->setScale(vector3df(1000,1,1000)); node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR); node->setMaterialFlag(EMF_BACK_FACE_CULLING, false); for(u32 i=0; i < rows; i++) { for(u32 j=0; j < columns; j++) { IRigidBody* body = addCube(vector3df(i*15,0,j*15), vector3df(10,10,10), 1, "crate.jpg"); irr::f32 t = 0.5f; irr::f32 buoyancy = 0.2f; irr::core::array<SBuoyancyPoint> points; //points.push_back(SBuoyancyPoint(irr::core::vector3df(0,0,0), 180.0f)); points.push_back(SBuoyancyPoint(irr::core::vector3df(t,t,t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(-t,t,t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(-t,t,-t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(t,t,-t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(-t,-t,t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(t,-t,t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(-t,-t,-t), buoyancy)); points.push_back(SBuoyancyPoint(irr::core::vector3df(t,-t,-t), buoyancy)); /*ICollisionObjectAffectorBuoyancy* affector = new ICollisionObjectAffectorBuoyancy(points, irr::core::aabbox3df(0, -100, 0, 10000, 0, 10000), 1); affector->setDebugDrawing(true); body->addAffector(affector);*/ body->setBuoyancyPoints(points); //body->setActivationState(EAS_DISABLE_DEACTIVATION); } } // Set our delta time and time stamp u32 TimeStamp = device->getTimer()->getTime(); u32 DeltaTime = 0; while(device->run()) { device->getVideoDriver()->beginScene(true, true, SColor(255,100,101,140)); DeltaTime = device->getTimer()->getTime() - TimeStamp; TimeStamp = device->getTimer()->getTime(); // Step the simulation with our delta time world->stepSimulation(DeltaTime*0.001f, 120); //static_cast<ISoftBody*>(world->getCollisionObjectByName("SOFTBODY1"))->addForce(vector3df(-2,0,0)); //world->debugDrawWorld(debugDraw); // This call will draw the technical properties of the physics simulation // to the GUI environment. world->debugDrawProperties(drawProperties); device->getSceneManager()->drawAll(); device->getGUIEnvironment()->drawAll(); device->getVideoDriver()->endScene(); } //delete Liquid; // We're done with the IrrBullet world, so we free the memory that it takes up. if(world) delete world; if(device) device->drop(); }
//! renders the node. void CSkyDomeSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); scene::ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; if ( !camera->isOrthogonal() ) { core::matrix4 mat(AbsoluteTransformation); mat.setTranslation(camera->getAbsolutePosition()); driver->setTransform(video::ETS_WORLD, mat); driver->setMaterial(Buffer->Material); driver->drawMeshBuffer(Buffer); } // for debug purposes only: if ( DebugDataVisible ) { video::SMaterial m; m.Lighting = false; driver->setMaterial(m); if ( DebugDataVisible & scene::EDS_NORMALS ) { IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__debugnormal2", 0xFFECEC00, 0xFF999900, 4, 8, 1.f * 40.f, 0.6f * 40.f, 0.05f * 40.f, 0.3f * 40.f); if ( 0 == arrow ) { arrow = SceneManager->getMesh ( "__debugnormal2" ); } IMesh *mesh = arrow->getMesh(0); // find a good scaling factor core::matrix4 m2; // draw normals const scene::IMeshBuffer* mb = Buffer; const u32 vSize = video::getVertexPitchFromType(mb->getVertexType()); const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices(); for ( u32 i=0; i != mb->getVertexCount(); ++i ) { // align to v->Normal core::quaternion quatRot(v->Normal.X, 0.f, -v->Normal.X, 1+v->Normal.Y); quatRot.normalize(); quatRot.getMatrix(m2, v->Pos); m2 = AbsoluteTransformation * m2; driver->setTransform(video::ETS_WORLD, m2); for (u32 a = 0; a != mesh->getMeshBufferCount(); ++a) driver->drawMeshBuffer(mesh->getMeshBuffer(a)); v = (const video::S3DVertex*) ( (u8*) v + vSize ); } driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); } // show mesh if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY ) { m.Wireframe = true; driver->setMaterial(m); driver->drawMeshBuffer(Buffer); } } }
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 }
/* Ok, now the main-function: First, we initialize the device, get the SourceManager and VideoDriver, load an animated mesh from .md2 and a map from .pk3. Because that's old stuff, I won't explain every step. Just take care of the maps position. */ int main() { // ask user for driver video::E_DRIVER_TYPE driverType=driverChoiceConsole(); if (driverType==video::EDT_COUNT) return 1; //Instance of the EventReceiver MyEventReceiver receiver; //Initialise the engine IrrlichtDevice *device = createDevice(driverType, dimension2du(ResX,ResY), 32, fullScreen, false, false, &receiver); if (!device) return 1; ISceneManager *smgr = device->getSceneManager(); IVideoDriver *driver = device->getVideoDriver(); //Load model IAnimatedMesh *model = smgr->getMesh("../../media/sydney.md2"); if (!model) return 1; IAnimatedMeshSceneNode *model_node = smgr->addAnimatedMeshSceneNode(model); //Load texture if (model_node) { ITexture *texture = driver->getTexture("../../media/sydney.bmp"); model_node->setMaterialTexture(0,texture); model_node->setMD2Animation(scene::EMAT_RUN); //Disable lighting (we've got no light) model_node->setMaterialFlag(EMF_LIGHTING,false); } //Load map device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3"); IAnimatedMesh *map = smgr->getMesh("20kdm2.bsp"); if (map) { ISceneNode *map_node = smgr->addOctreeSceneNode(map->getMesh(0)); //Set position map_node->setPosition(vector3df(-850,-220,-850)); } /* Now we create our four cameras. One is looking at the model from the front, one from the top and one from the side. In addition there's a FPS-camera which can be controlled by the user. */ // Create 3 fixed and one user-controlled cameras //Front camera[0] = smgr->addCameraSceneNode(0, vector3df(50,0,0), vector3df(0,0,0)); //Top camera[1] = smgr->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0)); //Left camera[2] = smgr->addCameraSceneNode(0, vector3df(0,0,50), vector3df(0,0,0)); //User-controlled camera[3] = smgr->addCameraSceneNodeFPS(); // don't start at sydney's position if (camera[3]) camera[3]->setPosition(core::vector3df(-50,0,-50)); /* Create a variable for counting the fps and hide the mouse: */ //Hide mouse device->getCursorControl()->setVisible(false); //We want to count the fps int lastFPS = -1; /* There wasn't much new stuff - till now! Only by defining four cameras, the game won't be splitscreen. To do this you need several steps: - Set the viewport to the whole screen - Begin a new scene (Clear screen) - The following 3 steps are repeated for every viewport in the splitscreen - Set the viewport to the area you wish - Activate the camera which should be "linked" with the viewport - Render all objects - If you have a GUI: - Set the viewport the whole screen - Display the GUI - End scene Sounds a little complicated, but you'll see it isn't: */ while(device->run()) { //Set the viewpoint to the whole screen and begin scene driver->setViewPort(rect<s32>(0,0,ResX,ResY)); driver->beginScene(true,true,SColor(255,100,100,100)); //If SplitScreen is used if (SplitScreen) { //Activate camera1 smgr->setActiveCamera(camera[0]); //Set viewpoint to the first quarter (left top) driver->setViewPort(rect<s32>(0,0,ResX/2,ResY/2)); //Draw scene smgr->drawAll(); //Activate camera2 smgr->setActiveCamera(camera[1]); //Set viewpoint to the second quarter (right top) driver->setViewPort(rect<s32>(ResX/2,0,ResX,ResY/2)); //Draw scene smgr->drawAll(); //Activate camera3 smgr->setActiveCamera(camera[2]); //Set viewpoint to the third quarter (left bottom) driver->setViewPort(rect<s32>(0,ResY/2,ResX/2,ResY)); //Draw scene smgr->drawAll(); //Set viewport the last quarter (right bottom) driver->setViewPort(rect<s32>(ResX/2,ResY/2,ResX,ResY)); } //Activate camera4 smgr->setActiveCamera(camera[3]); //Draw scene smgr->drawAll(); driver->endScene(); /* As you can probably see, the image is rendered for every viewport seperately. That means, that you'll loose much performance. Ok, if you're aksing "How do I have to set the viewport to get this or that screen?", don't panic. It's really easy: In the rect-function you define 4 coordinates: - X-coordinate of the corner left top - Y-coordinate of the corner left top - X-coordinate of the corner right bottom - Y-coordinate of the corner right bottom That means, if you want to split the screen into 2 viewports you would give the following coordinates: - 1st viewport: 0,0,ResX/2,ResY - 2nd viewport: ResX/2,0,ResX,ResY If you didn't fully understand, just play arround with the example to check out what happens. Now we just view the current fps and shut down the engine, when the user wants to: */ //Get and show fps if (driver->getFPS() != lastFPS) { lastFPS = driver->getFPS(); core::stringw tmp = L"Irrlicht SplitScreen-Example (FPS: "; tmp += lastFPS; tmp += ")"; device->setWindowCaption(tmp.c_str()); } } //Delete device device->drop(); return 0; }
//! renders the node. void CAnimatedMeshSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if (!Mesh || !driver) return; bool isTransparentPass = SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; ++PassCount; s32 frame = getFrameNr(); scene::IMesh* m = Mesh->getMesh(frame, 255, StartFrame, EndFrame); if ( 0 == m ) { #ifdef _DEBUG os::Printer::log("Animated Mesh returned no mesh to render.", Mesh->getDebugName(), ELL_WARNING); #endif } driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); u32 i,g; // update all dummy transformation nodes if (!JointChildSceneNodes.empty() && Mesh && (Mesh->getMeshType() == EAMT_MS3D || Mesh->getMeshType() == EAMT_X || Mesh->getMeshType() == EAMT_B3D )) { IAnimatedMeshMS3D* amm = (IAnimatedMeshMS3D*)Mesh; core::matrix4* m; for ( i=0; i< JointChildSceneNodes.size(); ++i) if (JointChildSceneNodes[i]) { m = amm->getMatrixOfJoint(i, frame); if (m) JointChildSceneNodes[i]->getRelativeTransformationMatrix() = *m; } } if (Shadow && PassCount==1) Shadow->setMeshToRenderFrom(m); // for debug purposes only: u32 renderMeshes = 1; video::SMaterial mat; if (DebugDataVisible && PassCount==1) { // overwrite half transparency if ( DebugDataVisible & scene::EDS_HALF_TRANSPARENCY ) { for ( g=0; g<m->getMeshBufferCount(); ++g) { mat = Materials[g]; mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; driver->setMaterial(mat); driver->drawMeshBuffer ( m->getMeshBuffer ( g ) ); } renderMeshes = 0; } } // render original meshes if ( renderMeshes ) { for ( i=0; i<m->getMeshBufferCount(); ++i) { video::IMaterialRenderer* rnd = driver->getMaterialRenderer(Materials[i].MaterialType); bool transparent = (rnd && rnd->isTransparent()); // only render transparent buffer if this is the transparent render pass // and solid only in solid pass if (transparent == isTransparentPass) { scene::IMeshBuffer* mb = m->getMeshBuffer(i); driver->setMaterial(Materials[i]); driver->drawMeshBuffer(mb); } } } // for debug purposes only: if (DebugDataVisible && PassCount==1) { mat.Lighting = false; driver->setMaterial(mat); // show bounding box if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS ) { for ( g=0; g< m->getMeshBufferCount(); ++g) { driver->draw3DBox( m->getMeshBuffer(g)->getBoundingBox(), video::SColor(0,190,128,128) ); } } if ( DebugDataVisible & scene::EDS_BBOX ) driver->draw3DBox(Box, video::SColor(0,255,255,255)); // show skeleton if ( DebugDataVisible & scene::EDS_SKELETON ) { if (Mesh->getMeshType() == EAMT_X) { // draw skeleton const core::array<core::vector3df>* ds = ((IAnimatedMeshX*)Mesh)->getDrawableSkeleton(frame); for ( g=0; g < ds->size(); g +=2 ) driver->draw3DLine((*ds)[g], (*ds)[g+1], video::SColor(0,51,66,255)); } // show tag for quake3 models if (Mesh->getMeshType() == EAMT_MD3 ) { IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__tag_show", 4, 8, 5.f, 4.f, 0.5f, 1.f, 0xFF0000FF, 0xFF000088 ); if ( 0 == arrow ) { arrow = SceneManager->getMesh ( "__tag_show" ); } IMesh *arrowMesh = arrow->getMesh ( 0 ); video::SMaterial material; material.Lighting = false; driver->setMaterial(material); core::matrix4 m; SMD3QuaterionTagList *taglist = ((IAnimatedMeshMD3*)Mesh)->getTagList ( getFrameNr(), 255, getStartFrame (), getEndFrame () ); if ( taglist ) { for ( u32 g = 0; g != taglist->size(); ++g ) { (*taglist)[g].setto ( m ); driver->setTransform(video::ETS_WORLD, m ); for ( u32 a = 0; a != arrowMesh->getMeshBufferCount(); ++a ) driver->drawMeshBuffer ( arrowMesh->getMeshBuffer ( a ) ); } } } } // show normals if ( DebugDataVisible & scene::EDS_NORMALS ) { IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__debugnormal", 4, 8, 1.f, 0.6f, 0.05f, 0.3f, 0xFFECEC00, 0xFF999900 ); if ( 0 == arrow ) { arrow = SceneManager->getMesh ( "__debugnormal" ); } IMesh *mesh = arrow->getMesh ( 0 ); // find a good scaling factor core::matrix4 m2; // draw normals for ( g=0; g<m->getMeshBufferCount(); ++g) { scene::IMeshBuffer* mb = m->getMeshBuffer(g); const u32 vSize = mb->getVertexPitch(); const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices(); for ( i = 0; i != mb->getVertexCount(); ++i ) { AlignToUpVector ( m2, v->Normal ); AbsoluteTransformation.transformVect ( m2.pointer(), v->Pos ); driver->setTransform(video::ETS_WORLD, m2 ); for ( u32 a = 0; a != mesh->getMeshBufferCount(); ++a ) driver->drawMeshBuffer ( mesh->getMeshBuffer ( a ) ); v = (const video::S3DVertex*) ( (u8*) v + vSize ); } } driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); } // show mesh if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY ) { mat.Lighting = false; mat.Wireframe = true; driver->setMaterial(mat); for ( g=0; g<m->getMeshBufferCount(); ++g) { driver->drawMeshBuffer ( m->getMeshBuffer ( g ) ); } } } }
// Tests mesh transformations via mesh manipulator. bool meshTransform(void) { // Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions. IrrlichtDevice *device = createDevice(EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32); assert_log(device); if (!device) return false; IVideoDriver* driver = device->getVideoDriver(); ISceneManager * smgr = device->getSceneManager(); IMeshSceneNode* node1 = smgr->addCubeSceneNode(50); IAnimatedMesh* amesh = smgr->getMesh("../media/sydney.md2"); IAnimatedMesh* smesh = smgr->getMesh("../media/ninja.b3d"); assert_log(node1 && amesh && smesh); bool result = false; if (!node1 || !amesh || !smesh) return false; // node1->setPosition(core::vector3df(-60,0,150)); node1->setDebugDataVisible(scene::EDS_BBOX_ALL); IMeshSceneNode* node2 = smgr->addMeshSceneNode(amesh->getMesh(10)); assert_log(node2); if (!node2) return false; // node2->setPosition(core::vector3df(30,10,150)); node2->setDebugDataVisible(scene::EDS_BBOX_ALL); node2->setMaterialFlag(EMF_LIGHTING, false); IMeshSceneNode* node3 = smgr->addMeshSceneNode(smesh->getMesh(10)); assert_log(node3); if (!node3) return false; // node3->setPosition(core::vector3df(10,0,0)); node3->setDebugDataVisible(scene::EDS_BBOX_ALL); node3->setMaterialFlag(EMF_LIGHTING, false); smgr->addCameraSceneNode()->setPosition(core::vector3df(0,0,-20)); // Just jump to the last frame since that's all we're interested in. device->run(); driver->beginScene(true, true, SColor(255, 60, 60, 60)); smgr->drawAll(); driver->endScene(); core::matrix4 mat; mat.setTranslation(core::vector3df(-60,0,150)); driver->getMeshManipulator()->transform(node1->getMesh(), mat); mat.setTranslation(core::vector3df(30,10,150)); driver->getMeshManipulator()->transform(node2->getMesh(), mat); mat.setTranslation(core::vector3df(10,0,0)); driver->getMeshManipulator()->transform(node3->getMesh(), mat); // Just jump to the last frame since that's all we're interested in. device->run(); driver->beginScene(true, true, SColor(255, 60, 60, 60)); smgr->drawAll(); driver->endScene(); result = takeScreenshotAndCompareAgainstReference(driver, "-meshTransform.png"); device->closeDevice(); device->run(); device->drop(); return result; }
//! renders the node. void CMeshSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if (!Mesh || !driver) return; bool isTransparentPass = SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; ++PassCount; driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); Box = Mesh->getBoundingBox(); // for debug purposes only: bool renderMeshes = true; video::SMaterial mat; if (DebugDataVisible && PassCount==1) { // overwrite half transparency if ( DebugDataVisible & scene::EDS_HALF_TRANSPARENCY ) { for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) { mat = Materials[g]; mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; driver->setMaterial(mat); driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); } renderMeshes = false; } } // render original meshes if ( renderMeshes ) { for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i) { scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); if (mb) { const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); bool transparent = (rnd && rnd->isTransparent()); // only render transparent buffer if this is the transparent render pass // and solid only in solid pass if (transparent == isTransparentPass) { driver->setMaterial(material); driver->drawMeshBuffer(mb); } } } } driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); // for debug purposes only: if ( DebugDataVisible && PassCount==1) { video::SMaterial m; m.Lighting = false; driver->setMaterial(m); if ( DebugDataVisible & scene::EDS_BBOX ) { driver->draw3DBox(Box, video::SColor(255,255,255,255)); } if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS ) { for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) { driver->draw3DBox( Mesh->getMeshBuffer(g)->getBoundingBox(), video::SColor(255,190,128,128)); } } if ( DebugDataVisible & scene::EDS_NORMALS ) { IAnimatedMesh * arrow = SceneManager->addArrowMesh ( "__debugnormal", 0xFFECEC00, 0xFF999900, 4, 8, 1.f, 0.6f, 0.05f, 0.3f); if ( 0 == arrow ) { arrow = SceneManager->getMesh ( "__debugnormal" ); } IMesh *mesh = arrow->getMesh(0); // find a good scaling factor core::matrix4 m2; // draw normals for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) { const scene::IMeshBuffer* mb = Mesh->getMeshBuffer(g); const u32 vSize = video::getVertexPitchFromType(mb->getVertexType()); const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices(); for ( u32 i=0; i != mb->getVertexCount(); ++i ) { // align to v->Normal core::quaternion quatRot(v->Normal.X, 0.f, -v->Normal.X, 1+v->Normal.Y); quatRot.normalize(); quatRot.getMatrix(m2); m2.setTranslation(v->Pos); m2*=AbsoluteTransformation; driver->setTransform(video::ETS_WORLD, m2); for (u32 a = 0; a != mesh->getMeshBufferCount(); ++a) driver->drawMeshBuffer(mesh->getMeshBuffer(a)); v = (const video::S3DVertex*) ( (u8*) v + vSize ); } } driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); } // show mesh if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY ) { m.Wireframe = true; driver->setMaterial(m); for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) { driver->drawMeshBuffer( Mesh->getMeshBuffer(g) ); } } } }