/*
* Example 004 Movement
This Tutorial shows how to move and animate SceneNodes. The
basic concept of SceneNodeAnimators is shown as well as manual
movement of nodes using the keyboard. We'll demonstrate framerate
independent movement, which means moving by an amount dependent
on the duration of the last run of the Irrlicht loop.
Example 19.MouseAndJoystick shows how to handle those kinds of input.
As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#ifdef _MSC_VER
//
We'll also define this to stop MSVC complaining about sprintf().
#define
_CRT_SECURE_NO_WARNINGS
#pragma
comment(lib, "Irrlicht.lib")
#endif
#include
<
irrlicht.h
>
#include
"
driverChoice.h
"
using
namespace
irr;
/*
To receive events like mouse and keyboard input, or GUI events like "the OK
button has been clicked", we need an object which is derived from the
irr::IEventReceiver object. There is only one method to override:
irr::IEventReceiver::OnEvent(). This method will be called by the engine once
when an event happens. What we really want to know is whether a key is being
held down, and so we will remember the current state of each key.
*/
class
MyEventReceiver :
public
IEventReceiver
{
public
:
//
This is the one method that we have to implement
virtual
bool
OnEvent(
const
SEvent
&
event
)
{
//
Remember whether each key is down or up
if
(
event
.EventType
==
irr::EET_KEY_INPUT_EVENT)
KeyIsDown[
event
.KeyInput.Key]
=
event
.KeyInput.PressedDown;
return
false
;
}
//
This is used to check whether a key is being held down
virtual
bool
IsKeyDown(EKEY_CODE keyCode)
const
{
return
KeyIsDown[keyCode];
}
MyEventReceiver()
{
for
(u32 i
=
0
; i
<
KEY_KEY_CODES_COUNT;
++
i)
KeyIsDown[i]
=
false
;
}
private
:
//
We use this array to store the current state of each key
bool
KeyIsDown[KEY_KEY_CODES_COUNT];
};
/*
The event receiver for keeping the pressed keys is ready, the actual responses
will be made inside the render loop, right before drawing the scene. So lets
just create an irr::IrrlichtDevice and the scene node we want to move. We also
create some other additional scene nodes, to show that there are also some
different possibilities to move and animate scene nodes.
*/
int
main()
{
//
ask user for driver
video::E_DRIVER_TYPE driverType
=
driverChoiceConsole();
if
(driverType
==
video::EDT_COUNT)
return
1
;
//
create device
MyEventReceiver receiver;
IrrlichtDevice
*
device
=
createDevice(driverType,
core::dimension2d
<
u32
>
(
640
,
480
),
16
,
false
,
false
,
false
,
&
receiver);
if
(device
==
0
)
return
1
;
//
could not create selected driver.
video::IVideoDriver
*
driver
=
device
->
getVideoDriver();
scene::ISceneManager
*
smgr
=
device
->
getSceneManager();
/*
Create the node which will be moved with the WSAD keys. We create a
sphere node, which is a built-in geometry primitive. We place the node
at (0,0,30) and assign a texture to it to let it look a little bit more
interesting. Because we have no dynamic lights in this scene we disable
lighting for each model (otherwise the models would be black).
*/
scene::ISceneNode
*
node
=
smgr
->
addSphereSceneNode();
if
(node)
{
node
->
setPosition(core::vector3df(
0
,
0
,
30
));
node
->
setMaterialTexture(
0
, driver
->
getTexture(
"
http://www.cnblogs.com/media/wall.bmp
"
));
node
->
setMaterialFlag(video::EMF_LIGHTING,
false
);
}
/*
Now we create another node, movable using a scene node animator. Scene
node animators modify scene nodes and can be attached to any scene node
like mesh scene nodes, billboards, lights and even camera scene nodes.
Scene node animators are not only able to modify the position of a
scene node, they can also animate the textures of an object for
example. We create a cube scene node and attach a 'fly circle' scene
node animator to it, letting this node fly around our sphere scene node.
*/
scene::ISceneNode
*
n
=
smgr
->
addCubeSceneNode();
if
(n)
{
n
->
setMaterialTexture(
0
, driver
->
getTexture(
"
http://www.cnblogs.com/media/t351sml.jpg
"
));
n
->
setMaterialFlag(video::EMF_LIGHTING,
false
);
scene::ISceneNodeAnimator
*
anim
=
smgr
->
createFlyCircleAnimator(core::vector3df(
0
,
0
,
30
),
20.0f
);
if
(anim)
{
n
->
addAnimator(anim);
anim
->
drop();
}
}
/*
The last scene node we add to show possibilities of scene node animators is
a b3d model, which uses a 'fly straight' animator to run between to points.
*/
scene::IAnimatedMeshSceneNode
*
anms
=
smgr
->
addAnimatedMeshSceneNode(smgr
->
getMesh(
"
http://www.cnblogs.com/media/ninja.b3d
"
));
if
(anms)
{
scene::ISceneNodeAnimator
*
anim
=
smgr
->
createFlyStraightAnimator(core::vector3df(
100
,
0
,
60
),
core::vector3df(
-
100
,
0
,
60
),
3500
,
true
);
if
(anim)
{
anms
->
addAnimator(anim);
anim
->
drop();
}
/*
To make the model look right we disable lighting, set the
frames between which the animation should loop, rotate the
model around 180 degrees, and adjust the animation speed and
the texture. To set the right animation (frames and speed), we
would also be able to just call
"anms->setMD2Animation(scene::EMAT_RUN)" for the 'run'
animation instead of "setFrameLoop" and "setAnimationSpeed",
but this only works with MD2 animations, and so you know how to
start other animations. But a good advice is to not use
hardcoded frame-numbers...
*/
anms
->
setMaterialFlag(video::EMF_LIGHTING,
false
);
anms
->
setFrameLoop(
0
,
13
);
anms
->
setAnimationSpeed(
15
);
//
anms->setMD2Animation(scene::EMAT_RUN);
//
anms->setMD2Animation(scene::EMAT_STAND);
anms
->
setScale(core::vector3df(
2
.f,
2
.f,
2
.f));
anms
->
setRotation(core::vector3df(
0
,
-
90
,
0
));
anms
->
setMaterialTexture(
0
, driver
->
getTexture(
"
http://www.cnblogs.com/media/sydney.bmp
"
));
}
/*
To be able to look at and move around in this scene, we create a first
person shooter style camera and make the mouse cursor invisible.
*/
smgr
->
addCameraSceneNodeFPS();
//
加入一个第一视角( First Person Shooter)摄像机场景节点
device
->
getCursorControl()
->
setVisible(
false
);
//
Add a colorful irrlicht logo
device
->
getGUIEnvironment()
->
addImage(driver
->
getTexture(
"
http://www.cnblogs.com/media/irrlichtlogoalpha2.tga
"
), core::position2d
<
s32
>
(
10
,
20
));
gui::IGUIStaticText
*
diagnostics
=
device
->
getGUIEnvironment()
->
addStaticText(L
"
HKX
"
, core::rect
<
s32
>
(
10
,
10
,
400
,
20
));
diagnostics
->
setOverrideColor(video::SColor(
255
,
255
,
255
,
0
));
//
We have done everything, so lets draw it. We also write the current
//
frames per second and the name of the driver to the caption of the
//
window.
int
lastFPS
=
-
1
;
//
In order to do framerate independent movement, we have to know
//
how long it was since the last frame
u32 then
=
device
->
getTimer()
->
getTime();
//
This is the movemen speed in units per second.
const
f32 MOVEMENT_SPEED
=
5
.f;
while
(device
->
run())
{
//
Work out a frame delta time.
const
u32 now
=
device
->
getTimer()
->
getTime();
const
f32 frameDeltaTime
=
(f32)(now
-
then)
/
1000
.f;
//
Time in seconds
then
=
now;
//
Check if keys W, S, A or D are being held down, and move the
//
sphere node around respectively.
core::vector3df nodePosition
=
node
->
getPosition();
if
(receiver.IsKeyDown(irr::KEY_KEY_W))
nodePosition.Y
+=
MOVEMENT_SPEED
*
frameDeltaTime;
else
if
(receiver.IsKeyDown(irr::KEY_KEY_S))
nodePosition.Y
-=
MOVEMENT_SPEED
*
frameDeltaTime;
if
(receiver.IsKeyDown(irr::KEY_KEY_A))
nodePosition.X
-=
MOVEMENT_SPEED
*
frameDeltaTime;
else
if
(receiver.IsKeyDown(irr::KEY_KEY_D))
nodePosition.X
+=
MOVEMENT_SPEED
*
frameDeltaTime;
node
->
setPosition(nodePosition);
driver
->
beginScene(
true
,
true
, video::SColor(
255
,
113
,
113
,
133
));
smgr
->
drawAll();
//
draw the 3d scene
device
->
getGUIEnvironment()
->
drawAll();
//
draw the gui environment (the logo)
driver
->
endScene();
int
fps
=
driver
->
getFPS();
if
(lastFPS
!=
fps)
{
core::stringw tmp(L
"
Movement Example - Irrlicht Engine [
"
);
tmp
+=
driver
->
getName();
tmp
+=
L
"
] fps:
"
;
tmp
+=
fps;
device
->
setWindowCaption(tmp.c_str());
lastFPS
=
fps;
}
}
/*
In the end, delete the Irrlicht device.
*/
device
->
drop();
return
0
;
}
/*
That's it. Compile and play around with the program.
*
*/