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Irrlicht 3D Engine
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Since version 1.1, Irrlicht is able to save and load the full scene graph into an .irr file, an xml based format. There is an editor available to edit those files, named irrEdit (http://www.ambiera.com/irredit) which can also be used as world and particle editor. This tutorial shows how to use .irr files.
Lets start: Create an Irrlicht device and setup the window.
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
int main(int argc, char** argv)
{
return 1;
if (device == 0)
return 1;
Now load our .irr file. .irr files can store the whole scene graph including animators, materials and particle systems. And there is also the possibility to store arbitrary user data for every scene node in that file. To keep this example simple, we are simply loading the scene here. See the documentation at ISceneManager::loadScene and ISceneManager::saveScene for more information. So to load and display a complicated huge scene, we only need a single call to loadScene().
Now we'll create a camera, and give it a collision response animator that's built from the mesh nodes in the scene we just loaded.
Now we will find all the nodes in the scene and create triangle selectors for all suitable nodes. Typically, you would want to make a more informed decision about which nodes to performs collision checks on; you could capture that information in the node name or Id.
core::array<scene::ISceneNode *> nodes;
for (
u32 i=0; i < nodes.size(); ++i)
{
scene::ISceneNode * node = nodes[i];
scene::ITriangleSelector * selector = 0;
switch(node->getType())
{
break;
break;
break;
break;
default:
break;
}
if(selector)
{
meta->addTriangleSelector(selector);
}
}
Now that the mesh scene nodes have had triangle selectors created and added to the meta selector, create a collision response animator from that meta selector.
camera->addAnimator(anim);
anim->drop();
if(cube)
camera->setTarget(cube->getAbsolutePosition());
That's it. Draw everything and finish as usual.
int lastFPS = -1;
{
driver->
beginScene(
true,
true, video::SColor(0,200,200,200));
if (lastFPS != fps)
{
core::stringw str = L
"Load Irrlicht File example - Irrlicht Engine [";
str += "] FPS:";
str += fps;
lastFPS = fps;
}
}
return 0;
}
virtual ITriangleSelector * createTriangleSelectorFromBoundingBox(ISceneNode *node)=0
Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
Main header file of the irrlicht, the only file needed to include.
@ ESNT_MESH
Mesh Scene Node.
virtual ISceneNodeAnimatorCollisionResponse * createCollisionResponseAnimator(ITriangleSelector *world, ISceneNode *sceneNode, const core::vector3df &ellipsoidRadius=core::vector3df(30, 60, 30), const core::vector3df &gravityPerSecond=core::vector3df(0,-10.0f, 0), const core::vector3df &ellipsoidTranslation=core::vector3df(0, 0, 0), f32 slidingValue=0.0005f)=0
Creates a special scene node animator for doing automatic collision detection and response.
virtual IMetaTriangleSelector * createMetaTriangleSelector()=0
Creates a meta triangle selector.
@ ESNT_CUBE
simple cube scene node
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array< scene::ISceneNode * > &outNodes, ISceneNode *start=0)=0
Get scene nodes by type.
virtual void drawAll()=0
Draws all the scene nodes.
string< wchar_t > stringw
Typedef for wide character strings.
@ ESNT_TERRAIN
Terrain Scene Node.
bool drop() const
Drops the object. Decrements the reference counter by one.
virtual s32 getFPS() const =0
Returns current frames per second value.
virtual const wchar_t * getName() const =0
Gets name of this video driver.
@ EDT_COUNT
No driver, just for counting the elements.
IRRLICHT_API IrrlichtDevice *IRRCALLCONV createDevice(video::E_DRIVER_TYPE deviceType=video::EDT_SOFTWARE, const core::dimension2d< u32 > &windowSize=(core::dimension2d< u32 >(640, 480)), u32 bits=16, bool fullscreen=false, bool stencilbuffer=false, bool vsync=false, IEventReceiver *receiver=0)
Creates an Irrlicht device. The Irrlicht device is the root object for using the engine.
virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, SColor color=SColor(255, 0, 0, 0), const SExposedVideoData &videoData=SExposedVideoData(), core::rect< s32 > *sourceRect=0)=0
Applications must call this method before performing any rendering.
The Irrlicht device. You can create it with createDevice() or createDeviceEx().
virtual void setWindowCaption(const wchar_t *text)=0
Sets the caption of the window.
virtual ITriangleSelector * createTriangleSelector(IMesh *mesh, ISceneNode *node)=0
Creates a simple ITriangleSelector, based on a mesh.
virtual bool isWindowActive() const =0
Returns if the window is active.
virtual scene::ISceneManager * getSceneManager()=0
Provides access to the scene manager.
virtual ITriangleSelector * createTerrainTriangleSelector(ITerrainSceneNode *node, s32 LOD=0)=0
Creates a triangle selector which can select triangles from a terrain scene node.
virtual bool loadScene(const io::path &filename, ISceneUserDataSerializer *userDataSerializer=0, ISceneNode *rootNode=0)=0
Loads a scene. Note that the current scene is not cleared before.
@ ESNT_ANIMATED_MESH
Animated Mesh Scene Node.
@ ESNT_SPHERE
Sphere scene node.
virtual ISceneNode * getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode *start=0)=0
Get the first scene node with the specified type.
virtual video::IVideoDriver * getVideoDriver()=0
Provides access to the video driver for drawing 3d and 2d geometry.
@ ESNT_OCTREE
Octree Scene Node.
virtual ICameraSceneNode * addCameraSceneNodeFPS(ISceneNode *parent=0, f32 rotateSpeed=100.0f, f32 moveSpeed=0.5f, s32 id=-1, SKeyMap *keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false, f32 jumpSpeed=0.f, bool invertMouse=false, bool makeActive=true)=0
Adds a camera scene node with an animator which provides mouse and keyboard control appropriate for f...
Everything in the Irrlicht Engine can be found in this namespace.
unsigned int u32
32 bit unsigned variable.
@ ESNT_ANY
Will match with any scene node when checking types.
E_DRIVER_TYPE
An enum for all types of drivers the Irrlicht Engine supports.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
virtual bool endScene()=0
Presents the rendered image to the screen.
Interface to driver which is able to perform 2d and 3d graphics functions.
virtual ITriangleSelector * createOctreeTriangleSelector(IMesh *mesh, ISceneNode *node, s32 minimalPolysPerNode=32)=0
Creates a Triangle Selector, optimized by an octree.
virtual bool run()=0
Runs the device.