// Load our map NOTICE THIS IS NOT OCTTREE OPTOMISED!
//scene::IAnimatedMesh* q3levelmesh = scenemgr->getMesh("20kdm2.bsp");
scene::IAnimatedMesh* q3levelmesh = scenemgr->getMesh("../media/basement.dae");
scene::ISceneNode* q3node = 0;
if (q3levelmesh)
q3node = scenemgr->addOctTreeSceneNode(q3levelmesh->getMesh(0));
// now add the tri selector
scene::ITriangleSelector* selector = 0;
// if everything went OK with our "q3node"
if (q3node)
{
q3node->setPosition(core::vector3df(0,0,0));
selector = scenemgr->createOctTreeTriangleSelector(
q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
selector->drop();
}
// finish collision detecting bullshit and make camera
scene::ICameraSceneNode* camera =
camera = scenemgr->addCameraSceneNodeFPS(0,100.0f,300.0f); // dunno wut this ln duz
camera->setPosition(core::vector3df(0,15,0));
scene::ISceneNodeAnimator* anim =
scenemgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop();