All pastes #451963 Raw Edit

Stuff

public cpp v1 · immutable
·published 2007-04-21 23:06 UTC
rendered paste body
/*This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will alsoshow the terrain renderer triangle selector to be able to do collision detection withterrain.Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lotsof thanks go to him.DeusXL provided a new elegant simple solution for building larger area on small heightmaps-> terrain smoothing.In the beginning there is nothing special. We include the needed header files and createan event listener to listen if the user presses the 'W' key so we can switch to wireframemode and if he presses 'D' we toggle to material between solid and detail mapped.*/#define sciezka = "media\\"#include <irrlicht.h>#include <iostream>using namespace irr;#pragma comment(lib, "Irrlicht.lib")bool key2[irr::KEY_KEY_CODES_COUNT];struct{    s32 X;    s32 Y;    f32 wheel;    bool left;    bool middle;    bool right;}mouse;class MyEventReceiver : public IEventReceiver{public:	MyEventReceiver(scene::ISceneNode* terrain)	{		// store pointer to terrain so we can change its drawing mode		Terrain = terrain;	}	bool OnEvent(SEvent event)	{      bool value = false;      if (event.EventType == irr::EET_KEY_INPUT_EVENT)      {        key2[event.KeyInput.Key] = event.KeyInput.PressedDown;        value = true;      }      if (event.EventType == irr::EET_MOUSE_INPUT_EVENT)      {            switch(event.MouseInput.Event)            {                case EMIE_LMOUSE_PRESSED_DOWN: mouse.left = true; break;                case EMIE_RMOUSE_PRESSED_DOWN: mouse.right = true; break;                case EMIE_MMOUSE_PRESSED_DOWN: mouse.middle = true; break;                case EMIE_LMOUSE_LEFT_UP: mouse.left = false; break;                case EMIE_RMOUSE_LEFT_UP: mouse.right = false; break;                case EMIE_MMOUSE_LEFT_UP: mouse.middle = false; break;                case EMIE_MOUSE_MOVED: mouse.X = event.MouseInput.X; mouse.Y = event.MouseInput.Y; break;                case EMIE_MOUSE_WHEEL: mouse.wheel = mouse.wheel + event.MouseInput.Wheel; break;            }         value = true;      }      //return value;		// check if user presses the key 'W' or 'D'		if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)		{			switch (event.KeyInput.Key)			{			case irr::KEY_KEY_W: // switch wire frame mode				Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe);				Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);				return true;			case irr::KEY_KEY_P: // switch wire frame mode				Terrain->setMaterialFlag(video::EMF_POINTCLOUD, !Terrain->getMaterial(0).PointCloud);				Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);				return true;			case irr::KEY_KEY_D: // toggle detail map				Terrain->setMaterialType(					Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?					video::EMT_DETAIL_MAP : video::EMT_SOLID);				return true;			}		}		return false;	}private:	scene::ISceneNode* Terrain;};/*The start of the main function starts like in most other example. We ask the userfor the desired renderer and start it up.*/int main(){	// let user select driver type	video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;	printf("Please select the driver you want for this example:\n"\		" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\		" (d) Software Renderer\n (e) Burning's Software Renderer\n"\		" (f) NullDevice\n (otherKey) exit\n\n");	char i;	std::cin >> i;	switch(i)	{		case 'a': driverType = video::EDT_DIRECT3D9;break;		case 'b': driverType = video::EDT_DIRECT3D8;break;		case 'c': driverType = video::EDT_OPENGL;   break;		case 'd': driverType = video::EDT_SOFTWARE; break;		case 'e': driverType = video::EDT_BURNINGSVIDEO;break;		case 'f': driverType = video::EDT_NULL;     break;		default: return 1;	}	// create device	IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));	if (device == 0)		return 1; // could not create selected driver.	/*	First, we add standard stuff to the scene: A nice irrlicht engine	logo, a small help text, a user controlled camera, and we disable	the mouse cursor.	*/	video::IVideoDriver* driver = device->getVideoDriver();	scene::ISceneManager* smgr = device->getSceneManager();	gui::IGUIEnvironment* env = device->getGUIEnvironment();	driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);	// add irrlicht logo	env->addImage(driver->getTexture("media\\irrlichtlogo2.png"),		core::position2d<s32>(10,10));	//set other font	env->getSkin()->setFont(env->getFont("media\\fontlucida.png"));	// add some help text	gui::IGUIStaticText* text = env->addStaticText(		L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",		core::rect<s32>(10,440,250,475), true, true, 0, -1, true);	gui::IGUIStaticText* text2 = env->addStaticText(		L"bzzzt",		core::rect<s32>(10,380,450,440), true, true, 0, -1, true);	// dodaje 2 modele    scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("media\\sydney.md2"));    if (anms)	{		scene::ISceneNodeAnimator* anims =			smgr->createFlyStraightAnimator(core::vector3df(1000,1550,600),			core::vector3df(4000,300,1600), 4500, false);        anms->setScale(core::vector3df(5.f, 5.f, 5.f));        anms->addAnimator(anims);        anims->drop();        anms->setMaterialFlag(video::EMF_LIGHTING, false);		anms->setFrameLoop(1, 200);		anms->setAnimationSpeed(10);		anms->setMaterialTexture(0, driver->getTexture("media\\sydney.bmp"));	}    scene::IAnimatedMeshSceneNode*	anms2 = smgr->addAnimatedMeshSceneNode(smgr->getMesh("media\\faerie.md2"));    anms2->setPosition(core::vector3df(3800,1000,7400));    anms2->setScale(core::vector3df(5.f, 5.f, 5.f));    anms2->setMaterialFlag(video::EMF_LIGHTING, false);		anms2->setFrameLoop(1, 10);//		anms2->setAnimationSpeed(10);//		anms->setMD2Animation(scene::EMAT_RUN);		//anms->setRotation(core::vector3df(0,180.0f,0));		anms2->setMaterialTexture(0, driver->getTexture("media\\faerie2.bmp"));	// add camera	scene::ICameraSceneNode* camera =		smgr->addCameraSceneNodeFPS(0,100.0f,1200.f);	camera->setPosition(core::vector3df(1900*2,255*2,3700*2));	camera->setTarget(core::vector3df(2397*2,343*2,2700*2));	camera->setFarValue(12000.0f);	// disable mouse cursor	device->getCursorControl()->setVisible(false);	/*	Here comes the terrain renderer scene node: We add it just like any	other scene node to the scene using ISceneManager::addTerrainSceneNode().	The only parameter we use is a file name to the heightmap we use. A heightmap	is simply a gray scale texture. The terrain renderer loads it and creates	the 3D terrain from it.	To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40).	Because we don't have any dynamic lights in the scene, we switch off the lighting,	and we set the file terrain-texture.jpg as texture for the terrain and	detailmap3.jpg as second texture, called detail map. At last, we set	the scale values for the texture: The first texture will be repeated only one time over	the whole terrain, and the second one (detail map) 20 times.	*/	// add terrain scene node	scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(		"media\\terrain-heightmap.bmp",		0,										// parent node		-1,										// node id		core::vector3df(0.f, 0.f, 0.f),			// position		core::vector3df(0.f, 0.f, 0.f),			// rotation		core::vector3df(40.f, 4.4f, 40.f),		// scale		video::SColor ( 255, 255, 255, 255 ),	// vertexColor,		5,										// maxLOD		scene::ETPS_17,							// patchSize		4										// smoothFactor		);	terrain->setMaterialFlag(video::EMF_LIGHTING, false);	terrain->setMaterialTexture(0, driver->getTexture("media\\terrain-texture.jpg"));	terrain->setMaterialTexture(1, driver->getTexture("media\\detailmap3.jpg"));	terrain->setMaterialType(video::EMT_DETAIL_MAP);	terrain->scaleTexture(1.0f, 20.0f);	//terrain->setDebugDataVisible ( true );	/*	To be able to do collision with the terrain, we create a triangle selector.	If you want to know what triangle selectors do, just take a look into the	collision tutorial. The terrain triangle selector works together with the	terrain. To demonstrate this, we create a collision response animator	and attach it to the camera, so that the camera will not be able to fly	through the terrain.	*/	// create triangle selector for the terrain	scene::ITriangleSelector* selector		= smgr->createTerrainTriangleSelector(terrain, 0);	terrain->setTriangleSelector(selector);	selector->drop();	scene::ITriangleSelector* selector2		= smgr->createTriangleSelectorFromBoundingBox(anms);   //createTerrainTriangleSelector(terrain, 0);    anms->setTriangleSelector(selector2);    selector2->drop();	// create collision response animator and attach it to the camera	scene::ISceneNodeAnimator* animcam = smgr->createCollisionResponseAnimator(		selector, camera, core::vector3df(60,100,60),		core::vector3df(0,0,0),		core::vector3df(0,50,0));	camera->addAnimator(animcam);	animcam->drop();		scene::ISceneNodeAnimator* animcam2 = smgr->createCollisionResponseAnimator(		selector2, camera, core::vector3df(60,100,60),		core::vector3df(0,0,0),		core::vector3df(0,50,0));	camera->addAnimator(animcam2);	animcam2->drop();	scene::ISceneNodeAnimator* anim2 = smgr->createCollisionResponseAnimator(	selector, anms, core::vector3df(60,100,60),	core::vector3df(0,0,0),	core::vector3df(0,50,0));	anms->addAnimator(anim2);	anim2->drop();	scene::ISceneNodeAnimator* anim3 = smgr->createCollisionResponseAnimator(        selector, anms2, core::vector3df(60,100,60),        core::vector3df(0,-3,0),        core::vector3df(0,50,0));	anms2->addAnimator(anim3);	anim3->drop();		scene::ISceneNodeAnimator* anim4 = smgr->createCollisionResponseAnimator(        selector2, anms2, core::vector3df(60,100,60),        core::vector3df(0,0,0),        core::vector3df(0,50,0));	anms2->addAnimator(anim4);	anim4->drop();	/*	To make the user be able to switch between normal and wireframe mode, we create	an instance of the event reciever from above and let Irrlicht know about it. In	addition, we add the skybox which we already used in lots of Irrlicht examples.	*/	// create event receiver	MyEventReceiver receiver(terrain);	device->setEventReceiver(&receiver);   	// create skybox	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);	smgr->addSkyBoxSceneNode(		driver->getTexture("media\\irrlicht2_up.jpg"),		driver->getTexture("media\\irrlicht2_dn.jpg"),		driver->getTexture("media\\irrlicht2_lf.jpg"),		driver->getTexture("media\\irrlicht2_rt.jpg"),		driver->getTexture("media\\irrlicht2_ft.jpg"),		driver->getTexture("media\\irrlicht2_bk.jpg"));	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);	/*	That's it, draw everything. Now you know how to use terrain in Irrlicht.	*/	int lastFPS = -1;    bool testx;    float speed = 4.0f;    float obl = .2f;	while(device->run())	if (device->isWindowActive())	{		driver->beginScene(true, true, 0 );		smgr->drawAll();		env->drawAll();		driver->endScene();		if (testx == true)                    {    text->setText(L"JEDEN");}                    else {text->setText(L"ZERO");}		// display frames per second in window title		if (key2[KEY_KEY_Y] == true)				{                    core::vector3df v = anms2->getPosition();                    core::vector3df y = anms2->getRotation();                    v.Z = v.Z - (sin(y.Y * 3.14/180))*speed;					v.X = v.X + (cos(y.Y * 3.14/180))*speed;                    if (testx == false) {anms2->setMD2Animation(scene::EMAT_RUN);}                    testx = true;					anms2->setPosition(v);				}		if (key2[KEY_KEY_H] == true)				{                    core::vector3df v = anms2->getPosition();                    core::vector3df y = anms2->getRotation();					v.Z = v.Z + (sin(y.Y * 3.14/180))*speed/2;					v.X = v.X - (cos(y.Y * 3.14/180))*speed/2;					if (testx == false) {anms2->setMD2Animation(scene::EMAT_RUN);}                    testx = true;					anms2->setPosition(v);				}        if (key2[KEY_KEY_H] == false && key2[KEY_KEY_Y] == false)            {           	    if (testx == true)                {                    anms2->setMD2Animation(scene::EMAT_STAND);                }                testx = false;            }		if (key2[KEY_KEY_G] == true)				{                    core::vector3df v = anms2->getRotation();					v.Y += -0.5;					anms2->setRotation(v);				}		if (key2[KEY_KEY_J] == true)				{                    core::vector3df v = anms2->getRotation();					v.Y += 0.5;					anms2->setRotation(v);				}        if (mouse.left == true)        {            core::vector3df v = anms2->getRotation();            core::vector3df y = anms2->getPosition();            core::stringw str2 = v.Y;            str2 += "\n";            str2 += "sin: ";            str2 += sin(v.Y * 3.14/180);            str2 += " X";            obl = y.Z + (sin(v.Y * 3.14/180)*speed);            str2 += obl;            str2 += " Y";            obl = y.X + (cos(v.Y * 3.14/180)*speed);            str2 += obl;            str2 += "\ncos: ";            str2 += cos(v.Y * 3.14/180);            str2 += " X";            str2 += y.X;            str2 += " Y";            str2 +=	y.Z;            str2 += " ";            text2->setText(str2.c_str());        }        if (mouse.right == true)        {            anms2->setRotation(core::vector3df(0,0,0));        }		int fps = driver->getFPS();		if (lastFPS != fps)		{			core::stringw str = L"Terrain Renderer - Irrlicht Engine [";			str += driver->getName();			str += "] FPS:";			str += fps;			// Also print terrain height of current camera position			// We can use camera position because terrain is located at coordinate origin			str += " Height: ";			str += terrain->getHeight(camera->getAbsolutePosition().X, camera->getAbsolutePosition().Z);			device->setWindowCaption(str.c_str());			lastFPS = fps;		}	}	device->drop();	return 0;}