Example #1
0
        public void run()
        {
            /* At first, we let the user select the driver type,
             * then start up the engine, set a caption, and get a
             * pointer to the video driver.
             */

            // ask user for driver
            DriverType driverType;

            // Ask user to select driver:
            StringBuilder sb = new StringBuilder();

            sb.Append("Please select the driver you want for this example:\n");
            sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
            sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer");
            sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");

            // Get the user's input:
            TextReader tIn  = Console.In;
            TextWriter tOut = Console.Out;

            tOut.Write(sb.ToString());
            string input = tIn.ReadLine();

            // Select device based on user's input:
            switch (input)
            {
            case "a":
                driverType = DriverType.DIRECT3D9;
                break;

            case "b":
                driverType = DriverType.DIRECT3D8;
                break;

            case "c":
                driverType = DriverType.OPENGL;
                break;

            case "d":
                driverType = DriverType.SOFTWARE;
                break;

            case "e":
                driverType = DriverType.SOFTWARE2;
                break;

            case "f":
                driverType = DriverType.NULL_DRIVER;
                break;

            default:
                return;
            }

            // Create device and exit if creation fails:
            device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, true, true);

            if (device == null)
            {
                tOut.Write("Device creation failed.");
                return;
            }

            /*
             * Get a pointer to the video driver and the SceneManager so that
             * we do not always have to write device->getVideoDriver() and
             * device->getSceneManager().
             */

            ISceneManager smgr   = device.SceneManager;
            IVideoDriver  driver = device.VideoDriver;

            device.FileSystem.AddZipFileArchive(path + "map-20kdm2.pk3");

            IAnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp");
            ISceneNode    q3node      = null;

            if (q3levelmesh != null)
            {
                q3node = smgr.AddOctTreeSceneNode(q3levelmesh.GetMesh(0), null, 0);
            }

            /*So far so good, we've loaded the quake 3 level like in tutorial 2.
            *  Now, here comes something different: We create a triangle selector. A
            *  triangle selector is a class which can fetch the triangles from scene
            *  nodes for doing different things with them, for example collision
            *  detection. There are different triangle selectors, and all can be
            *  created with the ISceneManager. In this example, we create an
            *  OctTreeTriangleSelector, which optimizes the triangle output a little
            *  bit by reducing it like an octree. This is very useful for huge meshes
            *  like quake 3 levels.
            *  After we created the triangle selector, we attach it to the q3node.
            *  This is not necessary, but in this way, we do not need to care for the
            *  selector, for example dropping it after we do not need it anymore.*/

            ITriangleSelector selector = null;

            if (q3node != null)
            {
                q3node.Position = new Vector3D(-1370, -130, -1400);
                selector        = smgr.CreateOctTreeTriangleSelector(
                    q3levelmesh.GetMesh(0), q3node, 128);
                // not implemented but not necessary
                //q3node.TriangleSelector=selector;
            }

            /*We add a first person shooter camera to the scene for being able to move in
             * the quake 3 level like in tutorial 2. But this, time, we add a special
             * animator to the camera: A Collision Response animator. This thing modifies
             * the scene node to which it is attached to in that way, that it may no
             * more move through walls and is affected by gravity. The only thing we have
             * to tell the animator is how the world looks like, how big the scene node is,
             * how gravity and so on. After the collision response animator is attached to
             * the camera, we do not have to do anything more for collision detection,
             * anything is done automaticly, all other collision detection code below is
             * for picking. And please note another cool feature: The collsion response
             * animator can be attached also to all other scene nodes, not only to cameras.
             * And it can be mixed with other scene node animators. In this way, collision
             * detection and response in the Irrlicht engine is really, really easy.
             * Now we'll take a closer look on the parameters of
             * createCollisionResponseAnimator(). The first parameter is the TriangleSelector,
             * which specifies how the world, against collision detection is done looks like.
             * The second parameter is the scene node, which is the object, which is affected
             * by collision detection, in our case it is the camera. The third defines how big
             * the object is, it is the radius of an ellipsoid. Try it out and change the radius
             * to smaller values, the camera will be able to move closer to walls after this.
             * The next parameter is the direction and speed of gravity. You could set it to
             * (0,0,0) to disable gravity. And the last value is just a translation: Without
             * this, the ellipsoid with which collision detection is done would be around
             * the camera, and the camera would be in the middle of the ellipsoid. But as
             * human beings, we are used to have our eyes on top of the body, with which
             * we collide with our world, not in the middle of it. So we place the scene
             * node 50 units over the center of the ellipsoid with this parameter. And
             * that's it, collision detection works now.
             */
            ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100, 300, 0);

            camera.Position = new Vector3D(-100, 50, -150);
            ISceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator(
                selector, camera, new Vector3D(30, 50, 30),
                new Vector3D(0, -3, 0), new Vector3D(0, 50, 0), 0);

            camera.AddAnimator(anim);

            /*Because collision detection is no big deal in irrlicht, I'll describe how
             * to do two different types of picking in the next section. But before this,
             * I'll prepare the scene a little. I need three animated characters which we
             * could pick later, a dynamic light for lighting them, a billboard for drawing
             * where we found an intersection, and, yes, I need to get rid of this mouse
             * cursor. :)*/
            //disable mouse cursor
            device.CursorControl.Visible = false;

            // add billboard
            IBillboardSceneNode bill = smgr.AddBillboardSceneNode(
                null, new Dimension2Df(20, 20), new Vector3D(), 0);

            bill.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
            bill.SetMaterialTexture(0, driver.GetTexture(
                                        path + "particle.bmp"));
            bill.SetMaterialFlag(MaterialFlag.LIGHTING, false);
            bill.SetMaterialFlag(MaterialFlag.ZBUFFER, false);
            Material material = new Material();

            material.Texture1 = driver.GetTexture(
                path + "faerie2.bmp");
            material.Lighting = true;

            IAnimatedMeshSceneNode node   = null;
            IAnimatedMesh          faerie = smgr.GetMesh(
                path + "faerie.md2");

            if (faerie != null)
            {
                node          = smgr.AddAnimatedMeshSceneNode(faerie, null, 0);
                node.Position = new Vector3D(-70, 0, -90);
                node.SetMD2Animation(MD2AnimationType.RUN);
                node.SetMaterial(0, material);

                node          = smgr.AddAnimatedMeshSceneNode(faerie, null, 0);
                node.Position = new Vector3D(-70, 0, -30);
                node.SetMD2Animation(MD2AnimationType.SALUTE);
                node.SetMaterial(0, material);

                node          = smgr.AddAnimatedMeshSceneNode(faerie, null, 0);
                node.Position = new Vector3D(-70, 0, -60);
                node.SetMD2Animation(MD2AnimationType.JUMP);
                node.SetMaterial(0, material);
            }

            material.Texture1 = null;
            material.Lighting = false;

            //Add a light
            smgr.AddLightSceneNode(null, new Vector3D(-60, 100, 400),
                                   new Colorf(1.0f, 1.0f, 1.0f, 1.0f), 600, 0);

            /*For not making it too complicated, I'm doing picking inside the drawing
             * loop. We take two pointers for storing the current and the last selected
             * scene node and start the loop.*/
            ISceneNode selectedSceneNode     = null;
            ISceneNode lastSelectedSceneNode = null;

            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
                    device.SceneManager.DrawAll();

                    /*After we've drawn the whole scene whit smgr->drawAll(), we'll do the
                     * first picking: We want to know which triangle of the world we are
                     * looking at. In addition, we want the exact point of the quake 3
                     * level we are looking at. For this, we create a 3d line starting at
                     * the position of the camera and going through the lookAt-target of it.
                     * Then we ask the collision manager if this line collides with a
                     * triangle of the world stored in the triangle selector. If yes, we draw
                     * the 3d triangle and set the position of the billboard to the intersection
                     * point.*/
                    Line3D line = new Line3D();
                    line.start = camera.Position;
                    line.end   = line.start +
                                 (camera.Target - line.start).Normalize() * 1000;
                    Vector3D   intersection;
                    Triangle3D tri;
                    if (smgr.SceneCollisionManager.GetCollisionPoint(
                            line, selector, out intersection, out tri))
                    {
                        bill.Position = intersection;

                        driver.SetTransform(TransformationState.WORLD, new Matrix4());
                        driver.SetMaterial(material);
                        driver.Draw3DTriangle(tri, new Color(0, 255, 0, 0));
                    }

                    /*Another type of picking supported by the Irrlicht Engine is scene node
                     * picking based on bouding boxes. Every scene node has got a bounding box,
                     * and because of that, it's very fast for example to get the scene node
                     * which the camera looks at. Again, we ask the collision manager for this,
                     * and if we've got a scene node, we highlight it by disabling Lighting in
                     * its material, if it is not the billboard or the quake 3 level.*/
                    selectedSceneNode = smgr.SceneCollisionManager.
                                        GetSceneNodeFromCameraBB(camera, 0);

                    if (lastSelectedSceneNode != null)
                    {
                        lastSelectedSceneNode.SetMaterialFlag(
                            MaterialFlag.LIGHTING, true);
                    }

                    if (selectedSceneNode == q3node ||
                        selectedSceneNode == bill)
                    {
                        selectedSceneNode = null;
                    }

                    if (selectedSceneNode != null)
                    {
                        selectedSceneNode.SetMaterialFlag(
                            MaterialFlag.LIGHTING, false);
                    }
                    lastSelectedSceneNode = selectedSceneNode;

                    /*That's it, we just have to finish drawing.*/

                    driver.EndScene();

                    int fps = device.VideoDriver.FPS;
                    if (lastFPS != fps)
                    {
                        device.WindowCaption = "Irrlicht Engine - Quake 3 Map example [" +
                                               device.VideoDriver.Name + "] FPS:" + fps.ToString();
                        lastFPS = fps;
                    }
                }
            }

            /*
             * In the end, delete the Irrlicht device.
             */
            // Instead of device->drop, we'll use:
            GC.Collect();
        }
Example #2
0
        public void run()
        {
            /* At first, we let the user select the driver type,
             * then start up the engine, set a caption, and get a
             * pointer to the video driver.
             */

            // ask user for driver
            DriverType driverType;

            // Ask user to select driver:
            StringBuilder sb = new StringBuilder();

            sb.Append("Please select the driver you want for this example:\n");
            sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
            sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer");
            sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");

            // Get the user's input:
            TextReader tIn     = Console.In;
            TextWriter tOut    = Console.Out;
            string     input   = string.Empty;
            bool       shadows = false;

            tOut.Write("Do you want to use realtime shadows? (y/n)");
            input = tIn.ReadLine();
            if (input == "y")
            {
                shadows = true;
            }
            tOut.Write(sb.ToString());
            input = tIn.ReadLine();

            // Select device based on user's input:
            switch (input)
            {
            case "a":
                driverType = DriverType.DIRECT3D9;
                break;

            case "b":
                driverType = DriverType.DIRECT3D8;
                break;

            case "c":
                driverType = DriverType.OPENGL;
                break;

            case "d":
                driverType = DriverType.SOFTWARE;
                break;

            case "e":
                driverType = DriverType.SOFTWARE2;
                break;

            case "f":
                driverType = DriverType.NULL_DRIVER;
                break;

            default:
                return;
            }

            /* We start like in some tutorials before. Please note that this time, the
             * 'shadows' flag in createDevice() is set to true, for we want to have a
             * dynamic shadow casted from an animated character. If your this example
             * runs to slow, set it to false. The Irrlicht Engine checks if your hardware
             * doesn't support the stencil buffer, and disables shadows by itself, but
             * just in case the demo runs slow on your hardware.*/
            /*
             * From the unmanaged API documentation:
             * stencilbuffer:
             * Specifies if the stencil buffer should be enabled.
             * Set this to true, if you want the engine be able to draw stencil buffer shadows.
             * Note that not all devices are able to use the stencil buffer.
             * If they don't no shadows will be drawn.
             */
            device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, shadows, true);
            if (device == null)
            {
                tOut.Write("Device creation failed.");
                return;
            }

            ISceneManager smgr   = device.SceneManager;
            IVideoDriver  driver = device.VideoDriver;

            /* For our environment, we load a .3ds file. It is a small room I modelled with
             * Anim8or and exported it into the 3ds format because the Irrlicht Engine did
             * not support the .an8 format when I wrote this tutorial. I am a very bad 3d
             * graphic artist, and so the texture mapping is not very nice in this model.
             * Luckily I am a better programmer than artist, and so the Irrlicht Engine is
             * able to create a cool texture mapping for me: Just use the mesh manipulator
             * and create a planar texture mapping for the mesh. If you want to see the
             * mapping I made with Anim8or, uncomment this line. I also did not figure out
             * how to set the material right in Anim8or, it has an emissive light color
             * which I don't really like. I'll switch it off too with this code.*/
            IAnimatedMesh mesh = smgr.GetMesh(
                path + "room.3ds");

            smgr.MeshManipulator.MakePlanarTextureMapping(
                mesh.GetMesh(0), 0.008f);

            ISceneNode node = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);

            node.SetMaterialTexture(
                0, driver.GetTexture(path + "wall.jpg"));
            node.GetMaterial(0).EmissiveColor.Set(0, 0, 0, 0);

            //       Add a shadow to the room if it is not dark enough

            /* The result is interesting but not exactly what I was expecting!
             * Try for yourself... I think this could be a little problem in the
             * Irrlicht.NET wrapper but I promise I will investigate further to see
             * if I can make it work as intended
             * Forum Article (http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=10584)
             */
            //          IAnimatedMeshSceneNode xnode = (IAnimatedMeshSceneNode)node;
            //          xnode.AddShadowVolumeSceneNode();
            //

            /*Now, for the first special effect: Animated water. It works like this: The
             * WaterSurfaceSceneNode takes a mesh as input and makes it wave like a water
             * surface. And if we let this scene node use a nice material like the
             * MT_REFLECTION_2_LAYER, it looks really cool. We are doing this with the
             * next few lines of code. As input mesh, we create a hill plane mesh, without
             * hills. But any other mesh could be used for this, you could even use the
             * room.3ds (which would look really strange) if you wanted to.*/
            mesh = smgr.AddHillPlaneMesh("myHill",
                                         new Dimension2Df(20, 20),
                                         new Dimension2D(40, 40), new Material(), 0,
                                         new Dimension2Df(0, 0),
                                         new Dimension2Df(10, 10));

            node          = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f, null, 0);
            node.Position = new Vector3D(0, 7, 0);

            node.SetMaterialTexture(0, driver.GetTexture(path + "water.jpg"));
            node.SetMaterialTexture(1, driver.GetTexture(path + "stones.jpg"));

            node.SetMaterialType(MaterialType.REFLECTION_2_LAYER);

            /*The second special effect is very basic, I bet you saw it already in some
             * Irrlicht Engine demos: A transparent billboard combined with a dynamic light.
             * We simply create a light scene node, let it fly around, an to make it look
             * more cool, we attach a billboard scene node to it.*/
            // create light

            node = smgr.AddLightSceneNode(null, new Vector3D(0, 0, 0),
                                          new Colorf(1.0f, 0.6f, 0.7f, 1.0f), 600.0f, 0);
            ISceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3D(0, 150, 0), 250.0f, 0.0005f);

            node.AddAnimator(anim);

            // attach billboard to light
            node = smgr.AddBillboardSceneNode(node, new Dimension2Df(50, 50), new Vector3D(), 0);
            node.SetMaterialFlag(MaterialFlag.LIGHTING, false);
            node.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
            node.SetMaterialTexture(0,
                                    driver.GetTexture(path + "particlewhite.bmp"));

            /* The next special effect is a lot more interesting: A particle system. The
             * particle system in the Irrlicht Engine is quit modular and extensible and
             * yet easy to use. There is a particle system scene node into which you can
             * put particle emitters, which make particles come out of nothing. These
             * emitters are quite flexible and usually have lots of parameters like
             * direction, amount and color of the particles they should create.
             * There are different emitters, for example a point emitter which lets
             * particles pop out at a fixed point. If the particle emitters available
             * in the engine are not enough for you, you can easily create your own ones,
             * you'll simply have to create a class derived from the IParticleEmitter
             * interface and attach it to the particle system using setEmitter().
             * In this example we create a box particle emitter, which creates particles
             * randomly inside a box. The parameters define the box, direction of the
             * articles, minimal and maximal new particles per second, color and minimal
             * and maximal livetime of the particles. Because only with emitters particle
             * system would be a little bit boring, there are particle affectors, which
             * modify particles during they fly around. They can be added to the particle
             * system, simulating additional effects like gravity or wind. The particle
             * affector we use in this example is an affector, which modifies the color
             * of the particles: It lets them fade out. Like the particle emitters,
             * additional particle affectors can also be implemented by you, simply derive
             * a class from IParticleAffector and add it with addAffector(). After we set
             * a nice material to the particle system, we have a cool looking camp fire.
             * By adjusting material, texture, particle emitter and affector parameters,
             * it is also easily possible to create smoke, rain, explosions, snow, and
             * so on.*/
            IParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(
                false, null, 0, new Vector3D(-70, 60, 40), new Vector3D(), new Vector3D(2, 2, 2));

            ps.ParticleSize = new Dimension2Df(20, 10);

            IParticleEmitter em = ps.CreateBoxEmitter(
                new Box3D(-7, 0, -7, 7, 1, 7), new Vector3D(0.0f, 0.03f, 0.0f),
                80, 100,
                new Color(0, 255, 255, 255), new Color(0, 255, 255, 255),
                800, 2000, 0);

            ps.SetEmitter(em);

            IParticleAffector paf =
                ps.CreateFadeOutParticleAffector(new Color(), 1500);

            ps.AddAffector(paf);

            ps.SetMaterialFlag(MaterialFlag.LIGHTING, false);
            ps.SetMaterialTexture(0,
                                  driver.GetTexture(path + "particle.bmp"));
            ps.SetMaterialType(MaterialType.TRANSPARENT_VERTEX_ALPHA);

            /*As our last special effect, we want a dynamic shadow be casted from an animated
             * character. For this we load a quake 2 .md2 model and place it into our world.
             * For creating the shadow, we simply need to call addShadowVolumeSceneNode(). The
             * color of shadows is only adjustable globally for all shadows, by calling
             * ISceneManager::setShadowColor(). Voila, here is our dynamic shadow. Because
             * the character is a little bit too small for this scene, we make it bigger
             * using setScale(). And because the character is lighted by a dynamic light,
             * we need to normalize the normals to make the lighting on it correct. This
             * is always necessary if the scale of a dynamic lighted model is not (1,1,1).
             * Otherwise it would get too dark or too bright because the normals will be
             * scaled too.*/
            mesh = smgr.GetMesh(path + "faerie.md2");
            IAnimatedMeshSceneNode anode = smgr.AddAnimatedMeshSceneNode(mesh, null, 0);

            anode.Position = new Vector3D(-50, 45, -60);
            anode.SetMD2Animation(MD2AnimationType.STAND);
            anode.SetMaterialTexture(0,
                                     driver.GetTexture(path + "Faerie5.BMP"));

            // add shadow
            anode.AddShadowVolumeSceneNode();
            smgr.ShadowColor = new Color(220, 0, 0, 0);

            // make the model a little bit bigger and normalize its normals
            // because of this for correct lighting
            anode.Scale = new Vector3D(2, 2, 2);
            anode.SetMaterialFlag(MaterialFlag.NORMALIZE_NORMALS, true);

            /*Finally we simply have to draw everything, that's all.*/
            ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS();

            camera.Position = new Vector3D(-50, 50, -150);
            // Remove the mouse cursor:
            device.CursorControl.Visible = false;
            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
                    device.SceneManager.DrawAll();
                    device.VideoDriver.EndScene();

                    int fps = device.VideoDriver.FPS;
                    if (lastFPS != fps)
                    {
                        device.WindowCaption = "Irrlicht Engine - SpecialFX tutorial [" +
                                               device.VideoDriver.Name + "] FPS:" + fps.ToString();
                        lastFPS = fps;
                    }
                }
            }

            /*
             * In the end, delete the Irrlicht device.
             */
            // Instead of device->drop, we'll use:
            GC.Collect();
        }