CollisionShape bulletGetCollisionShape(Shape shape, SceneNode node) { switch (shape) { case Shape.Box: { return(new BoxShape(node.BoundingBox.Extent.X / 2)); } case Shape.Shpere: { return(new SphereShape(node.BoundingBox.Extent.X / 2)); } case Shape.Mesh: { MeshSceneNode meshNode = node as MeshSceneNode; if (meshNode == null) { throw new ArgumentException(); } TriangleMesh triangleMesh = new TriangleMesh(); for (int i = 0; i < meshNode.Mesh.MeshBufferCount; i++) { MeshBuffer b = meshNode.Mesh.GetMeshBuffer(i); ushort[] inds = b.Indices as ushort[]; Vertex3DTTCoords[] verts = b.Vertices as Vertex3DTTCoords[]; if (inds == null || verts == null) { throw new ArgumentException(); } for (int j = 0; j < inds.Length; j += 3) { Vector3Df v0 = verts[inds[j + 0]].Position; Vector3Df v1 = verts[inds[j + 1]].Position; Vector3Df v2 = verts[inds[j + 2]].Position; triangleMesh.AddTriangle( new Vector3(v0.X, v0.Y, v0.Z), new Vector3(v1.X, v1.Y, v1.Z), new Vector3(v2.X, v2.Y, v2.Z)); } } return(new BvhTriangleMeshShape(triangleMesh, false)); } default: throw new ArgumentException(); } }
public void Initialize() { Camera cam = Engine.Instance.SceneManager.AddCamera(new vector3df(0, 5, -10), new vector3df(0, 0, 0), new vector3df(0, 1, 0), 0.5f, 2400.0f, (float)Math.PI / 4.0f); Engine.Instance.ManualMeshServices.AddGridMesh("$grid10", 10, 1, new SColor(128, 128, 128)); gridSceneNode = Engine.Instance.SceneManager.AddMeshSceneNode("$grid10", null); coordSceneNode = Engine.Instance.SceneManager.AddCoordSceneNode(); coordSceneNode.SetPosition2D(E_POSITION_2D.EP2D_BOTTOMLEFT, 18); coordSceneNode.SetAxisText("x", "y", "z"); }
static void Main() { device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(800, 600)); device.SetWindowCaption("Sphere Camera - Irrlicht Engine"); driver = device.VideoDriver; scene = device.SceneManager; sphere = scene.AddSphereSceneNode(5, 100); sphere.SetMaterialTexture(0, driver.GetTexture("../../media/earth.jpg")); sphere.TriangleSelector = scene.CreateTriangleSelector(sphere.Mesh, sphere); sphere.TriangleSelector.Drop(); scene.AmbientLight = new Colorf(0.2f, 0.2f, 0.2f); LightSceneNode light = scene.AddLightSceneNode(); light.Position = new Vector3Df(-10, 10, -10); camera = new SphereCamera(device, new Vector3Df(0), 8, 20, 10, 0, 0); camera.Inclination = 200; path = new SpherePath(5.4f); GUIFont font = device.GUIEnvironment.BuiltInFont; device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.PostEvent(new Event('r', KeyCode.KeyR, true)); // pretend user pressed [R] while (device.Run()) { driver.BeginScene(); scene.DrawAll(); path.Draw(driver); font.Draw("Press [Arrows], [LMB] and [Mouse Scroll] to change view", 10, 10, Color.SolidYellow); font.Draw("Press [RMB] on Earth to place new path point", 10, 20, Color.SolidYellow); font.Draw("Press [R] to reload path data from file", 10, 30, Color.SolidYellow); font.Draw("Press [C] to clean up", 10, 40, Color.SolidYellow); font.Draw(driver.FPS.ToString() + " fps", 10, driver.ScreenSize.Height - 40, Color.SolidYellow); font.Draw(path.PointCount.ToString() + " point(s)", 10, driver.ScreenSize.Height - 30, Color.SolidYellow); font.Draw(camera.ToString(), 10, driver.ScreenSize.Height - 20, Color.SolidYellow); driver.EndScene(); device.Yield(); } path.Drop(); device.Drop(); }
static bool device_OnEvent(Event evnt) { if (evnt.Type == EventType.Key && evnt.Key.PressedDown) { switch (evnt.Key.Key) { case KeyCode.Space: simPaused = !simPaused; return(true); case KeyCode.KeyT: useTrails = !useTrails; return(true); } } if (evnt.Type == EventType.Mouse) { if (evnt.Mouse.IsLeftPressed()) { if (!mouseCanShoot) { return(true); } MeshSceneNode n = device.SceneManager.AddSphereSceneNode(sphereRadius); n.SetMaterialTexture(0, device.VideoDriver.GetTexture("../../media/wall.bmp")); n.SetMaterialFlag(MaterialFlag.Lighting, false); Vector3Df v = (device.SceneManager.ActiveCamera.Target - device.SceneManager.ActiveCamera.Position).Normalize(); n.Position = device.SceneManager.ActiveCamera.Position + v * 100; if (useTrails) { particles.Add(n, device.Timer.Time); } physics.AddShape(Physics.Shape.Shpere, n, sphereMass, false, v * cubeMass * 10000); mouseCanShoot = false; return(true); } else { mouseCanShoot = true; } } return(false); }
static void Main(string[] args) { device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(800, 600)); device.SetWindowCaption("Sphere Camera - Irrlicht Engine"); driver = device.VideoDriver; scene = device.SceneManager; sphere = scene.AddSphereSceneNode(5, 100); sphere.SetMaterialTexture(0, driver.GetTexture("../../media/earth.jpg")); sphere.TriangleSelector = scene.CreateTriangleSelector(sphere.Mesh, sphere); sphere.TriangleSelector.Drop(); scene.AmbientLight = new Colorf(0.2f, 0.2f, 0.2f); LightSceneNode light = scene.AddLightSceneNode(); light.Position = new Vector3Df(-10, 10, -10); camera = new SphereCamera(device, new Vector3Df(0), 8, 20, 10, 0, 0); camera.Inclination = 200; path = new SpherePath(5.4f); GUIFont font = device.GUIEnvironment.BuiltInFont; device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.PostEvent(new Event('r', KeyCode.KeyR, true)); // pretend user pressed [R] while (device.Run()) { driver.BeginScene(); scene.DrawAll(); path.Draw(driver); font.Draw("Press [Arrows], [LMB] and [Mouse Scroll] to change view", 10, 10, Color.OpaqueYellow); font.Draw("Press [RMB] on Earth to place new path point", 10, 20, Color.OpaqueYellow); font.Draw("Press [R] to reload path data from file", 10, 30, Color.OpaqueYellow); font.Draw("Press [C] to clean up", 10, 40, Color.OpaqueYellow); font.Draw(driver.FPS.ToString() + " fps", 10, driver.ScreenSize.Height - 40, Color.OpaqueYellow); font.Draw(path.PointCount.ToString() + " point(s)", 10, driver.ScreenSize.Height - 30, Color.OpaqueYellow); font.Draw(camera.ToString(), 10, driver.ScreenSize.Height - 20, Color.OpaqueYellow); driver.EndScene(); } path.Drop(); device.Drop(); }
static void Main(string[] args) { device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(1024, 600)); device.SetWindowCaption("LightningShots - Irrlicht Engine"); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); AnimatedMesh mesh = smgr.GetMesh("20kdm2.bsp"); MeshSceneNode node = smgr.AddMeshSceneNode(mesh.GetMesh(0)); node.Position = new Vector3Df(-1300, -144, -1249); node.SetMaterialType(MaterialType.LightMapLightingM4); node.SetMaterialFlag(MaterialFlag.Lighting, true); node.TriangleSelector = smgr.CreateTriangleSelector(node.Mesh, node); node.TriangleSelector.Drop(); smgr.AmbientLight = new Colorf(0.15f, 0.14f, 0.13f); CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(); lightningShot = new LightningShot(smgr, node.TriangleSelector); device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.CursorControl.Visible = false; while (device.Run()) { driver.BeginScene(true, true, new Color(100, 80, 75)); smgr.DrawAll(); lightningShot.Draw(device.Timer.Time); GUIFont f = device.GUIEnvironment.BuiltInFont; f.Draw("Use [LMB] to shoot", 10, 10, Color.OpaqueYellow); f.Draw("Total lightnings: " + lightningShot.TotalLightnings, 10, 20, Color.OpaqueWhite); f.Draw("Total shots: " + lightningShot.TotalShots, 10, 30, Color.OpaqueWhite); f.Draw(driver.FPS + " fps", 10, 40, Color.OpaqueWhite); driver.EndScene(); } lightningShot.Drop(); device.Drop(); }
static void openFolder(string newFolder) { textureManager.Stop(); textureManager.Start(TextureManagerThreadCount); textureManager.EnqueueUnloadingOfAllLoadedTextures(); animationManager.Clear(); previewPlateInfo.Clear(); irr.GUI.RootElement.GetElementFromID(CurrentFolderStaticTextId).Text = newFolder; SceneNode p = irr.Scene.GetSceneNodeFromID(PreviewRootNodeId); p.RemoveChildren(); int r = 10; float x = 0, z = 0; Mesh m = irr.Scene.MeshCache.GetMesh(PreviewPlateMeshName); string[] f = Directory.GetFiles(newFolder, "*.*", SearchOption.TopDirectoryOnly); for (int i = 0; i < f.Length; i++) { x += PreviewPlateSize * 1.1f; if ((i % r) == 0) { x = 0; z += PreviewPlateSize * 1.1f; } MeshSceneNode n = irr.Scene.AddMeshSceneNode(m, p, i | PreviewPlateNodeIdFlag); n.SetMaterialFlag(MaterialFlag.Lighting, false); n.Position = new Vector3Df(x, 1000, z); textureManager.LoadTexture(n, f[i], PreviewTextureSize); TriangleSelector s = irr.Scene.CreateTriangleSelector(n.Mesh, n); n.TriangleSelector = s; s.Drop(); previewPlateInfo.Add(n.ID, Path.GetFileName(f[i])); } irr.Scene.ActiveCamera.Position = new Vector3Df(PreviewPlateSize * (r - 1) * 1.1f / 2, 6 * PreviewPlateSize, 0); irr.Scene.ActiveCamera.Target = new Vector3Df(irr.Scene.ActiveCamera.Position.X, 0, PreviewPlateSize * 5); maxScrollPosition = (f.Length / r) * PreviewPlateSize * 1.1f; tasksAddedToTextureManager = textureManager.GetCommandQueueLength(); }
public void Initialize() { Engine.Instance.ManualMeshServices.AddGridMesh("$grid20", 20, 1, new SColor(128, 128, 128)); gridSceneNode = Engine.Instance.SceneManager.AddMeshSceneNode("$grid20", null); coordSceneNode = Engine.Instance.SceneManager.AddCoordSceneNode(); coordSceneNode.SetPosition2D(E_POSITION_2D.EP2D_BOTTOMLEFT, 18); coordSceneNode.SetAxisText("x", "y", "z"); lightCoordSceneNode = Engine.Instance.SceneManager.AddCoordSceneNode(); lightCoordSceneNode.Visible = false; lightCoordSceneNode.SetPosition2D(E_POSITION_2D.EP2D_TOPCENTER, 18); lightCoordSceneNode.SetAxisVisible(false, false, true); lightCoordSceneNode.SetAxisColor(new SColor(), new SColor(), new SColor(255, 255, 255)); lightCoordSceneNode.SetAxisText("", "", "light"); lightCoordSceneNode.SetAxisDir(E_AXIS.ESA_Z, Engine.Instance.SceneEnvironment.LightDir); }
public void deformCyl(MeshSceneNode t, Vector3Df position, Vector3Df direction, Triangle3Df triangle) { //get the closest vector to this point //USE BRUTE FORCE FOR RIGHT NOW Vertex3D[] v = (Vertex3D[])t.Mesh.MeshBuffers[0].Vertices; TriangleSelector tri = device.SceneManager.CreateTriangleSelector(t.Mesh, t); t.TriangleSelector = tri; tri.Drop(); int size = t.Mesh.MeshBuffers[0].VertexCount; int min = 0; float minDist = v[0].Position.GetDistanceFromSQ(position); for (int i = 1; i < size; i++) { //nsole.WriteLine(v[i].Position.SphericalCoordinateAngles.X); //query verts float currDist = v[i].Position.GetDistanceFromSQ(position); // float currDist = v[i].TCoords - position; if (currDist < minDist) { min = i; minDist = currDist; } } //int radius = 2; //for (; radius > 0; radius--) //{// this should give a staircase like effect //v[min - radius].Position = new Vector3Df(v[min - radius].Position + v[min - radius].Normal * direction); if ((v[min].Position.X * v[min].Position.X + v[min].Position.Z * v[min].Position.Z) > 100 || direction.X > 0) { Console.WriteLine("Min = " + min); v[min].Position = new Vector3Df(v[min].Position + v[min].Normal * 2 * direction); //} t.Mesh.MeshBuffers[0].UpdateVertices(v, 0); t.Mesh.MeshBuffers[0].SetDirty(HardwareBufferType.VertexAndIndex); } //device.SceneManager.MeshManipulator.RecalculateNormals(t.Mesh); }
public void Initialize() { //var light = Scene.AddLightSceneNode(Scene.RootNode,new Vector3Df(2, 6, 3), new Colorf(200, 200, 180), 20); var light = Scene.AddLightSceneNode(null, new Vector3Df(-30, 35, -25)); light.Radius = 25; light.CastShadows = true; light.LightType = LightType.Point; var sun = Scene.AddLightSceneNode(null, new Vector3Df(40, 100, 40)); sun.Radius = 50; sun.CastShadows = true; sun.LightType = LightType.Point; sphere = Scene.AddAnimatedMeshSceneNode(Scene.AddSphereMesh("sphere", 10f)); sphere.Scale = new Vector3Df(1); sphere.SetMaterialFlag(MaterialFlag.Lighting, true); sphere.Position = new Vector3Df(1, 11, 1); //sphere.SetMaterialTexture(0, Driver.GetTexture("Mars.jpg")); sphere.SetMaterialTexture(0, GeneratePlanetTexture(new Vector2Dd(300, 300))); Scene.MeshManipulator.SetVertexColors(sphere.Mesh, new Color(200, 200, 200)); var terrain = Scene.AddAnimatedMeshSceneNode(Scene.AddHillPlaneMesh("terrain", new Dimension2Df(1, 1), new Dimension2Di(128, 128), new Material(), 0)); terrain.Position = new Vector3Df(0, 0, 0); terrain.SetMaterialFlag(MaterialFlag.Lighting, true); Scene.MeshManipulator.SetVertexColors(terrain.Mesh, new Color(220, 220, 220)); selector = Scene.CreateOctreeTriangleSelector(terrain.Mesh, terrain, 128); terrain.TriangleSelector = selector; Scene.CreateCollisionResponseAnimator(selector, terrain); _cam = new Camera(this); selectionCube = Scene.AddCubeSceneNode(10, null, -1); selectionCube.SetMaterialFlag(MaterialFlag.Wireframe, true); }
private void ExportNode(RenderTreeNode node, string exportMeshDirectory, string modelExtension, string texExtension, bool transformToWorld, string instanceName) { string meshNameOnly = Path.GetFileNameWithoutExtension(node.FullPath); string filename = exportMeshDirectory + "\\" + meshNameOnly + instanceName + modelExtension; // export textures too! if (node.MeshNode.GetType().Equals(typeof(MeshSceneNode))) { MeshSceneNode meshNode = (MeshSceneNode)node.MeshNode; foreach (var mb in meshNode.Mesh.MeshBuffers) { if (mb.Material.GetTexture(0) != null) { string tname = mb.Material.GetTexture(0).Name.ToString(); tname = tname.Replace(".xbm", texExtension); tname = exportMeshDirectory + "\\" + Path.GetFileName(tname); ExportTexture(tname, mb.Material.GetTexture(0)); } if (mb.Material.GetTexture(1) != null) { string tname = mb.Material.GetTexture(1).Name.ToString(); tname = tname.Replace(".xbm", texExtension); tname = exportMeshDirectory + "\\" + Path.GetFileName(tname); ExportTexture(tname, mb.Material.GetTexture(1)); } } } if (modelExtension == ".obj") { var mw = smgr.CreateMeshWriter(MeshWriterType.Obj); if (transformToWorld) { Matrix localToWorld = new Matrix(node.MeshNode.Position, node.MeshNode.Rotation); mw.SetTransform(localToWorld); } mw.SetImageType(texExtension); if (node.MeshNode.GetType().Equals(typeof(MeshSceneNode))) { mw.WriteMesh(device.FileSystem.CreateWriteFile(filename), ((MeshSceneNode)(node.MeshNode)).Mesh, MeshWriterFlag.None); } else { mw.WriteMesh(device.FileSystem.CreateWriteFile(filename), ((TerrainSceneNodeWolvenKit)(node.MeshNode)).Mesh, MeshWriterFlag.None); } mw.Drop(); } else if (modelExtension == ".fbx") { var mw = smgr.CreateMeshWriter(MeshWriterType.Fbx); if (transformToWorld) { Matrix localToWorld = new Matrix(node.MeshNode.Position, node.MeshNode.Rotation); mw.SetTransform(localToWorld); } mw.SetImageType(texExtension); if (node.MeshNode.GetType().Equals(typeof(MeshSceneNode))) { mw.WriteMesh(device.FileSystem.CreateWriteFile(filename), ((MeshSceneNode)(node.MeshNode)).Mesh, MeshWriterFlag.None); } //else // mw.WriteMesh(device.FileSystem.CreateWriteFile(filename), ((TerrainSceneNodeWolvenKit)(node.MeshNode)).Mesh, MeshWriterFlag.None); mw.Drop(); } }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); AnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp"); MeshSceneNode q3node = null; // The Quake mesh is pickable, but doesn't get highlighted. if (q3levelmesh != null) { q3node = smgr.AddOctreeSceneNode(q3levelmesh.GetMesh(0), null, IDFlag_IsPickable); } TriangleSelector selector = null; if (q3node != null) { q3node.Position = new Vector3Df(-1350, -130, -1400); selector = smgr.CreateOctreeTriangleSelector(q3node.Mesh, q3node, 128); q3node.TriangleSelector = selector; // We're not done with this selector yet, so don't drop it. } // Set a jump speed of 3 units per second, which gives a fairly realistic jump // when used with the gravity of (0, -1000, 0) in the collision response animator. CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 0.3f, ID_IsNotPickable, null, true, 3.0f); camera.Position = new Vector3Df(50, 50, -60); camera.Target = new Vector3Df(-70, 30, -60); if (selector != null) { SceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3Df(30, 50, 30), new Vector3Df(0, -1000, 0), new Vector3Df(0, 30, 0)); selector.Drop(); // As soon as we're done with the selector, drop it. camera.AddAnimator(anim); anim.Drop(); // And likewise, drop the animator when we're done referring to it. } // Now I create three animated characters which we can pick, a dynamic light for // lighting them, and a billboard for drawing where we found an intersection. // First, let's get rid of the mouse cursor. We'll use a billboard to show what we're looking at. device.CursorControl.Visible = false; // Add the billboard. BillboardSceneNode bill = smgr.AddBillboardSceneNode(); bill.SetMaterialType(MaterialType.TransparentAddColor); bill.SetMaterialTexture(0, driver.GetTexture("../../media/particle.bmp")); bill.SetMaterialFlag(MaterialFlag.Lighting, false); bill.SetMaterialFlag(MaterialFlag.ZBuffer, false); bill.SetSize(20, 20, 20); bill.ID = ID_IsNotPickable; // This ensures that we don't accidentally ray-pick it AnimatedMeshSceneNode node = null; // Add an MD2 node, which uses vertex-based animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/faerie.md2"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -15, -140); // Put its feet on the floor. node.Scale = new Vector3Df(1.6f); // Make it appear realistically scaled node.SetMD2Animation(AnimationTypeMD2.Point); node.AnimationSpeed = 20.0f; node.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp")); node.GetMaterial(0).Lighting = true; node.GetMaterial(0).NormalizeNormals = true; // Now create a triangle selector for it. The selector will know that it // is associated with an animated node, and will update itself as necessary. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // We're done with this selector, so drop it now. // And this B3D file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/ninja.b3d"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Scale = new Vector3Df(10); node.Position = new Vector3Df(-75, -66, -80); node.Rotation = new Vector3Df(0, 90, 0); node.AnimationSpeed = 8.0f; node.GetMaterial(0).NormalizeNormals = true; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // This X files uses skeletal animation, but without skinning. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/dwarf.x"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-70, -66, -30); // Put its feet on the floor. node.Rotation = new Vector3Df(0, -90, 0); // And turn it towards the camera. node.AnimationSpeed = 20.0f; selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // And this mdl file uses skinned skeletal animation. node = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("../../media/yodan.mdl"), null, IDFlag_IsPickable | IDFlag_IsHighlightable); node.Position = new Vector3Df(-90, -25, 20); node.Scale = new Vector3Df(0.8f); node.GetMaterial(0).Lighting = true; node.AnimationSpeed = 20.0f; // Just do the same as we did above. selector = smgr.CreateTriangleSelector(node); node.TriangleSelector = selector; selector.Drop(); // Add a light, so that the unselected nodes aren't completely dark. LightSceneNode light = smgr.AddLightSceneNode(null, new Vector3Df(-60, 100, 400), new Colorf(1.0f, 1.0f, 1.0f), 600.0f); light.ID = ID_IsNotPickable; // Make it an invalid target for selection. // Remember which scene node is highlighted SceneNode highlightedSceneNode = null; SceneCollisionManager collMan = smgr.SceneCollisionManager; int lastFPS = -1; // draw the selection triangle only as wireframe Material material = new Material(); material.Lighting = false; material.Wireframe = true; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); // Unlight any currently highlighted scene node if (highlightedSceneNode != null) { highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, true); highlightedSceneNode = null; } // All intersections in this example are done with a ray cast out from the camera to // a distance of 1000. You can easily modify this to check (e.g.) a bullet // trajectory or a sword's position, or create a ray from a mouse click position using // collMan.GetRayFromScreenCoordinates() Line3Df ray = new Line3Df(); ray.Start = camera.Position; ray.End = ray.Start + (camera.Target - ray.Start).Normalize() * 1000.0f; // This call is all you need to perform ray/triangle collision on every scene node // that has a triangle selector, including the Quake level mesh. It finds the nearest // collision point/triangle, and returns the scene node containing that point. // Irrlicht provides other types of selection, including ray/triangle selector, // ray/box and ellipse/triangle selector, plus associated helpers. // See the methods of ISceneCollisionManager SceneNode selectedSceneNode = collMan.GetSceneNodeAndCollisionPointFromRay( ray, out Vector3Df intersection, // This will be the position of the collision out Triangle3Df hitTriangle, // This will be the triangle hit in the collision IDFlag_IsPickable); // This ensures that only nodes that we have set up to be pickable are considered // If the ray hit anything, move the billboard to the collision position // and draw the triangle that was hit. if (selectedSceneNode != null) { bill.Position = intersection; // We need to reset the transform before doing our own rendering. driver.SetTransform(TransformationState.World, Matrix.Identity); driver.SetMaterial(material); driver.Draw3DTriangle(hitTriangle, new Color(255, 0, 0)); // We can check the flags for the scene node that was hit to see if it should be // highlighted. The animated nodes can be highlighted, but not the Quake level mesh if ((selectedSceneNode.ID & IDFlag_IsHighlightable) == IDFlag_IsHighlightable) { highlightedSceneNode = selectedSceneNode; // Highlighting in this case means turning lighting OFF for this node, // which means that it will be drawn with full brightness. highlightedSceneNode.SetMaterialFlag(MaterialFlag.Lighting, false); } } // We're all done drawing, so end the scene. driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Collision detection example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } device.Drop(); }
static void Main(string[] args) { checkBulletSharpDllPresence(); // setup Irrlicht device = IrrlichtDevice.CreateDevice(DriverType.Direct3D9, new Dimension2Di(1024, 768)); if (device == null) { return; } device.SetWindowCaption("BulletSharp Test - Irrlicht Engine"); device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); VideoDriver driver = device.VideoDriver; SceneManager scene = device.SceneManager; GUIFont font = device.GUIEnvironment.GetFont("../../media/fontlucida.png"); CameraSceneNode camera = scene.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(100, 800, -1000); camera.Target = new Vector3Df(0, 100, 0); camera.FarValue = 30000; camera.AutomaticCulling = CullingType.FrustumBox; device.CursorControl.Visible = false; // setup physics physics = new Physics(); physics.Setup(new Vector3Df(0, -worldGravity, 0)); // setup particles particles = new Particles(device); // load quake level device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); Mesh mesh = scene.GetMesh("20kdm2.bsp").GetMesh(0); SceneNode quakeLevel = scene.AddOctreeSceneNode(mesh, null, -1, 1024); quakeLevel.Position = new Vector3Df(-1300, -144, -1249); physics.AddShape(Physics.Shape.Mesh, quakeLevel); // generate dynamic objects for (int i = 0; i < 3; i++) { for (int j = 0; j < 30; j++) { for (int k = 0; k < 3; k++) { MeshSceneNode n = scene.AddCubeSceneNode(cubeSize); n.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp")); n.SetMaterialFlag(MaterialFlag.Lighting, false); n.Position = new Vector3Df(70 + i * cubeSize, 520 + j * cubeSize, -650 + k * cubeSize); physics.AddShape(Physics.Shape.Box, n, cubeMass); } } } // main loop uint curTime = 0; uint lastTime = 0; int simFps = 0; int simFrames = 0; uint simFramesTime = 0; while (device.Run()) { if (device.WindowActive) { // simulate physics lastTime = curTime; curTime = device.Timer.Time; if (!simPaused) { float deltaTime = (curTime - lastTime) / 1000.0f; bool b = physics.StepSimulation(deltaTime); if (b) { simFrames++; } } if (curTime - simFramesTime > 1000) { simFramesTime = curTime; simFps = simFrames; simFrames = 0; } // winnow particles particles.Winnow(curTime, simPaused); // render scene driver.BeginScene(true, true, new Color(40, 80, 160)); scene.DrawAll(); Material material = new Material(); material.Lighting = false; device.VideoDriver.SetMaterial(material); // display stats driver.Draw2DRectangle(new Recti(10, 10, 140, 180), new Color(0x7f000000)); Vector2Di v = new Vector2Di(20, 20); font.Draw("Rendering", v, Color.OpaqueYellow); v.Y += 16; font.Draw(scene.Attributes.GetValue("calls") + " nodes", v, Color.OpaqueWhite); v.Y += 16; font.Draw(driver.FPS + " fps", v, Color.OpaqueWhite); v.Y += 16; font.Draw("[T]rails " + (useTrails ? "ON" : "OFF"), v, Color.OpaqueGreen); v.Y += 32; font.Draw("Physics" + (simPaused ? " (paused)" : ""), v, Color.OpaqueYellow); v.Y += 16; font.Draw(physics.NumCollisionObjects + " shapes", v, Color.OpaqueWhite); v.Y += 16; font.Draw(simFps + " fps", v, Color.OpaqueWhite); v.Y += 16; font.Draw("[Space] to pause", v, Color.OpaqueGreen); driver.EndScene(); } device.Yield(); } // drop physics.Drop(); device.Drop(); }
ClockNode(SceneNode parent, SceneManager smgr) : base(parent, smgr) { OnGetBoundingBox += new GetBoundingBoxEventHandler(ClockNode_OnGetBoundingBox); OnGetMaterialCount += new GetMaterialCountEventHandler(ClockNode_OnGetMaterialCount); OnGetMaterial += new GetMaterialEventHandler(ClockNode_OnGetMaterial); OnRegisterSceneNode += new RegisterSceneNodeEventHandler(ClockNode_OnRegisterSceneNode); OnRender += new RenderEventHandler(ClockNode_OnRender); OnAnimate += new AnimateEventHandler(ClockNode_OnAnimate); // add clock face Mesh mesh = SceneManager.GeometryCreator.CreateCylinderMesh(100, 32, 6, new Color(180, 180, 180)); MeshSceneNode clockFace = SceneManager.AddMeshSceneNode(mesh, this); clockFace.Rotation = new Vector3Df(90, 0, 0); clockFace.Position = new Vector3Df(0, 0, 10); mesh.Drop(); clockFace.UpdateAbsolutePosition(); boundingBox = clockFace.BoundingBoxTransformed; for (int i = 0; i < clockFace.MaterialCount; i++) { materialList.Add(clockFace.GetMaterial(i)); } // add clock center mesh = SceneManager.GeometryCreator.CreateCylinderMesh(10, 24, 16, new Color(255, 255, 255), false); MeshSceneNode clockCenter = SceneManager.AddMeshSceneNode(mesh, this); clockCenter.Rotation = new Vector3Df(90, 0, 0); clockCenter.Position = new Vector3Df(0, 0, -14); mesh.Drop(); clockCenter.UpdateAbsolutePosition(); boundingBox.AddInternalBox(clockCenter.BoundingBoxTransformed); for (int i = 0; i < clockCenter.MaterialCount; i++) { materialList.Add(clockCenter.GetMaterial(i)); } // add clock ticks for (int j = 0; j < 12; j++) { mesh = SceneManager.GeometryCreator.CreateCylinderMesh(5, 10, 16, new Color(255, 255, 255), false); MeshSceneNode clockTick = SceneManager.AddMeshSceneNode(mesh, this); clockTick.Rotation = new Vector3Df(90, 0, 0); float s = (float)Math.Sin((j * (360 / 12)) / (180 / Math.PI)); float c = (float)Math.Cos((j * (360 / 12)) / (180 / Math.PI)); clockTick.Position = new Vector3Df(s * 80, c * 80, 0); if ((j % 3) == 0) { clockTick.Scale = new Vector3Df(2, 1, 2); } mesh.Drop(); clockTick.UpdateAbsolutePosition(); boundingBox.AddInternalBox(clockTick.BoundingBoxTransformed); for (int i = 0; i < clockTick.MaterialCount; i++) { materialList.Add(clockTick.GetMaterial(i)); } } // add hour arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 40, 35, 4, 4, new Color(40, 40, 255), new Color(40, 40, 255)); arrowHours = SceneManager.AddMeshSceneNode(mesh, this); arrowHours.GetMaterial(0).EmissiveColor = new Color(0, 0, 255); arrowHours.GetMaterial(1).EmissiveColor = new Color(0, 0, 255); arrowHours.Position = new Vector3Df(0, 0, 3); mesh.Drop(); arrowHours.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowHours.BoundingBoxTransformed); for (int i = 0; i < arrowHours.MaterialCount; i++) { materialList.Add(arrowHours.GetMaterial(i)); } // add minute arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 60, 50, 4, 4, new Color(40, 255, 40), new Color(40, 255, 40)); arrowMinutes = SceneManager.AddMeshSceneNode(mesh, this); arrowMinutes.GetMaterial(0).EmissiveColor = new Color(0, 255, 0); arrowMinutes.GetMaterial(1).EmissiveColor = new Color(0, 255, 0); arrowMinutes.Position = new Vector3Df(0, 0, -5); mesh.Drop(); arrowMinutes.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowMinutes.BoundingBoxTransformed); for (int i = 0; i < arrowMinutes.MaterialCount; i++) { materialList.Add(arrowMinutes.GetMaterial(i)); } // add second arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 70, 60, 2, 2, new Color(255, 40, 40), new Color(255, 40, 40)); arrowSeconds = SceneManager.AddMeshSceneNode(mesh, this); arrowSeconds.GetMaterial(0).EmissiveColor = new Color(255, 0, 0); arrowSeconds.GetMaterial(1).EmissiveColor = new Color(255, 0, 0); arrowSeconds.Position = new Vector3Df(0, 0, -11); mesh.Drop(); arrowSeconds.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowSeconds.BoundingBoxTransformed); for (int i = 0; i < arrowSeconds.MaterialCount; i++) { materialList.Add(arrowSeconds.GetMaterial(i)); } SceneManager.AddLightSceneNode(arrowSeconds, new Vector3Df(0, 70, 0), new Colorf(arrowSeconds.GetMaterial(0).EmissiveColor), 80); SceneManager.AddLightSceneNode(arrowMinutes, new Vector3Df(0, 60, 0), new Colorf(arrowMinutes.GetMaterial(0).EmissiveColor), 60); SceneManager.AddLightSceneNode(arrowHours, new Vector3Df(0, 40, 0), new Colorf(arrowHours.GetMaterial(0).EmissiveColor), 40); }
public void NewGame(int boardDimWidth, int boardDimHeight) { m_boardDimWidth = boardDimWidth; m_boardDimHeight = boardDimHeight; m_state = State.Playing; m_board = new Cell[m_boardDimWidth * m_boardDimHeight]; m_root.RemoveChildren(); // init board Random r = new Random(); for (int j = 0; j < m_boardDimHeight; j++) { for (int i = 0; i < m_boardDimWidth; i++) { Cell c = new Cell(); c.i = i; c.j = j; c.number = (r.Next() % 6) == 0 ? -1 : 0; c.flagged = false; c.revealed = false; m_board[i + j * m_boardDimWidth] = c; MeshSceneNode n = m_device.SceneManager.AddMeshSceneNode(m_meshCell, m_root, 0x10000 + i + j * m_boardDimWidth); n.Position = new Vector3Df(i * SIZE_OF_CELL, 0, j * SIZE_OF_CELL); // n must have at least 2 children, where #0 is a flag node and #1 is a bomb node // (that's why we add shadow volume nodes at the very end) MeshSceneNode f = m_device.SceneManager.AddMeshSceneNode(m_meshFlag, n, 0); f.Position = new Vector3Df( (n.BoundingBox.MaxEdge.X - m_meshFlag.BoundingBox.MaxEdge.X) / 2, n.BoundingBox.MaxEdge.Y, (n.BoundingBox.MaxEdge.Z - m_meshFlag.BoundingBox.MaxEdge.Z) / 2 + SIZE_OF_CELL / 6); f.Visible = false; MeshSceneNode b = m_device.SceneManager.AddMeshSceneNode(m_meshBomb, n, 0); b.Position = new Vector3Df( 0, n.BoundingBox.MaxEdge.Y, 0); b.Visible = false; n.AddShadowVolumeSceneNode(null, 0); f.AddShadowVolumeSceneNode(null, 0); b.AddShadowVolumeSceneNode(null, 0); } } // calc board numbers for (int j = 0; j < m_boardDimHeight; j++) { for (int i = 0; i < m_boardDimWidth; i++) { if (!m_board[i + j * m_boardDimWidth].IsBomb) { continue; } if (i - 1 >= 0 && !m_board[i - 1 + j * m_boardDimWidth].IsBomb) // left { m_board[i - 1 + j * m_boardDimWidth].number++; } if (i + 1 < m_boardDimWidth && !m_board[i + 1 + j * m_boardDimWidth].IsBomb) // right { m_board[i + 1 + j * m_boardDimWidth].number++; } if (j - 1 >= 0 && !m_board[i + (j - 1) * m_boardDimWidth].IsBomb) // top { m_board[i + (j - 1) * m_boardDimWidth].number++; } if (j + 1 < m_boardDimHeight && !m_board[i + (j + 1) * m_boardDimWidth].IsBomb) // bottom { m_board[i + (j + 1) * m_boardDimWidth].number++; } if (j - 1 >= 0 && i - 1 >= 0 && !m_board[i - 1 + (j - 1) * m_boardDimWidth].IsBomb) // top left { m_board[i - 1 + (j - 1) * m_boardDimWidth].number++; } if (j - 1 >= 0 && i + 1 < m_boardDimWidth && !m_board[i + 1 + (j - 1) * m_boardDimWidth].IsBomb) // top right { m_board[i + 1 + (j - 1) * m_boardDimWidth].number++; } if (j + 1 < m_boardDimHeight && i + 1 < m_boardDimWidth && !m_board[i + 1 + (j + 1) * m_boardDimWidth].IsBomb) // bottom right { m_board[i + 1 + (j + 1) * m_boardDimWidth].number++; } if (j + 1 < m_boardDimHeight && i - 1 >= 0 && !m_board[i - 1 + (j + 1) * m_boardDimWidth].IsBomb) // bottom left { m_board[i - 1 + (j + 1) * m_boardDimWidth].number++; } } } }
static void Main() { // setup Irrlicht device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(1024, 768), 32, false, true); if (device == null) { return; } device.SetWindowCaption("Stencil Shadows - Irrlicht Engine"); device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); VideoDriver driver = device.VideoDriver; SceneManager scene = device.SceneManager; GUIFont statsFont = device.GUIEnvironment.GetFont("../../media/fontlucida.png"); cameraNode = scene.AddCameraSceneNodeFPS(); cameraNode.FarValue = 20000; device.CursorControl.Visible = false; // setup shadows shadows = new Shadows(new Color(0xa0000000), 4000); // load quake level device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3"); Mesh m = scene.GetMesh("20kdm2.bsp").GetMesh(0); MeshSceneNode n = scene.AddOctreeSceneNode(m, null, -1, 1024); n.Position = new Vector3Df(-1300, -144, -1249); quakeLevelNode = n; // add faerie faerieNode = scene.AddAnimatedMeshSceneNode( scene.GetMesh("../../media/faerie.md2"), null, -1, new Vector3Df(100, -40, 80), new Vector3Df(0, 30, 0), new Vector3Df(1.6f)); faerieNode.SetMD2Animation(AnimationTypeMD2.Wave); faerieNode.AnimationSpeed = 20; faerieNode.GetMaterial(0).SetTexture(0, driver.GetTexture("../../media/faerie2.bmp")); faerieNode.GetMaterial(0).Lighting = false; faerieNode.GetMaterial(0).NormalizeNormals = true; shadows.AddObject(faerieNode); // add light lightMovementHelperNode = scene.AddEmptySceneNode(); n = scene.AddSphereSceneNode(2, 6, lightMovementHelperNode, -1, new Vector3Df(15, -10, 15)); n.SetMaterialFlag(MaterialFlag.Lighting, false); lightNode = n; shadows.AddLight(lightNode); // add flashlight m = scene.GetMesh("../../media/flashlight.obj"); n = scene.AddMeshSceneNode(m, lightNode, -1, new Vector3Df(0), new Vector3Df(0), new Vector3Df(5)); n.SetMaterialFlag(MaterialFlag.Lighting, false); flashlightNode = n; flashlightNode.Visible = false; // render uint shdFrameTime = 0; uint shdFrames = 0; uint shdFps = 0; while (device.Run()) { if (useShadowsRebuilding && shadows.BuildShadowVolume()) { shdFrames++; } uint t = device.Timer.Time; if (t - shdFrameTime > 1000) { shdFrameTime = t; shdFps = shdFrames; shdFrames = 0; } if (useLightBinding) { lightMovementHelperNode.Position = cameraNode.AbsolutePosition.GetInterpolated(lightMovementHelperNode.Position, 0.1); lightMovementHelperNode.Rotation = cameraNode.AbsoluteTransformation.Rotation; } driver.BeginScene(ClearBufferFlag.All, new Color(0xff112244)); scene.DrawAll(); if (useShadowsRendering) { shadows.DrawShadowVolume(driver); } // display stats driver.Draw2DRectangle(new Recti(10, 10, 150, 220), new Color(0x7f000000)); Vector2Di v = new Vector2Di(20, 20); statsFont.Draw("Rendering", v, Color.SolidYellow); v.Y += 16; statsFont.Draw(driver.FPS + " fps", v, Color.SolidWhite); v.Y += 16; statsFont.Draw("[S]hadows " + (useShadowsRendering ? "ON" : "OFF"), v, Color.SolidGreen); v.Y += 16; statsFont.Draw("[L]ight binding " + (useLightBinding ? "ON" : "OFF"), v, Color.SolidGreen); v.Y += 16; statsFont.Draw("[F]lashlight " + (useFlashlight ? "ON" : "OFF"), v, Color.SolidGreen); v.Y += 32; statsFont.Draw("Shadows", v, Color.SolidYellow); v.Y += 16; statsFont.Draw(shdFps + " fps", v, Color.SolidWhite); v.Y += 16; statsFont.Draw(shadows.VerticesBuilt + " vertices", v, Color.SolidWhite); v.Y += 16; statsFont.Draw("[R]ebuilding " + (useShadowsRebuilding ? "ON" : "OFF"), v, Color.SolidGreen); v.Y += 16; statsFont.Draw("[Q]uake level " + (useShadowsQuakeLevel ? "ON" : "OFF"), v, Color.SolidGreen); driver.EndScene(); } shadows.Drop(); device.Drop(); }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(800, 600)); if (device == null) { return; } device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.SetWindowCaption("Mesh handling - Irrlicht Engine - press [1], [2], [3] to regenerate mesh"); VideoDriver driver = device.VideoDriver; SceneManager scene = device.SceneManager; // Generate starting height map and mesh HeightMap map = new HeightMap(255, 255); map.Generate(HeightMap.HeightFunc.EggBox); HeightMesh mesh = new HeightMesh(); mesh.Init(driver, map, 50.0f, HeightMesh.ColorFunc.GreyscaleBasedOnTheHeight); // Add the mesh to the scene graph MeshSceneNode meshnode = scene.AddMeshSceneNode(mesh.Mesh); meshnode.SetMaterialFlag(MaterialFlag.BackFaceCulling, false); // Add light (just for nice effects) LightSceneNode lightnode = scene.AddLightSceneNode(null, new Vector3Df(0, 100, 0), new Colorf(1, 1, 1), 500.0f); SceneNodeAnimator anim = scene.CreateFlyCircleAnimator(new Vector3Df(0, 150, 0), 250.0f); lightnode.AddAnimator(anim); anim.Drop(); // Add camera CameraSceneNode camera = scene.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(-20.0f, 100.0f, -20.0f); camera.Target = new Vector3Df(200.0f, -100.0f, 200.0f); camera.FarValue = 20000.0f; // Main loop while (device.Run()) { if (!device.WindowActive) { device.Sleep(100); continue; } if (IsKeyDown(KeyCode.KeyW)) { meshnode.SetMaterialFlag(MaterialFlag.Wireframe, !meshnode.GetMaterial(0).Wireframe); } else if (IsKeyDown(KeyCode.Key1)) { map.Generate(HeightMap.HeightFunc.EggBox); mesh.Init(driver, map, 50.0f, HeightMesh.ColorFunc.GreyscaleBasedOnTheHeight); } else if (IsKeyDown(KeyCode.Key2)) { map.Generate(HeightMap.HeightFunc.MoreSine); mesh.Init(driver, map, 50.0f, HeightMesh.ColorFunc.CoordinateInterpolation); } else if (IsKeyDown(KeyCode.Key3)) { map.Generate(HeightMap.HeightFunc.JustExp); mesh.Init(driver, map, 50.0f, HeightMesh.ColorFunc.CoordinateInterpolation); } driver.BeginScene(); scene.DrawAll(); driver.EndScene(); } // Clean up mesh.Drop(); device.Drop(); }
void ProcessCommand() { queueSizeBar.Invoke((MethodInvoker) delegate { if (commandQueue.Count > queueSizeBar.Maximum) { queueSizeBar.Maximum = commandQueue.Count; queueSizeBar.Value = queueSizeBar.Maximum; } else { queueSizeBar.Value = commandQueue.Count; } }); RenderMessage m; if (commandQueue.TryDequeue(out m)) { switch (m.Message) { case MessageType.SHOW_NODE: { m.Node.Visible = true; var camera = smgr.ActiveCamera; // just set the target camera.Target = m.Node.AbsolutePosition; lightNode.Position = camera.Position; } break; case MessageType.HIDE_NODE: { m.Node.Visible = false; } break; case MessageType.SELECT_NODE: { // highlight and smgr.SelectNode(m.Node); var camera = smgr.ActiveCamera; // just set the target camera.Target = m.Node.AbsolutePosition; lightNode.Position = camera.Position; } break; case MessageType.ADD_MESH_NODE: { IrrlichtLime.Scene.Mesh mesh = smgr.GetStaticMesh(depot + m.MeshName); foreach (var mb in mesh.MeshBuffers) { totalVertexCount += mb.VertexCount; } MeshSceneNode meshNode = smgr.AddMeshSceneNode(mesh, worldNode, meshId++, m.Translation, m.Rotation); #if DEBUG meshNode.Name = m.MeshName; #endif meshNode.Grab(); RenderTreeNode rn = new RenderTreeNode(m.MeshName, meshNode); if (m.TreeNode.GetNodeCount(false) > 0) { // TODO: does this need to be invoked? sceneView.Invoke((MethodInvoker) delegate { m.TreeNode.Nodes.Add(rn); }); } else { sceneView.Invoke((MethodInvoker) delegate { sceneView.Nodes.Add(m.TreeNode); m.TreeNode.Nodes.Add(rn); }); } ++totalMeshCount; vertexCountText.Text = "Vertices: " + totalVertexCount.ToString(); meshCountText.Text = "Meshes: " + totalMeshCount.ToString(); } break; case MessageType.ADD_TERRAIN_NODE: { var meshNode = smgr.AddTerrainSceneNodeWolvenKit(depot + m.MeshName, worldNode, meshId, m.TileRes, m.MaxHeight, m.MinHeight, m.TerrainSize, m.Translation); meshNode.Grab(); foreach (var mb in meshNode.Mesh.MeshBuffers) { totalVertexCount += mb.VertexCount; } RenderTreeNode rn = new RenderTreeNode("Tile " + meshId.ToString(), meshNode); meshId++; if (m.TreeNode.GetNodeCount(false) > 0) { // TODO: does this need to be invoked? sceneView.Invoke((MethodInvoker) delegate { m.TreeNode.Nodes.Add(rn); }); } else { sceneView.Invoke((MethodInvoker) delegate { sceneView.Nodes.Add(m.TreeNode); m.TreeNode.Nodes.Add(rn); }); } ++totalMeshCount; vertexCountText.Text = "Vertices: " + totalVertexCount.ToString(); meshCountText.Text = "Meshes: " + totalMeshCount.ToString(); } break; case MessageType.DESELECT_NODE: { smgr.DeselectNode(); } break; case MessageType.HIGHLIGHT_NODE: { smgr.SelectNode(m.Node); } break; case MessageType.SHUTDOWN: { device.Yield(); } break; default: break; } } }
public Application() { _01.HelloWorld.Kinect kinect = new _01.HelloWorld.Kinect(); mfX = mouseX = 840; mfY = mouseY = 525; mouseL = false; mouseR = false; //device = IrrlichtDevice.CreateDevice( // DriverType.Direct3D9, new Dimension2Di(800, 600), 16, false, true, false); // | device = IrrlichtDevice.CreateDevice( // \|/ Fullscreen DriverType.Direct3D9, new Dimension2Di(1680, 1050), 32, false, true, false); device.SetWindowCaption("BENder3D"); VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; GUIEnvironment gui = device.GUIEnvironment; device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); smgr.AmbientLight = new Colorf(128, 128, 128, 128); //smgr.AddLightSceneNode(null, new Vector3Df(0, 70, 0), new Colorf(122,0,122,0), (float)10); MeshSceneNode box = smgr.AddCubeSceneNode(100, null, 9001, new Vector3Df(0.0f, -ballRadius * 3 / 2, 0.0f)); box.Scale = new Vector3Df(100.0f, 0.1f, 100.0f); //Mesh cyl = smgr.GeometryCreator.CreateCylinderMesh(ballRadius, 50, 256); //Mesh sphere = smgr.GeometryCreator.CreateSphereMesh(ballRadius, 16,16); //MeshSceneNode t = smgr.AddSphereSceneNode(ballRadius, 32); //MeshSceneNode t = smgr.AddOctreeSceneNode(sphere); MeshSceneNode t = smgr.AddMeshSceneNode(smgr.GetMesh("pill.obj")); //MeshSceneNode t = smgr.AddMeshSceneNode(cyl); TriangleSelector triselect = smgr.CreateTriangleSelector(t.Mesh, t); t.TriangleSelector = triselect; triselect.Drop(); //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x")); //smgr t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg")); //t.SetMaterialFlag(MaterialFlag.Lighting, true); t.GetMaterial(0).SpecularColor.Set(0, 0, 0); //t.GetMaterial(0).Lighting = true; t.GetMaterial(0).NormalizeNormals = false; /*Texture citrus = driver.AddTexture(new Dimension2Di(200, 200), "citrus.png"); * gui.AddImage(citrus, new Vector2Di(824, 0), true);*/ gui.AddStaticText("Hey, Listen! Press C to switch the mesh to a cylinder!\n Press S to change to a sphere, and enter to send yourself the obj file!", new Recti(0, 0, 400, 60)); //t.AddShadowVolumeSceneNode(); // driver.GPUProgrammingServices.OnSetConstants += new GPUProgrammingServices.SetConstantsHandler(gpu_OnSetConstants); /* * MaterialType shaderMat = MaterialType.Solid; * shaderMat = driver.GPUProgrammingServices.AddHighLevelShaderMaterialFromFiles("C:/IrrlichtLime-1.4/examples/01.HelloWorld/bumpmap.hlsl", "VertexShaderFunction", VertexShaderType.VS_3_0, * "C:/IrrlichtLime-1.4/examples/01.HelloWorld/bumpmap.hlsl", "PixelShaderFunction", PixelShaderType.PS_3_0, MaterialType.Solid); * * t.SetMaterialType(shaderMat); * t.SetMaterialTexture(1, driver.GetTexture("../../media/rockwall_height.bmp"));*/ GPUProgrammingServices gpu = driver.GPUProgrammingServices; MaterialType newMaterialType1 = MaterialType.Solid; MaterialType newMaterialType2 = MaterialType.TransparentAddColor; gpu.OnSetConstants += new GPUProgrammingServices.SetConstantsHandler(gpu_OnSetConstants); // create the shaders depending on if the user wanted high level or low level shaders newMaterialType1 = gpu.AddHighLevelShaderMaterialFromFiles( "d3d9.hlsl", "vertexMain", VertexShaderType.VS_1_1, "d3d9.hlsl", "pixelMain", PixelShaderType.PS_1_1, MaterialType.Solid, 0, GPUShadingLanguage.Default); t.SetMaterialType(newMaterialType1); //t.GetMaterial(0).Wireframe = true; //t.DebugDataVisible = DebugSceneType.Full; //t.AddShadowVolumeSceneNode(null, -1, false, 1000.0f); smgr.AddLightSceneNode(null, new Vector3Df(40, 150, -50), new Colorf(255, 255, 255, 255), 250.0f); //CSampleSceneNode sceneNode = new CSampleSceneNode(smgr.RootNode, smgr, 667); camera = smgr.AddCameraSceneNode(null, new Vector3Df(0, 50, -140), new Vector3Df(0, 5, 0)); //camera.Target = new Vector3Df(-70, 30, -60); //smgr.AddCameraSceneNodeFPS(null, (float)50.0); Material m = new Material(); m.Lighting = false; double PI = 3.1415926f; float distance = 200.0f; double angle = 180.0f; double angleY = 20.0f; int oldMouseX = mouseX; int oldMouseY = mouseY; uint then = device.Timer.Time; uint currentAutism = device.Timer.Time; bool autism = false; while (device.Run()) { uint now = device.Timer.Time; float frameDeltaTime = (float)(now - then) / 1000.0f; then = now; if (kinect.isTranslating && (kinect.translation.X < 30 && kinect.translation.X > -30)) { mfX -= (int)(kinect.translation.X); mfY -= (int)(kinect.translation.Y); Console.WriteLine(mouseX + ", " + mouseY + " ----------------- " + (int)(kinect.translation.X) + ", " + (int)(kinect.translation.Y)); } kinect.resetTranslation(); /* * if (getDistance((int)mfX, (int)mfY, 512, 384) > 150) * { * mfX = 512; mfY= 384; * }*/ mouseX = Math.Abs((int)mfX) % 1024; mouseY = Math.Abs((int)mfY) % 768; //mouseX = kinect.position.X; device.CursorControl.Position = new Vector2Di(mouseX, mouseY); if (!potterWheelDown && IsKeyDown(KeyCode.Up)) { potterWheelDown = true; deltaAngle = 1.0d; potterWheelActivate = !potterWheelActivate; } else if (!IsKeyDown(KeyCode.Up)) { potterWheelDown = false; } if (!leftKeyPressed && IsKeyDown(KeyCode.Left)) { leftKeyPressed = true; deltaAngle /= 2; } else if (!IsKeyDown(KeyCode.Left)) { leftKeyPressed = false; } if (!rightKeyPressed && IsKeyDown(KeyCode.Right)) { rightKeyPressed = true; deltaAngle *= 2; } else if (!IsKeyDown(KeyCode.Right)) { rightKeyPressed = false; } if (potterWheelActivate) { angle -= 700.0f * deltaAngle * frameDeltaTime; } if (angle > 360) { angle -= 360; } else if (angle < 0) { angle += 360; } if (angleY > 360) { angle -= 360; } else if (angleY < 0) { angleY += 360; } driver.BeginScene(true, true, new Color(100, 101, 140)); camera.Target = new Vector3Df(0, 0, 0); double temp = Math.Cos(angleY * PI / 180.0) * distance; double X = Math.Sin(angle * PI / 180.0) * temp; double Y = Math.Sin(angleY * PI / 180.0) * distance; double Z = Math.Cos(angle * PI / 180.0) * temp; camera.Position = new Vector3Df((float)X, (float)Y, (float)Z); smgr.DrawAll(); gui.DrawAll(); driver.SetMaterial(m); Triangle3Df triangle = interpolateFrom2D(new Vector2Di(mouseX, mouseY)); if (kinect.isMorphing && kinect.morphDist > 0) //if (IsKeyDown(KeyCode.KeyW)) { //Console.WriteLine("PRESSED KEY"); triangle.A *= new Vector3Df(0.5f); triangle.B *= new Vector3Df(0.5f); triangle.C *= new Vector3Df(0.5f); if (isCyl) { deformCyl(t, triangle.A, new Vector3Df(.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle); } else { deformMesh(t, triangle.A, new Vector3Df(.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle); } } else if (kinect.isMorphing && kinect.morphDist < 0) { //Console.WriteLine("PRESSED KEY"); triangle.A *= new Vector3Df(1.5f); triangle.B *= new Vector3Df(1.5f); triangle.C *= new Vector3Df(1.5f); if (isCyl) { deformCyl(t, triangle.A, new Vector3Df(-.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle); } else { deformMesh(t, triangle.A, new Vector3Df(-.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle); } } if (kinect.isZoom && kinect.zoomDist < 0) { if (distance < 300.0f) { distance += .0625f; } } if (kinect.isZoom && kinect.zoomDist > 0) { if (distance > 150) { distance -= .0625f; } } if (kinect.isRotating && kinect.rotation > 0) { angle += 200 * frameDeltaTime; } if (kinect.isRotating && kinect.rotation < 0) { angle -= 200 * frameDeltaTime; } //Change shape if (IsKeyDown(KeyCode.KeyA)) { IrrlichtLime.IO.WriteFile file = device.FileSystem.CreateWriteFile("./Saved.obj"); writeMesh(file, t.Mesh, 1); mail(); } if (IsKeyDown(KeyCode.KeyC)) { isCyl = true; t.Remove(); t = smgr.AddMeshSceneNode(smgr.GetMesh("pill.obj")); //MeshSceneNode t = smgr.AddMeshSceneNode(cyl); triselect = smgr.CreateTriangleSelector(t.Mesh, t); t.TriangleSelector = triselect; triselect.Drop(); //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x")); //smgr t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg")); //t.SetMaterialFlag(MaterialFlag.Lighting, true); t.GetMaterial(0).SpecularColor.Set(0, 0, 0); //t.GetMaterial(0).Lighting = true; t.GetMaterial(0).NormalizeNormals = false; t.SetMaterialType(newMaterialType1); } else if (IsKeyDown(KeyCode.KeyS)) { isCyl = false; t.Remove(); t = smgr.AddSphereSceneNode(ballRadius, 32); triselect = smgr.CreateTriangleSelector(t.Mesh, t); t.TriangleSelector = triselect; triselect.Drop(); //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x")); //smgr t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg")); //t.SetMaterialFlag(MaterialFlag.Lighting, true); t.GetMaterial(0).SpecularColor.Set(0, 0, 0); //t.GetMaterial(0).Lighting = true; t.GetMaterial(0).NormalizeNormals = false; t.SetMaterialType(newMaterialType1); } driver.EndScene(); } device.Drop(); }
static void Main() { DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480)); if (device == null) { return; } device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); VideoDriver driver = device.VideoDriver; SceneManager scene = device.SceneManager; scene.GUIEnvironment.AddStaticText("Press Space to hide occluder.", new Recti(10, 10, 200, 50)); // Create the node to be occluded. We create a sphere node with high poly count. MeshSceneNode node = scene.AddSphereSceneNode(10, 64); if (node != null) { node.Position = new Vector3Df(0, 0, 60); node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp")); node.SetMaterialFlag(MaterialFlag.Lighting, false); } // Now we create another node, the occluder. It's a simple plane. SceneNode plane = scene.AddMeshSceneNode( scene.AddHillPlaneMesh("plane", new Dimension2Df(10), new Dimension2Di(2)), // mesh null, // parent -1, // id new Vector3Df(0, 0, 20), // position new Vector3Df(270, 0, 0)); // rotation if (plane != null) { plane.SetMaterialTexture(0, driver.GetTexture("../../media/t351sml.jpg")); plane.SetMaterialFlag(MaterialFlag.Lighting, false); plane.SetMaterialFlag(MaterialFlag.BackFaceCulling, true); } // Here we create the occlusion query. Because we don't have a plain mesh scene node // (SceneNodeType.Mesh or SceneNodeType.AnimatedMesh), we pass the base geometry as well. Instead, // we could also pass a simpler mesh or the bounding box. But we will use a time // based method, where the occlusion query renders to the frame buffer and in case // of success (occlusion), the mesh is not drawn for several frames. driver.AddOcclusionQuery(node, node.Mesh); // We have done everything, just a camera and draw it. We also write the // current frames per second and the name of the driver to the caption of the // window to examine the render speedup. // We also store the time for measuring the time since the last occlusion query ran // and store whether the node should be visible in the next frames. scene.AddCameraSceneNode(); uint timeNow = device.Timer.Time; bool nodeVisible = true; while (device.Run()) { plane.Visible = !IsKeyDown(KeyCode.Space); driver.BeginScene(ClearBufferFlag.All, new Color(113, 113, 133)); // First, we draw the scene, possibly without the occluded element. This is necessary // because we need the occluder to be drawn first. You can also use several scene // managers to collect a number of possible occluders in a separately rendered scene. node.Visible = nodeVisible; scene.DrawAll(); scene.GUIEnvironment.DrawAll(); // Once in a while, here every 100 ms, we check the visibility. We run the queries, // update the pixel value, and query the result. Since we already rendered the node // we render the query invisible. The update is made blocking, as we need the result // immediately. If you don't need the result immediately, e.g. because oyu have other // things to render, you can call the update non-blocking. This gives the GPU more // time to pass back the results without flushing the render pipeline. // If the update was called non-blocking, the result from getOcclusionQueryResult is // either the previous value, or 0xffffffff if no value has been generated at all, yet. // The result is taken immediately as visibility flag for the node. if (device.Timer.Time - timeNow > 100) { driver.RunAllOcclusionQueries(false); driver.UpdateAllOcclusionQueries(); nodeVisible = driver.GetOcclusionQueryResult(node) > 0; timeNow = device.Timer.Time; } driver.EndScene(); device.SetWindowCaption(String.Format( "Occlusion Query Example - Irrlicht Engine [{0}] fps: {1} (primitives: {2})", driver.Name, driver.FPS, driver.PrimitiveCountDrawn)); } device.Drop(); }
public void Initialize() { Engine.Instance.ManualMeshServices.AddGridMesh("$grid20", 20, 1, new SColor(128, 128, 128)); gridSceneNode = Engine.Instance.SceneManager.AddMeshSceneNode("$grid20", null); }
static bool Device_OnEvent(Event evnt) { if (evnt.Type == EventType.GUI && evnt.GUI.Type == GUIEventType.ButtonClicked && evnt.GUI.Caller.ID == ChooseFolderButtonId) { wantChangeFolder = true; return(true); } if (evnt.Type == EventType.Mouse && evnt.Mouse.Type == MouseEventType.Wheel && selectedNode == null) { Vector3Df p = irr.Scene.ActiveCamera.Position; Vector3Df t = irr.Scene.ActiveCamera.Target; float s = irr.Scene.ActiveCamera.Position.Z + evnt.Mouse.Wheel * 16; if (s < 0) { s = 0; } if (s > maxScrollPosition) { s = maxScrollPosition; } t.Z = t.Z - p.Z + s; p.Z = s; irr.Scene.ActiveCamera.Position = p; irr.Scene.ActiveCamera.Target = t; return(true); } if (evnt.Type == EventType.Mouse && evnt.Mouse.Type == MouseEventType.Move && selectedNode == null) { SceneNode n = irr.Scene.SceneCollisionManager.GetSceneNodeFromScreenCoordinatesBB( new Vector2Di(evnt.Mouse.X, evnt.Mouse.Y), 0, irr.Scene.GetSceneNodeFromID(PreviewRootNodeId)); if (hoveredNode != n) { if (hoveredNode != null) { animationManager.Remove(hoveredNode); animationManager.Add( hoveredNode, 500, new Vector3Df(hoveredNode.Position.X, hoveredNode.Position.Y - 15, hoveredNode.Position.Z), new Vector3Df(0), hoveredNode.Scale / 1.5f); } if (n != null) { animationManager.Remove(n); animationManager.Add( n, 40, new Vector3Df(n.Position.X, n.Position.Y + 15, n.Position.Z), new Vector3Df(-20, 0, 0), n.Scale * 1.5f); } hoveredNode = n; } return(true); } if (evnt.Type == EventType.Mouse && evnt.Mouse.Type == MouseEventType.LeftUp && hoveredNode != null && (hoveredNode.ID & SelectableNodeIdFlag) == SelectableNodeIdFlag && selectedNode == null) { animationManager.Remove(hoveredNode); Mesh m = irr.Scene.MeshCache.GetMesh(PreviewPlateMeshName); MeshSceneNode n = irr.Scene.AddMeshSceneNode(m); n.SetMaterialFlag(MaterialFlag.Lighting, false); n.Position = hoveredNode.Position; n.Rotation = hoveredNode.Rotation; n.Scale = hoveredNode.Scale; string t = hoveredNode.GetMaterial(0).GetTexture(0).Name.Path.Split('|')[0]; Dimension2Di d = new Dimension2Di(2048); if (d.Area > irr.Driver.MaxTextureSize.Area) { d = irr.Driver.MaxTextureSize; } n.SetMaterialTexture(0, hoveredNode.GetMaterial(0).GetTexture(0)); textureManager.LoadTexture(n, t, d, true); animationManager.Add( n, 200, irr.Scene.ActiveCamera.AbsolutePosition + new Vector3Df(0, -48, 40), // TODO: this magic numbers should be calculated somehow new Vector3Df(-39.85f, 0, 0), // using current active camera info (like view matrix or projection one) n.Scale * ((irr.Scene.ActiveCamera.FOV - 0.125f) / n.Scale.Z)); selectedNode = n; hoveredNode.Visible = false; irr.GUI.RootElement.GetElementFromID(ChooseFolderButtonId).Enabled = false; return(true); } if (evnt.Type == EventType.Mouse && evnt.Mouse.Type == MouseEventType.LeftUp && selectedNode != null && selectedNode.GetMaterial(0).GetTexture(0) != hoveredNode.GetMaterial(0).GetTexture(0)) { if (animationManager.IsAnimated(selectedNode)) { return(true); } Texture t = selectedNode.GetMaterial(0).GetTexture(0); if (t != null) { string s = t.Name.Path; selectedNode.SetMaterialTexture(0, null); textureManager.UnloadTexture(s); } selectedNode.Remove(); selectedNode = null; hoveredNode.Visible = true; irr.GUI.RootElement.GetElementFromID(ChooseFolderButtonId).Enabled = true; return(true); } if (evnt.Type == EventType.Log && evnt.Log.Text.StartsWith("Resizing window")) { wantUpdateActiveCameraAspectRatio = true; } return(false); }
public Jeu() { Device = IrrlichtDevice.CreateDevice( DriverType.Direct3D9, new Dimension2Di(800, 600), 32, false, false, true); Device.SetWindowCaption("Canardstein 3D"); Device.OnEvent += Evenement; Audio = new ISoundEngine(); for (int i = 0; i < 3; i++) { TexturePistolet[i] = Device.VideoDriver.GetTexture(@"Textures\pistolet" + i.ToString() + ".png"); } for (int i = 0; i < 7; i++) { TextureGarde[i] = Device.VideoDriver.GetTexture(@"Textures\nazi" + i.ToString("00") + ".png"); } TextureMur = Device.VideoDriver.GetTexture(@"Textures\mur.png"); TextureMurDeco = Device.VideoDriver.GetTexture(@"Textures\mur_deco.png"); TextureSol = Device.VideoDriver.GetTexture(@"Textures\sol.png"); TexturePlafond = Device.VideoDriver.GetTexture(@"Textures\plafond.png"); TexturePolice = Device.VideoDriver.GetTexture(@"Textures\police.png"); using (Bitmap carte = (Bitmap)System.Drawing.Image.FromFile(@"Textures\carte.png")) { for (int x = 0; x < 32; x++) { for (int y = 0; y < 32; y++) { System.Drawing.Color col = carte.GetPixel(x, y); Murs[x, y] = false; if ((col.R == 255) && (col.G == 255) && (col.B == 255)) { SceneNode cube = Device.SceneManager.AddCubeSceneNode(1, null, 0, new Vector3Df(x, 0, y)); cube.SetMaterialFlag(MaterialFlag.Lighting, false); cube.SetMaterialFlag(MaterialFlag.Fog, true); cube.SetMaterialTexture(0, TextureMur); Murs[x, y] = true; } else if ((col.R == 0) && (col.G == 0) && (col.B == 255)) { SceneNode cube = Device.SceneManager.AddCubeSceneNode(1, null, 0, new Vector3Df(x, 0, y)); cube.SetMaterialFlag(MaterialFlag.Lighting, false); cube.SetMaterialFlag(MaterialFlag.Fog, true); cube.SetMaterialTexture(0, TextureMurDeco); Murs[x, y] = true; } } } } //On va maintenant créer un plancher et un plafond, histoire de mettre un peu d'ordre. On commence par générer meshSol, //le modèle 3D d'un plan que nous allons nommer « plan » (parce qu'il est obligatoire de fournir un nom), divisé en 32 × 32 cases de taille 1 × 1. //On ne va pas lui assigner de texture pour le moment (null). Ce plan sera parfaitement horizontal, avec 0 × 0 variation de hauteur 0. //Enfin, la texture sera répétée 32 fois horizontalement et verticalement. Mesh meshSol = Device.SceneManager.AddHillPlaneMesh("plan", new Dimension2Df(1, 1), new Dimension2Di(32, 32), null, 0, new Dimension2Df(0, 0), new Dimension2Df(32, 32)); //On désactive l'éclairage dynamique sur notre nouvel objet, comme on l'avait déjà fait pour le cube, et on lui assigne TextureSol. //Puis on le positionne à une distance d'une demi-unité sous le zéro (ou, plus précisément, sous les pieds de notre héros, la position Y de la caméra étant de 0), //et à −15.5 sur les axes X et Z (notre plan mesurant 32 par 32 cases de largeur 1, le déplacer de 15,5 unités permet de s'assurer que l'un de ses coins sera à la coordonnée 0,0, //ce sera utile dans la prochaine leçon). MeshSceneNode sol = Device.SceneManager.AddMeshSceneNode(meshSol); sol.SetMaterialFlag(MaterialFlag.Lighting, false); sol.SetMaterialFlag(MaterialFlag.Fog, true); sol.SetMaterialTexture(0, TextureSol); sol.Position = new Vector3Df(15.5f, -0.5f, 15.5f); //Pareil pour le plafond, sauf qu'on le place à une hauteur de 0,5 (et non de −0,5), et qu'on le pivote de 180 sur l'axe X pour le tourner vers le bas. MeshSceneNode plafond = Device.SceneManager.AddMeshSceneNode(meshSol); plafond.SetMaterialFlag(MaterialFlag.Lighting, false); plafond.SetMaterialFlag(MaterialFlag.Fog, true); plafond.SetMaterialTexture(0, TexturePlafond); plafond.Position = new Vector3Df(15.5f, 0.5f, 15.5f); plafond.Rotation = new Vector3Df(180, 0, 0); CameraSceneNode camera = Device.SceneManager.AddCameraSceneNode(null, new Vector3Df(1, 0, 1), new Vector3Df(2, 0, 1)); //Abaisse la distance minimum d'affichage de la caméra. La valeur par défaut est de 1, ce qui ne nous convient pas : //plafond et sol se trouvant à 0,5 unité de la caméra, ils seraient trop près pour être dessinés. camera.NearValue = 0.1f; AjouterChose <Ennemi>(3, 3); AjouterChose <Ennemi>(6, 12); AjouterChose <Ennemi>(12, 12); AjouterChose <Ennemi>(20, 6); AjouterChose <Ennemi>(28, 16); AjouterChose <Ennemi>(11, 27); Device.VideoDriver.Fog = new Fog(new IrrlichtLime.Video.Color(138, 125, 81, 0), FogType.Linear, 0, 10); ParticleSystemSceneNode part = Device.SceneManager.AddParticleSystemSceneNode(false, null, 0, new Vector3Df(29, -.5f, 30)); part.SetMaterialFlag(MaterialFlag.Lighting, false); ParticleEmitter em = part.CreateBoxEmitter( new AABBox(-.5f, 0, -.5f, .5f, 0, .5f), new Vector3Df(0.0f, 0.0015f, 0.0f), 20, 24, new IrrlichtLime.Video.Color(0, 128, 255, 0), new IrrlichtLime.Video.Color(0, 255, 255, 0), 800, 800, 0, new Dimension2Df(0.005f, 0.04f), new Dimension2Df(0.01f, 0.08f)); part.Emitter = em; while (Device.Run()) { float tempsEcoule = (Device.Timer.Time - DerniereFrame) / 1000f; DerniereFrame = Device.Timer.Time; if ((AlphaSang > 0) && (Vies > 0)) { AlphaSang = Math.Max(0, AlphaSang - tempsEcoule * 500); } if (((int)camera.Position.X == 29) && ((int)camera.Position.Z == 30)) { Device.Close(); } if (Device.CursorControl.Position.X != 400) { Rotation += (Device.CursorControl.Position.X - 400) * 0.0025; Device.CursorControl.Position = new Vector2Di(400, 300); VecteurAvant = new Vector3Df((float)Math.Cos(Rotation), 0, -(float)Math.Sin(Rotation)); VecteurDroite = VecteurAvant; VecteurDroite.RotateXZby(-90); } for (int i = 0; i < Choses.Count; i++) { Choses[i].MiseAJour(tempsEcoule, camera); } Vector3Df vitesse = new Vector3Df(); if (K_Avant) { vitesse += VecteurAvant; } else if (K_Arriere) { vitesse -= VecteurAvant; } if (K_Gauche) { vitesse -= VecteurDroite; } else if (K_Droite) { vitesse += VecteurDroite; } vitesse = vitesse.Normalize() * tempsEcoule * 2; if (TenterMouvement(camera, vitesse) || TenterMouvement(camera, new Vector3Df(vitesse.X, 0, 0)) || TenterMouvement(camera, new Vector3Df(0, 0, vitesse.Z))) { camera.Target = camera.Position + VecteurAvant; } Device.VideoDriver.BeginScene(ClearBufferFlag.Color | ClearBufferFlag.Depth, IrrlichtLime.Video.Color.OpaqueMagenta); Device.SceneManager.DrawAll(); Device.VideoDriver.Draw2DImage(TexturePistolet[FramePistolet], new Recti(new Vector2Di(250, 300), new Dimension2Di(300, 300)), new Recti(0, 0, 512, 512), null, COULEUR_BLANC, true); DessinerHUD(); Device.VideoDriver.EndScene(); if (FramePistolet > 0) { ProchaineFramePistolet -= tempsEcoule; if (ProchaineFramePistolet <= 0f) { FramePistolet++; if (FramePistolet > 2) { FramePistolet = 0; } ProchaineFramePistolet = 0.1f; } } } }
static void Main() { device = IrrlichtDevice.CreateDevice(DriverType.OpenGL, new Dimension2Di(1024, 768), 32, false, true); device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent); device.SetWindowCaption("Minesweeper - Irrlicht Engine"); VideoDriver driver = device.VideoDriver; SceneManager scene = device.SceneManager; GUIEnvironment gui = device.GUIEnvironment; device.FileSystem.AddFileArchive("../../media/minesweeper.media.files"); game = new Game(device); // set up camera camera = scene.AddCameraSceneNode(); // Maya(null, -500, 50, 200); setupCameraPositionAndTarget(); // set up background Mesh m = scene.GetMesh("back.obj"); scene.MeshManipulator.Scale(m, new Vector3Df(80)); scene.MeshManipulator.FlipSurfaces(m); scene.MeshManipulator.RecalculateNormals(m); scene.MeshManipulator.SetVertexColors(m, new Color(80, 80, 80)); Material t = new Material(); t.Type = MaterialType.Reflection2Layer; t.Lighting = false; t.SetTexture(0, device.VideoDriver.GetTexture("TEXTURE-ref.jpg")); t.SetTexture(1, device.VideoDriver.GetTexture("TEXTURE-ref.jpg")); MeshSceneNode n = scene.AddMeshSceneNode(m, null, 7777); n.SetMaterial(0, t); n.Position = game.CenterOfTheBoard; SceneNodeAnimator a = scene.CreateRotationAnimator(new Vector3Df(0.07f, 0.01f, 0.05f)); n.AddAnimator(a); a.Drop(); // set up light light = scene.AddLightSceneNode(null, game.CenterOfTheBoard, new Colorf(1, 1, 1), 200); m = scene.AddVolumeLightMesh("lvol1", 32, 32, new Color(5, 5, 5)); scene.MeshManipulator.Scale(m, new Vector3Df(15, 30, 15)); n = scene.AddMeshSceneNode(m, light); n.Position = new Vector3Df(0, -10, 0); n.Rotation = new Vector3Df(180, 0, 0); n.SetMaterialType(MaterialType.TransparentAddColor); m = scene.AddVolumeLightMesh("lvol2", 32, 32, new Color(5, 5, 5)); scene.MeshManipulator.Scale(m, new Vector3Df(15, 30, 15)); n = scene.AddMeshSceneNode(m, light); n.Position = new Vector3Df(0, -10, 0); n.SetMaterialType(MaterialType.TransparentAddColor); // add gui hint text = gui.AddStaticText(TextStart, new Recti(10, 10, 200, 40)); text.OverrideColor = Color.SolidYellow; // main loop while (device.Run()) { driver.BeginScene(); scene.DrawAll(); gui.DrawAll(); if (optionFPS) { gui.BuiltInFont.Draw(driver.FPS + " FPS", driver.ScreenSize.Width - 50, 10, Color.SolidWhite); } driver.EndScene(); } device.Drop(); }
ClockNode(SceneNode parent, SceneManager smgr) : base(parent, smgr) { OnGetBoundingBox += new GetBoundingBoxEventHandler(ClockNode_OnGetBoundingBox); OnGetMaterialCount += new GetMaterialCountEventHandler(ClockNode_OnGetMaterialCount); OnGetMaterial += new GetMaterialEventHandler(ClockNode_OnGetMaterial); OnRegisterSceneNode += new RegisterSceneNodeEventHandler(ClockNode_OnRegisterSceneNode); OnRender += new RenderEventHandler(ClockNode_OnRender); OnAnimate += new AnimateEventHandler(ClockNode_OnAnimate); // add clock face Mesh mesh = SceneManager.GeometryCreator.CreateCylinderMesh(100, 32, 6, new Color(180, 180, 180)); MeshSceneNode clockFace = SceneManager.AddMeshSceneNode(mesh, this); clockFace.Rotation = new Vector3Df(90, 0, 0); clockFace.Position = new Vector3Df(0, 0, 10); mesh.Drop(); clockFace.UpdateAbsolutePosition(); boundingBox = clockFace.BoundingBoxTransformed; for (int i = 0; i < clockFace.MaterialCount; i++) materialList.Add(clockFace.GetMaterial(i)); // add clock center mesh = SceneManager.GeometryCreator.CreateCylinderMesh(10, 24, 16, new Color(255, 255, 255), false); MeshSceneNode clockCenter = SceneManager.AddMeshSceneNode(mesh, this); clockCenter.Rotation = new Vector3Df(90, 0, 0); clockCenter.Position = new Vector3Df(0, 0, -14); mesh.Drop(); clockCenter.UpdateAbsolutePosition(); boundingBox.AddInternalBox(clockCenter.BoundingBoxTransformed); for (int i = 0; i < clockCenter.MaterialCount; i++) materialList.Add(clockCenter.GetMaterial(i)); // add clock ticks for (int j = 0; j < 12; j++) { mesh = SceneManager.GeometryCreator.CreateCylinderMesh(5, 10, 16, new Color(255, 255, 255), false); MeshSceneNode clockTick = SceneManager.AddMeshSceneNode(mesh, this); clockTick.Rotation = new Vector3Df(90, 0, 0); float s = (float)Math.Sin((j * (360 / 12)) / (180 / Math.PI)); float c = (float)Math.Cos((j * (360 / 12)) / (180 / Math.PI)); clockTick.Position = new Vector3Df(s * 80, c * 80, 0); if ((j % 3) == 0) clockTick.Scale = new Vector3Df(2, 1, 2); mesh.Drop(); clockTick.UpdateAbsolutePosition(); boundingBox.AddInternalBox(clockTick.BoundingBoxTransformed); for (int i = 0; i < clockTick.MaterialCount; i++) materialList.Add(clockTick.GetMaterial(i)); } // add hour arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 40, 35, 4, 4, new Color(40, 40, 255), new Color(40, 40, 255)); arrowHours = SceneManager.AddMeshSceneNode(mesh, this); arrowHours.GetMaterial(0).EmissiveColor = new Color(0, 0, 255); arrowHours.GetMaterial(1).EmissiveColor = new Color(0, 0, 255); arrowHours.Position = new Vector3Df(0, 0, 3); mesh.Drop(); arrowHours.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowHours.BoundingBoxTransformed); for (int i = 0; i < arrowHours.MaterialCount; i++) materialList.Add(arrowHours.GetMaterial(i)); // add minute arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 60, 50, 4, 4, new Color(40, 255, 40), new Color(40, 255, 40)); arrowMinutes = SceneManager.AddMeshSceneNode(mesh, this); arrowMinutes.GetMaterial(0).EmissiveColor = new Color(0, 255, 0); arrowMinutes.GetMaterial(1).EmissiveColor = new Color(0, 255, 0); arrowMinutes.Position = new Vector3Df(0, 0, -5); mesh.Drop(); arrowMinutes.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowMinutes.BoundingBoxTransformed); for (int i = 0; i < arrowMinutes.MaterialCount; i++) materialList.Add(arrowMinutes.GetMaterial(i)); // add second arrow mesh = SceneManager.GeometryCreator.CreateArrowMesh(12, 12, 70, 60, 2, 2, new Color(255, 40, 40), new Color(255, 40, 40)); arrowSeconds = SceneManager.AddMeshSceneNode(mesh, this); arrowSeconds.GetMaterial(0).EmissiveColor = new Color(255, 0, 0); arrowSeconds.GetMaterial(1).EmissiveColor = new Color(255, 0, 0); arrowSeconds.Position = new Vector3Df(0, 0, -11); mesh.Drop(); arrowSeconds.UpdateAbsolutePosition(); boundingBox.AddInternalBox(arrowSeconds.BoundingBoxTransformed); for (int i = 0; i < arrowSeconds.MaterialCount; i++) materialList.Add(arrowSeconds.GetMaterial(i)); SceneManager.AddLightSceneNode(arrowSeconds, new Vector3Df(0, 70, 0), new Colorf(arrowSeconds.GetMaterial(0).EmissiveColor), 80); SceneManager.AddLightSceneNode(arrowMinutes, new Vector3Df(0, 60, 0), new Colorf(arrowMinutes.GetMaterial(0).EmissiveColor), 60); SceneManager.AddLightSceneNode(arrowHours, new Vector3Df(0, 40, 0), new Colorf(arrowHours.GetMaterial(0).EmissiveColor), 40); }