コード例 #1
0
    public void runIndoorTest()
    {
        device = new IrrlichtDevice(SelectedDriverType,
                                    new Dimension2D(800, 600), 16, false, true, false);

        device.EventReceiver = this;
        device.ResizeAble    = true;
        device.WindowCaption = "Irrlicht.NET indoor test";

        // load some textures and meshes

        ITexture texSydney = device.VideoDriver.GetTexture(@"..\..\media\sydney.bmp");
        ITexture texWall   = device.VideoDriver.GetTexture(@"..\..\media\wall.jpg");
        ITexture texLogo   = device.VideoDriver.GetTexture(@"..\..\media\irrlichtlogoaligned.jpg");

        Irrlicht.Scene.IAnimatedMesh mesh =
            device.SceneManager.GetMesh(@"..\..\media\sydney.md2");

        if (mesh == null)
        {
            System.Windows.Forms.MessageBox.Show(
                @"Could not load mesh ..\..\media\sydney.md2, exiting.",
                "Problem starting program");
            return;
        }

        // add a cube to the scene

        ISceneNode node = device.SceneManager.AddCubeSceneNode(15,
                                                               null, -1, new Vector3D(30, -15, 0));

        node.SetMaterialTexture(0, texWall);
        node.SetMaterialFlag(Irrlicht.Video.MaterialFlag.LIGHTING, false);

        // add an animator to the cube to make it rotate

        ISceneNodeAnimator anim = device.SceneManager.CreateRotationAnimator(new Vector3D(0.2f, 0.2f, 0));

        node.AddAnimator(anim);

        // add animated mesh

        IAnimatedMeshSceneNode anode = device.SceneManager.AddAnimatedMeshSceneNode(mesh, null, -1);

        anode.SetMaterialTexture(0, texSydney);
        anode.SetMaterialFlag(MaterialFlag.LIGHTING, false);

        anode.Scale    = new Vector3D(2, 2, 2);
        anode.Position = new Vector3D(0, -20, 0);

        // add a shadow

        Shadow = anode.AddShadowVolumeSceneNode();
        if (Shadow != null)
        {
            Shadow.Visible = false;
        }

        // where no light there no shadow
        device.SceneManager.AddLightSceneNode(null, new Vector3D(20, 100, -50),
                                              new Colorf(255, 0, 0), 200, -1);

        // add quake 3 level

        device.FileSystem.AddZipFileArchive("../../media/map-20kdm2.pk3");

        IAnimatedMesh q3levelmesh = device.SceneManager.GetMesh("20kdm2.bsp");
        ISceneNode    q3node      = device.SceneManager.AddOctTreeSceneNode(q3levelmesh, null, -1);

        q3node.Position = new Vector3D(-1370, -130, -1400);

        // create octtree triangle selector for q3 mesh

        ITriangleSelector selector = device.SceneManager.CreateOctTreeTriangleSelector(
            q3levelmesh.GetMesh(0), q3node, 128);

        // add billboard

        IBillboardSceneNode bill = device.SceneManager.AddBillboardSceneNode(null,
                                                                             new Dimension2Df(20, 20), new Vector3D(0, 0, 0), -1);

        bill.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
        bill.SetMaterialTexture(0, device.VideoDriver.GetTexture("../../media/particle.bmp"));
        bill.SetMaterialFlag(MaterialFlag.LIGHTING, false);
        bill.SetMaterialFlag(MaterialFlag.ZBUFFER, false);

        // create camera

        ICameraSceneNode cam =
            device.SceneManager.AddCameraSceneNodeFPS(null, 100, 300, -1);

        cam.Position = new Vector3D(20, 300, -50);

        // make cursor invisible
        device.CursorControl.Visible = false;

        // create collision animator and add it to the camera

        ISceneNodeAnimator collAnim = device.SceneManager.CreateCollisionResponseAnimator(
            selector, cam,
            new Vector3D(30, 50, 30),            // size of ellipsoid around camera
            new Vector3D(0, -3, 0),              // gravity
            new Vector3D(0, 50, 0),              // translation
            0.0005f);                            // sliding value

        cam.AddAnimator(collAnim);

        // load some font and set it into the skin

        IGUIFont font = device.GUIEnvironment.GetFont("../../media/fonthaettenschweiler.bmp");

        device.GUIEnvironment.Skin.Font = font;

        // add some gui stuff

        device.GUIEnvironment.AddMessageBox("Hello World",
                                            "I'm a Irrlicht.NET MessageBox. Please press SPACE to close me.", true,
                                            MessageBoxFlag.OK | MessageBoxFlag.CANCEL, null, -1);

        // start drawing loop

        int fps = 0;

        while (device.Run())
        {
            if (device.WindowActive)
            {
                device.VideoDriver.BeginScene(true, true, new Color(255, 0, 0, 50));

                // draw scene

                device.SceneManager.DrawAll();
                device.GUIEnvironment.DrawAll();

                // do some collision testing

                Line3D line = new Line3D();
                line.start = cam.Position;
                line.end   = ((cam.Target - line.start).Normalize() * 1000.0f) + line.start;

                Vector3D   intersection = new Vector3D();
                Triangle3D tri          = new Triangle3D();

                if (device.SceneManager.SceneCollisionManager.GetCollisionPoint(
                        line, selector, out intersection, out tri))
                {
                    bill.Position = intersection;

                    Material mat = new Material();
                    mat.Lighting = false;

                    device.VideoDriver.SetTransform(TransformationState.WORLD, new Matrix4());
                    device.VideoDriver.SetMaterial(mat);
                    device.VideoDriver.Draw3DTriangle(tri, new Color(0, 255, 0, 0));
                }

                // draw 2d logo

                device.VideoDriver.Draw2DImage(
                    texLogo, new Position2D(10, 10),
                    new Rect(0, 0, 88, 31),
                    new Rect(new Position2D(0, 0), device.VideoDriver.ScreenSize),
                    new Color(0xffffff), false);

                // draw some text
                font.Draw("Press 'S' to toggle the visibility of the realtime shadow.",
                          new Position2D(120, 20), new Color(100, 150, 200, 200));

                device.VideoDriver.EndScene();

                if (fps != device.VideoDriver.FPS)
                {
                    fps = device.VideoDriver.FPS;
                    device.WindowCaption = "Irrlicht.NET test (primitives:" +
                                           device.VideoDriver.PrimitiveCountDrawn + ") fps:" + fps;
                }
            }
        }
    }
コード例 #2
0
ファイル: example04.cs プロジェクト: h3zjp/krkr2
        public void run()
        {
            /* Like in the HelloWorld example, we create an IrrlichtDevice with
             * new(). The difference now is that we ask the user to select
             * which hardware accelerated driver to use. The Software device would be
             * too slow to draw a huge Quake 3 map, but just for the fun of it, we make
             * this decision possible too.
             */
            // 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, true, true, true);               // Bob changed this.
            if (device == null)
            {
                tOut.Write("Device creation failed.");
                return;
            }
            /* set this as event receiver*/
            device.EventReceiver = this;

            /*
             * Get a reference to the video driver and the SceneManager so that
             * we do not always have to write device.VideoDriver and
             * device.SceneManager.
             */
            ISceneManager smgr   = device.SceneManager;
            IVideoDriver  driver = device.VideoDriver;

            /*Create the node for moving it with the 'W' and 'S' key. We create a
             * 'test node', which is a cube built in into the engine for testing purposes.
             * We place the node a (0,0,30) and we assign a texture to it to let it look a
             * little bit more interesting.*/
            node = smgr.AddCubeSceneNode(10, null, 0, new Vector3D(0, 0, 30), new Vector3D(), new Vector3D(1, 1, 1));
            node.SetMaterialTexture(0, driver.GetTexture(path + "wall.bmp"));
            node.SetMaterialFlag(MaterialFlag.LIGHTING, false);

            /* Now we create another node, moving using a scene node animator. Scene
             * node animators modify scene nodes and can be attached to any scene node
             * like mesh scene nodes, billboards, lights and even camera scene nodes.
             * Scene node animators are not only able to modify the position of a scene
             * node, they can also animate the textures of an object for example. We create
             * a test scene node again an attach a 'fly circle' scene node to it, letting
             * this node fly around our first test scene node.*/
            ISceneNode n = smgr.AddTestSceneNode(10, null, 0, new Vector3D(), new Vector3D(), new Vector3D(1, 1, 1));

            n.SetMaterialTexture(0, driver.GetTexture(path + "t351sml.jpg"));
            ISceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3D(0, 0, 30), 20, 0.001f);

            n.AddAnimator(anim);
            //is this really necessary?
            anim.__dtor();

            /*The last scene node we add to show possibilities of scene node animators
             * is a md2 model, which uses a 'fly straight' animator to run between two
             * points.*/
            IAnimatedMeshSceneNode anms = smgr.AddAnimatedMeshSceneNode(
                smgr.GetMesh(path + "sydney.md2"), null, 0);

            if (anms != null)
            {
                anim = smgr.CreateFlyStraightAnimator(new Vector3D(100, 0, 60), new Vector3D(-100, 0, 60), 10000, true);
                anms.AddAnimator(anim);
                anim.__dtor();

                /*To make to model look better, we disable lighting (we have created no lights,
                 * and so the model would be black), set the frames between which the animation
                 * should loop, rotate the model around 180 degrees, and adjust the animation
                 * speed and the texture.
                 * To set the right animation (frames and speed), we would also be able to just
                 * call "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' animation
                 * instead of "setFrameLoop" and "setAnimationSpeed", but this only works with
                 * MD2 animations, and so you know how to start other animations.*/
                anms.Position = new Vector3D(0, 0, 40);
                anms.SetMaterialFlag(MaterialFlag.LIGHTING, false);
                anms.SetFrameLoop(320, 360);
                anms.AnimationSpeed = 30;
                anms.Rotation       = new Vector3D(0, 180, 0);
                anms.SetMaterialTexture(0, driver.GetTexture(path + "sydney.BMP"));
            }

            /*To be able to look at and move around in this scene, we create a first person
             * shooter style camera and make the mouse cursor invisible.*/
            ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100, 100, 0);

            camera.Position = new Vector3D(0, 0, 0);
            device.CursorControl.Visible = false;

            /*
             * We have done everything, so lets draw it. We also write the current
             * frames per second and the drawn primitives to the caption of the
             * window.
             */
            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 - Movement 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();
        }
コード例 #3
0
ファイル: example08.cs プロジェクト: h3zjp/krkr2
        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();
        }