public void run() { /* At first, we let the user select the driver type, * then start up the engine, set a caption, and get a * pointer to the video driver. */ // ask user for driver DriverType driverType; // Ask user to select driver: StringBuilder sb = new StringBuilder(); sb.Append("Please select the driver you want for this example:\n"); sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5"); sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer"); sb.Append("\n(f) Null Device\n(otherKey) exit\n\n"); // Get the user's input: TextReader tIn = Console.In; TextWriter tOut = Console.Out; tOut.Write(sb.ToString()); string input = tIn.ReadLine(); // Select device based on user's input: switch (input) { case "a": driverType = DriverType.DIRECT3D9; break; case "b": driverType = DriverType.DIRECT3D8; break; case "c": driverType = DriverType.OPENGL; break; case "d": driverType = DriverType.SOFTWARE; break; case "e": driverType = DriverType.SOFTWARE2; break; case "f": driverType = DriverType.NULL_DRIVER; break; default: return; } // Create device and exit if creation fails: device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, true, true); if (device == null) { tOut.Write("Device creation failed."); return; } /* * Get a pointer to the video driver and the SceneManager so that * we do not always have to write device->getVideoDriver() and * device->getSceneManager(). */ ISceneManager smgr = device.SceneManager; IVideoDriver driver = device.VideoDriver; device.FileSystem.AddZipFileArchive(path + "map-20kdm2.pk3"); IAnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp"); ISceneNode q3node = null; if (q3levelmesh != null) { q3node = smgr.AddOctTreeSceneNode(q3levelmesh.GetMesh(0), null, 0); } /*So far so good, we've loaded the quake 3 level like in tutorial 2. * Now, here comes something different: We create a triangle selector. A * triangle selector is a class which can fetch the triangles from scene * nodes for doing different things with them, for example collision * detection. There are different triangle selectors, and all can be * created with the ISceneManager. In this example, we create an * OctTreeTriangleSelector, which optimizes the triangle output a little * bit by reducing it like an octree. This is very useful for huge meshes * like quake 3 levels. * After we created the triangle selector, we attach it to the q3node. * This is not necessary, but in this way, we do not need to care for the * selector, for example dropping it after we do not need it anymore.*/ ITriangleSelector selector = null; if (q3node != null) { q3node.Position = new Vector3D(-1370, -130, -1400); selector = smgr.CreateOctTreeTriangleSelector( q3levelmesh.GetMesh(0), q3node, 128); // not implemented but not necessary //q3node.TriangleSelector=selector; } /*We add a first person shooter camera to the scene for being able to move in * the quake 3 level like in tutorial 2. But this, time, we add a special * animator to the camera: A Collision Response animator. This thing modifies * the scene node to which it is attached to in that way, that it may no * more move through walls and is affected by gravity. The only thing we have * to tell the animator is how the world looks like, how big the scene node is, * how gravity and so on. After the collision response animator is attached to * the camera, we do not have to do anything more for collision detection, * anything is done automaticly, all other collision detection code below is * for picking. And please note another cool feature: The collsion response * animator can be attached also to all other scene nodes, not only to cameras. * And it can be mixed with other scene node animators. In this way, collision * detection and response in the Irrlicht engine is really, really easy. * Now we'll take a closer look on the parameters of * createCollisionResponseAnimator(). The first parameter is the TriangleSelector, * which specifies how the world, against collision detection is done looks like. * The second parameter is the scene node, which is the object, which is affected * by collision detection, in our case it is the camera. The third defines how big * the object is, it is the radius of an ellipsoid. Try it out and change the radius * to smaller values, the camera will be able to move closer to walls after this. * The next parameter is the direction and speed of gravity. You could set it to * (0,0,0) to disable gravity. And the last value is just a translation: Without * this, the ellipsoid with which collision detection is done would be around * the camera, and the camera would be in the middle of the ellipsoid. But as * human beings, we are used to have our eyes on top of the body, with which * we collide with our world, not in the middle of it. So we place the scene * node 50 units over the center of the ellipsoid with this parameter. And * that's it, collision detection works now. */ ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100, 300, 0); camera.Position = new Vector3D(-100, 50, -150); ISceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3D(30, 50, 30), new Vector3D(0, -3, 0), new Vector3D(0, 50, 0), 0); camera.AddAnimator(anim); /*Because collision detection is no big deal in irrlicht, I'll describe how * to do two different types of picking in the next section. But before this, * I'll prepare the scene a little. I need three animated characters which we * could pick later, a dynamic light for lighting them, a billboard for drawing * where we found an intersection, and, yes, I need to get rid of this mouse * cursor. :)*/ //disable mouse cursor device.CursorControl.Visible = false; // add billboard IBillboardSceneNode bill = smgr.AddBillboardSceneNode( null, new Dimension2Df(20, 20), new Vector3D(), 0); bill.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR); bill.SetMaterialTexture(0, driver.GetTexture( path + "particle.bmp")); bill.SetMaterialFlag(MaterialFlag.LIGHTING, false); bill.SetMaterialFlag(MaterialFlag.ZBUFFER, false); Material material = new Material(); material.Texture1 = driver.GetTexture( path + "faerie2.bmp"); material.Lighting = true; IAnimatedMeshSceneNode node = null; IAnimatedMesh faerie = smgr.GetMesh( path + "faerie.md2"); if (faerie != null) { node = smgr.AddAnimatedMeshSceneNode(faerie, null, 0); node.Position = new Vector3D(-70, 0, -90); node.SetMD2Animation(MD2AnimationType.RUN); node.SetMaterial(0, material); node = smgr.AddAnimatedMeshSceneNode(faerie, null, 0); node.Position = new Vector3D(-70, 0, -30); node.SetMD2Animation(MD2AnimationType.SALUTE); node.SetMaterial(0, material); node = smgr.AddAnimatedMeshSceneNode(faerie, null, 0); node.Position = new Vector3D(-70, 0, -60); node.SetMD2Animation(MD2AnimationType.JUMP); node.SetMaterial(0, material); } material.Texture1 = null; material.Lighting = false; //Add a light smgr.AddLightSceneNode(null, new Vector3D(-60, 100, 400), new Colorf(1.0f, 1.0f, 1.0f, 1.0f), 600, 0); /*For not making it too complicated, I'm doing picking inside the drawing * loop. We take two pointers for storing the current and the last selected * scene node and start the loop.*/ ISceneNode selectedSceneNode = null; ISceneNode lastSelectedSceneNode = null; int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200)); device.SceneManager.DrawAll(); /*After we've drawn the whole scene whit smgr->drawAll(), we'll do the * first picking: We want to know which triangle of the world we are * looking at. In addition, we want the exact point of the quake 3 * level we are looking at. For this, we create a 3d line starting at * the position of the camera and going through the lookAt-target of it. * Then we ask the collision manager if this line collides with a * triangle of the world stored in the triangle selector. If yes, we draw * the 3d triangle and set the position of the billboard to the intersection * point.*/ Line3D line = new Line3D(); line.start = camera.Position; line.end = line.start + (camera.Target - line.start).Normalize() * 1000; Vector3D intersection; Triangle3D tri; if (smgr.SceneCollisionManager.GetCollisionPoint( line, selector, out intersection, out tri)) { bill.Position = intersection; driver.SetTransform(TransformationState.WORLD, new Matrix4()); driver.SetMaterial(material); driver.Draw3DTriangle(tri, new Color(0, 255, 0, 0)); } /*Another type of picking supported by the Irrlicht Engine is scene node * picking based on bouding boxes. Every scene node has got a bounding box, * and because of that, it's very fast for example to get the scene node * which the camera looks at. Again, we ask the collision manager for this, * and if we've got a scene node, we highlight it by disabling Lighting in * its material, if it is not the billboard or the quake 3 level.*/ selectedSceneNode = smgr.SceneCollisionManager. GetSceneNodeFromCameraBB(camera, 0); if (lastSelectedSceneNode != null) { lastSelectedSceneNode.SetMaterialFlag( MaterialFlag.LIGHTING, true); } if (selectedSceneNode == q3node || selectedSceneNode == bill) { selectedSceneNode = null; } if (selectedSceneNode != null) { selectedSceneNode.SetMaterialFlag( MaterialFlag.LIGHTING, false); } lastSelectedSceneNode = selectedSceneNode; /*That's it, we just have to finish drawing.*/ driver.EndScene(); int fps = device.VideoDriver.FPS; if (lastFPS != fps) { device.WindowCaption = "Irrlicht Engine - Quake 3 Map example [" + device.VideoDriver.Name + "] FPS:" + fps.ToString(); lastFPS = fps; } } } /* * In the end, delete the Irrlicht device. */ // Instead of device->drop, we'll use: GC.Collect(); }
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(); }