コード例 #1
0
        public Jeu()
        {
            Device = IrrlichtDevice.CreateDevice(
                DriverType.Direct3D9,
                new Dimension2Di(800, 600),
                32, false, false, true);

            Device.SetWindowCaption("Canardstein 3D");
            Device.OnEvent += Evenement;
            SceneNode cube = Device.SceneManager.AddCubeSceneNode(1, null, 0, new Vector3Df(2, 0, 0), new Vector3Df(0, 45, 0));

            cube.SetMaterialFlag(MaterialFlag.Lighting, false);
            CameraSceneNode camera = Device.SceneManager.AddCameraSceneNode(null, new Vector3Df(0, 0, 0), new Vector3Df(2, 0, 0));

            Device.CursorControl.Position = new Vector2Di(400, 300);
            Device.CursorControl.Visible  = false;

            while (Device.Run())
            {
                float tempsEcoule = (Device.Timer.Time - DerniereFrame) / 1000f;
                DerniereFrame = Device.Timer.Time;

                if (Device.CursorControl.Position.X != 400)
                {
                    Rotation += (Device.CursorControl.Position.X - 400) * 0.0025;
                    Device.CursorControl.Position = new Vector2Di(400, 300);
                    VecteurAvant = new Vector3Df(
                        x: (float)Math.Cos(Rotation),
                        y: 0,
                        z: -(float)Math.Sin(Rotation));
                    VecteurDroite = VecteurAvant;
                    VecteurDroite.RotateXZby(-90);
                }
                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;

                camera.Position += vitesse;
                camera.Target    = camera.Position + VecteurAvant;

                Device.VideoDriver.BeginScene(ClearBufferFlag.Color | ClearBufferFlag.Depth, Color.OpaqueMagenta);
                Device.SceneManager.DrawAll();
                Device.VideoDriver.EndScene();
            }
        }
コード例 #2
0
ファイル: Shadows.cs プロジェクト: Download/Irrlicht-Lime
        void buildShadowVolume(List <Vector3Df> shadowVertices, MeshBuffer meshbuffer, Matrix matrix, Vector3Df light)
        {
            ushort[] indices = meshbuffer.Indices as ushort[];

            if (indices == null)
            {
                throw new ArgumentException();
            }

            Triangle3Df t123 = new Triangle3Df();

            for (int i = 0; i < indices.Length; i += 3)
            {
                Vector3Df v1 = meshbuffer.GetPosition(indices[i]);
                Vector3Df v2 = meshbuffer.GetPosition(indices[i + 1]);
                Vector3Df v3 = meshbuffer.GetPosition(indices[i + 2]);

                matrix.TransformVector(ref v1);
                matrix.TransformVector(ref v2);
                matrix.TransformVector(ref v3);

                t123.Set(v1, v2, v3);

                Vector3Df v1Dir = v1 - light;

                if (!t123.IsFrontFacing(v1Dir))
                {
                    continue;
                }

                Vector3Df v2Dir = v2 - light;
                Vector3Df v3Dir = v3 - light;

                // calc near points

                Vector3Df v1near = v1 + v1Dir * shadowNearMultiplier;
                Vector3Df v2near = v2 + v2Dir * shadowNearMultiplier;
                Vector3Df v3near = v3 + v3Dir * shadowNearMultiplier;

                // calc infinity points

                Vector3Df v1inf = v1 + v1Dir.Normalize() * shadowInfinityRange;
                Vector3Df v2inf = v2 + v2Dir.Normalize() * shadowInfinityRange;
                Vector3Df v3inf = v3 + v3Dir.Normalize() * shadowInfinityRange;

                // top
                shadowVertices.Add(v1near);
                shadowVertices.Add(v2near);
                shadowVertices.Add(v3near);

                // bottom
                shadowVertices.Add(v3inf);
                shadowVertices.Add(v2inf);
                shadowVertices.Add(v1inf);

                // side1

                shadowVertices.Add(v1inf);
                shadowVertices.Add(v2near);
                shadowVertices.Add(v1near);

                shadowVertices.Add(v1inf);
                shadowVertices.Add(v2inf);
                shadowVertices.Add(v2near);

                // side2

                shadowVertices.Add(v2inf);
                shadowVertices.Add(v3near);
                shadowVertices.Add(v2near);

                shadowVertices.Add(v2inf);
                shadowVertices.Add(v3inf);
                shadowVertices.Add(v3near);

                // side3

                shadowVertices.Add(v1near);
                shadowVertices.Add(v3near);
                shadowVertices.Add(v1inf);

                shadowVertices.Add(v3near);
                shadowVertices.Add(v3inf);
                shadowVertices.Add(v1inf);
            }
        }
コード例 #3
0
        static void Main(string[] args)
        {
            // Initialize device.

            DriverType driverType;

            if (!AskUserForDriver(out driverType))
            {
                return;
            }

            IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType, new Dimension2Di(640, 480));

            if (device == null)
            {
                return;
            }

            // Add event handling.

            device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent);

            // Save important pointers.

            VideoDriver  driver = device.VideoDriver;
            SceneManager smgr   = device.SceneManager;
            Logger       logger = device.Logger;

            // Initialize joysticks and print info about them.

            List <JoystickInfo> joystickList = device.ActivateJoysticks();

            if (joystickList != null)
            {
                logger.Log("Joystick support is enabled and " + joystickList.Count.ToString() + " joystick(s) are present.");

                foreach (JoystickInfo j in joystickList)
                {
                    logger.Log("Joystick " + j.Joystick.ToString() + ":");
                    logger.Log("\tName: \"" + j.Name + "\"");
                    logger.Log("\tAxisCount: " + j.AxisCount.ToString());
                    logger.Log("\tButtonCount: " + j.ButtonCount.ToString());
                    logger.Log("\tPovHat: " + j.PovHat.ToString());
                }
            }
            else
            {
                logger.Log("Joystick support is not enabled.");
            }

            device.SetWindowCaption("Mouse and joystick - Irrlicht Lime - " + joystickList.Count.ToString() + " joystick(s)");

            // Create an arrow mesh and move it around either with the joystick axis/hat,
            // or make it follow the mouse pointer (when no joystick movement).

            SceneNode node = smgr.AddMeshSceneNode(
                smgr.AddArrowMesh(
                    "Arrow",
                    new Color(255, 0, 0),
                    new Color(0, 255, 0),
                    16, 16,
                    2.0f, 1.3f,
                    0.1f, 0.6f
                    )
                );

            node.SetMaterialFlag(MaterialFlag.Lighting, false);

            CameraSceneNode camera = smgr.AddCameraSceneNode();

            camera.Position = new Vector3Df(0, 0, -10);

            // As in example #4, we'll use framerate independent movement.
            uint        then          = device.Timer.Time;
            const float MovementSpeed = 5.0f;

            // Run main cycle.

            while (device.Run())
            {
                // Work out a frame delta time.
                uint  now            = device.Timer.Time;
                float frameDeltaTime = (float)(now - then) / 1000.0f;                 // in seconds
                then = now;

                bool      movedWithJoystick = false;
                Vector3Df nodePosition      = node.Position;

                if (joystickList.Count > 0)
                {
                    float moveHorizontal = 0.0f;                   // range is -1.0 for full left to +1.0 for full right
                    float moveVertical   = 0.0f;                   // range is -1.0 for full down to +1.0 for full up

                    // We receive the full analog range of the axes, and so have to implement our own dead zone.
                    // This is an empirical value, since some joysticks have more jitter or creep around the center
                    // point than others. We'll use 5% of the range as the dead zone, but generally you would want
                    // to give the user the option to change this.
                    float DeadZone = 0.05f;

                    moveHorizontal = joystickState.Axis[0] / 32767.0f;                     // "0" for X axis
                    if (Math.Abs(moveHorizontal) < DeadZone)
                    {
                        moveHorizontal = 0.0f;
                    }

                    moveVertical = joystickState.Axis[1] / -32767.0f;                     // "1" for Y axis
                    if (Math.Abs(moveVertical) < DeadZone)
                    {
                        moveVertical = 0.0f;
                    }

                    // POV will contain 65535 if POV hat info no0t supported, so we can check its range.
                    ushort povDegrees = (ushort)(joystickState.POV / 100);
                    if (povDegrees < 360)
                    {
                        if (povDegrees > 0 && povDegrees < 180)
                        {
                            moveHorizontal = +1.0f;
                        }
                        else if (povDegrees > 180)
                        {
                            moveHorizontal = -1.0f;
                        }

                        if (povDegrees > 90 && povDegrees < 270)
                        {
                            moveVertical = -1.0f;
                        }
                        else if (povDegrees > 270 || povDegrees < 90)
                        {
                            moveVertical = +1.0f;
                        }
                    }

                    // If we have any movement, apply it.
                    if (Math.Abs(moveHorizontal) > 0.0001f || Math.Abs(moveVertical) > 0.0001f)
                    {
                        float m = frameDeltaTime * MovementSpeed;
                        nodePosition      = new Vector3Df(moveHorizontal * m, moveVertical * m, nodePosition.Z);
                        movedWithJoystick = true;
                    }
                }

                // If the arrow node isn't being moved with the joystick, then have it follow the mouse cursor.
                if (!movedWithJoystick)
                {
                    // Create a ray through the mouse cursor.
                    Line3Df ray = smgr.SceneCollisionManager.GetRayFromScreenCoordinates(mouseState.Position, camera);

                    // And intersect the ray with a plane around the node facing towards the camera.
                    Plane3Df  plane = new Plane3Df(nodePosition, new Vector3Df(0, 0, -1));
                    Vector3Df mousePosition;
                    if (plane.GetIntersectionWithLine(ray.Start, ray.Vector, out mousePosition))
                    {
                        // We now have a mouse position in 3d space; move towards it.
                        Vector3Df toMousePosition   = mousePosition - nodePosition;
                        float     availableMovement = frameDeltaTime * MovementSpeed;

                        if (toMousePosition.Length <= availableMovement)
                        {
                            nodePosition = mousePosition;                             // jump to the final position
                        }
                        else
                        {
                            nodePosition += toMousePosition.Normalize() * availableMovement;                             // move towards it
                        }
                    }
                }

                node.Position = nodePosition;

                // Turn lighting on and off depending on whether the left mouse button is down.
                node.SetMaterialFlag(MaterialFlag.Lighting, mouseState.IsLeftButtonDown);

                // Draw all.
                driver.BeginScene(true, true, new Color(113, 113, 133));
                smgr.DrawAll();
                driver.EndScene();
            }

            // Drop the device.

            device.Drop();
        }
コード例 #4
0
        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;
                    }
                }
            }
        }