static void Main() { bool shadows = AskForRealtimeShadows(); DriverType?driverType = AskForDriver(); if (!driverType.HasValue) { return; } IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType.Value, new Dimension2Di(640, 480), 16, false, shadows); if (device == null) { return; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; AnimatedMesh mesh = smgr.GetMesh("../../media/room.3ds"); smgr.MeshManipulator.MakePlanarTextureMapping(mesh.GetMesh(0), 0.004f); SceneNode node = smgr.AddAnimatedMeshSceneNode(mesh); node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.jpg")); node.GetMaterial(0).SpecularColor = new Color(0); mesh = smgr.AddHillPlaneMesh("myHill", new Dimension2Df(20, 20), new Dimension2Di(40, 40), null, 0, new Dimension2Df(0), new Dimension2Df(10, 10)); node = smgr.AddWaterSurfaceSceneNode(mesh.GetMesh(0), 3.0f, 300.0f, 30.0f); node.Position = new Vector3Df(0, 7, 0); node.SetMaterialTexture(0, driver.GetTexture("../../media/stones.jpg")); node.SetMaterialTexture(1, driver.GetTexture("../../media/water.jpg")); node.SetMaterialType(MaterialType.Reflection2Layer); // create light node = smgr.AddLightSceneNode(null, new Vector3Df(0), new Colorf(1.0f, 0.6f, 0.7f, 1.0f), 800); SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(0, 150, 0), 250); node.AddAnimator(anim); anim.Drop(); // attach billboard to light node = smgr.AddBillboardSceneNode(node, new Dimension2Df(50, 50)); node.SetMaterialFlag(MaterialFlag.Lighting, false); node.SetMaterialType(MaterialType.TransparentAddColor); node.SetMaterialTexture(0, driver.GetTexture("../../media/particlewhite.bmp")); // create a particle system ParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(false); if (ps != null) { ParticleEmitter em = ps.CreateBoxEmitter( new AABBox(-7, 0, -7, 7, 1, 7), // emitter size new Vector3Df(0.0f, 0.06f, 0.0f), // initial direction 80, 100, // emit rate new Color(255, 255, 255, 0), // darkest color new Color(255, 255, 255, 0), // brightest color 800, 2000, 0, // min and max age, angle new Dimension2Df(10.0f), // min size new Dimension2Df(20.0f)); // max size ps.Emitter = em; // this grabs the emitter em.Drop(); // so we can drop it here without deleting it ParticleAffector paf = ps.CreateFadeOutParticleAffector(); ps.AddAffector(paf); // same goes for the affector paf.Drop(); ps.Position = new Vector3Df(-70, 60, 40); ps.Scale = new Vector3Df(2); ps.SetMaterialFlag(MaterialFlag.Lighting, false); ps.SetMaterialFlag(MaterialFlag.ZWrite, false); ps.SetMaterialTexture(0, driver.GetTexture("../../media/fire.bmp")); ps.SetMaterialType(MaterialType.TransparentAddColor); } VolumeLightSceneNode n = smgr.AddVolumeLightSceneNode(null, -1, 32, // Subdivisions on U axis 32, // Subdivisions on V axis new Color(255, 255, 255, 0), // foot color new Color(0, 0, 0, 0)); // tail color if (n != null) { n.Scale = new Vector3Df(56); n.Position = new Vector3Df(-120, 50, 40); // load textures for animation List <Texture> textures = new List <Texture>(); for (int i = 7; i > 0; i--) { string s = string.Format("../../media/portal{0}.bmp", i); textures.Add(driver.GetTexture(s)); } // create texture animator SceneNodeAnimator glow = smgr.CreateTextureAnimator(textures, 0.150f); // add the animator n.AddAnimator(glow); // drop the animator because it was created with a create() function glow.Drop(); } // add animated character mesh = smgr.GetMesh("../../media/dwarf.x"); AnimatedMeshSceneNode anode = smgr.AddAnimatedMeshSceneNode(mesh); anode.Position = new Vector3Df(-50, 20, -60); anode.AnimationSpeed = 15; // add shadow anode.AddShadowVolumeSceneNode(); smgr.ShadowColor = new Color(0, 0, 0, 150); // make the model a little bit bigger and normalize its normals // because of the scaling, for correct lighting anode.Scale = new Vector3Df(2); anode.SetMaterialFlag(MaterialFlag.NormalizeNormals, true); CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(-50, 50, -150); // disable mouse cursor device.CursorControl.Visible = false; int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "SpecialFX example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } 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; } VideoDriver driver = device.VideoDriver; SceneManager smgr = device.SceneManager; GUIEnvironment env = device.GUIEnvironment; driver.SetTextureCreationFlag(TextureCreationFlag.Always32Bit, true); // add irrlicht logo env.AddImage(driver.GetTexture("../../media/irrlichtlogoalpha2.tga"), new Vector2Di(10)); // add camera CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(); camera.Position = new Vector3Df(-200, 200, -200); // disable mouse cursor device.CursorControl.Visible = false; driver.Fog = new Fog(new Color(138, 125, 81, 0), FogType.Linear, 250, 1000, 0.003f, true, false); AnimatedMesh roomMesh = smgr.GetMesh("../../media/room.3ds"); SceneNode room = null; SceneNode earth = null; if (roomMesh != null) { // the room mesh doesn't have proper texture mapping on the floor, // so we can recreate them on runtime smgr.MeshManipulator.MakePlanarTextureMapping(roomMesh.GetMesh(0), 0.003f); Texture normalMap = driver.GetTexture("../../media/rockwall_height.bmp"); if (normalMap != null) { driver.MakeNormalMapTexture(normalMap, 9.0f); } Mesh tangentMesh = smgr.MeshManipulator.CreateMeshWithTangents(roomMesh.GetMesh(0)); room = smgr.AddMeshSceneNode(tangentMesh); room.SetMaterialTexture(0, driver.GetTexture("../../media/rockwall.jpg")); room.SetMaterialTexture(1, normalMap); room.GetMaterial(0).SpecularColor = new Color(0); room.GetMaterial(0).Shininess = 0.0f; room.SetMaterialFlag(MaterialFlag.Fog, true); room.SetMaterialType(MaterialType.ParallaxMapSolid); room.GetMaterial(0).MaterialTypeParam = 1.0f / 64.0f; // adjust height for parallax effect tangentMesh.Drop(); // drop mesh because we created it with a "create" call } // add earth sphere AnimatedMesh earthMesh = smgr.GetMesh("../../media/earth.x"); if (earthMesh != null) { // perform various task with the mesh manipulator MeshManipulator manipulator = smgr.MeshManipulator; // create mesh copy with tangent informations from original earth.x mesh Mesh tangentSphereMesh = manipulator.CreateMeshWithTangents(earthMesh.GetMesh(0)); // set the alpha value of all vertices to 200 manipulator.SetVertexColorAlpha(tangentSphereMesh, 200); // scale the mesh by factor 50 Matrix m = new Matrix(); m.Scale = new Vector3Df(50); manipulator.Transform(tangentSphereMesh, m); earth = smgr.AddMeshSceneNode(tangentSphereMesh); earth.Position = new Vector3Df(-70, 130, 45); // load heightmap, create normal map from it and set it Texture earthNormalMap = driver.GetTexture("../../media/earthbump.jpg"); if (earthNormalMap != null) { driver.MakeNormalMapTexture(earthNormalMap, 20); earth.SetMaterialTexture(1, earthNormalMap); earth.SetMaterialType(MaterialType.NormalMapTransparentVertexAlpha); } // adjust material settings earth.SetMaterialFlag(MaterialFlag.Fog, true); // add rotation animator SceneNodeAnimator anim = smgr.CreateRotationAnimator(new Vector3Df(0, 0.1f, 0)); earth.AddAnimator(anim); anim.Drop(); // drop mesh because we created it with a "create" call. tangentSphereMesh.Drop(); } // add light 1 (more green) LightSceneNode light1 = smgr.AddLightSceneNode(null, new Vector3Df(), new Colorf(0.5f, 1.0f, 0.5f, 0.0f), 800); if (light1 != null) { light1.DebugDataVisible = DebugSceneType.BBox; // add fly circle animator to light SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(50, 300, 0), 190.0f, -0.003f); light1.AddAnimator(anim); anim.Drop(); // attach billboard to the light BillboardSceneNode bill = smgr.AddBillboardSceneNode(light1, new Dimension2Df(60, 60)); bill.SetMaterialFlag(MaterialFlag.Lighting, false); bill.SetMaterialFlag(MaterialFlag.ZWrite, false); bill.SetMaterialType(MaterialType.TransparentAddColor); bill.SetMaterialTexture(0, driver.GetTexture("../../media/particlegreen.jpg")); } // add light 2 (red) SceneNode light2 = smgr.AddLightSceneNode(null, new Vector3Df(), new Colorf(1.0f, 0.2f, 0.2f, 0.0f), 800.0f); if (light2 != null) { // add fly circle animator to light SceneNodeAnimator anim = smgr.CreateFlyCircleAnimator(new Vector3Df(0, 150, 0), 200.0f, 0.001f, new Vector3Df(0.2f, 0.9f, 0.0f)); light2.AddAnimator(anim); anim.Drop(); // attach billboard to light SceneNode bill = smgr.AddBillboardSceneNode(light2, new Dimension2Df(120, 120)); bill.SetMaterialFlag(MaterialFlag.Lighting, false); bill.SetMaterialFlag(MaterialFlag.ZWrite, false); bill.SetMaterialType(MaterialType.TransparentAddColor); bill.SetMaterialTexture(0, driver.GetTexture("../../media/particlered.bmp")); // add particle system ParticleSystemSceneNode ps = smgr.AddParticleSystemSceneNode(false, light2); // create and set emitter ParticleEmitter em = ps.CreateBoxEmitter( new AABBox(-3, 0, -3, 3, 1, 3), new Vector3Df(0.0f, 0.03f, 0.0f), 80, 100, new Color(255, 255, 255, 10), new Color(255, 255, 255, 10), 400, 1100); em.MinStartSize = new Dimension2Df(30.0f, 40.0f); em.MaxStartSize = new Dimension2Df(30.0f, 40.0f); ps.Emitter = em; em.Drop(); // create and set affector ParticleAffector paf = ps.CreateFadeOutParticleAffector(); ps.AddAffector(paf); paf.Drop(); // adjust some material settings ps.SetMaterialFlag(MaterialFlag.Lighting, false); ps.SetMaterialFlag(MaterialFlag.ZWrite, false); ps.SetMaterialTexture(0, driver.GetTexture("../../media/fireball.bmp")); ps.SetMaterialType(MaterialType.TransparentAddColor); } MyEventReceiver receiver = new MyEventReceiver(device, room, earth); int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(ClearBufferFlag.All, new Color(0)); smgr.DrawAll(); env.DrawAll(); driver.EndScene(); int fps = driver.FPS; if (lastFPS != fps) { device.SetWindowCaption(String.Format( "Per pixel lighting example - Irrlicht Engine [{0}] fps: {1}", driver.Name, fps)); lastFPS = fps; } } } 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; } 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(); }