예제 #1
0
        /// <summary>
        /// Létrehoz egy sizex*sizey méretű ablakot, windowCaption címmel és deviceType renderelési eszközzel.
        /// </summary>
        /// <param name="windowCaption">Ablak címe</param>
        /// <param name="sizex">Ablak szélessége</param>
        /// <param name="sizey">Ablak magassága</param>
        /// <param name="deviceType">A render eszköz típusa ("DriverType.OpenGL;" (OpenGL) vagy "DriverType.Direct3D8;"/"DriverType.Direct3D9;" (DirectX))</param>
        /// <param name="mapName">Betöltendő pálya neve a kiterjesztés nélkül (pl. "devmap")</param>
        /// <param name="pak0">A pak0 fájl neve (pl. "pak0" vagy "pack1")</param>
        /// <param name="pak1">A pak1 fájl neve (pl. "pak1" vagy "pack4")</param>
        /// <param name="pak2">A pak2 fájl neve (pl. "pak2" vagy "pack2")</param>
        public static void createScreen(string windowCaption, int sizex, int sizey, DriverType deviceType, string mapName, string pak0, string pak1, string pak2, bool isFullScreen)
        {
            //Ablakot megjeleníteni
            if (isFullScreen == true)
            {
                device = IrrlichtDevice.CreateDevice(deviceType, new Dimension2Di(sizex, sizey), 32, true, false, true);
            }
            else
            {
                device = IrrlichtDevice.CreateDevice(deviceType, new Dimension2Di(sizex, sizey), 32, false, false, true);
            }
            if (device == null)
                return;

            AnimatedMesh q3levelmesh = null;
            device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent);
            device.SetWindowCaption(Property.modName + " Build " + Property.modVersion);
            driver = device.VideoDriver;
            smgr = device.SceneManager;

            GUIEnvironment gui = device.GUIEnvironment;
            //fadein
            GUIInOutFader fader = device.GUIEnvironment.AddInOutFader();
            fader.SetColor(new Color(0, 0, 0, 255));
            fader.FadeIn(2000);
            //hurtOverlay = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Overlays/hurt.png"), new Vector2Di(0, 0));
            //hurtOverlay.Visible = false;
            GUIImage copyrightScreen = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/exit.tga"), new Vector2Di(0, 0));
            float guiScalex = sizex / 800;
            float guiScaley = sizey / 600;
            copyrightScreen.Visible = false;
            copyrightScreen.ScaleImage = true;
            copyrightScreen.SetMaxSize(new Dimension2Di(sizex, sizey));
            copyrightScreen.SetMinSize(new Dimension2Di(sizex, sizey));
            //Betölteni a mapot
            try
            {
                device.FileSystem.AddFileArchive("./Content/PK3/" + pak0 + ".edsf");
            }
            catch (Exception ex)
            {
                Logger.Log("pak0 fajl betoltese sikertelen vagy nem talalhato, a jatek nem tud betoltodni");
                string error = ex.ToString();
                    Logger.Log(error);
                Environment.Exit(0);
            }
            try
            {
                device.FileSystem.AddFileArchive("./Content/PK3/" + pak1 + ".edsf");
            }
            catch (Exception ex)
            {
                Logger.Log("pak1 fajl betoltese sikertelen vagy nem talalhato, ignoralva");
                string error = ex.ToString();
                    Logger.Log(error);
            }
            try
            {
                device.FileSystem.AddFileArchive("./Content/PK3/" + pak2 + ".edsf");
            }
            catch (Exception ex)
            {
                Logger.Log("pak2 fajl betoltese sikertelen vagy nem talalhato, ignoralva");
                string error = ex.ToString();
                    Logger.Log(error);
            }
            try
            {
                q3levelmesh = smgr.GetMesh(mapName + ".bsp");
            }
            catch (Exception ex)
            {
                Logger.Log("Palya betoltese sikertelen vagy nem talalhato, a jatek nem tud betoltodni");
                string error = ex.ToString();
                Logger.Log(error);
                Environment.Exit(0);
            }
            MeshSceneNode q3node = null;
                q3node = smgr.AddOctreeSceneNode(q3levelmesh.GetMesh(0), null, IDFlag_IsPickable);
                q3node.Position = new Vector3Df(-1350, -130, -1400);
            SceneNode node = null;
            if (mapName == "rpg")
            {
                IsRPG = true;
            }
            //LightSceneNode light = smgr.AddLightSceneNode(q3node, new Vector3Df(-1319, -118, -1410), new Color(255, 255, 255), 600.0, 10);
            //Half-Life Headcrab
            AnimatedMeshSceneNode anode3 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/headcrab.mdl"));
            if (IsRPG)
            {
                anode3.Position = new Vector3Df(-1212, -180, -1346);
                Audio.playWave("./Content/Music/rpg.mp3");
            }
            else
            {
                anode3.Position = new Vector3Df(-1372.951f, -145.9882f, -1319.71f);
            }
            anode3.Rotation = new Vector3Df(0, 0, 0);
            anode3.AnimationSpeed = 1;
            Scenes.changeAnimation(anode3, 1, 31);
            anode3.SetMaterialFlag(MaterialFlag.Lighting, true);
            anode3.GetMaterial(0).NormalizeNormals = true;
            anode3.GetMaterial(0).Lighting = false;
            //Yodan
            anode2 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/yodan.mdl"));
            anode2.Position = new Vector3Df(-1355, -200, -1410);
            anode2.AnimationSpeed = 15;
            anode2.SetMaterialFlag(MaterialFlag.Lighting, true);
            anode2.GetMaterial(0).NormalizeNormals = true;
            anode2.GetMaterial(0).Lighting = false;
            anode2.SetTransitionTime(3);
               			Scenes.changeYodanAnimation(anode2, "idle");
            //SkyBox
            SceneNode skybox = smgr.AddSkyBoxSceneNode("./Contents/2D/Skybox/mountains_up.jpg", "./Contents/2D/Skybox/mountains_dn.jpg", "./Contents/2D/Skybox/mountains_lf.jpg", "./Contents/2D/Skybox/mountains_rt.jpg", "./Contents/2D/Skybox/mountains_ft.jpg", "./Contents/2D/Skybox/mountains_bk.jpg");
            skybox.Visible = true;
            //FPS kamera hozzáadása
            camera = smgr.AddCameraSceneNodeFPS();
            camera.Position = new Vector3Df(-1625.723f, -145.9937f, -1532.087f);
            camera.Target = new Vector3Df(-1491.555f, -1434.106f, -1368.737f);
            //fegyver
            AnimatedMesh weaponmesh = smgr.GetMesh("./Content/3D/blades.mdl");
            AnimatedMeshSceneNode weapon = smgr.AddAnimatedMeshSceneNode(weaponmesh, camera, 30);
            weapon.Scale = new Vector3Df(0.5f, 0.5f, 0.5f);
            weapon.Position = new Vector3Df(0, 0, 15);
            weapon.Rotation = new Vector3Df(0, -90, 0);
            Scenes.changeAnimation(weapon, 1, 1);
            weapon.Visible = true;
            //fizika
            TriangleSelector selector;
            selector = smgr.CreateOctreeTriangleSelector(q3levelmesh.GetMesh(0), q3node, 128);
            q3node.TriangleSelector = selector;
            anim = smgr.CreateCollisionResponseAnimator(selector, camera, new Vector3Df(30, 50, 30), new Vector3Df(0, -10, 0), new Vector3Df(0, 30, 0));
            //Overlay
            GUIImage overlay = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Overlays/vignette.png"), new Vector2Di(0, 0));
            overlay.ScaleImage = true;
            overlay.SetMaxSize(new Dimension2Di(sizex, sizey));
            overlay.SetMinSize(new Dimension2Di(sizex, sizey));
            selector.Drop();
            camera.AddAnimator(anim);
            anim.Drop();
            // fény
            lightMovementHelperNode = smgr.AddEmptySceneNode();

            q3node = smgr.AddSphereSceneNode(2, 6, lightMovementHelperNode, -1, new Vector3Df(15, -10, 15));
            q3node.SetMaterialFlag(MaterialFlag.Lighting, false);

            lightNode = q3node;

            //A Portré
            anode = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/portrait.mdl"));
            anode.Position = new Vector3Df(-1177.601f, -137.975f, -1238.015f);
            anode.Rotation = new Vector3Df(0,0,0);
            anode.Scale = new Vector3Df(3);
            anode.AnimationSpeed = 1500;
            anode.SetMaterialFlag(MaterialFlag.Lighting, true);
            anode.GetMaterial(0).NormalizeNormals = true;
            anode.GetMaterial(0).Lighting = false;

            AnimatedMeshSceneNode anode4 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/waiter.mdl"));
            anode4.Position = new Vector3Df(-1130, -375, -1724);
            anode4.Rotation = new Vector3Df(0, -90, 0);
            anode4.Scale = new Vector3Df(2, 2, 2);
            anode4.SetMaterialFlag(MaterialFlag.Lighting, false);
            Scenes.changeAnimation(anode4, 0, 1);

            //Egér elrejtése
            device.CursorControl.Visible = false;
            GUIFont font = device.GUIEnvironment.BuiltInFont;
            SceneCollisionManager collMan = smgr.SceneCollisionManager;
            TextSceneNode headcrabName = smgr.AddTextSceneNode(font, "Yodan Lebegö Headcrab-je <Level 10>", new Color(255, 255, 0), null, anode3.Position + new Vector3Df(0, 25, 0), 0);
            TextSceneNode waiterName = smgr.AddTextSceneNode(font, "John <Level 15>", new Color(0, 255, 0), null, anode4.Position + new Vector3Df(0, 125, 0), 0);
            uint then = device.Timer.Time;
            float MOVEMENT_SPEED = 100.0f;

            //Energiagömb
            /*AnimatedMeshSceneNode anode5 = smgr.AddAnimatedMeshSceneNode(smgr.GetMesh("./Content/3D/core.mdl"));
            anode5.Position = new Vector3Df(-1355, 0, -1410);
            Scenes.changeAnimation(anode5, 0, 90);
            anode5.Scale = new Vector3Df(2.0f);
            Line3Df coreray = new Line3Df(-1355, 0, -1410, -1355, -500, -1410);
            driver.SetMaterial(anode5.GetMaterial(1));
            driver.SetTransform(TransformationState.World, Matrix.Identity);
            driver.Draw3DLine(coreray, new Color(255,0,0));*/

            GUIImage bartenderForm = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/bartender.png"), new Vector2Di(10, 10));
            bartenderForm.ScaleImage = true;
            bartenderForm.Visible = false;
            bartenderForm.SetMinSize(new Dimension2Di(sizex - 10, sizey - 10));
            bartenderForm.SetMaxSize(new Dimension2Di(sizex - 10, sizey - 10));
            bool BartenderFormIsOpen = false;
            GUIImage ActionBar = device.GUIEnvironment.AddImage(driver.GetTexture("./Content/2D/Hud/Actionbar.tga"), new Vector2Di(0, 600 - 128));
            //330, 110  790, 120
            Recti expbarrect = new Recti();
            ExperienceBar expbar = new ExperienceBar(gui, expbarrect,0, ActionBar);
            expbar.SetProgress(0);
            expbar.SetColors(new Color(255, 255, 0), new Color(255, 255, 255));
            expbar.AddBorder(5, new Color(0, 0, 0));
            expbar.SetMinSize(new Dimension2Di(128, 64));
            expbar.SetMaxSize(new Dimension2Di(128, 64));
            //Mi minek a része
            q3node.AddChild(anode);
            q3node.AddChild(anode2);
            q3node.AddChild(anode3);
            q3node.AddChild(anode4);
            TextSceneNode yodanName = smgr.AddTextSceneNode(font, "Yodan a Bérgyilkos <Level 90>", new Color(255, 0, 0), null, anode2.Position + new Vector3Df(0, 50, 0), 0);
            while (device.Run())
            {
                driver.BeginScene(true, true, new Color(135, 206, 235));

                smgr.DrawAll();
                gui.DrawAll();
                string printDate = dateTime.ToShortTimeString();
                uint now = device.Timer.Time;
                float frameDeltaTime = (float)(now - then) / 1000.0f;
                then = now;
                Vector3Df nodePosition = camera.Position;
                if (font != null)
                {
                    /*font.Draw("Build " + Property.modVersion, 5, 5, new Color(0, 0, 255));
                    font.Draw("pos= " + camera.Position, 5, 578 - 16, new Color(0, 0, 255));
                    font.Draw("tar= " + camera.Target, 5, 594 - 16, new Color(0, 0, 255));*/
                    font.Draw(Player.Experience(), new Vector2Di(505, 582), new Color(0,0,0));
                }
                if (camera.Position.Z >= 10000)
                {
                    font.Draw("Kiestél a Világból!", new Vector2Di(400, 300), new Color (0, 0, 0));
                    camera.Position = anode.Position;
                }

                if (Quest1Done)
                {
                    yodanName.SetTextColor(new Color(255, 255, 0));
                }

                if (IsKeyDown(KeyCode.Space))
                {
                    nodePosition.Y += MOVEMENT_SPEED * frameDeltaTime;
                }
                else if (IsKeyDown(KeyCode.LControl))
                {
                    nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
                }
                if (IsKeyDown(KeyCode.LShift))
                {
                    MOVEMENT_SPEED = 200.0f;
                }
                else
                {
                    MOVEMENT_SPEED = 100.0f;
                }

                if (IsKeyDown(KeyCode.Esc))
                {
                    copyrightScreen.Visible = true;
                }
                if (IsKeyDown(KeyCode.KeyM))
                {
                    //Yodan.Run(new Vector3Df(-1642, -172, -1421), new Vector3Df(-1053, -167, -1416));
                }
                if (IsKeyDown(KeyCode.KeyB))
                {
                   // Yodan.Wave();

                   Scripting.RunScript(Scripting.LoadScript());
                }
                if (IsKeyDown(KeyCode.KeyV))
                {
                    //Yodan.Speak("./Content/Sound/vo/yodan/yo_20ft.mp3");
                }
                else if (IsKeyDown(KeyCode.KeyN))
                {
                    //Yodan.Stand();
                }
                else if (IsKeyDown(KeyCode.KeyC))
                {
                    //Yodan.WaveAndGreet();
                }
                //Actionbar START

                //Auto-Attack
                if (IsKeyDown(KeyCode.Key1))
                {
                    if (!AutoAttack)
                    {
                        Delay(100);
                        AutoAttack = true;
                        if (currentWeapon == 1)
                        {
                            Scenes.changeAnimation(weapon, 11 + 24 + 25, 11 + 24 + 25 + 31 + 30);
                        }
                        else if (currentWeapon == 2)
                        {
                            Scenes.changeAnimation(weapon, 91 + 31 + 81 + 31, 91 + 31 + 81 + 31+90);
                        }
                    }
                    else if (AutoAttack)
                    {
                        Delay(100);
                        AutoAttack = false;
                        if (currentWeapon == 1)
                        {
                            Scenes.changeAnimation(weapon, 1, 1);
                        }
                        else if (currentWeapon == 2)
                        {
                            Scenes.changeAnimation(weapon, 1, 90);
                        }

                    }
                }
                //Blades
                if (IsKeyDown(KeyCode.Key2))
                 {
                     AnimatedMesh bladesmesh = smgr.GetMesh("./Content/3D/blades.mdl");
                     weapon.Mesh = bladesmesh;
                     weapon.Scale = new Vector3Df(0.5f, 0.5f, 0.5f);
                     weapon.Position = new Vector3Df(0, 0, 15);
                     weapon.Rotation = new Vector3Df(0, -90, 0);
                     Scenes.changeAnimation(weapon, 1, 1);
                     currentWeapon = 1;
                 }
                 //Crossbow
                 if (IsKeyDown(KeyCode.Key3))
                 {
                     AnimatedMesh crossbowmesh = smgr.GetMesh("./Content/3D/crossbow.mdl");
                     weapon.Mesh = crossbowmesh;
                     Scenes.changeAnimation(weapon, 1, 90);
                     weapon.Scale = new Vector3Df(3.0f, 3.0f, 3.0f);
                     currentWeapon = 2;

                 }
                 if (IsKeyDown(KeyCode.Key4))
                 {
                     if (IsEtlapPickedUp)
                     {
                         bartenderForm.Visible = true;
                         BartenderFormIsOpen = true;
                         Audio.playWave("./Content/sound/paper_pickup.mp3");
                     }

                 }

                //Actionbar END

                //elteszi/előveszi a fegyvert
                if(IsKeyDown(KeyCode.Tab))
                {
                    if(weaponHolster)
                    {
                    weapon.Visible = false;
                    Audio.playWave("./Content/sound/weapon.mp3");
                    weaponHolster = false;
                    }
                    else
                    {
                    weapon.Visible = true;
                    Audio.playWave("./Content/sound/weapon.mp3");
                    weaponHolster = true;
                    }
                }
                if (IsKeyDown(KeyCode.MouseLButton))
                {
                    AutoAttack = true;
                    if (currentWeapon == 1)
                    {
                        Scenes.changeAnimation(weapon, 11 + 24 + 25, 11 + 24 + 25 + 31 + 30);
                    }
                    else if (currentWeapon == 2)
                    {
                        Scenes.changeAnimation(weapon, 91 + 31 + 81 + 31, 91 + 31 + 81 + 31 + 90);
                    }
                }
                else if (!IsKeyDown(KeyCode.MouseLButton))
                {
                    AutoAttack = false;
                    if (currentWeapon == 1)
                    {
                        Scenes.changeAnimation(weapon, 1, 1);
                    }
                    else if (currentWeapon == 2)
                    {
                        Scenes.changeAnimation(weapon, 1, 90);
                    }
                }

                if (IsKeyDown(KeyCode.KeyX))
                {
                    Texture yodanMissing = driver.GetTexture("./Content/2D/yodanmissing.tga");
                    Dimension2Di yodanMisSiz = yodanMissing.Size;
                    yodanMisSiz = anode.GetMaterial(0).GetTexture(0).Size;
                    anode.SetMaterialTexture(0, yodanMissing);
                }
                if (IsKeyDown(KeyCode.KeyE))
                {
                    //Bartender Johh On-Use
                    Vector3Df camtarget = camera.Target;
                    if (!BartenderFormIsOpen)
                    {
                        if (new Vector3Df(727, 221, -986) <= camtarget)
                        {
                            if (new Vector3Df(763, 276, -2329) >= camtarget)
                            {
                                if (camtarget > new Vector3Df(184, -1843, -1255))
                                {
                                    if (camtarget > new Vector3Df(138, -1837, -2318))
                                    {
                                        bartenderForm.Visible = true;
                                        BartenderFormIsOpen = true;
                                        if (!IsEtlapPickedUp)
                                        {
                                            ActionBar.Image = driver.GetTexture("./Content/2D/Hud/Actionbar_etlap.tga");
                                            Audio.playWave("./Content/sound/vo/waiter_john/teatime.mp3");
                                        }
                                        IsEtlapPickedUp = true;
                                        Audio.playWave("./Content/sound/paper_pickup.mp3");
                                    }
                                }
                            }
                        }
                    }
                    else if (BartenderFormIsOpen)
                    {
                        bartenderForm.Visible = false;
                        BartenderFormIsOpen = false;
                        Audio.playWave("./Content/sound/paper_pickup.mp3");
                    }
                }

                if (IsKeyDown(KeyCode.KeyK))
                {
                    //Yodan.GoGhost();
                }
                if (IsKeyDown(KeyCode.KeyJ))
                {
                    //Yodan.GoNormal();
                }
                if (IsKeyDown(KeyCode.KeyL))
                {

                }
                if (IsKeyDown(KeyCode.F7))
                {
                    Delay(500);
                    takeScreenshot(device);
                }
                if (IsKeyDown(KeyCode.F9))
                {
                    Delay(500);
                    string campos = camera.Position.ToString();
                    Logger.Log("position:" + campos);
                    string camtar = camera.Target.ToString();
                    Logger.Log("target: " + camtar);
                }
                if (IsKeyDown(KeyCode.LShift))
                {
                    if (IsKeyDown(KeyCode.KeyY))
                    {
                        Environment.Exit(0);
                    } else if (IsKeyDown(KeyCode.KeyN))
                    {
                        copyrightScreen.Visible = false;
                    }
                }

                camera.Position = nodePosition;
                driver.EndScene();
            }
            device.Drop();
        }
예제 #2
0
        static void Main(string[] args)
        {
            DriverType driverType;

            Console.Write("Please select the driver you want for this example:\n" +
                          " (a) OpenGL\n (b) Direct3D 9.0c\n (c) Direct3D 8.1\n" +
                          " (d) Burning's Software Renderer\n (e) Software Renderer\n" +
                          " (f) NullDevice\n (otherKey) exit\n\n");

            ConsoleKeyInfo i = Console.ReadKey();

            switch (i.Key)
            {
            case ConsoleKey.A: driverType = DriverType.OpenGL; break;

            case ConsoleKey.B: driverType = DriverType.Direct3D9; break;

            case ConsoleKey.C: driverType = DriverType.Direct3D8; break;

            case ConsoleKey.D: driverType = DriverType.BurningsVideo; break;

            case ConsoleKey.E: driverType = DriverType.Software; break;

            case ConsoleKey.F: driverType = DriverType.Null; break;

            default:
                return;
            }

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

            if (device == null)
            {
                return;
            }

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

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

            AnimatedMesh mesh = smgr.GetMesh("20kdm2.bsp");
            SceneNode    node = null;

            if (mesh != null)
            {
                node = smgr.AddOctreeSceneNode(mesh.GetMesh(0), null, -1, 1024);
            }

            if (node != null)
            {
                node.Position = new Vector3Df(-1300, -144, -1249);
            }

            smgr.AddCameraSceneNodeFPS();

            device.CursorControl.Visible = false;

            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    driver.BeginScene(true, true, new Color(200, 200, 200));
                    smgr.DrawAll();
                    driver.EndScene();

                    int fps = driver.FPS;
                    if (lastFPS != fps)
                    {
                        device.SetWindowCaption(String.Format(
                                                    "Quake 3 Map Example - Irrlicht Engine [{0}] fps: {1}",
                                                    driver.Name, fps));

                        lastFPS = fps;
                    }
                }
            }

            device.Drop();
        }
예제 #3
0
        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();
        }
예제 #4
0
        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 mesh = smgr.GetMesh("20kdm2.bsp");
            SceneNode    node = null;

            if (mesh != null)
            {
                node = smgr.AddOctreeSceneNode(mesh.GetMesh(0), null, -1, 1024);
            }

            if (node != null)
            {
                node.Position = new Vector3Df(-1300, -144, -1249);
            }

            smgr.AddCameraSceneNodeFPS();

            device.CursorControl.Visible = false;

            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    driver.BeginScene(ClearBufferFlag.All, new Color(200, 200, 200));
                    smgr.DrawAll();
                    driver.EndScene();

                    int fps = driver.FPS;
                    if (lastFPS != fps)
                    {
                        device.SetWindowCaption(String.Format(
                                                    "Quake 3 Map Example - Irrlicht Engine [{0}] fps: {1}",
                                                    driver.Name, fps));

                        lastFPS = fps;
                    }
                }
            }

            device.Drop();
        }
예제 #5
0
        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();
        }
예제 #6
0
        static void Main(string[] args)
        {
            DriverType driverType;

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

            IrrlichtDevice device = IrrlichtDevice.CreateDevice(driverType, new Dimension2Di(ResX, ResY), 32, fullScreen);

            if (device == null)
            {
                return;
            }

            device.OnEvent += new IrrlichtDevice.EventHandler(device_OnEvent);
            VideoDriver  driver = device.VideoDriver;
            SceneManager smgr   = device.SceneManager;

            // load model
            AnimatedMesh model = smgr.GetMesh("../../media/sydney.md2");

            if (model == null)
            {
                return;
            }

            AnimatedMeshSceneNode model_node = smgr.AddAnimatedMeshSceneNode(model);

            // load texture
            if (model_node != null)
            {
                Texture texture = driver.GetTexture("../../media/sydney.bmp");
                model_node.SetMaterialTexture(0, texture);
                model_node.SetMD2Animation(AnimationTypeMD2.Run);
                model_node.SetMaterialFlag(MaterialFlag.Lighting, false);
            }

            // load map
            device.FileSystem.AddFileArchive("../../media/map-20kdm2.pk3");
            AnimatedMesh map = smgr.GetMesh("20kdm2.bsp");

            if (map != null)
            {
                SceneNode map_node = smgr.AddOctreeSceneNode(map.GetMesh(0));
                map_node.Position = new Vector3Df(-850, -220, -850);
            }

            // create 3 fixed and one user-controlled cameras
            camera[0]          = smgr.AddCameraSceneNode(null, new Vector3Df(50, 0, 0), new Vector3Df(0)); // font
            camera[1]          = smgr.AddCameraSceneNode(null, new Vector3Df(0, 50, 0), new Vector3Df(0)); // top
            camera[2]          = smgr.AddCameraSceneNode(null, new Vector3Df(0, 0, 50), new Vector3Df(0)); // left
            camera[3]          = smgr.AddCameraSceneNodeFPS();                                             // user-controlled
            camera[3].Position = new Vector3Df(-50, 0, -50);

            device.CursorControl.Visible = false;

            int lastFPS = -1;

            while (device.Run())
            {
                // set the viewpoint to the whole screen and begin scene
                driver.ViewPort = new Recti(0, 0, ResX, ResY);
                driver.BeginScene(true, true, new Color(100, 100, 100));

                if (splitScreen)
                {
                    smgr.ActiveCamera = camera[0];
                    driver.ViewPort   = new Recti(0, 0, ResX / 2, ResY / 2);                   // top left
                    smgr.DrawAll();

                    smgr.ActiveCamera = camera[1];
                    driver.ViewPort   = new Recti(ResX / 2, 0, ResX, ResY / 2);                   // top right
                    smgr.DrawAll();

                    smgr.ActiveCamera = camera[2];
                    driver.ViewPort   = new Recti(0, ResY / 2, ResX / 2, ResY);                   // bottom left
                    smgr.DrawAll();

                    driver.ViewPort = new Recti(ResX / 2, ResY / 2, ResX, ResY);                     // bottom right
                }

                smgr.ActiveCamera = camera[3];
                smgr.DrawAll();

                driver.EndScene();

                int fps = driver.FPS;
                if (lastFPS != fps)
                {
                    device.SetWindowCaption(String.Format(
                                                "Split Screen example - Irrlicht Engine [{0}] fps: {1}",
                                                driver.Name, fps));

                    lastFPS = fps;
                }
            }

            device.Drop();
        }
예제 #7
0
        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();
        }