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 runIndoorTest() { device = new IrrlichtDevice(SelectedDriverType, new Dimension2D(800, 600), 16, false, true, false); device.EventReceiver = this; device.ResizeAble = true; device.WindowCaption = "Irrlicht.NET indoor test"; // load some textures and meshes ITexture texSydney = device.VideoDriver.GetTexture(@"..\..\media\sydney.bmp"); ITexture texWall = device.VideoDriver.GetTexture(@"..\..\media\wall.jpg"); ITexture texLogo = device.VideoDriver.GetTexture(@"..\..\media\irrlichtlogoaligned.jpg"); Irrlicht.Scene.IAnimatedMesh mesh = device.SceneManager.GetMesh(@"..\..\media\sydney.md2"); if (mesh == null) { System.Windows.Forms.MessageBox.Show( @"Could not load mesh ..\..\media\sydney.md2, exiting.", "Problem starting program"); return; } // add a cube to the scene ISceneNode node = device.SceneManager.AddCubeSceneNode(15, null, -1, new Vector3D(30, -15, 0)); node.SetMaterialTexture(0, texWall); node.SetMaterialFlag(Irrlicht.Video.MaterialFlag.LIGHTING, false); // add an animator to the cube to make it rotate ISceneNodeAnimator anim = device.SceneManager.CreateRotationAnimator(new Vector3D(0.2f, 0.2f, 0)); node.AddAnimator(anim); // add animated mesh IAnimatedMeshSceneNode anode = device.SceneManager.AddAnimatedMeshSceneNode(mesh, null, -1); anode.SetMaterialTexture(0, texSydney); anode.SetMaterialFlag(MaterialFlag.LIGHTING, false); anode.Scale = new Vector3D(2, 2, 2); anode.Position = new Vector3D(0, -20, 0); // add a shadow Shadow = anode.AddShadowVolumeSceneNode(); if (Shadow != null) { Shadow.Visible = false; } // where no light there no shadow device.SceneManager.AddLightSceneNode(null, new Vector3D(20, 100, -50), new Colorf(255, 0, 0), 200, -1); // add quake 3 level device.FileSystem.AddZipFileArchive("../../media/map-20kdm2.pk3"); IAnimatedMesh q3levelmesh = device.SceneManager.GetMesh("20kdm2.bsp"); ISceneNode q3node = device.SceneManager.AddOctTreeSceneNode(q3levelmesh, null, -1); q3node.Position = new Vector3D(-1370, -130, -1400); // create octtree triangle selector for q3 mesh ITriangleSelector selector = device.SceneManager.CreateOctTreeTriangleSelector( q3levelmesh.GetMesh(0), q3node, 128); // add billboard IBillboardSceneNode bill = device.SceneManager.AddBillboardSceneNode(null, new Dimension2Df(20, 20), new Vector3D(0, 0, 0), -1); bill.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR); bill.SetMaterialTexture(0, device.VideoDriver.GetTexture("../../media/particle.bmp")); bill.SetMaterialFlag(MaterialFlag.LIGHTING, false); bill.SetMaterialFlag(MaterialFlag.ZBUFFER, false); // create camera ICameraSceneNode cam = device.SceneManager.AddCameraSceneNodeFPS(null, 100, 300, -1); cam.Position = new Vector3D(20, 300, -50); // make cursor invisible device.CursorControl.Visible = false; // create collision animator and add it to the camera ISceneNodeAnimator collAnim = device.SceneManager.CreateCollisionResponseAnimator( selector, cam, new Vector3D(30, 50, 30), // size of ellipsoid around camera new Vector3D(0, -3, 0), // gravity new Vector3D(0, 50, 0), // translation 0.0005f); // sliding value cam.AddAnimator(collAnim); // load some font and set it into the skin IGUIFont font = device.GUIEnvironment.GetFont("../../media/fonthaettenschweiler.bmp"); device.GUIEnvironment.Skin.Font = font; // add some gui stuff device.GUIEnvironment.AddMessageBox("Hello World", "I'm a Irrlicht.NET MessageBox. Please press SPACE to close me.", true, MessageBoxFlag.OK | MessageBoxFlag.CANCEL, null, -1); // start drawing loop int fps = 0; while (device.Run()) { if (device.WindowActive) { device.VideoDriver.BeginScene(true, true, new Color(255, 0, 0, 50)); // draw scene device.SceneManager.DrawAll(); device.GUIEnvironment.DrawAll(); // do some collision testing Line3D line = new Line3D(); line.start = cam.Position; line.end = ((cam.Target - line.start).Normalize() * 1000.0f) + line.start; Vector3D intersection = new Vector3D(); Triangle3D tri = new Triangle3D(); if (device.SceneManager.SceneCollisionManager.GetCollisionPoint( line, selector, out intersection, out tri)) { bill.Position = intersection; Material mat = new Material(); mat.Lighting = false; device.VideoDriver.SetTransform(TransformationState.WORLD, new Matrix4()); device.VideoDriver.SetMaterial(mat); device.VideoDriver.Draw3DTriangle(tri, new Color(0, 255, 0, 0)); } // draw 2d logo device.VideoDriver.Draw2DImage( texLogo, new Position2D(10, 10), new Rect(0, 0, 88, 31), new Rect(new Position2D(0, 0), device.VideoDriver.ScreenSize), new Color(0xffffff), false); // draw some text font.Draw("Press 'S' to toggle the visibility of the realtime shadow.", new Position2D(120, 20), new Color(100, 150, 200, 200)); device.VideoDriver.EndScene(); if (fps != device.VideoDriver.FPS) { fps = device.VideoDriver.FPS; device.WindowCaption = "Irrlicht.NET test (primitives:" + device.VideoDriver.PrimitiveCountDrawn + ") fps:" + fps; } } } }
public void run() { /* The start of the main function starts like in most other example. * We ask the user for the desired renderer and start it up. */ // 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: IrrlichtDevice device = new IrrlichtDevice( driverType, new Dimension2D(640, 480), 32, false, true, true); if (device == null) { tOut.Write("Device creation failed."); return; } /* set this as event receiver*/ device.EventReceiver = this; /*************************************************/ /* First, we add standard stuff to the scene: A nice irrlicht engine logo, * a small help text, a user controlled camera, and we disable the mouse * cursor.*/ ISceneManager smgr = device.SceneManager; IVideoDriver driver = device.VideoDriver; IGUIEnvironment env = device.GUIEnvironment; driver.SetTextureCreationFlag(TextureCreationFlag.ALWAYS_32_BIT, true); // add irrlicht logo env.AddImage(driver.GetTexture(path + "irrlichtlogoalpha.tga"), new Position2D(10, 10), true, null, 0, ""); // add some help text IGUIStaticText text = env.AddStaticText( "Press 'W' to change wireframe mode\nPress 'D' to toggle detail map", new Rect(10, 453, 200, 475), true, true, null, -1); // add camera ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 1200.0f, -1); camera.Position = new Vector3D(1900 * 2, 255 * 2, 3700 * 2); camera.Target = new Vector3D(2397 * 2, 343 * 2, 2700 * 2); camera.FarValue = 12000.0f; // disable mouse cursor device.CursorControl.Visible = false; /* Here comes the terrain renderer scene node: We add it just like any other scene * node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter * we use is a file name to the heightmap we use. A heightmap is simply a gray * scale texture. The terrain renderer loads it and creates the 3D terrain * from it. * To make the terrain look more big, we change the scale factor of it to * (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we * switch off the lighting, and we set the file terrain-texture.jpg as texture * for the terrain and detailmap3.jpg as second texture, called detail map. * At last, we set the scale values for the texture: The first texture will be * repeated only one time over the whole terrain, and the second one (detail map) * 20 times. */ // add terrain scene node terrain = smgr.AddTerrainSceneNode( path + "terrain-heightmap.bmp", null, -1, new Vector3D(), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255)); terrain.SetMaterialFlag(MaterialFlag.LIGHTING, false); terrain.SetMaterialType(MaterialType.DETAIL_MAP); terrain.SetMaterialTexture(0, driver.GetTexture(path + "terrain-texture.jpg")); terrain.SetMaterialTexture(1, driver.GetTexture(path + "detailmap3.jpg")); terrain.ScaleTexture(1.0f, 20.0f); /* To be able to do collision with the terrain, we create a triangle selector. * If you want to know what triangle selectors do, just take a look into the * collision tutorial. The terrain triangle selector works together with the * terrain. To demonstrate this, we create a collision response animator and * attach it to the camera, so that the camera will not be able to fly through * the terrain.*/ // create triangle selector for the terrain ITriangleSelector selector = smgr.CreateTerrainTriangleSelector(terrain, 0); // create collision response animator and attach it to the camera ISceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3D(60, 100, 60), new Vector3D(0, 0, 0), new Vector3D(0, 50, 0), 0.0005f); camera.AddAnimator(anim); //we add the skybox which we already used in lots of Irrlicht examples. driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, false); smgr.AddSkyBoxSceneNode( driver.GetTexture(path + "irrlicht2_up.jpg"), driver.GetTexture(path + "irrlicht2_dn.jpg"), driver.GetTexture(path + "irrlicht2_lf.jpg"), driver.GetTexture(path + "irrlicht2_rt.jpg"), driver.GetTexture(path + "irrlicht2_ft.jpg"), driver.GetTexture(path + "irrlicht2_bk.jpg"), null, 0); driver.SetTextureCreationFlag(TextureCreationFlag.CREATE_MIP_MAPS, true); /* That's it, draw everything. Now you know how to use terrain * in Irrlicht. */ 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 - Terrain 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 runTerrainTest() { device = new IrrlichtDevice(SelectedDriverType, new Dimension2D(800, 600), 16, false, false, false); device.EventReceiver = this; device.ResizeAble = true; device.WindowCaption = "Irrlicht.NET terrain test"; // create a camera ICameraSceneNode cam = device.SceneManager.AddCameraSceneNodeFPS(null, 100, 1200, -1); cam.Position = new Vector3D(1900 * 2, 255 * 2, 3700 * 2); cam.Target = new Vector3D(2397 * 2, 343 * 2, 2700 * 2); cam.FarValue = 12000.0f; // create the terrain ITerrainSceneNode terrain = device.SceneManager.AddTerrainSceneNode( "../../media/terrain-heightmap.bmp", null, -1, new Vector3D(), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255)); terrain.SetMaterialFlag(MaterialFlag.LIGHTING, false); terrain.SetMaterialType(MaterialType.DETAIL_MAP); terrain.SetMaterialTexture(0, device.VideoDriver.GetTexture("../../media/terrain-texture.jpg")); terrain.SetMaterialTexture(1, device.VideoDriver.GetTexture("../../media/detailmap3.jpg")); terrain.ScaleTexture(1.0f, 20.0f); // create terrain triangle selector for collision ITriangleSelector selector = device.SceneManager.CreateTerrainTriangleSelector(terrain, 0); // create collision animator and add it to the camera ISceneNodeAnimator collAnim = device.SceneManager.CreateCollisionResponseAnimator( selector, cam, new Vector3D(30, 50, 30), // size of ellipsoid around camera new Vector3D(0, 0, 0), // gravity new Vector3D(0, 50, 0), // translation 0.0005f); // sliding value cam.AddAnimator(collAnim); // add sky box device.SceneManager.AddSkyBoxSceneNode( device.VideoDriver.GetTexture("../../media/irrlicht2_up.jpg"), device.VideoDriver.GetTexture("../../media/irrlicht2_dn.jpg"), device.VideoDriver.GetTexture("../../media/irrlicht2_lf.jpg"), device.VideoDriver.GetTexture("../../media/irrlicht2_rt.jpg"), device.VideoDriver.GetTexture("../../media/irrlicht2_ft.jpg"), device.VideoDriver.GetTexture("../../media/irrlicht2_bk.jpg"), null, -1); // make cursor invisible device.CursorControl.Visible = false; // draw everything while (device.Run()) { if (device.WindowActive) { device.VideoDriver.BeginScene(true, true, new Color(255, 0, 0, 50)); device.SceneManager.DrawAll(); device.GUIEnvironment.DrawAll(); device.VideoDriver.EndScene(); } } }
public virtual bool ContactMade(ITriangleSelector selector, Triangle triangle, Vector3 iPoint, int edge) { Vector3 n = triangle.Normal; if (edge != -1) { n = Vector3.Normalize(position - iPoint); } float d = n.Y; if (d > groundSlope) { onGround = true; velocity.Y = 0; groundNormal += n; } else if (d < -groundSlope) { velocity.Y = 0; jump = 0; } return true; }