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<title>Irrlicht Engine Tutorial</title>
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<td bgcolor="#666699" width="10"><b><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="../../media/irrlichtlogo.jpg" width="88" height="31" border="0"></a></b></td>
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<div align="center"></div>
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<div align="left"><b><font color="#FFFFFF">Tutorial 4.Movement</font></b></div>
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<tr bgcolor="#eeeeff">
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<td height="90" colspan="2">
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<p>This Tutorial shows how to move and animate SceneNodes. The basic concept
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of SceneNodeAnimators is shown as well as manual movement of nodes using
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<p>The program which is described here will look like this:</p>
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<p align="center"><img src="../../media/004shot.jpg" width="259" height="204"><br>
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<table width="95%" border="0" cellspacing="0" cellpadding="2" align="center">
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<td bgcolor="#666699"> <div align="center"><b><font color="#FFFFFF"></font></b></div>
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<b><font color="#FFFFFF">Lets start!</font></b></td>
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<td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
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<p>As always, I include the header files, use the irr namespace, and tell
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the linker to link with the .lib file. </p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<td> <pre>#include <stdio.h><br>#include <wchar.h><br>#include <irrlicht.h></pre>
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<pre>using namespace irr;</pre>
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<pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
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<p>In this tutorial, one of our goals is to move a scene node using some
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keys on the keyboard. We store a pointer to the scene node we want to
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move with the keys here.<br>
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The other pointer is a pointer to the Irrlicht Device, which we need
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int the EventReceiver to manipulate the scene node and to get the active
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<td> <pre>scene::ISceneNode* node = 0;<br>IrrlichtDevice* device = 0; </pre></td>
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<p>To get events like mouse and keyboard input, or GUI events like "the
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OK button has been clicked", we need an object wich is derived
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from the IEventReceiver object. There is only one method to override:
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OnEvent. This method will be called by the engine when an event happened.
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We will use this input to move the scene node with the keys W and S.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<td> <pre>class MyEventReceiver : public IEventReceiver<br>{<br>public:<br> virtual bool OnEvent(const SEvent& event)<br> { </pre></td>
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<p>If the key 'W' or 'S' was left up, we get the position of the scene
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node, and modify the Y coordinate a little bit. So if you press 'W',
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the node moves up, and if you press 'S' it moves down.</p>
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<td> <pre>if (node != 0 && event.EventType == irr::EET_KEY_INPUT_EVENT&&<br> !event.KeyInput.PressedDown)<br>{<br> switch(event.KeyInput.Key)<br> {<br> case KEY_KEY_W:<br> case KEY_KEY_S:<br> {<br> core::vector3df v = node->getPosition();<br> v.Y += event.KeyInput.Key == KEY_KEY_W ? 2.0f : -2.0f;<br> node->setPosition(v);<br> }<br> return true;<br> }<br>} return false; <br> } <br> };</pre></td>
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<p>The event receiver for moving a scene node is ready. So lets just create
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an Irrlicht Device and the scene node we want to move. We also create
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some other additional scene nodes, to show that there are also some different
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possibilities to move and animate scene nodes.</p>
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<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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<td><pre>int main()<br>{<br> MyEventReceiver receiver;
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device = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480),
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16, false, false, false, &receiver);</pre>
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<pre> video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();</pre>
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<p> Create the node for moving it with the 'W' and 'S' key. We create a
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sphere node, which is a built in geometric primitive scene node.
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We place the node at (0,0,30) and assign a texture to it to let it look
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a little bit more interesting.</p>
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<td><pre>node = smgr->addSphereSceneNode();
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node->setPosition(core::vector3df(0,0,30));
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));</pre></td>
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<p>Now we create another node, moving using a scene node animator. Scene
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node animators modify scene nodes and can be attached to any scene node
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mesh scene nodes, billboards, lights and even camera scene nodes. Scene
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node animators are not only able to modify the position of a scene node,
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also animate the textures of an object for example. We create a test scene
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node again an attach a 'fly circle' scene node to it, letting this node
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fly around our first test scene node.</p>
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<td><pre>scene::ISceneNode* n = smgr->addCubeSceneNode();
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n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
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n->setMaterialFlag(video::EMF_LIGHTING, false);
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
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n->addAnimator(anim);
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anim->drop();</pre></td>
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<p>The last scene node we add to show possibilities of scene node animators
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is a md2 model, which uses a 'fly straight' animator to run between to
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<td> <pre>scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(<br> smgr->getMesh("../../media/sydney.md2"));
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if (n)<br> {<br> anim = smgr->createFlyStraightAnimator(core::vector3df(100,0,60), <br> core::vector3df(-100,0,60), 10000, true);<br> anms->addAnimator(anim);<br> anim->drop();</pre>
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<p>To make to model look right we set the frames between which
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the animation should loop, rotate the model around 180 degrees, and adjust
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the animation speed and the texture.<br>
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To set the right animation (frames and speed), we would also be able to
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just call "anms->setMD2Animation(scene::EMAT_RUN)" for the
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'run' animation instead of "setFrameLoop" and "setAnimationSpeed",
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but this only works with MD2 animations, and so you know how to start
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other animations.</p>
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<td> <pre> anms->setMaterialFlag(video::EMF_LIGHTING, false);<br> anms->setFrameLoop(320, 360);
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anms->setAnimationSpeed(30);<br> anms->setRotation(core::vector3df(0,180.0f,0));<br> anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));<br>}<br></pre></td>
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<p>To be able to look at and move around in this scene, we create a first
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person shooter style camera and make the mouse cursor invisible.</p>
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<td> <pre>smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);<br>device->getCursorControl()->setVisible(false); </pre></td>
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<p>We have done everything, so lets draw it. We also write the current frames
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per second and the name of the driver to the caption of the window.</p>
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<td> <pre>int lastFPS = -1;</pre>
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<pre>while(device->run())
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driver->beginScene(true, true, video::SColor(255,90,90,156));
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driver->endScene();</pre>
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<pre> int fps = driver->getFPS();</pre>
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<pre> if (lastFPS != fps)
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swprintf(tmp, 1024, L"Movement Example - Irrlicht Engine (%ls)(fps:%d)",<br> driver->getName(), fps);</pre>
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<pre> device->setWindowCaption(tmp);
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device->drop();<br>return 0;<br>}</pre></td>
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<p>That's it. Compile and play around with the program. </p>