/* This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will also show the terrain renderer triangle selector to be able to do collision detection with terrain. Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lots of thanks go to him. DeusXL provided a new elegant simple solution for building larger area on small heightmaps -> terrain smoothing. In the beginning there is nothing special. We include the needed header files and create an event listener to listen if the user presses the 'W' key so we can switch to wireframe mode and if he presses 'D' we toggle to material between solid and detail mapped. */ #define sciezka = "media\\" #include #include using namespace irr; #pragma comment(lib, "Irrlicht.lib") bool key2[irr::KEY_KEY_CODES_COUNT]; struct{ s32 X; s32 Y; f32 wheel; bool left; bool middle; bool right; }mouse; class MyEventReceiver : public IEventReceiver { public: MyEventReceiver(scene::ISceneNode* terrain) { // store pointer to terrain so we can change its drawing mode Terrain = terrain; } bool OnEvent(SEvent event) { bool value = false; if (event.EventType == irr::EET_KEY_INPUT_EVENT) { key2[event.KeyInput.Key] = event.KeyInput.PressedDown; value = true; } if (event.EventType == irr::EET_MOUSE_INPUT_EVENT) { switch(event.MouseInput.Event) { case EMIE_LMOUSE_PRESSED_DOWN: mouse.left = true; break; case EMIE_RMOUSE_PRESSED_DOWN: mouse.right = true; break; case EMIE_MMOUSE_PRESSED_DOWN: mouse.middle = true; break; case EMIE_LMOUSE_LEFT_UP: mouse.left = false; break; case EMIE_RMOUSE_LEFT_UP: mouse.right = false; break; case EMIE_MMOUSE_LEFT_UP: mouse.middle = false; break; case EMIE_MOUSE_MOVED: mouse.X = event.MouseInput.X; mouse.Y = event.MouseInput.Y; break; case EMIE_MOUSE_WHEEL: mouse.wheel = mouse.wheel + event.MouseInput.Wheel; break; } value = true; } //return value; // check if user presses the key 'W' or 'D' if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown) { switch (event.KeyInput.Key) { case irr::KEY_KEY_W: // switch wire frame mode Terrain->setMaterialFlag(video::EMF_WIREFRAME, !Terrain->getMaterial(0).Wireframe); Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false); return true; case irr::KEY_KEY_P: // switch wire frame mode Terrain->setMaterialFlag(video::EMF_POINTCLOUD, !Terrain->getMaterial(0).PointCloud); Terrain->setMaterialFlag(video::EMF_WIREFRAME, false); return true; case irr::KEY_KEY_D: // toggle detail map Terrain->setMaterialType( Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ? video::EMT_DETAIL_MAP : video::EMT_SOLID); return true; } } return false; } private: scene::ISceneNode* Terrain; }; /* The start of the main function starts like in most other example. We ask the user for the desired renderer and start it up. */ int main() { // let user select driver type video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9; printf("Please select the driver you want for this example:\n"\ " (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\ " (d) Software Renderer\n (e) Burning's Software Renderer\n"\ " (f) NullDevice\n (otherKey) exit\n\n"); char i; std::cin >> i; switch(i) { case 'a': driverType = video::EDT_DIRECT3D9;break; case 'b': driverType = video::EDT_DIRECT3D8;break; case 'c': driverType = video::EDT_OPENGL; break; case 'd': driverType = video::EDT_SOFTWARE; break; case 'e': driverType = video::EDT_BURNINGSVIDEO;break; case 'f': driverType = video::EDT_NULL; break; default: return 1; } // create device IrrlichtDevice* device = createDevice(driverType, core::dimension2d(640, 480)); if (device == 0) return 1; // could not create selected driver. /* 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. */ video::IVideoDriver* driver = device->getVideoDriver(); scene::ISceneManager* smgr = device->getSceneManager(); gui::IGUIEnvironment* env = device->getGUIEnvironment(); driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true); // add irrlicht logo env->addImage(driver->getTexture("media\\irrlichtlogo2.png"), core::position2d(10,10)); //set other font env->getSkin()->setFont(env->getFont("media\\fontlucida.png")); // add some help text gui::IGUIStaticText* text = env->addStaticText( L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map", core::rect(10,440,250,475), true, true, 0, -1, true); gui::IGUIStaticText* text2 = env->addStaticText( L"bzzzt", core::rect(10,380,450,440), true, true, 0, -1, true); // dodaje 2 modele scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("media\\sydney.md2")); if (anms) { scene::ISceneNodeAnimator* anims = smgr->createFlyStraightAnimator(core::vector3df(1000,1550,600), core::vector3df(4000,300,1600), 4500, false); anms->setScale(core::vector3df(5.f, 5.f, 5.f)); anms->addAnimator(anims); anims->drop(); anms->setMaterialFlag(video::EMF_LIGHTING, false); anms->setFrameLoop(1, 200); anms->setAnimationSpeed(10); anms->setMaterialTexture(0, driver->getTexture("media\\sydney.bmp")); } scene::IAnimatedMeshSceneNode* anms2 = smgr->addAnimatedMeshSceneNode(smgr->getMesh("media\\faerie.md2")); anms2->setPosition(core::vector3df(3800,1000,7400)); anms2->setScale(core::vector3df(5.f, 5.f, 5.f)); anms2->setMaterialFlag(video::EMF_LIGHTING, false); anms2->setFrameLoop(1, 10); // anms2->setAnimationSpeed(10); // anms->setMD2Animation(scene::EMAT_RUN); //anms->setRotation(core::vector3df(0,180.0f,0)); anms2->setMaterialTexture(0, driver->getTexture("media\\faerie2.bmp")); // add camera scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,1200.f); camera->setPosition(core::vector3df(1900*2,255*2,3700*2)); camera->setTarget(core::vector3df(2397*2,343*2,2700*2)); camera->setFarValue(12000.0f); // disable mouse cursor device->getCursorControl()->setVisible(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 scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode( "media\\terrain-heightmap.bmp", 0, // parent node -1, // node id core::vector3df(0.f, 0.f, 0.f), // position core::vector3df(0.f, 0.f, 0.f), // rotation core::vector3df(40.f, 4.4f, 40.f), // scale video::SColor ( 255, 255, 255, 255 ), // vertexColor, 5, // maxLOD scene::ETPS_17, // patchSize 4 // smoothFactor ); terrain->setMaterialFlag(video::EMF_LIGHTING, false); terrain->setMaterialTexture(0, driver->getTexture("media\\terrain-texture.jpg")); terrain->setMaterialTexture(1, driver->getTexture("media\\detailmap3.jpg")); terrain->setMaterialType(video::EMT_DETAIL_MAP); terrain->scaleTexture(1.0f, 20.0f); //terrain->setDebugDataVisible ( true ); /* 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 scene::ITriangleSelector* selector = smgr->createTerrainTriangleSelector(terrain, 0); terrain->setTriangleSelector(selector); selector->drop(); scene::ITriangleSelector* selector2 = smgr->createTriangleSelectorFromBoundingBox(anms); //createTerrainTriangleSelector(terrain, 0); anms->setTriangleSelector(selector2); selector2->drop(); // create collision response animator and attach it to the camera scene::ISceneNodeAnimator* animcam = smgr->createCollisionResponseAnimator( selector, camera, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); camera->addAnimator(animcam); animcam->drop(); scene::ISceneNodeAnimator* animcam2 = smgr->createCollisionResponseAnimator( selector2, camera, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); camera->addAnimator(animcam2); animcam2->drop(); scene::ISceneNodeAnimator* anim2 = smgr->createCollisionResponseAnimator( selector, anms, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); anms->addAnimator(anim2); anim2->drop(); scene::ISceneNodeAnimator* anim3 = smgr->createCollisionResponseAnimator( selector, anms2, core::vector3df(60,100,60), core::vector3df(0,-3,0), core::vector3df(0,50,0)); anms2->addAnimator(anim3); anim3->drop(); scene::ISceneNodeAnimator* anim4 = smgr->createCollisionResponseAnimator( selector2, anms2, core::vector3df(60,100,60), core::vector3df(0,0,0), core::vector3df(0,50,0)); anms2->addAnimator(anim4); anim4->drop(); /* To make the user be able to switch between normal and wireframe mode, we create an instance of the event reciever from above and let Irrlicht know about it. In addition, we add the skybox which we already used in lots of Irrlicht examples. */ // create event receiver MyEventReceiver receiver(terrain); device->setEventReceiver(&receiver); // create skybox driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false); smgr->addSkyBoxSceneNode( driver->getTexture("media\\irrlicht2_up.jpg"), driver->getTexture("media\\irrlicht2_dn.jpg"), driver->getTexture("media\\irrlicht2_lf.jpg"), driver->getTexture("media\\irrlicht2_rt.jpg"), driver->getTexture("media\\irrlicht2_ft.jpg"), driver->getTexture("media\\irrlicht2_bk.jpg")); driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true); /* That's it, draw everything. Now you know how to use terrain in Irrlicht. */ int lastFPS = -1; bool testx; float speed = 4.0f; float obl = .2f; while(device->run()) if (device->isWindowActive()) { driver->beginScene(true, true, 0 ); smgr->drawAll(); env->drawAll(); driver->endScene(); if (testx == true) { text->setText(L"JEDEN");} else {text->setText(L"ZERO");} // display frames per second in window title if (key2[KEY_KEY_Y] == true) { core::vector3df v = anms2->getPosition(); core::vector3df y = anms2->getRotation(); v.Z = v.Z - (sin(y.Y * 3.14/180))*speed; v.X = v.X + (cos(y.Y * 3.14/180))*speed; if (testx == false) {anms2->setMD2Animation(scene::EMAT_RUN);} testx = true; anms2->setPosition(v); } if (key2[KEY_KEY_H] == true) { core::vector3df v = anms2->getPosition(); core::vector3df y = anms2->getRotation(); v.Z = v.Z + (sin(y.Y * 3.14/180))*speed/2; v.X = v.X - (cos(y.Y * 3.14/180))*speed/2; if (testx == false) {anms2->setMD2Animation(scene::EMAT_RUN);} testx = true; anms2->setPosition(v); } if (key2[KEY_KEY_H] == false && key2[KEY_KEY_Y] == false) { if (testx == true) { anms2->setMD2Animation(scene::EMAT_STAND); } testx = false; } if (key2[KEY_KEY_G] == true) { core::vector3df v = anms2->getRotation(); v.Y += -0.5; anms2->setRotation(v); } if (key2[KEY_KEY_J] == true) { core::vector3df v = anms2->getRotation(); v.Y += 0.5; anms2->setRotation(v); } if (mouse.left == true) { core::vector3df v = anms2->getRotation(); core::vector3df y = anms2->getPosition(); core::stringw str2 = v.Y; str2 += "\n"; str2 += "sin: "; str2 += sin(v.Y * 3.14/180); str2 += " X"; obl = y.Z + (sin(v.Y * 3.14/180)*speed); str2 += obl; str2 += " Y"; obl = y.X + (cos(v.Y * 3.14/180)*speed); str2 += obl; str2 += "\ncos: "; str2 += cos(v.Y * 3.14/180); str2 += " X"; str2 += y.X; str2 += " Y"; str2 += y.Z; str2 += " "; text2->setText(str2.c_str()); } if (mouse.right == true) { anms2->setRotation(core::vector3df(0,0,0)); } int fps = driver->getFPS(); if (lastFPS != fps) { core::stringw str = L"Terrain Renderer - Irrlicht Engine ["; str += driver->getName(); str += "] FPS:"; str += fps; // Also print terrain height of current camera position // We can use camera position because terrain is located at coordinate origin str += " Height: "; str += terrain->getHeight(camera->getAbsolutePosition().X, camera->getAbsolutePosition().Z); device->setWindowCaption(str.c_str()); lastFPS = fps; } } device->drop(); return 0; }