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- <html>
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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="left"><b><font color="#FFFFFF">Tutorial 3.CustomSceneNode</font></b></div>
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- <td height="90" colspan="2">
- <div align="left">
- <p>This Tutorial is a tutorial for more advanced developers. If you are
- currently just playing around with the Irrlicht engine, please look
- at other examples first. This tutorial shows how to create a custom
- scene node and how to use it in the engine. A custom scene node is needed,
- if you want to implement a render technique, the Irrlicht Engine is
- currently not supporting. For example you can write a indoor portal
- based renderer or a advanced terrain scene node with it. With creating
- custom scene nodes, you can easily extend the Irrlicht Engine and adapt
- it to your needs.</p>
- <p>I will keep the tutorial simple: Keep everything very short, everything
- in one .cpp file, and I'll use the engine here as in all other tutorials.
- At the end of the tutorial, the result will look like the image below.
- This looks not very exciting, but it is a complete customized scene
- node and a good point to start from creating you own scene nodes.</p>
- <p align="center"><img src="../../media/003shot.jpg" width="259" height="204"><br>
- </p>
- </div>
- </td>
- </tr>
- </table>
- <br>
- <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>
- <b><font color="#FFFFFF">Lets start!</font></b></td>
- </tr>
- <tr>
- <td height="90" bgcolor="#eeeeff" valign="top"> <div align="left">
- <p>To start, I include the header files, use the irr namespace, and tell
- the linker to link with the .lib file. </p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>#include <irrlicht.h></pre> <pre>using namespace irr;</pre> <pre>#pragma comment(lib, "Irrlicht.lib")</pre></td>
- </tr>
- </table>
- <p>Here comes the most sophisticated part of this tutorial: The class
- of our very own custom scene node. To keep it simple,<br>
- our scene node will not be an indoor portal renderer nor a terrain scene
- node, but a simple tetraeder, a 3d object consiting of 4 connected vertices,
- which only draws itself and does nothing more.</p>
- <p>To let our scene node be able to be inserted into the Irrlicht Engine
- scene, the class we create needs only be derived from the ISceneNode
- class and has to override some methods.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>class CSampleSceneNode : public scene::ISceneNode<br>{</pre> </td>
- </tr>
- </table>
- <p>First, we declare some member variables, to hold data for our tetraeder:
- The bounding box, 4 vertices, and<br>
- the material of the tetraeder.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>core::aabbox3d<f32> Box;<br>video::S3DVertex Vertices[4];<br>video::SMaterial Material;</pre> </td>
- </tr>
- </table>
- <p>The parameters of the constructor specify the parent of the scene node,
- a pointer to the scene manager, and an id of the scene node. In the
- constructor itself, we call the parent classes constructor, set some
- properties of the material we use to draw the scene node and create
- the 4 vertices of the tetraeder we will draw later. </p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>public:</pre> <pre>CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
- : scene::ISceneNode(parent, mgr, id)
- {
- Material.Wireframe = false;
- Material.Lighting = false;</pre>
- <pre> Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,video::SColor(255,0,255,255),0,1);
- Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,video::SColor(255,255,0,255),1,1);
- Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,video::SColor(255,255,255,0),1,0);
- Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,video::SColor(255,0,255,0),0,0);
- </pre></td>
- </tr>
- </table>
- <br>
- The Irrlicht Engine needs to know the bounding box of your scene node.
- It will use it for doing automatic culling and other things. Hence we
- need to create a bounding box from the 4 vertices we use. If you do not
- want the engine to use the box for automatic culling, and/or don't want
- to create the box, you could also write<br>
- <font face="Courier New, Courier, mono">AutomaticCullingEnabled = false;</font>.<br>
- <br>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre> Box.reset(Vertices[0].Pos);<br> for (s32 i=1; i<4; ++i)<br> Box.addInternalPoint(Vertices[i].Pos);
- }</pre> </td>
- </tr>
- </table>
- <br>
- <p>Before it is drawn, the OnPreRender() method of every scene node in
- the scene is called by the scene manager. If the scene node wishes to
- draw itself, it may register itself in the scene manager to be drawn.
- This is necessary to tell the scene manager when it should call the
- ::render method. For example normal scene nodes render their content
- one after another, while stencil buffer shadows would like to be drawn
- after all other scene nodes. And camera or light scene nodes need to
- be rendered before all other scene nodes (if at all). <br>
- So here we simply register the scene node to get rendered normally.
- If we would like to let it be rendered like cameras or light, we would
- have to call SceneManager->registerNodeForRendering(this, SNRT_LIGHT_AND_CAMERA);
- <br>
- After this, we call the OnPreRender-method of the base class ISceneNode,
- which simply lets also all the child scene nodes of this node register
- themselves. </p>
- </div>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>virtual void OnPreRender()<br>{<br> if (IsVisible)<br> SceneManager->registerNodeForRendering(this);
- ISceneNode::OnPreRender();
- }</pre> </td>
- </tr>
- </table>
- <p>In the render() method most of the interresting stuff happenes: The Scene
- node renders itself. We override this method and draw the tetraeder.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>virtual void render()<br>{<br> u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
- video::IVideoDriver* driver = SceneManager->getVideoDriver();</pre>
- <pre> driver->setMaterial(Material);
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
- driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4);
- }</pre> </td>
- </tr>
- </table>
- <p> At least, we create three small additional methods. GetBoundingBox()
- returns the bounding box of this scene node, <br>
- GetMaterialCount() returns the amount of materials in this scene node
- (our tetraeder only has one material), and getMaterial() returns the material
- at an index. Because we have only one material here, we can return the
- only one material, assuming that no one ever calls getMaterial() with
- an index greater than 0. </p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td><pre> virtual const core::aabbox3d<f32>& getBoundingBox() const<br> {<br> return Box;<br> }</pre> <pre> virtual u32 getMaterialCount()
- {
- return 1;
- }</pre> <pre> virtual video::SMaterial& getMaterial(u32 i)
- {
- return Material;
- }
- };</pre></td>
- </tr>
- </table>
- <p>That's it. The Scene node is done. Now we simply have to start the engine,
- create the scene node and a camera, and look at the result.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>int main()<br>{
- IrrlichtDevice *device =
- createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480), 16, false);</pre> <pre> device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo");</pre> <pre> video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();</pre>
- <pre> smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0));
- </pre></td>
- </tr>
- </table>
- <p>Create our scene node. Note that it is dropped (->drop()) instantly
- after we create it. This is possible because the scene manager now takes
- care of it. This is not nessecary, it would also be possible to drop it
- at the end of the program.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>CSampleSceneNode *myNode = <br> new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666);
- myNode->drop();</pre> </td>
- </tr>
- </table>
- <p>To animate something in this boring scene consisting only of one tetraeder,
- and to show, that you now can use your scene node like any other scene
- node in the engine, we add an animator to the scene node, which rotates
- the node a little bit. </p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre>scene::ISceneNodeAnimator* anim = <br> smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f));
- myNode->addAnimator(anim);
- anim->drop();</pre> </td>
- </tr>
- </table>
- <p>Now draw everything and finish.</p>
- <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
- <tr>
- <td> <pre> while(device->run())<br> {<br> driver->beginScene(true, true, video::SColor(0,100,100,100));
- smgr->drawAll();
- driver->endScene();
- }
- device->drop();
- return 0;
- }</pre> </td>
- </tr>
- </table>
- <p>That's it. Compile and play around with the program. </p></td>
- </tr>
- </table>
- <p> </p>
- </body>
- </html>
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