2007-05-20 11:03:49 -07:00
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/*
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This Tutorial shows how to move and animate SceneNodes. The
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basic concept of SceneNodeAnimators is shown as well as manual
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movement of nodes using the keyboard.
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As always, I include the header files, use the irr namespace,
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and tell the linker to link with the .lib file.
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*/
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#include <irrlicht.h>
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#include <iostream>
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using namespace irr;
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#pragma comment(lib, "Irrlicht.lib")
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/*
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2008-01-20 16:24:28 -08:00
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To receive events like mouse and keyboard input, or GUI events like
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"the OK button has been clicked", we need an object which is derived from the
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2007-05-20 11:03:49 -07:00
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IEventReceiver object. There is only one method to override: OnEvent.
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2008-01-20 16:24:28 -08:00
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This method will be called by the engine once when an event happens.
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What we really want to know is whether a key is being held down,
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and so we will remember the current state of each key.
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2007-05-20 11:03:49 -07:00
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*/
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class MyEventReceiver : public IEventReceiver
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{
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public:
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2008-01-20 16:24:28 -08:00
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// This is the one method that we have to implement
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2007-09-16 16:41:55 -07:00
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virtual bool OnEvent(const SEvent& event)
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2007-05-20 11:03:49 -07:00
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{
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2008-01-20 16:24:28 -08:00
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// Remember whether each key is down or up
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if (event.EventType == irr::EET_KEY_INPUT_EVENT)
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KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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2007-05-20 11:03:49 -07:00
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return false;
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}
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2008-01-20 16:24:28 -08:00
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// This is used to check whether a key is being held down
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virtual bool IsKeyDown(EKEY_CODE keyCode) const
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{
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return KeyIsDown[keyCode];
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}
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MyEventReceiver()
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{
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for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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KeyIsDown[i] = false;
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}
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private:
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// We use this array to store the current state of each key
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bool KeyIsDown[KEY_KEY_CODES_COUNT];
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2007-05-20 11:03:49 -07:00
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};
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/*
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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 some
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other additional scene nodes, to show that there are also some different
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possibilities to move and animate scene nodes.
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*/
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int main()
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{
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// let user select driver type
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video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
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printf("Please select the driver you want for this example:\n"\
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" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
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" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
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" (f) NullDevice\n (otherKey) exit\n\n");
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char i;
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std::cin >> i;
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switch(i)
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{
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case 'a': driverType = video::EDT_DIRECT3D9;break;
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case 'b': driverType = video::EDT_DIRECT3D8;break;
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case 'c': driverType = video::EDT_OPENGL; break;
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case 'd': driverType = video::EDT_SOFTWARE; break;
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case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
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case 'f': driverType = video::EDT_NULL; break;
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default: return 0;
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}
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// create device
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MyEventReceiver receiver;
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IrrlichtDevice* device = createDevice( driverType, core::dimension2d<s32>(640, 480),
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16, false, false, false, &receiver);
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if (device == 0)
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return 1; // could not create selected driver.
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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/*
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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 geometry primitive. We place the node
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at (0,0,30) and assign a texture to it to let it look a little bit more
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interesting. Because we have no dynamic lights in this scene we disable
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lighting for each model (otherwise the models would be black).
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*/
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2008-01-20 16:24:28 -08:00
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scene::ISceneNode * node = smgr->addSphereSceneNode();
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if (node)
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{
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node->setPosition(core::vector3df(0,0,30));
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node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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}
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2007-05-20 11:03:49 -07:00
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/*
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2008-01-20 16:24:28 -08:00
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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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like mesh scene nodes, billboards, lights and even camera scene nodes.
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Scene node animators are not only able to modify the position of a
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scene node, they can also animate the textures of an object for
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example. We create a cube scene node and attach a 'fly circle' scene
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node to it, letting this node fly around our sphere scene node.
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2007-05-20 11:03:49 -07:00
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*/
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scene::ISceneNode* n = smgr->addCubeSceneNode();
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if (n)
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{
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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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2008-01-20 16:24:28 -08:00
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if (anim)
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{
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n->addAnimator(anim);
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anim->drop();
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}
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2007-05-20 11:03:49 -07:00
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}
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/*
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The last scene node we add to show possibilities of scene node animators is
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a md2 model, which uses a 'fly straight' animator to run between to points.
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*/
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scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/sydney.md2"));
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if (anms)
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{
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
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core::vector3df(-100,0,60), 2500, true);
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2008-01-20 16:24:28 -08:00
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if (anim)
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{
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anms->addAnimator(anim);
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anim->drop();
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}
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2007-05-20 11:03:49 -07:00
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/*
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To make to model look right we set the frames between which the animation
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should loop, rotate the model around 180 degrees, and adjust the animation speed
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and the texture.
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To set the right animation (frames and speed), we would also be able to just
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call "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' animation
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instead of "setFrameLoop" and "setAnimationSpeed",
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but this only works with MD2 animations, and so you know how to start other animations.
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but it a good advice to use not hardcoded frame-numbers...
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*/
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anms->setMaterialFlag(video::EMF_LIGHTING, false);
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anms->setFrameLoop(160, 183);
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anms->setAnimationSpeed(40);
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anms->setMD2Animation(scene::EMAT_RUN);
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anms->setRotation(core::vector3df(0,180.0f,0));
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anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
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}
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/*
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2008-01-20 16:24:28 -08:00
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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.
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2007-05-20 11:03:49 -07:00
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*/
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scene::ICameraSceneNode * cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
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device->getCursorControl()->setVisible(false);
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/*
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Add a colorful irrlicht logo
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*/
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device->getGUIEnvironment()->addImage(
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driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
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core::position2d<s32>(10,10));
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/*
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We have done everything, so lets draw it. We also write the current
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frames per second and the name of the driver to the caption of the
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window.
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*/
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int lastFPS = -1;
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while(device->run())
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{
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/* Check if key W or key S is being held down, and move the
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sphere node up or down respectively.
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*/
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if(receiver.IsKeyDown(irr::KEY_KEY_W))
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{
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core::vector3df v = node->getPosition();
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v.Y += 0.02f;
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node->setPosition(v);
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}
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else if(receiver.IsKeyDown(irr::KEY_KEY_S))
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{
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core::vector3df v = node->getPosition();
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v.Y -= 0.02f;
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node->setPosition(v);
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}
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2007-05-20 11:03:49 -07:00
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driver->beginScene(true, true, video::SColor(255,113,113,133));
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smgr->drawAll(); // draw the 3d scene
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device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
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driver->endScene();
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int fps = driver->getFPS();
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if (lastFPS != fps)
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{
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core::stringw tmp(L"Movement Example - Irrlicht Engine [");
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tmp += driver->getName();
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tmp += L"] fps: ";
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tmp += fps;
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device->setWindowCaption(tmp.c_str());
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lastFPS = fps;
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}
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}
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/*
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In the end, delete the Irrlicht device.
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*/
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device->drop();
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return 0;
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}
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