/* 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 tutorials 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. 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. To start, I include the header files, use the irr namespace, and tell the linker to link with the .lib file. */ #include #include using namespace irr; #pragma comment(lib, "Irrlicht.lib") /* Here comes the most sophisticated part of this tutorial: The class of our very own custom scene node. To keep it simple, 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. 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. */ class CSampleSceneNode : public scene::ISceneNode { /* First, we declare some member variables. Some space to hold data for our tetraeder: The bounding box, 4 vertices, and the material of the tetraeder. */ core::aabbox3d Box; video::S3DVertex Vertices[4]; video::SMaterial Material; /* 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 nodem and create the 4 vertices of the tetraeder we will draw later. */ public: CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id) : scene::ISceneNode(parent, mgr, id) { Material.Wireframe = false; Material.Lighting = false; 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); /* 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 AutomaticCullingEnabled = false;. */ Box.reset(Vertices[0].Pos); for (s32 i=1; i<4; ++i) Box.addInternalPoint(Vertices[i].Pos); } /* Before it is drawn, the OnRegisterSceneNode() 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). So here we simply register the scene node to get render 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); After this, we call the OnRegisterSceneNode-method of the base class ISceneNode, which simply lets also all the child scene nodes of this node register themselves. */ virtual void OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this); ISceneNode::OnRegisterSceneNode(); } /* In the render() method most of the interesting stuff happenes: The Scene node renders itself. We override this method and draw the tetraeder. */ virtual void render() { u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 }; video::IVideoDriver* driver = SceneManager->getVideoDriver(); driver->setMaterial(Material); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); driver->drawIndexedTriangleList(&Vertices[0], 4, &indices[0], 4); } /* At least, we create three small additional methods. GetBoundingBox() returns the bounding box of this scene node, 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 meterial, assuming that no one ever calls getMaterial() with an index greater than 0. */ virtual const core::aabbox3d& getBoundingBox() const { return Box; } virtual u32 getMaterialCount() { return 1; } virtual video::SMaterial& getMaterial(u32 i) { return Material; } }; /* 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. */ int main() { // let user select driver type video::E_DRIVER_TYPE driverType; 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 0; } // create device IrrlichtDevice *device = createDevice(driverType, core::dimension2d(640, 480), 16, false); if (device == 0) return 1; // could not create selected driver. // create engine and camera device->setWindowCaption(L"Custom Scene Node - Irrlicht Engine Demo"); video::IVideoDriver* driver = device->getVideoDriver(); scene::ISceneManager* smgr = device->getSceneManager(); smgr->addCameraSceneNode(0, core::vector3df(0,-40,0), core::vector3df(0,0,0)); /* 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. */ CSampleSceneNode *myNode = new CSampleSceneNode(smgr->getRootSceneNode(), smgr, 666); myNode->drop(); /* 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. */ scene::ISceneNodeAnimator* anim = smgr->createRotationAnimator(core::vector3df(0.8f, 0, 0.8f)); myNode->addAnimator(anim); anim->drop(); /* Now draw everything and finish. */ u32 frames=0; while(device->run()) { driver->beginScene(true, true, video::SColor(0,100,100,100)); smgr->drawAll(); driver->endScene(); if (++frames==100) { core::stringw str = L"Irrlicht Engine ["; str += driver->getName(); str += L"] FPS: "; str += (s32)driver->getFPS(); device->setWindowCaption(str.c_str()); frames=0; } } device->drop(); return 0; }