irrlicht/examples.net/Examples_CSharp/example07.cs

301 lines
12 KiB
C#

/*
In this tutorial, I will show how to collision detection with the Irrlicht Engine.
I will describe 3 methods: Automatic collision detection for moving through 3d
worlds with sliding, stair climbing and sliding, manual triangle picking and manual
scene node picking.
*/
using System;
using System.Text;
using System.IO;
using Irrlicht;
using Irrlicht.Video;
using Irrlicht.GUI;
using Irrlicht.Core;
using Irrlicht.Scene;
namespace _07._Collisions
{
class Program
{
string path="../../../../media/";
IrrlichtDevice device;
/// <summary>
/// Main entry point for the program.
/// </summary>
/// <param name="args">Arguments to pass the software.</param>
[STAThread]
static void Main(string[] args)
{
Program prog = new Program();
prog.run();
}
public void run()
{
/* At first, we let the user select the driver type,
then start up the engine, set a caption, and get a
pointer to the video driver.
*/
// ask user for driver
DriverType driverType;
// Ask user to select driver:
StringBuilder sb = new StringBuilder();
sb.Append("Please select the driver you want for this example:\n");
sb.Append("\n(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5");
sb.Append("\n(d) Software Renderer\n(e) Apfelbaum Software Renderer");
sb.Append("\n(f) Null Device\n(otherKey) exit\n\n");
// Get the user's input:
TextReader tIn = Console.In;
TextWriter tOut = Console.Out;
tOut.Write(sb.ToString());
string input = tIn.ReadLine();
// Select device based on user's input:
switch (input)
{
case "a":
driverType = DriverType.DIRECT3D9;
break;
case "b":
driverType = DriverType.DIRECT3D8;
break;
case "c":
driverType = DriverType.OPENGL;
break;
case "d":
driverType = DriverType.SOFTWARE;
break;
case "e":
driverType = DriverType.SOFTWARE2;
break;
case "f":
driverType = DriverType.NULL_DRIVER;
break;
default:
return;
}
// Create device and exit if creation fails:
device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, false, true, true);
if (device == null)
{
tOut.Write("Device creation failed.");
return;
}
/*
Get a pointer to the video driver and the SceneManager so that
we do not always have to write device->getVideoDriver() and
device->getSceneManager().
*/
ISceneManager smgr=device.SceneManager;
IVideoDriver driver=device.VideoDriver;
device.FileSystem.AddZipFileArchive(path+"map-20kdm2.pk3");
IAnimatedMesh q3levelmesh = smgr.GetMesh("20kdm2.bsp");
ISceneNode q3node = null;
if (q3levelmesh!=null)
q3node=smgr.AddOctTreeSceneNode(q3levelmesh.GetMesh(0),null,0);
/*So far so good, we've loaded the quake 3 level like in tutorial 2.
Now, here comes something different: We create a triangle selector. A
triangle selector is a class which can fetch the triangles from scene
nodes for doing different things with them, for example collision
detection. There are different triangle selectors, and all can be
created with the ISceneManager. In this example, we create an
OctTreeTriangleSelector, which optimizes the triangle output a little
bit by reducing it like an octree. This is very useful for huge meshes
like quake 3 levels.
After we created the triangle selector, we attach it to the q3node.
This is not necessary, but in this way, we do not need to care for the
selector, for example dropping it after we do not need it anymore.*/
ITriangleSelector selector = null;
if (q3node!=null)
{
q3node.Position= new Vector3D(-1370,-130,-1400);
selector=smgr.CreateOctTreeTriangleSelector(
q3levelmesh.GetMesh(0),q3node,128);
// not implemented but not necessary
//q3node.TriangleSelector=selector;
}
/*We add a first person shooter camera to the scene for being able to move in
the quake 3 level like in tutorial 2. But this, time, we add a special
animator to the camera: A Collision Response animator. This thing modifies
the scene node to which it is attached to in that way, that it may no
more move through walls and is affected by gravity. The only thing we have
to tell the animator is how the world looks like, how big the scene node is,
how gravity and so on. After the collision response animator is attached to
the camera, we do not have to do anything more for collision detection,
anything is done automaticly, all other collision detection code below is
for picking. And please note another cool feature: The collsion response
animator can be attached also to all other scene nodes, not only to cameras.
And it can be mixed with other scene node animators. In this way, collision
detection and response in the Irrlicht engine is really, really easy.
Now we'll take a closer look on the parameters of
createCollisionResponseAnimator(). The first parameter is the TriangleSelector,
which specifies how the world, against collision detection is done looks like.
The second parameter is the scene node, which is the object, which is affected
by collision detection, in our case it is the camera. The third defines how big
the object is, it is the radius of an ellipsoid. Try it out and change the radius
to smaller values, the camera will be able to move closer to walls after this.
The next parameter is the direction and speed of gravity. You could set it to
(0,0,0) to disable gravity. And the last value is just a translation: Without
this, the ellipsoid with which collision detection is done would be around
the camera, and the camera would be in the middle of the ellipsoid. But as
human beings, we are used to have our eyes on top of the body, with which
we collide with our world, not in the middle of it. So we place the scene
node 50 units over the center of the ellipsoid with this parameter. And
that's it, collision detection works now.
*/
ICameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null,100,300,0);
camera.Position=new Vector3D(-100,50,-150);
ISceneNodeAnimator anim = smgr.CreateCollisionResponseAnimator(
selector,camera,new Vector3D(30,50,30),
new Vector3D(0,-3,0),new Vector3D(0,50,0),0);
camera.AddAnimator(anim);
/*Because collision detection is no big deal in irrlicht, I'll describe how
to do two different types of picking in the next section. But before this,
I'll prepare the scene a little. I need three animated characters which we
could pick later, a dynamic light for lighting them, a billboard for drawing
where we found an intersection, and, yes, I need to get rid of this mouse
cursor. :)*/
//disable mouse cursor
device.CursorControl.Visible=false;
// add billboard
IBillboardSceneNode bill = smgr.AddBillboardSceneNode(
null,new Dimension2Df(20,20),new Vector3D(),0);
bill.SetMaterialType(MaterialType.TRANSPARENT_ADD_COLOR);
bill.SetMaterialTexture(0,driver.GetTexture(
path+"particle.bmp"));
bill.SetMaterialFlag(MaterialFlag.LIGHTING,false);
bill.SetMaterialFlag(MaterialFlag.ZBUFFER,false);
Material material = new Material();
material.Texture1= driver.GetTexture(
path+"faerie2.bmp");
material.Lighting=true;
IAnimatedMeshSceneNode node = null;
IAnimatedMesh faerie = smgr.GetMesh(
path+"faerie.md2");
if (faerie!=null)
{
node=smgr.AddAnimatedMeshSceneNode(faerie,null,0);
node.Position=new Vector3D(-70,0,-90);
node.SetMD2Animation(MD2AnimationType.RUN);
node.SetMaterial(0,material);
node=smgr.AddAnimatedMeshSceneNode(faerie,null,0);
node.Position=new Vector3D(-70,0,-30);
node.SetMD2Animation(MD2AnimationType.SALUTE);
node.SetMaterial(0,material);
node=smgr.AddAnimatedMeshSceneNode(faerie,null,0);
node.Position=new Vector3D(-70,0,-60);
node.SetMD2Animation(MD2AnimationType.JUMP);
node.SetMaterial(0,material);
}
material.Texture1=null;
material.Lighting=false;
//Add a light
smgr.AddLightSceneNode(null,new Vector3D(-60,100,400),
new Colorf(1.0f,1.0f,1.0f,1.0f),600,0);
/*For not making it too complicated, I'm doing picking inside the drawing
loop. We take two pointers for storing the current and the last selected
scene node and start the loop.*/
ISceneNode selectedSceneNode =null;
ISceneNode lastSelectedSceneNode =null;
int lastFPS=-1;
while (device.Run())
{
if (device.WindowActive)
{
device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200));
device.SceneManager.DrawAll();
/*After we've drawn the whole scene whit smgr->drawAll(), we'll do the
first picking: We want to know which triangle of the world we are
looking at. In addition, we want the exact point of the quake 3
level we are looking at. For this, we create a 3d line starting at
the position of the camera and going through the lookAt-target of it.
Then we ask the collision manager if this line collides with a
triangle of the world stored in the triangle selector. If yes, we draw
the 3d triangle and set the position of the billboard to the intersection
point.*/
Line3D line = new Line3D();
line.start=camera.Position;
line.end=line.start+
(camera.Target - line.start).Normalize() * 1000;
Vector3D intersection;
Triangle3D tri;
if (smgr.SceneCollisionManager.GetCollisionPoint(
line,selector,out intersection, out tri))
{
bill.Position=intersection;
driver.SetTransform(TransformationState.WORLD, new Matrix4());
driver.SetMaterial(material);
driver.Draw3DTriangle(tri,new Color(0,255,0,0));
}
/*Another type of picking supported by the Irrlicht Engine is scene node
picking based on bouding boxes. Every scene node has got a bounding box,
and because of that, it's very fast for example to get the scene node
which the camera looks at. Again, we ask the collision manager for this,
and if we've got a scene node, we highlight it by disabling Lighting in
its material, if it is not the billboard or the quake 3 level.*/
selectedSceneNode=smgr.SceneCollisionManager.
GetSceneNodeFromCameraBB(camera,0);
if (lastSelectedSceneNode!=null)
lastSelectedSceneNode.SetMaterialFlag(
MaterialFlag.LIGHTING, true);
if (selectedSceneNode==q3node||
selectedSceneNode==bill)
selectedSceneNode=null;
if(selectedSceneNode!=null)
selectedSceneNode.SetMaterialFlag(
MaterialFlag.LIGHTING,false);
lastSelectedSceneNode=selectedSceneNode;
/*That's it, we just have to finish drawing.*/
driver.EndScene();
int fps = device.VideoDriver.FPS;
if (lastFPS != fps)
{
device.WindowCaption = "Irrlicht Engine - Quake 3 Map example [" +
device.VideoDriver.Name + "] FPS:" + fps.ToString();
lastFPS = fps;
}
}
}
/*
In the end, delete the Irrlicht device.
*/
// Instead of device->drop, we'll use:
GC.Collect();
}
}
}
// Retrieved from "http://www.irrforge.org/index.php/CS_Tutorial_7"
// This page has been accessed 220 times. This page was last modified 06:51, 20 Jan 2006.