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<div class="title">Tutorial 23: SMeshBufferHandling </div> </div>
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<p>A tutorial by geoff.</p>
<p>In this tutorial we'll learn how to create custom meshes and deal with them with Irrlicht. We'll create an interesting heightmap with some lighting effects. With keys 1,2,3 you can choose a different mesh layout, which is put into the mesh buffers as desired. All positions, normals, etc. are updated accordingly.</p>
<p>Ok, let's start with the headers (I think there's nothing to say about it) </p><div class="fragment"><div class="line"><span class="preprocessor">#include &lt;irrlicht.h&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;driverChoice.h&quot;</span></div><div class="line"></div><div class="line"><span class="preprocessor">#ifdef _MSC_VER</span></div><div class="line"><span class="preprocessor">#pragma comment(lib, &quot;Irrlicht.lib&quot;)</span></div><div class="line"><span class="preprocessor">#endif</span></div><div class="line"></div><div class="line"><span class="comment">//Namespaces for the engine</span></div><div class="line"><span class="keyword">using namespace </span>irr;</div><div class="line"><span class="keyword">using namespace </span>video;</div><div class="line"><span class="keyword">using namespace </span>core;</div><div class="line"><span class="keyword">using namespace </span>scene;</div><div class="line"><span class="keyword">using namespace </span>io;</div><div class="line"><span class="keyword">using namespace </span>gui;</div></div><!-- fragment --><p> This is the type of the functions which work out the colour.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> SColor colour_func(f32 x, f32 y, f32 z);</div></div><!-- fragment --><p> Here comes a set of functions which can be used for coloring the nodes while creating the mesh.</p><div class="fragment"><div class="line"><span class="comment">// Greyscale, based on the height.</span></div><div class="line">SColor grey(f32, f32, f32 z)</div><div class="line">{</div><div class="line"> u32 n = (u32)(255.f * z);</div><div class="line"> <span class="keywordflow">return</span> SColor(255, n, n, n);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Interpolation between blue and white, with red added in one</span></div><div class="line"><span class="comment">// direction and green in the other.</span></div><div class="line">SColor yellow(f32 x, f32 y, f32)</div><div class="line">{</div><div class="line"> <span class="keywordflow">return</span> SColor(255, 128 + (u32)(127.f * x), 128 + (u32)(127.f * y), 255);</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// Pure white.</span></div><div class="line">SColor white(f32, f32, f32) { <span class="keywordflow">return</span> SColor(255, 255, 255, 255); }</div></div><!-- fragment --><p> The type of the functions which generate the heightmap. x and y range between -0.5 and 0.5, and s is the scale of the heightmap.</p><div class="fragment"><div class="line"><span class="keyword">typedef</span> f32 generate_func(s16 x, s16 y, f32 s);</div><div class="line"></div><div class="line"><span class="comment">// An interesting sample function :-)</span></div><div class="line">f32 eggbox(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 r = 4.f*sqrtf((f32)(x*x + y*y))/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (f32)exp(-r * 2) * (cosf(0.2f * x) + cosf(0.2f * y));</div><div class="line"> <span class="keywordflow">return</span> 0.25f+0.25f*z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A rather dumb sine function :-/</span></div><div class="line">f32 moresine(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=0.3f*(f32)x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=12*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = sinf(xx*xx+yy)*sinf(xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.25f + 0.25f * z;</div><div class="line">}</div><div class="line"></div><div class="line"><span class="comment">// A simple function</span></div><div class="line">f32 justexp(s16 x, s16 y, f32 s)</div><div class="line">{</div><div class="line"> <span class="keyword">const</span> f32 xx=6*x/s;</div><div class="line"> <span class="keyword">const</span> f32 yy=6*y/s;</div><div class="line"> <span class="keyword">const</span> f32 z = (xx*xx+yy*yy);</div><div class="line"> <span class="keywordflow">return</span> 0.3f*z*cosf(xx*yy);</div><div class="line">}</div></div><!-- fragment --><p> A simple class for representing heightmaps. Most of this should be obvious.</p><div class="fragment"><div class="line"><span class="keyword">class </span>HeightMap</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="keyword">const</span> u16 Width;</div><div class="line"> <span class="keyword">const</span> u16 Height;</div><div class="line"> f32 s;</div><div class="line"> core::array&lt;f32&gt; data;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> HeightMap(u16 _w, u16 _h) : Width(_w), Height(_h), s(0.f), data(0)</div><div class="line"> {</div><div class="line"> s = sqrtf((f32)(Width * Width + Height * Height));</div><div class="line"> data.set_used(Width * Height);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Fill the heightmap with values generated from f.</span></div><div class="line"> <span class="keywordtype">void</span> generate(generate_func f)</div><div class="line"> {</div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = 0; y &lt; Height; ++y)</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x &lt; Width; ++x)</div><div class="line"> <span class="keyword">set</span>(i++, calc(f, x, y));</div><div class="line"> }</div><div class="line"></div><div class="line"> u16 height()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Height; }</div><div class="line"> u16 width()<span class="keyword"> const </span>{ <span class="keywordflow">return</span> Width; }</div><div class="line"></div><div class="line"> f32 calc(generate_func f, u16 x, u16 y)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x - Width*0.5f;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y - Height*0.5f;</div><div class="line"> <span class="keywordflow">return</span> f((u16)xx, (u16)yy, s);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// The height at (x, y) is at position y * Width + x.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u16 x, u16 y, f32 z) { data[y * Width + x] = z; }</div><div class="line"> <span class="keywordtype">void</span> <span class="keyword">set</span>(u32 i, f32 z) { data[i] = z; }</div><div class="line"> f32 <span class="keyword">get</span>(u16 x, u16 y) <span class="keyword">const</span> { <span class="keywordflow">return</span> data[y * Width + x]; }</div></div><!-- fragment --><p> The only difficult part. This considers the normal at (x, y) to be the cross product of the vectors between the adjacent points in the horizontal and vertical directions.</p>
<p>s is a scaling factor, which is necessary if the height units are different from the coordinate units; for example, if your map has heights in meters and the coordinates are in units of a kilometer.</p><div class="fragment"><div class="line"> vector3df getnormal(u16 x, u16 y, f32 s)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keyword">const</span> f32 zc = <span class="keyword">get</span>(x, y);</div><div class="line"> f32 zl, zr, zu, zd;</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (x == 0)</div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = zc + zc - zr;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (x == Width - 1)</div><div class="line"> {</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> zr = zc + zc - zl;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zr = <span class="keyword">get</span>(x + 1, y);</div><div class="line"> zl = <span class="keyword">get</span>(x - 1, y);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span> (y == 0)</div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = zc + zc - zd;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span> (y == Height - 1)</div><div class="line"> {</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> zd = zc + zc - zu;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> zd = <span class="keyword">get</span>(x, y + 1);</div><div class="line"> zu = <span class="keyword">get</span>(x, y - 1);</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> vector3df(s * 2 * (zl - zr), 4, s * 2 * (zd - zu)).normalize();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> A class which generates a mesh from a heightmap.</p><div class="fragment"><div class="line"><span class="keyword">class </span>TMesh</div><div class="line">{</div><div class="line"><span class="keyword">private</span>:</div><div class="line"> u16 Width;</div><div class="line"> u16 Height;</div><div class="line"> f32 Scale;</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> SMesh* Mesh;</div><div class="line"></div><div class="line"> TMesh() : Width(0), Height(0), Scale(1.f), Mesh(0)</div><div class="line"> {</div><div class="line"> Mesh = <span class="keyword">new</span> SMesh();</div><div class="line"> }</div><div class="line"></div><div class="line"> ~TMesh()</div><div class="line"> {</div><div class="line"> Mesh-&gt;drop();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Unless the heightmap is small, it won&#39;t all fit into a single</span></div><div class="line"> <span class="comment">// SMeshBuffer. This function chops it into pieces and generates a</span></div><div class="line"> <span class="comment">// buffer from each one.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> init(<span class="keyword">const</span> HeightMap &amp;hm, f32 scale, colour_func cf, IVideoDriver *driver)</div><div class="line"> {</div><div class="line"> Scale = scale;</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 mp = driver -&gt; getMaximalPrimitiveCount();</div><div class="line"> Width = hm.width();</div><div class="line"> Height = hm.height();</div><div class="line"></div><div class="line"> <span class="keyword">const</span> u32 sw = mp / (6 * Height); <span class="comment">// the width of each piece</span></div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span>(u32 y0 = 0; y0 &lt; Height; y0 += sw)</div><div class="line"> {</div><div class="line"> u16 y1 = y0 + sw;</div><div class="line"> <span class="keywordflow">if</span> (y1 &gt;= Height)</div><div class="line"> y1 = Height - 1; <span class="comment">// the last one might be narrower</span></div><div class="line"> addstrip(hm, cf, y0, y1, i);</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> <span class="keywordflow">if</span> (i&lt;Mesh-&gt;getMeshBufferCount())</div><div class="line"> {</div><div class="line"> <span class="comment">// clear the rest</span></div><div class="line"> <span class="keywordflow">for</span> (u32 j=i; j&lt;Mesh-&gt;getMeshBufferCount(); ++j)</div><div class="line"> {</div><div class="line"> Mesh-&gt;getMeshBuffer(j)-&gt;drop();</div><div class="line"> }</div><div class="line"> Mesh-&gt;MeshBuffers.erase(i,Mesh-&gt;getMeshBufferCount()-i);</div><div class="line"> }</div><div class="line"> <span class="comment">// set dirty flag to make sure that hardware copies of this</span></div><div class="line"> <span class="comment">// buffer are also updated, see IMesh::setHardwareMappingHint</span></div><div class="line"> Mesh-&gt;setDirty();</div><div class="line"> Mesh-&gt;recalculateBoundingBox();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Generate a SMeshBuffer which represents all the vertices and</span></div><div class="line"> <span class="comment">// indices for values of y between y0 and y1, and add it to the</span></div><div class="line"> <span class="comment">// mesh.</span></div><div class="line"></div><div class="line"> <span class="keywordtype">void</span> addstrip(<span class="keyword">const</span> HeightMap &amp;hm, colour_func cf, u16 y0, u16 y1, u32 bufNum)</div><div class="line"> {</div><div class="line"> SMeshBuffer *buf = 0;</div><div class="line"> <span class="keywordflow">if</span> (bufNum&lt;Mesh-&gt;getMeshBufferCount())</div><div class="line"> {</div><div class="line"> buf = (SMeshBuffer*)Mesh-&gt;getMeshBuffer(bufNum);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span></div><div class="line"> {</div><div class="line"> <span class="comment">// create new buffer</span></div><div class="line"> buf = <span class="keyword">new</span> SMeshBuffer();</div><div class="line"> Mesh-&gt;addMeshBuffer(buf);</div><div class="line"> <span class="comment">// to simplify things we drop here but continue using buf</span></div><div class="line"> buf-&gt;drop();</div><div class="line"> }</div><div class="line"> buf-&gt;Vertices.set_used((1 + y1 - y0) * Width);</div><div class="line"></div><div class="line"> u32 i=0;</div><div class="line"> <span class="keywordflow">for</span> (u16 y = y0; y &lt;= y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u16 x = 0; x &lt; Width; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> f32 z = hm.get(x, y);</div><div class="line"> <span class="keyword">const</span> f32 xx = (f32)x/(f32)Width;</div><div class="line"> <span class="keyword">const</span> f32 yy = (f32)y/(f32)Height;</div><div class="line"></div><div class="line"> S3DVertex&amp; v = buf-&gt;Vertices[i++];</div><div class="line"> v.Pos.set(x, Scale * z, y);</div><div class="line"> v.Normal.set(hm.getnormal(x, y, Scale));</div><div class="line"> v.Color=cf(xx, yy, z);</div><div class="line"> v.TCoords.set(xx, yy);</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf-&gt;Indices.set_used(6 * (Width - 1) * (y1 - y0));</div><div class="line"> i=0;</div><div class="line"> <span class="keywordflow">for</span>(u16 y = y0; y &lt; y1; ++y)</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span>(u16 x = 0; x &lt; Width - 1; ++x)</div><div class="line"> {</div><div class="line"> <span class="keyword">const</span> u16 n = (y-y0) * Width + x;</div><div class="line"> buf-&gt;Indices[i]=n;</div><div class="line"> buf-&gt;Indices[++i]=n + Width;</div><div class="line"> buf-&gt;Indices[++i]=n + Width + 1;</div><div class="line"> buf-&gt;Indices[++i]=n + Width + 1;</div><div class="line"> buf-&gt;Indices[++i]=n + 1;</div><div class="line"> buf-&gt;Indices[++i]=n;</div><div class="line"> ++i;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> buf-&gt;recalculateBoundingBox();</div><div class="line"> }</div><div class="line">};</div></div><!-- fragment --><p> Our event receiver implementation, taken from tutorial 4. </p><div class="fragment"><div class="line"><span class="keyword">class </span>MyEventReceiver : <span class="keyword">public</span> IEventReceiver</div><div class="line">{</div><div class="line"><span class="keyword">public</span>:</div><div class="line"> <span class="comment">// This is the one method that we have to implement</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent&amp; event)</div><div class="line"> {</div><div class="line"> <span class="comment">// Remember whether each key is down or up</span></div><div class="line"> <span class="keywordflow">if</span> (event.EventType == irr::EET_KEY_INPUT_EVENT)</div><div class="line"> KeyIsDown[<span class="keyword">event</span>.KeyInput.Key] = <span class="keyword">event</span>.KeyInput.PressedDown;</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// This is used to check whether a key is being held down</span></div><div class="line"> <span class="keyword">virtual</span> <span class="keywordtype">bool</span> IsKeyDown(EKEY_CODE keyCode)<span class="keyword"> const</span></div><div class="line"><span class="keyword"> </span>{</div><div class="line"> <span class="keywordflow">return</span> KeyIsDown[keyCode];</div><div class="line"> }</div><div class="line"></div><div class="line"> MyEventReceiver()</div><div class="line"> {</div><div class="line"> <span class="keywordflow">for</span> (u32 i=0; i&lt;KEY_KEY_CODES_COUNT; ++i)</div><div class="line"> KeyIsDown[i] = <span class="keyword">false</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"><span class="keyword">private</span>:</div><div class="line"> <span class="comment">// We use this array to store the current state of each key</span></div><div class="line"> <span class="keywordtype">bool</span> KeyIsDown[KEY_KEY_CODES_COUNT];</div><div class="line">};</div></div><!-- fragment --><p> Much of this is code taken from some of the examples. We merely set up a mesh from a heightmap, light it with a moving light, and allow the user to navigate around it. </p><div class="fragment"><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])</div><div class="line">{</div><div class="line"> <span class="comment">// ask user for driver</span></div><div class="line"> video::E_DRIVER_TYPE driverType=driverChoiceConsole();</div><div class="line"> <span class="keywordflow">if</span> (driverType==video::EDT_COUNT)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> MyEventReceiver receiver;</div><div class="line"> IrrlichtDevice* device = createDevice(driverType,</div><div class="line"> core::dimension2du(800, 600), 32, <span class="keyword">false</span>, <span class="keyword">false</span>, <span class="keyword">false</span>,</div><div class="line"> &amp;receiver);</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(device == 0)</div><div class="line"> <span class="keywordflow">return</span> 1;</div><div class="line"></div><div class="line"> IVideoDriver *driver = device-&gt;getVideoDriver();</div><div class="line"> ISceneManager *smgr = device-&gt;getSceneManager();</div><div class="line"> device-&gt;setWindowCaption(L<span class="stringliteral">&quot;Irrlicht Example for SMesh usage.&quot;</span>);</div></div><!-- fragment --><p> Create the custom mesh and initialize with a heightmap </p><div class="fragment"><div class="line">TMesh mesh;</div><div class="line">HeightMap hm = HeightMap(255, 255);</div><div class="line">hm.generate(eggbox);</div><div class="line">mesh.init(hm, 50.f, grey, driver);</div><div class="line"></div><div class="line"><span class="comment">// Add the mesh to the scene graph</span></div><div class="line">IMeshSceneNode* meshnode = smgr -&gt; addMeshSceneNode(mesh.Mesh);</div><div class="line">meshnode-&gt;setMaterialFlag(video::EMF_BACK_FACE_CULLING, <span class="keyword">false</span>);</div><div class="line"></div><div class="line"><span class="comment">// light is just for nice effects</span></div><div class="line">ILightSceneNode *node = smgr-&gt;addLightSceneNode(0, vector3df(0,100,0),</div><div class="line"> SColorf(1.0f, 0.6f, 0.7f, 1.0f), 500.0f);</div><div class="line"><span class="keywordflow">if</span> (node)</div><div class="line">{</div><div class="line"> node-&gt;getLightData().Attenuation.set(0.f, 1.f/500.f, 0.f);</div><div class="line"> ISceneNodeAnimator* anim = smgr-&gt;createFlyCircleAnimator(vector3df(0,150,0),250.0f);</div><div class="line"> <span class="keywordflow">if</span> (anim)</div><div class="line"> {</div><div class="line"> node-&gt;addAnimator(anim);</div><div class="line"> anim-&gt;drop();</div><div class="line"> }</div><div class="line">}</div><div class="line"></div><div class="line">ICameraSceneNode* camera = smgr-&gt;addCameraSceneNodeFPS();</div><div class="line"><span class="keywordflow">if</span> (camera)</div><div class="line">{</div><div class="line"> camera-&gt;setPosition(vector3df(-20.f, 150.f, -20.f));</div><div class="line"> camera-&gt;setTarget(vector3df(200.f, -80.f, 150.f));</div><div class="line"> camera-&gt;setFarValue(20000.0f);</div><div class="line">}</div></div><!-- fragment --><p> Just a usual render loop with event handling. The custom mesh is a usual part of the scene graph which gets rendered by drawAll. </p><div class="fragment"><div class="line"> <span class="keywordflow">while</span>(device-&gt;run())</div><div class="line"> {</div><div class="line"> <span class="keywordflow">if</span>(!device-&gt;isWindowActive())</div><div class="line"> {</div><div class="line"> device-&gt;sleep(100);</div><div class="line"> <span class="keywordflow">continue</span>;</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_W))</div><div class="line"> {</div><div class="line"> meshnode-&gt;setMaterialFlag(video::EMF_WIREFRAME, !meshnode-&gt;getMaterial(0).Wireframe);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_1))</div><div class="line"> {</div><div class="line"> hm.generate(eggbox);</div><div class="line"> mesh.init(hm, 50.f, grey, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_2))</div><div class="line"> {</div><div class="line"> hm.generate(moresine);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"> <span class="keywordflow">else</span> <span class="keywordflow">if</span>(receiver.IsKeyDown(irr::KEY_KEY_3))</div><div class="line"> {</div><div class="line"> hm.generate(justexp);</div><div class="line"> mesh.init(hm, 50.f, yellow, driver);</div><div class="line"> }</div><div class="line"></div><div class="line"> driver-&gt;beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0xff000000));</div><div class="line"> smgr-&gt;drawAll();</div><div class="line"> driver-&gt;endScene();</div><div class="line"> }</div><div class="line"></div><div class="line"> device-&gt;drop();</div><div class="line"></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><p> That's it! Just compile and play around with the program. </p>
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