/* This Tutorial shows how to load a Quake 3 map into the engine, create a SceneNode for optimizing the speed of rendering and how to create a user controlled camera. Lets start like the HelloWorld example: We include the irrlicht header files and an additional file to be able to ask the user for a driver type using the console. */ using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.IO; using Irrlicht; using Irrlicht.Video; using Irrlicht.Core; using Irrlicht.Scene; namespace _02.Quake3Map { class Program { /// /// Main entry point for the program. /// /// Arguments to pass the software. [STAThread] static void Main(string[] args) { /* Like in the HelloWorld example, we create an IrrlichtDevice with createDevice(). The difference now is that we ask the user to select which hardware accelerated driver to use. The Software device would be too slow to draw a huge Quake 3 map, but just for the fun of it, we make this decision possible too. */ // ask user for driver DriverType driverType; // Ask user to select driver: StringBuilder sb = new StringBuilder(); sb.AppendLine("Please select the driver you want for this example:"); sb.AppendLine("(a) Direct3D 9.0c\n(b) Direct3D 8.1\n(c) OpenGL 1.5"); sb.AppendLine("(d) Software Renderer\nApfelbaum Software Renderer"); sb.AppendLine("(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: IrrlichtDevice device = new IrrlichtDevice(driverType, new Dimension2D(1024, 768), 32, true, 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(). */ // I just left these lines here for example purposes: //irrv.IVideoDriver driver = device.VideoDriver; //irrs.ISceneManager smgr = device.SceneManager; /* To display the Quake 3 map, we first need to load it. Quake 3 maps are packed into .pk3 files wich are nothing other than .zip files. So we add the .pk3 file to our FileSystem. After it was added, we are able to read from the files in that archive as they would directly be stored on disk. */ // I changed this to make it more obvious where to put the media files. device.FileSystem.AddZipFileArchive(Application.StartupPath + "\\map-20kdm2.pk3"); /* Now we can load the mesh by calling getMesh(). We get a pointer returned to a IAnimatedMesh. As you know, Quake 3 maps are not really animated, they are only a huge chunk of static geometry with some materials attached. Hence the IAnimated mesh consists of only one frame, so we get the "first frame" of the "animation", which is our quake level and create an OctTree scene node with it, using addOctTreeSceneNode(). The OctTree optimizes the scene a little bit, trying to draw only geometry which is currently visible. An alternative to the OctTree would be a AnimatedMeshSceneNode, which would draw always the complete geometry of the mesh, without optimization. Try it out: Write addAnimatedMeshSceneNode instead of addOctTreeSceneNode and compare the primitives drawed by the video driver. (There is a getPrimitiveCountDrawed() method in the IVideoDriver class). Note that this optimization with the Octree is only useful when drawing huge meshes consiting of lots of geometry. */ // I changed this to make it more obvious where to put the media files. IAnimatedMesh mesh = device.SceneManager.GetMesh("20kdm2.bsp"); ISceneNode node = null; if (mesh != null) node = device.SceneManager.AddOctTreeSceneNode(mesh, null, 0); /* Because the level was modelled not around the origin (0,0,0), we translate the whole level a little bit. */ if (node != null) node.Position = (new Vector3D(-1300, -144, -1249)); /* Now we only need a Camera to look at the Quake 3 map. And we want to create a user controlled camera. There are some different cameras available in the Irrlicht engine. For example the Maya Camera which can be controlled compareable to the camera in Maya: Rotate with left mouse button pressed, Zoom with both buttons pressed, translate with right mouse button pressed. This could be created with addCameraSceneNodeMaya(). But for this example, we want to create a camera which behaves like the ones in first person shooter games (FPS). */ device.SceneManager.AddCameraSceneNodeFPS(); /* The mouse cursor needs not to be visible, so we make it invisible. */ device.CursorControl.Visible = false; /* We have done everything, so lets draw it. We also write the current frames per second and the drawn primitives to the caption of the window. The 'if (device->isWindowActive())' line is optional, but prevents the engine render to set the position of the mouse cursor after task switching when other program are active. */ int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { device.VideoDriver.BeginScene(true, true, new Color(0, 200, 200, 200)); device.SceneManager.DrawAll(); device.VideoDriver.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_2" // This page has been accessed 237 times. This page was last modified 19:19, 20 Jan 2006.