// Copyright (C) 2008-2009 Colin MacDonald // No rights reserved: this software is in the public domain. #include "irrlicht.h" #include "testUtils.h" #include using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; // Tests B3D animations. /** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */ bool b3dAnimation(void) { // Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions. IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d(160, 120), 32); assert(device); if (!device) return false; IVideoDriver* driver = device->getVideoDriver(); ISceneManager * smgr = device->getSceneManager(); IAnimatedMesh* mesh = smgr->getMesh("../media/ninja.b3d"); IAnimatedMeshSceneNode* node1; IAnimatedMeshSceneNode* node2; assert(mesh); bool result = false; if(mesh) { node1 = smgr->addAnimatedMeshSceneNode(mesh); assert(node1); if(node1) { node1->setPosition(vector3df(-3, -3, 10)); node1->setMaterialFlag(EMF_LIGHTING, false); node1->setAnimationSpeed(0.f); } node2 = smgr->addAnimatedMeshSceneNode(mesh); assert(node2); if(node2) { node2->setPosition(vector3df(3, -3, 10)); node2->setMaterialFlag(EMF_LIGHTING, false); node2->setAnimationSpeed(0.f); node2->setCurrentFrame(62.f); } (void)smgr->addCameraSceneNode(); // Just jump to the last frame since that's all we're interested in. device->run(); driver->beginScene(true, true, SColor(255, 255, 255, 0)); smgr->drawAll(); driver->endScene(); result = takeScreenshotAndCompareAgainstReference(driver, "-b3dAnimation.png"); } device->drop(); return result; }