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- /** Example 002 Quake3Map
- 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.
- Please note that you should know the basics of the engine before starting this
- tutorial. Just take a short look at the first tutorial, if you haven't done
- this yet: http://irrlicht.sourceforge.net/docu/example001.html
- 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.
- */
- #include <irrlicht.h>
- #include "driverChoice.h"
- #include "exampleHelper.h"
- /*
- As already written in the HelloWorld example, in the Irrlicht Engine everything
- can be found in the namespace 'irr'. To get rid of the irr:: in front of the
- name of every class, we tell the compiler that we use that namespace from now
- on, and we will not have to write that 'irr::'. There are 5 other sub
- namespaces 'core', 'scene', 'video', 'io' and 'gui'. Unlike in the HelloWorld
- example, we do not call 'using namespace' for these 5 other namespaces, because
- in this way you will see what can be found in which namespace. But if you like,
- you can also include the namespaces like in the previous example.
- */
- using namespace irr;
- /*
- Again, to be able to use the Irrlicht.DLL file, we need to link with the
- Irrlicht.lib. We could set this option in the project settings, but to make it
- easy, we use a pragma comment lib:
- */
- #ifdef _MSC_VER
- #pragma comment(lib, "Irrlicht.lib")
- #endif
- /*
- OK, lets start. Again, we use the main() method as start, not the WinMain().
- */
- int main()
- {
- /*
- Like in the HelloWorld example, we create an IrrlichtDevice with
- createDevice(). The difference now is that we ask the user to select
- which video driver to use. The Software device might 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
- video::E_DRIVER_TYPE driverType=driverChoiceConsole(true);
- if (driverType==video::EDT_COUNT)
- return 1;
- // create device and exit if creation failed
- IrrlichtDevice *device =
- createDevice(driverType, core::dimension2d<u32>(640, 480));
- if (device == 0)
- return 1; // could not create selected driver.
- /*
- Get a pointer to the video driver and the SceneManager so that
- we do not always have to call irr::IrrlichtDevice::getVideoDriver() and
- irr::IrrlichtDevice::getSceneManager().
- */
- video::IVideoDriver* driver = device->getVideoDriver();
- scene::ISceneManager* smgr = device->getSceneManager();
- /*
- To display the Quake 3 map, we first need to load it. Quake 3 maps
- are packed into .pk3 files which are nothing else than .zip files.
- So we add the .pk3 file to our irr::io::IFileSystem. After it was added,
- we can read from the files in that archive as if they were stored on disk.
- */
- device->getFileSystem()->addFileArchive(getExampleMediaPath() + "map-20kdm2.pk3");
- /*
- Now we can load the mesh by calling irr::scene::ISceneManager::getMesh().
- We get a pointer returned to an irr::scene::IAnimatedMesh. Quake 3 maps are
- not really animated, they are only a chunk of static geometry with
- some materials attached. Hence the IAnimatedMesh consists of only one
- frame, so we get the "first frame" of the "animation", which is our
- quake level and create an Octree scene node with it, using
- irr::scene::ISceneManager::addOctreeSceneNode().
- The Octree optimizes the scene a little bit, trying to draw only geometry
- which is currently visible. An alternative to the Octree would be a
- irr::scene::IMeshSceneNode, which would always draw the complete
- geometry of the mesh, without optimization. Try it: Use
- irr::scene::ISceneManager::addMeshSceneNode() instead of
- addOctreeSceneNode() and compare the primitives drawn by the video
- driver. (There is a irr::video::IVideoDriver::getPrimitiveCountDrawn()
- method in the irr::video::IVideoDriver class). Note that this
- optimization with the Octree is only useful when drawing huge meshes
- consisting of lots of geometry and if users can't see the whole scene at
- once.
- */
- scene::IAnimatedMesh* mesh = smgr->getMesh("20kdm2.bsp");
- scene::ISceneNode* node = 0;
- if (mesh)
- node = smgr->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
- // node = smgr->addMeshSceneNode(mesh->getMesh(0));
- /*
- Because the level was not modeled around the origin (0,0,0), we
- translate the whole level a little bit. This is done on
- irr::scene::ISceneNode level using the methods
- irr::scene::ISceneNode::setPosition() (in this case),
- irr::scene::ISceneNode::setRotation(), and
- irr::scene::ISceneNode::setScale().
- */
- if (node)
- node->setPosition(core::vector3df(-1300,-144,-1249));
- /*
- Now we need a camera to look at the Quake 3 map.
- We want to create a user controlled camera. There are some
- cameras available in the Irrlicht engine. For example the
- MayaCamera which can be controlled like 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
- irr::scene::ISceneManager::addCameraSceneNodeMaya(). But for this
- example, we want to create a camera which behaves like the ones in
- first person shooter games (FPS) and hence use
- irr::scene::ISceneManager::addCameraSceneNodeFPS().
- */
- smgr->addCameraSceneNodeFPS();
- /*
- The mouse cursor needs not be visible, so we hide it via the
- irr::IrrlichtDevice::ICursorControl.
- */
- device->getCursorControl()->setVisible(false);
- /*
- Everything is set up, so lets draw it. We also write the current
- frames per second and the primitives drawn into the caption of the
- window. The test for irr::IrrlichtDevice::isWindowActive() is optional,
- but prevents the engine to grab the mouse cursor after task switching
- when other programs are active. The call to irr::IrrlichtDevice::yield()
- will avoid the busy loop to eat up all CPU cycles when the window is not
- active.
- */
- int lastFPS = -1;
- while(device->run())
- {
- if (device->isWindowActive())
- {
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(255,200,200,200));
- smgr->drawAll();
- driver->endScene();
- int fps = driver->getFPS();
- if (lastFPS != fps)
- {
- core::stringw str = L"Irrlicht Engine - Quake 3 Map example [";
- str += driver->getName();
- str += "] FPS:";
- str += fps;
- device->setWindowCaption(str.c_str());
- lastFPS = fps;
- }
- device->yield();
- }
- else
- device->yield();
- }
- /*
- In the end, delete the Irrlicht device.
- */
- device->drop();
- return 0;
- }
- /*
- That's it. Compile and play around with the program.
- **/
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