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#include <irrlicht.h>
#include <driverChoice.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
#include <iostream>
using namespace std;
#define _DEBUG_INFO
int error(int errnum, const char errmsg[])
{
cerr << "ERROR: " << errmsg << " (error ID: " << errnum << ")" << endl;
return errnum;
}
int warning(int errnum, const char errmsg[])
{
cerr << "WARNING: " << errmsg << " (error ID: " << errnum << ")" << endl;
return errnum;
}
void info(const char errmsg[])
{
cout << "INFO: " << errmsg << endl;
}
void debug(const char errmsg[])
{
#ifdef _DEBUG_INFO
cout << "DEBUG: " << errmsg << endl;
#warning "Debug info enabled! Disable it if you compiling relase version!"
#endif
}
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true)
{
Skybox->setVisible(true);
Skydome->setVisible(false);
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown[i] = false;
}
bool OnEvent(const SEvent& event)
{
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
private:
scene::ISceneNode* Terrain;
scene::ISceneNode* Skybox;
scene::ISceneNode* Skydome;
bool KeyIsDown[KEY_KEY_CODES_COUNT];
bool showBox;
};
int main()
{
cout << "Colonization v1.0" << endl << endl;
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
if (driverType==video::EDT_COUNT) return error(1, "User not selected driver");
irr::SIrrlichtCreationParameters params;
params.DriverType=driverType;
params.WindowSize=core::dimension2d<u32>(800, 600);
IrrlichtDevice* device = createDeviceEx(params);
if(!device) return error(2, "Failed to create device");
debug("Device created!");
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* env = device->getGUIEnvironment();
smgr->loadScene("levels/test.irr");
device->getCursorControl()->setVisible(false);
SKeyMap keyMap[9];
keyMap[0].Action = EKA_MOVE_FORWARD;
keyMap[0].KeyCode = KEY_UP;
keyMap[1].Action = EKA_MOVE_FORWARD;
keyMap[1].KeyCode = KEY_KEY_W;
keyMap[2].Action = EKA_MOVE_BACKWARD;
keyMap[2].KeyCode = KEY_DOWN;
keyMap[3].Action = EKA_MOVE_BACKWARD;
keyMap[3].KeyCode = KEY_KEY_S;
keyMap[4].Action = EKA_STRAFE_LEFT;
keyMap[4].KeyCode = KEY_LEFT;
keyMap[5].Action = EKA_STRAFE_LEFT;
keyMap[5].KeyCode = KEY_KEY_A;
keyMap[6].Action = EKA_STRAFE_RIGHT;
keyMap[6].KeyCode = KEY_RIGHT;
keyMap[7].Action = EKA_STRAFE_RIGHT;
keyMap[7].KeyCode = KEY_KEY_D;
keyMap[8].Action = EKA_JUMP_UP;
keyMap[8].KeyCode = KEY_SPACE;
scene::ICameraSceneNode * camera = smgr->addCameraSceneNodeFPS(0, 50.0f, .1f, -1, keyMap, 9, false, 0.5f);
scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
core::array<scene::ISceneNode *> nodes;
smgr->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
for (u32 i=0; i < nodes.size(); ++i)
{
scene::ISceneNode * node = nodes[i];
scene::ITriangleSelector * selector = 0;
switch(node->getType())
{
case scene::ESNT_CUBE:
case scene::ESNT_ANIMATED_MESH:
// Because the selector won't animate with the mesh,
// and is only being used for camera collision, we'll just use an approximate
// bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
selector = smgr->createTriangleSelectorFromBoundingBox(node);
break;
case scene::ESNT_MESH:
case scene::ESNT_SPHERE: // Derived from IMeshSceneNode
selector = smgr->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
break;
case scene::ESNT_TERRAIN:
selector = smgr->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
break;
case scene::ESNT_OCTREE:
selector = smgr->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(), node);
break;
default:
// Don't create a selector for this node type
break;
}
if(selector)
{
// Add it to the meta selector, which will take a reference to it
meta->addTriangleSelector(selector);
// And drop my reference to it, so that the meta selector owns it.
selector->drop();
}
}
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
meta, camera, core::vector3df(5,5,5),
core::vector3df(0,-10,0));
meta->drop(); // I'm done with the meta selector now
camera->addAnimator(anim);
anim->drop(); // I'm done with the animator now
// And set the camera position so that it doesn't start off stuck in the geometry
camera->setPosition(core::vector3df(0.f, 20.f, 0.f));
// Point the camera at the cube node, by finding the first node of type ESNT_CUBE
scene::ISceneNode * cube = smgr->getSceneNodeFromType(scene::ESNT_CUBE);
if(cube)
camera->setTarget(cube->getAbsolutePosition());
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
device->getCursorControl()->setVisible(false);
driver->beginScene(true, true, video::SColor(0,200,200,200));
smgr->drawAll();
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Colonization [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
} else device->getCursorControl()->setVisible(true);
device->drop();
return 0;
}