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// // ========== "SoftPixel Sandbox" Level Loader Example for "Irrlicht Engine 1.8" - (05/03/2013) ========== // #include <irrlicht.h> #include "SpSbImportExport/spsImporter.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; /* === Global members === */ IrrlichtDevice* irrDevice = 0; IVideoDriver* irrDriver = 0; ISceneManager* irrSmngr = 0; /* === Global functions === */ IMeshSceneNode* LoadMesh(const std::string &Filename) { IAnimatedMesh* mesh = irrSmngr->getMesh(stringc(Filename.c_str())); if (mesh) return irrSmngr->addMeshSceneNode(mesh); return 0; } /* === Classes === */ using namespace sps; class SpSbLoader : public SpSceneImporter { public: SpSbLoader() : SpSceneImporter() { } ~SpSbLoader() { } private: /* === Functions === */ void SetupBaseObject(ISceneNode* Node, const SpBaseObject &ObjectDesc) { if (Node) { Node->setPosition(Convert(ObjectDesc.Position)); Node->setRotation(Convert(ObjectDesc.Rotation).getRotationDegrees()); Node->setScale(Convert(ObjectDesc.Scaling)); } } bool CatchMesh(const SpMesh &Object) { switch (Object.Construct.BuildType) { case 1: { if (Object.Construct.BasicMesh.BasicMeshType == 0) { IMeshSceneNode* Node = irrSmngr->addCubeSceneNode(1.0f); SetupBaseObject(Node, Object.BaseObject); } } break; case 3: { IMeshSceneNode* Node = LoadMesh(Object.Construct.ResourceMesh.Filename); if (Node) { SetupBaseObject(Node, Object.BaseObject); Node->setMaterialFlag(EMF_LIGHTING, false); } } break; } return true; } bool CatchLight(const SpLight &Object) { irrSmngr->addLightSceneNode( 0, Convert(Object.BaseObject.Position), SColorf(1.0f, 1.0f, 1.0f), Object.VolumetricRadius ); return true; } /* === Inline functions === */ inline vector3df Convert(const SpVector3 &Vec) const { return vector3df(Vec.x, Vec.y, Vec.z); } inline matrix4 Convert(const SpMatrix4 &Mat4x4) const { matrix4 Mat; for (unsigned int i = 0; i < 16; ++i) Mat[i] = Mat4x4.m[i]; return Mat; } /* === Members === */ }; /* === Global functions === */ int main() { // Create irrlicht device irrDevice = createDevice( video::EDT_OPENGL, dimension2d<u32>(800, 600), 16, false, false, false, 0 ); if (!irrDevice) return 1; irrDevice->setWindowCaption(L"\"SoftPixel Sandbox\" Level Loader Example for \"Irrlicht Engine 1.8\""); irrDriver = irrDevice->getVideoDriver(); irrSmngr = irrDevice->getSceneManager(); irrSmngr->addCameraSceneNode(0, vector3df(15, 5, -15), vector3df(0, 0, 0)); // Load SpSb scene file. SpSbLoader SceneLoader; SceneLoader.ImportScene("Media/DemoScene.spsb"); while (irrDevice->run()) { irrDriver->beginScene(true, true, SColor(255, 200, 200, 255)); irrSmngr->drawAll(); irrDriver->endScene(); } irrDevice->drop(); return 0; } |
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
Community-Fossil
Beruf: Teamleiter Mobile Applikationen & Senior Software Engineer
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* Added Mesh Browser. * Added some new functionality to the toolbar. * Increased performance. * Updated lightmap generator -> now supporting multi-threaded lightmap generation. * Updated Storyboard Designer. * Updated level file format to v.1.09. * Finally using relative path for texture-, mesh- and script filenames. |
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struct SpScriptTemplateData { SpScriptTemplateData() { } ~SpScriptTemplateData() { } /* Members */ std::string TemplateName; //!< Template name. std::vector<std::string> Parameters; //!< Parameter values. }; struct SpStoryboardItem { SpStoryboardItem() : Id (0), Type (0), ViewPosX (0), ViewPosY (0), LogicGateType (0) { } ~SpStoryboardItem() { } /* Members */ uint32 Id; int8 Type; //!< Item type: 0 -> Logic gate, 1 -> Event, 2 -> Trigger. int32 ViewPosX; int32 ViewPosY; int8 LogicGateType; //!< Only used for logic-gates. SpScriptTemplateData ScriptTemplate; //!< Only used for events and triggers. std::vector<uint32> LinkIds; }; |
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