I have tried to modify the collision tutorial, and it seems that i can create a similar effect there.
one of the faeries is slowly rotating. If you keep pointing at her wing forexample, it is successfully colliding with most of the time. But at some angles after the wing have passed you there is again a "blind spot".
The blindspot is not when you are looking along the wing, which would be the most obvious. It is when you can see most of it.
Here is the modified example, (with UGLY code modifications and iinstantiations every update etc.)
I have placed the camera in the right position. If you don't touch the mouse it should point right at the faeries wing. When one of the wings comes towards you notice that there are some times when the red triangle is now drawn.
Code: Select all
#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
int main()
{
// let user select driver type
video::E_DRIVER_TYPE driverType;
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Burning's Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 0;
}
// create device
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<s32>(640, 480), 16, false);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
scene::ISceneNode* q3node = 0;
if (q3levelmesh)
q3node = smgr->addOctTreeSceneNode(q3levelmesh->getMesh(0));
/*
So far so good, we've loaded the quake 3 level like in tutorial 2. Now, here
comes something different: We create a triangle selector. A triangle selector
is a class which can fetch the triangles from scene nodes for doing different
things with them, for example collision detection. There are different triangle
selectors, and all can be created with the ISceneManager. In this example,
we create an OctTreeTriangleSelector, which optimizes the triangle output a l
little bit by reducing it like an octree. This is very useful for huge meshes
like quake 3 levels.
Afte we created the triangle selector, we attach it to the q3node. This is not
necessary, but in this way, we do not need to care for the selector, for example
dropping it after we do not need it anymore.
*/
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1350,-130,-1400));
selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
selector->drop();
}
/*
We add a first person shooter camera to the scene for being able to move in the quake 3
level like in tutorial 2. But this, time, we add a special animator to the
camera: A Collision Response animator. This thing modifies the scene node to which
it is attached to in that way, that it may no more move through walls and is affected
by gravity. The only thing we have to tell the animator is how the world looks like,
how big the scene node is, how gravity and so on. After the collision response animator
is attached to the camera, we do not have to do anything more for collision detection,
anything is done automaticly, all other collision detection code below is for picking.
And please note another cool feature: The collsion response animator can be attached
also to all other scene nodes, not only to cameras. And it can be mixed with other
scene node animators. In this way, collision detection and response in the Irrlicht
engine is really, really easy.
Now we'll take a closer look on the parameters of createCollisionResponseAnimator().
The first parameter is the TriangleSelector, which specifies how the world, against
collision detection is done looks like. The second parameter is the scene node, which
is the object, which is affected by collision detection, in our case it is the camera.
The third defines how big the object is, it is the radius of an ellipsoid. Try it out
and change the radius to smaller values, the camera will be able to move closer to walls
after this. The next parameter is the direction and speed of gravity. You could
set it to (0,0,0) to disable gravity. And the last value is just a translation: Without
this, the ellipsoid with which collision detection is done would be around the camera,
and the camera would be in the middle of the ellipsoid. But as human beings, we are
used to have our eyes on top of the body, with which we collide with our world, not
in the middle of it. So we place the scene node 50 units over the center of the
ellipsoid with this parameter. And that's it, collision detection works now.
*/
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0, 100.0f, 300.0f, -1, 0, 0, true);
camera->setPosition(core::vector3df(-40,34,-79));
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop();
/*
Because collision detection is no big deal in irrlicht, I'll describe how to
do two different types of picking in the next section. But before this,
I'll prepare the scene a little. I need three animated characters which we
could pick later, a dynamic light for lighting them,
a billboard for drawing where we found an intersection, and, yes, I need to
get rid of this mouse cursor. :)
*/
// disable mouse cursor
device->getCursorControl()->setVisible(false);
// add billboard
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
// add 3 animated faeries.
video::SMaterial material;
material.Textures[0] = driver->getTexture("../../media/faerie2.bmp");
material.Lighting = true;
scene::IAnimatedMeshSceneNode* node1 = 0;
scene::IAnimatedMeshSceneNode* node2 = 0;
scene::IAnimatedMeshSceneNode* node3 = 0;
scene::IAnimatedMesh* faerie = smgr->getMesh("../../media/faerie.md2");
if (faerie)
{
node1 = smgr->addAnimatedMeshSceneNode(faerie);
node1->setPosition(core::vector3df(-70,0,-90));
//node->setMD2Animation(scene::EMAT_RUN);
node1->getMaterial(0) = material;
node2 = smgr->addAnimatedMeshSceneNode(faerie);
node2->setPosition(core::vector3df(-70,0,-30));
//node->setMD2Animation(scene::EMAT_SALUTE);
node2->getMaterial(0) = material;
node3 = smgr->addAnimatedMeshSceneNode(faerie);
node3->setPosition(core::vector3df(-70,0,-60));
//node->setMD2Animation(scene::EMAT_JUMP);
node3->getMaterial(0) = material;
}
material.Textures[0] = 0;
material.Lighting = false;
selector = smgr->createOctTreeTriangleSelector(faerie->getMesh(0), node1, 128);
node1->setTriangleSelector(selector);
selector->drop(); // Add a light
smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
video::SColorf(1.0f,1.0f,1.0f,1.0f),
600.0f);
/*
For not making it to complicated, I'm doing picking inside the drawing loop.
We take two pointers for storing the current and the last selected scene node and
start the loop.
*/
scene::ISceneNode* selectedSceneNode = 0;
scene::ISceneNode* lastSelectedSceneNode = 0;
camera->setRotation(core::vector3df(26,271,0));
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
smgr->drawAll();
/*
After we've drawn the whole scene whit smgr->drawAll(), we'll do the first
picking: We want to know which triangle of the world we are looking at. In addition,
we want the exact point of the quake 3 level we are looking at.
For this, we create a 3d line starting at the position of the camera and going
through the lookAt-target of it. Then we ask the collision manager if this line
collides with a triangle of the world stored in the triangle selector. If yes,
we draw the 3d triangle and set the position of the billboard to the intersection
point.
*/
node1->updateAbsolutePosition();
node1->setAnimationSpeed(0);
core::vector3df currentRoation = node1->getRotation();
core::vector3df rot = core::vector3df(0,0.2f,0);
currentRoation += rot;
node1->setRotation(currentRoation);
selector = smgr->createOctTreeTriangleSelector(faerie->getMesh(0), node1, 128);
node1->setTriangleSelector(selector);
selector->drop(); // Add a light
core::line3d<f32> line;
line.start = camera->getPosition();
line.end = line.start + (camera->getTarget() - line.start).normalize() * 1000.0f;
core::vector3df intersection;
core::triangle3df tri;
if (smgr->getSceneCollisionManager()->getCollisionPoint(
line, selector, intersection, tri))
{
bill->setPosition(intersection);
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->draw3DTriangle(tri, video::SColor(0,255,0,0));
}
/*
Another type of picking supported by the Irrlicht Engine is scene node picking
based on bouding boxes. Every scene node has got a bounding box, and because of
that, it's very fast for example to get the scene node which the camera looks
at. Again, we ask the collision manager for this, and if we've got a scene node,
we highlight it by disabling Lighting in its material, if it is not the
billboard or the quake 3 level.
*/
selectedSceneNode = smgr->getSceneCollisionManager()->getSceneNodeFromCameraBB(camera);
if (lastSelectedSceneNode)
lastSelectedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
if (selectedSceneNode == q3node || selectedSceneNode == bill)
selectedSceneNode = 0;
if (selectedSceneNode)
selectedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
lastSelectedSceneNode = selectedSceneNode;
/*
That's it, we just have to finish drawing.
*/
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Collision detection example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += camera->getRotation().X;
str += "#";
str += camera->getRotation().Y;
str += "#";
str += camera->getRotation().Z;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}