3rd Person Camera

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What do you think of the camera?

Great!!
33
46%
Good
25
35%
Bad
7
10%
Terrible
7
10%
 
Total votes: 72

Guest

Post by Guest »

HI,

as much others, i also got that error that CSceneNodeAnimator3PCamera needs
other parameters (ISceneNode instead of the given IAnimatedMeshSceneNode). Seems like i am too dumb for fixing this myself, so any help would be appreciated.

btw, it would really be nice if someone could upload these Zipfiles as all links are dead...


thx much,

/Indy
Guest

Post by Guest »

The two links on page 1 is dead. :( :roll: :(
byelan74
Posts: 28
Joined: Sat Dec 24, 2005 11:29 am

Post by byelan74 »

3rd person Link is dead.


Anyone can up load again?

Please......
MiranT

Post by MiranT »

I managed to compile this under Codeblocks IDE but not in DevCpp.
produces a really smooth mouse interaction and the character stays on the ground when you look up.
However the controls for moving the player around dont seems to work. i'll see if i can get them to work for that aswell. But i know how frustrating the 3rdcam search is so here you go.

Sorry for the long code insert in advance.
i played around with other cams to but this one seemed most complete.(Some shorter versions made sydney fly around when you look up)

Code: Select all

//3rdPersonCamera.cpp : Defines the entry point for the application.

#pragma once
#include <irrlicht.h>
#pragma comment(lib, "Irrlicht.lib")

#define EPSILON 0.001f

using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;


enum EPLAYER_ACTION
{
EPA_MOVE_FORWARD,
EPA_MOVE_BACKWARD,
EPA_MOVE_LEFT,
EPA_MOVE_RIGHT,

EPA_COUNT
};

//! Defines player states
enum EPLAYER_STATE
{
EPS_RUNNING,
EPS_STANDING
};

// Global Irrlicht variables
irr::IrrlichtDevice *irrBase=0;

class CSceneNodeAnimator3PCamera :
public irr::scene::ISceneNodeAnimator,
public irr::IEventReceiver
{

public:

//! Constructor
//! player: The object to follow
//! initDist: The initial distance from the player
//! initAngleY: The initial horizontal rotatation
//! initAngleZ: The initial vertical rotation
//! targetOffset: The offset from the object's center at which the camera looks
//! minDist/maxDist: Distance bounding
//! minAngle/maxAngle: Rotation bounding. -89 ==> looking up at player, 89 ==> looking down
//! boxSize: The size of the box in which mouse movements do not result in camera movements
//! rotationSpeed/zoomSpeed: Speed of movement, in terms of units/millisecond
CSceneNodeAnimator3PCamera(
irr::scene::ISceneManager *manager,irr::gui::ICursorControl *cursor,irr::scene::ISceneNode *player,
irr::f32 initDist = 50.0f,
irr::f32 initAngleY = 180.0f,
irr::f32 initAngleZ = 10.0f,
irr::core::vector3df &targetOffset = irr::core::vector3df(0,0,0),
irr::f32 minDist = 20.0f,
irr::f32 maxDist = 200.0f,
irr::f32 minAngle = -45.0f,
irr::f32 maxAngle = 89.0f,
irr::f32 boxSize = 0.0f,
irr::f32 rotationSpeed = 60.0f,
irr::f32 zoomSpeed = 2.0f);

//! Destructor
virtual ~CSceneNodeAnimator3PCamera(void);

//! animates the scene node
virtual void animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs);

//! Process an input event
virtual bool OnEvent(irr::SEvent event);

//! Get/set active status
bool isActive();
void setActive(bool status);

//! Get/set box size
irr::f32 getBoxSize();
void setBoxSize(irr::f32 newSize);

//! Map zoom in/zoom out buttons
void mapZoomIn(irr::EKEY_CODE newCode);
void mapZoomOut(irr::EKEY_CODE newCode);

//! Access the camera's current orientation
irr::f32 getOrientation();


private:

int Active;//bool Active;

// current states
irr::f32 Dist;
irr::f32 AngleY;
irr::f32 AngleZ;

// boundaries
irr::core::vector3df TargetOffset;
irr::f32 MinDist;
irr::f32 MaxDist;
irr::f32 MinAngle;
irr::f32 MaxAngle;
irr::f32 BoxSize;

// Motion
irr::f32 RotationSpeed;
irr::f32 ZoomSpeed;

// Zooming keys
irr::EKEY_CODE ZoomInKey;
irr::EKEY_CODE ZoomOutKey;

bool ZoomIn;
bool ZoomOut;

//! Node to follow
irr::scene::ISceneNode *Player;

irr::scene::ISceneManager *Manager;
irr::gui::ICursorControl *Cursor;

//! Puts the cursor back in the box
void updateCursorPosition();
};


CSceneNodeAnimator3PCamera::CSceneNodeAnimator3PCamera(
irr::scene::ISceneManager *manager,irr::gui::ICursorControl *cursor,irr::scene::ISceneNode *player,
irr::f32 initDist,irr::f32 initAngleY,irr::f32 initAngleZ,
irr::core::vector3df &targetOffset,
irr::f32 minDist,irr::f32 maxDist,irr::f32 minAngle,irr::f32 maxAngle,
irr::f32 boxSize,irr::f32 rotationSpeed,irr::f32 zoomSpeed)
: Active(true), Manager(manager), Cursor(cursor), Player(player),
Dist(initDist),AngleY(initAngleY),AngleZ(initAngleZ),
TargetOffset(targetOffset),
MinDist(minDist), MaxDist(maxDist), MinAngle(-maxAngle), MaxAngle(-minAngle),
BoxSize(boxSize), RotationSpeed(rotationSpeed), ZoomSpeed(zoomSpeed)
{
ZoomIn = false;
ZoomOut = false;

ZoomInKey = irr::KEY_ADD;
ZoomOutKey = irr::KEY_SUBTRACT;

Cursor->setPosition(0.5f,0.5f);

// Ensure Distance is bounded correctly
if(Dist < MinDist) Dist = MinDist;
else if(Dist > MaxDist) Dist = MaxDist;

// Bound MinAngle/MaxAngle to avoid problematic areas
if(MinAngle < -89.0f) MinAngle = -89.0f;
if(MinAngle > 89.0f) MinAngle = 89.0f;
if(MaxAngle < -89.0f) MaxAngle = -89.0f;
if(MaxAngle > 89.0f) MaxAngle = 89.0f;
if(minAngle > maxAngle) MaxAngle = MinAngle+1.0f;

// Ensure Vertical Rotation Angle is bounded correctly
if(AngleZ < MinAngle) AngleZ = MinAngle;
else if(AngleZ > MaxAngle) AngleZ = MaxAngle;
}

//! Destructor
CSceneNodeAnimator3PCamera::~CSceneNodeAnimator3PCamera(void)
{
}

//! Puts the cursor back in the box
void CSceneNodeAnimator3PCamera::updateCursorPosition()
{
irr::core::position2d<irr::f32> pos = Cursor->getRelativePosition();

if(pos.X < (0.5f-BoxSize)) pos.X = (0.5f-BoxSize);
if(pos.X > (0.5f+BoxSize)) pos.X = (0.5f+BoxSize);

if(pos.Y < (0.5f-BoxSize)) pos.Y = (0.5f-BoxSize);
if(pos.Y > (0.5f+BoxSize)) pos.Y = (0.5f+BoxSize);

Cursor->setPosition(pos);
}

//! Process an input event
bool CSceneNodeAnimator3PCamera::OnEvent(irr::SEvent event)
{
if(!Active)
{
return false;
}

if(event.EventType == irr::EET_KEY_INPUT_EVENT)
{
if(event.KeyInput.Key == ZoomInKey)
{
ZoomIn = event.KeyInput.PressedDown;
return true;
}
else if(event.KeyInput.Key == ZoomOutKey)
{
ZoomOut = event.KeyInput.PressedDown;
return true;
}
}

return false;
}

//! Get/set active status
bool CSceneNodeAnimator3PCamera::isActive()
{
return Active;
}

void CSceneNodeAnimator3PCamera::setActive(bool status)
{
// reset the cursor only if we are switching back to active from inactive
if(!Active && status)
{
updateCursorPosition();
}

Active = status;
}

//! Get/set box size
irr::f32 CSceneNodeAnimator3PCamera::getBoxSize()
{
return BoxSize;
}

void CSceneNodeAnimator3PCamera::setBoxSize(irr::f32 newSize)
{
BoxSize = newSize;
updateCursorPosition();
}

//! Map zoom in/zoom out buttons
void CSceneNodeAnimator3PCamera::mapZoomIn(irr::EKEY_CODE newCode)
{
ZoomInKey = newCode;
}

void CSceneNodeAnimator3PCamera::mapZoomOut(irr::EKEY_CODE newCode)
{
ZoomOutKey = newCode;
}

//! Access the camera's current orientation
irr::f32 CSceneNodeAnimator3PCamera::getOrientation()
{
return AngleY;
}


//! animates the scene node
void CSceneNodeAnimator3PCamera::animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs)
{
// make sure you don't go attaching this animator to anything other than a camera
irr::scene::ICameraSceneNode *camera = (irr::scene::ICameraSceneNode*)node;

if(Manager->getActiveCamera() != camera)
{
return;
}

if(Active)
{
// Camera is active, rotate as necessary
irr::core::position2d<irr::f32> pos = Cursor->getRelativePosition();

if(pos.X < 0.5f-BoxSize-EPSILON)
{
AngleY -= (pos.X-(0.5f-BoxSize))*RotationSpeed;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz
}

if(pos.X > 0.5f+BoxSize+EPSILON)
{
AngleY -= (pos.X-(0.5f+BoxSize))*RotationSpeed;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz
}

// So we don't get huge rotation numbers
if(AngleY > 360.0f)
{
AngleY += 360.0f;
}

if(AngleY < 0.0f)
{
AngleY -= 360.0f;
}

if(pos.Y < 0.5f-BoxSize-EPSILON)
{
AngleZ -= (pos.Y-(0.5f-BoxSize))*RotationSpeed;
}

if(pos.Y > 0.5f+BoxSize+EPSILON)
{
AngleZ -= (pos.Y-(0.5f+BoxSize))*RotationSpeed;
}

// Ensure Vertical Rotation Angle is bounded correctly
if(AngleZ < MinAngle) AngleZ = MinAngle;
else if(AngleZ > MaxAngle) AngleZ = MaxAngle;

//keep the player in the view angle that of the camera, this is the change made......... by smartwhiz
Player->setRotation(irr::core::vector3df(0,-(AngleY+180),0));

// Zoom only if one or other button is pressed
if((ZoomIn && !ZoomOut) || (!ZoomIn && ZoomOut))
{
int dir = (ZoomIn) ? -1 : 1;
Dist += ZoomSpeed*dir;

// Ensure Distance is bounded correctly
if(Dist < MinDist) Dist = MinDist;
else if(Dist > MaxDist) Dist = MaxDist;
}

updateCursorPosition();
}

// Create translation vector
irr::core::vector3df translation(Dist,0,0);
translation.rotateXYBy(-AngleZ,irr::core::vector3df(0,0,0));
translation.rotateXZBy(AngleY,irr::core::vector3df(0,0,0));

// Assumes the camera is *not* a child of the player node
camera->setTarget(Player->getPosition()+TargetOffset);
camera->setPosition(Player->getPosition()+translation+TargetOffset);
}


class CSceneNodeAnimator3PPlayer :
public irr::scene::ISceneNodeAnimator,
public irr::IEventReceiver
{
public:

//! Constructor
//! camera: The 3PCamera watching this object (should have a 3PC Animator attached to it)
//! cameraAnimator: The animator mentioned above
//! moveSpeed: The speed at which this player moves
CSceneNodeAnimator3PPlayer(
irr::scene::ISceneManager *manager,
irr::scene::ICameraSceneNode *camera,
CSceneNodeAnimator3PCamera *cameraAnimator,
irr::f32 moveSpeed = 0.3f);

virtual ~CSceneNodeAnimator3PPlayer(void);

//! animates the scene node
virtual void animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs);

//! Process an input event
virtual bool OnEvent(irr::SEvent event);

//! Map movement keys
void MapKey(EPLAYER_ACTION action, irr::EKEY_CODE newCode);

//! Retrieve the player's current state
EPLAYER_STATE getState();

private:

irr::f32 MoveSpeed;
irr::u32 PrevTime;

EPLAYER_STATE State;

// action keys
irr::EKEY_CODE Keys[EPA_COUNT];
bool KeyStates[EPA_COUNT];

irr::scene::ICameraSceneNode *Camera;
CSceneNodeAnimator3PCamera *CameraAnimator;

irr::scene::ISceneManager *Manager;
};

CSceneNodeAnimator3PPlayer::CSceneNodeAnimator3PPlayer(
irr::scene::ISceneManager *manager,
irr::scene::ICameraSceneNode *camera,
CSceneNodeAnimator3PCamera *cameraAnimator,
irr::f32 moveSpeed)
: Manager(manager), Camera(camera), CameraAnimator(cameraAnimator), MoveSpeed(moveSpeed)
{
PrevTime = -1;

// Set initial key map
Keys[EPA_MOVE_FORWARD] = irr::KEY_UP;
Keys[EPA_MOVE_BACKWARD] = irr::KEY_DOWN;
Keys[EPA_MOVE_LEFT] = irr::KEY_LEFT;
Keys[EPA_MOVE_RIGHT] = irr::KEY_RIGHT;

// Init states
for(int i=0;i<EPA_COUNT;i++)
{
KeyStates[i] = false;
}

State = EPS_STANDING;
}

CSceneNodeAnimator3PPlayer::~CSceneNodeAnimator3PPlayer(void)
{
}

//! Map movement keys
void CSceneNodeAnimator3PPlayer::MapKey(EPLAYER_ACTION action, irr::EKEY_CODE newCode)
{
Keys[action] = newCode;
}

//! Retrieve the player's current state
EPLAYER_STATE CSceneNodeAnimator3PPlayer::getState()
{
return State;
}

//! Process an input event
bool CSceneNodeAnimator3PPlayer::OnEvent(irr::SEvent event)
{
if(event.EventType == irr::EET_KEY_INPUT_EVENT)
{
for(int i=0;i<EPA_COUNT;i++)
{
if(event.KeyInput.Key == Keys[i])
{
KeyStates[i] = event.KeyInput.PressedDown;
return true;
}
}
}

return false;
}

//! animates the scene node
void CSceneNodeAnimator3PPlayer::animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs)
{
// This would have to be modified for an unanimated node
irr::scene::IAnimatedMeshSceneNode *amNode = (irr::scene::IAnimatedMeshSceneNode*)node;

// first loop
if(PrevTime == -1)
{
PrevTime = timeMs;
}

// Timer operations
irr::f32 timeMsFloat = (irr::f32)(timeMs-PrevTime);
PrevTime = timeMs;


// check if moving this round
if(((KeyStates[EPA_MOVE_FORWARD] && !KeyStates[EPA_MOVE_BACKWARD]) || (!KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_BACKWARD])) ||
((KeyStates[EPA_MOVE_LEFT] && !KeyStates[EPA_MOVE_RIGHT]) || (!KeyStates[EPA_MOVE_LEFT] && KeyStates[EPA_MOVE_RIGHT])))
{
if(State != EPS_RUNNING)
{
State = EPS_RUNNING;
amNode->setMD2Animation(irr::scene::EMAT_RUN);
}
}
else
{
if(State != EPS_STANDING)
{
State = EPS_STANDING;
amNode->setMD2Animation(irr::scene::EMAT_STAND);
}

return; // no movement
}

// Create movement directions based on camera orientation
irr::core::vector3df forward = Camera->getTarget()-Camera->getPosition();
forward.Y = 0;
irr::core::vector3df left = forward.crossProduct(Camera->getUpVector());

forward = forward.normalize();
left = left.normalize();

// Rotation must be set differently for all 8 possible movement directions.
if(KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_LEFT])
{
irr::core::vector3df movementVector = forward+left;
movementVector = movementVector.normalize();

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,135.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_RIGHT])
{
irr::core::vector3df movementVector = forward-left;
movementVector = movementVector.normalize();

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,225.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_BACKWARD] && KeyStates[EPA_MOVE_LEFT])
{
irr::core::vector3df movementVector = left-forward;
movementVector = movementVector.normalize();

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,45.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_BACKWARD] && KeyStates[EPA_MOVE_RIGHT])
{
irr::core::vector3df movementVector = (forward*-1)-left;
movementVector = movementVector.normalize();

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,315.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_FORWARD])
{
amNode->setPosition(amNode->getPosition()+forward*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,180.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_BACKWARD])
{
amNode->setPosition(amNode->getPosition()-forward*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_LEFT])
{
amNode->setPosition(amNode->getPosition()+left*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,90.0f-CameraAnimator->getOrientation(),0));
}
else if(KeyStates[EPA_MOVE_RIGHT])
{
amNode->setPosition(amNode->getPosition()-left*MoveSpeed*timeMsFloat);
amNode->setRotation(irr::core::vector3df(0,270.0f-CameraAnimator->getOrientation(),0));
}
}


// Objects used in the Event Receiver
CSceneNodeAnimator3PCamera *camAnim;
CSceneNodeAnimator3PPlayer *sydneyAnim;

// IrrLicht input reciever class..
class MyEventReceiver : public irr::IEventReceiver
{
public:
virtual bool OnEvent(irr::SEvent event)
{
if(event.EventType == irr::EET_LOG_TEXT_EVENT)
{
//OutputDebugString(event.LogEvent.Text);
//OutputDebugString("\n");

return true;
}

if(camAnim->OnEvent(event)) return true;
if(sydneyAnim->OnEvent(event)) return true;

return false;
}

};

int main()
{
// Start the renderer
MyEventReceiver receiver;
irrBase = irr::createDevice(irr::video::EDT_DIRECT3D9,irr::core::dimension2d<irr::s32>(1024,768),32,false,false,&receiver);

// Create reference vars
irr::video::IVideoDriver* driver = irrBase->getVideoDriver();
irr::scene::ISceneManager* smgr = irrBase->getSceneManager();
irr::gui::IGUIEnvironment* guienv = irrBase->getGUIEnvironment();
irr::gui::ICursorControl* cursor = irrBase->getCursorControl();

irr::scene::ICameraSceneNode *camera = smgr->addCameraSceneNode();

// Create a Sydney
irr::scene::IAnimatedMesh *sydneyMesh = smgr->getMesh("../../media/sydney.md2");
irr::scene::IAnimatedMeshSceneNode *sydneyNode = smgr->addAnimatedMeshSceneNode(sydneyMesh);
sydneyNode->setMD2Animation(irr::scene::EMAT_STAND);
sydneyNode->setMaterialFlag(irr::video::EMF_LIGHTING,false);
sydneyNode->setMaterialTexture(0,driver->getTexture("../../media/sydney.bmp"));


// Create and position map (copied from quake map example)
irrBase->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");
irr::scene::IAnimatedMesh* levelMesh = smgr->getMesh("20kdm2.bsp");
irr::scene::ISceneNode* levelNode = smgr->addOctTreeSceneNode(levelMesh->getMesh(0));
levelNode->setPosition(irr::core::vector3df(-1300,-144,-1249));

// Create triangle selector for world (copied from collision example)
irr::scene::ITriangleSelector *selector = smgr->createOctTreeTriangleSelector(levelMesh->getMesh(0), levelNode, 128);
levelNode->setTriangleSelector(selector);
selector->drop();

// Create the camera animator
camAnim = new CSceneNodeAnimator3PCamera(smgr,irrBase->getCursorControl(),sydneyNode,50,180,10,irr::core::vector3df(0,20,0));
camera->addAnimator(camAnim);
camAnim->drop();

 //Add collision response to camera (second, because order is important!)
irr::scene::ISceneNodeAnimator *cameraCollision = smgr->createCollisionResponseAnimator(
selector,camera,irr::core::vector3df(3,5,3),
core::vector3df(0.0f,0.0f,0.0f) ,
core::vector3df(0.0f,5.0f,0.0f), -1);
camera->addAnimator(cameraCollision);
cameraCollision->drop();

// Create the player animator
sydneyAnim = new CSceneNodeAnimator3PPlayer(smgr,camera,camAnim);
sydneyNode->addAnimator(sydneyAnim);
sydneyAnim->drop();

// Add collision response to sydney (copied from collision example)
irr::core::vector3df sydneyDimensions = sydneyMesh->getBoundingBox().MaxEdge - sydneyMesh->getBoundingBox().MinEdge;
irr::scene::ISceneNodeAnimator *sydneyCollision = smgr->createCollisionResponseAnimator(selector,sydneyNode,sydneyDimensions/2.0f);
sydneyNode->addAnimator(sydneyCollision);
sydneyCollision->drop();



// Hides the mouse
cursor->setVisible(false);

// render loop
while(irrBase->run())
{
//irr - Now we draw it all, if the window is active
if(irrBase->isWindowActive())
{
driver->beginScene(true, true, irr::video::SColor(0,100,100,100));

smgr->drawAll();
guienv->drawAll(); // not that we have GUI stuff

driver->endScene();
}
}

// Kill renderer
if(irrBase)
{
irrBase->drop();
irrBase = NULL;
}

return 0;
}
darkwolf
Posts: 16
Joined: Mon Oct 17, 2005 9:51 pm

Post by darkwolf »

This is a very good example for a third person camera including movement.
I adapted it and expanded it for my project.
Sadly, there seems to be a bug in there I havent found yet.

After a while of excessive running around or using the mouse to move the camera the whole map starts shaking more and more what is quite unpleasant. Has anyone come across the same problem? Still trying to find the reason for that behaviour.
(Its not just happening in my adapted version, it happens as well in the original code posted above)

Other than that I'm quite statisfied with the behaviour of this camera. I will make some changes according to rotation (I wanna have a smooth rotation when turning around) and, if it works out, post the result later...

//edit:

Code: Select all

// Camera is active, rotate as necessary
irr::core::position2d<irr::f32> pos = Cursor->getRelativePosition();

if(pos.X < 0.5f-BoxSize-EPSILON)
{
AngleY -= (pos.X-(0.5f-BoxSize))*60;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz
}

if(pos.X > 0.5f+BoxSize+EPSILON)
{
AngleY -= (pos.X-(0.5f+BoxSize))*60;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz
}
seems like it has something to do with that part.
if I disable camera rotation, the problem is gone...

//edit²:
it seems like the program is running into the rotation funcionality without the mouse being moved. Somewhere it seems like the values get screwed up...

cheers,
darkwolf
- White Box Entertainment -
MorrK

fixed for irrlicht-0.14.0 and ansi c++ compilation

Post by MorrK »

Code: Select all

#include <irrlicht.h> 


#define EPSILON 0.001f 

using namespace irr; 
using namespace core; 
using namespace scene; 
using namespace video; 
using namespace io; 
using namespace gui; 


enum EPLAYER_ACTION 
{ 
EPA_MOVE_FORWARD, 
EPA_MOVE_BACKWARD, 
EPA_MOVE_LEFT, 
EPA_MOVE_RIGHT, 

EPA_COUNT 
}; 

//! Defines player states 
enum EPLAYER_STATE 
{ 
EPS_RUNNING, 
EPS_STANDING 
}; 

// Global Irrlicht variables 
irr::IrrlichtDevice *irrBase=0; 

class CSceneNodeAnimator3PCamera : public irr::scene::ISceneNodeAnimator,public irr::IEventReceiver 
{ 

public: 

//! Constructor 
//! player: The object to follow 
//! initDist: The initial distance from the player 
//! initAngleY: The initial horizontal rotatation 
//! initAngleZ: The initial vertical rotation 
//! targetOffset: The offset from the object's center at which the camera looks 
//! minDist/maxDist: Distance bounding 
//! minAngle/maxAngle: Rotation bounding. -89 ==> looking up at player, 89 ==> looking down 
//! boxSize: The size of the box in which mouse movements do not result in camera movements 
//! rotationSpeed/zoomSpeed: Speed of movement, in terms of units/millisecond 

CSceneNodeAnimator3PCamera(
irr::scene::ISceneManager *manager,
irr::gui::ICursorControl *cursor,
irr::scene::ISceneNode *player, 
irr::f32 initDist = 50.0f, 
irr::f32 initAngleY = 180.0f, 
irr::f32 initAngleZ = 10.0f, 
irr::core::vector3df targetOffset = irr::core::vector3df(0,0,0), 
irr::f32 minDist = 20.0f, 
irr::f32 maxDist = 200.0f, 
irr::f32 minAngle = -45.0f, 
irr::f32 maxAngle = 89.0f, 
irr::f32 boxSize = 0.0f, 
irr::f32 rotationSpeed = 60.0f, 
irr::f32 zoomSpeed = 2.0f); 

//! Destructor 
virtual ~CSceneNodeAnimator3PCamera(void); 

//! animates the scene node 
virtual void animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs); 

//! Process an input event 
virtual bool OnEvent(irr::SEvent event); 

//! Get/set active status 
bool isActive(); 
void setActive(bool status); 

//! Get/set box size 
irr::f32 getBoxSize(); 
void setBoxSize(irr::f32 newSize); 

//! Map zoom in/zoom out buttons 
void mapZoomIn(irr::EKEY_CODE newCode); 
void mapZoomOut(irr::EKEY_CODE newCode); 

//! Access the camera's current orientation 
irr::f32 getOrientation(); 


private: 

int Active;//bool Active; 

// current states 
irr::f32 Dist; 
irr::f32 AngleY; 
irr::f32 AngleZ; 

// boundaries 
irr::core::vector3df TargetOffset; 
irr::f32 MinDist; 
irr::f32 MaxDist; 
irr::f32 MinAngle; 
irr::f32 MaxAngle; 
irr::f32 BoxSize; 

// Motion 
irr::f32 RotationSpeed; 
irr::f32 ZoomSpeed; 

// Zooming keys 
irr::EKEY_CODE ZoomInKey; 
irr::EKEY_CODE ZoomOutKey; 

bool ZoomIn; 
bool ZoomOut; 

//! Node to follow 
irr::scene::ISceneNode *Player; 

irr::scene::ISceneManager *Manager; 
irr::gui::ICursorControl *Cursor; 

//! Puts the cursor back in the box 
void updateCursorPosition(); 
}; 


CSceneNodeAnimator3PCamera::CSceneNodeAnimator3PCamera( 
irr::scene::ISceneManager *manager,
irr::gui::ICursorControl *cursor,
irr::scene::ISceneNode *player, 
irr::f32 initDist,irr::f32 initAngleY,
irr::f32 initAngleZ, 
irr::core::vector3df targetOffset, 
irr::f32 minDist,
irr::f32 maxDist,
irr::f32 minAngle,
irr::f32 maxAngle, 
irr::f32 boxSize,
irr::f32 rotationSpeed,
irr::f32 zoomSpeed)
: Active(true), Manager(manager), Cursor(cursor), Player(player), 
Dist(initDist),AngleY(initAngleY),AngleZ(initAngleZ), 
TargetOffset(targetOffset), 
MinDist(minDist), MaxDist(maxDist), MinAngle(-maxAngle), MaxAngle(-minAngle), 
BoxSize(boxSize), RotationSpeed(rotationSpeed), ZoomSpeed(zoomSpeed) 
{ 
ZoomIn = false; 
ZoomOut = false; 

ZoomInKey = irr::KEY_ADD; 
ZoomOutKey = irr::KEY_SUBTRACT; 

Cursor->setPosition(0.5f,0.5f); 

// Ensure Distance is bounded correctly 
if(Dist < MinDist) Dist = MinDist; 
else if(Dist > MaxDist) Dist = MaxDist; 

// Bound MinAngle/MaxAngle to avoid problematic areas 
if(MinAngle < -89.0f) MinAngle = -89.0f; 
if(MinAngle > 89.0f) MinAngle = 89.0f; 
if(MaxAngle < -89.0f) MaxAngle = -89.0f; 
if(MaxAngle > 89.0f) MaxAngle = 89.0f; 
if(minAngle > maxAngle) MaxAngle = MinAngle+1.0f; 

// Ensure Vertical Rotation Angle is bounded correctly 
if(AngleZ < MinAngle) AngleZ = MinAngle; 
else if(AngleZ > MaxAngle) AngleZ = MaxAngle; 
} 

//! Destructor 
CSceneNodeAnimator3PCamera::~CSceneNodeAnimator3PCamera(void) 
{ 
} 

//! Puts the cursor back in the box 
void CSceneNodeAnimator3PCamera::updateCursorPosition() 
{ 
irr::core::position2d<irr::f32> pos = Cursor->getRelativePosition(); 

if(pos.X < (0.5f-BoxSize)) pos.X = (0.5f-BoxSize); 
if(pos.X > (0.5f+BoxSize)) pos.X = (0.5f+BoxSize); 

if(pos.Y < (0.5f-BoxSize)) pos.Y = (0.5f-BoxSize); 
if(pos.Y > (0.5f+BoxSize)) pos.Y = (0.5f+BoxSize); 

Cursor->setPosition(pos); 
} 

//! Process an input event 
bool CSceneNodeAnimator3PCamera::OnEvent(irr::SEvent event) 
{ 
if(!Active) 
{ 
return false; 
} 

if(event.EventType == irr::EET_KEY_INPUT_EVENT) 
{ 
if(event.KeyInput.Key == ZoomInKey) 
{ 
ZoomIn = event.KeyInput.PressedDown; 
return true; 
} 
else if(event.KeyInput.Key == ZoomOutKey) 
{ 
ZoomOut = event.KeyInput.PressedDown; 
return true; 
} 
} 

return false; 
} 

//! Get/set active status 
bool CSceneNodeAnimator3PCamera::isActive() 
{ 
return Active; 
} 

void CSceneNodeAnimator3PCamera::setActive(bool status) 
{ 
// reset the cursor only if we are switching back to active from inactive 
if(!Active && status) 
{ 
updateCursorPosition(); 
} 

Active = status; 
} 

//! Get/set box size 
irr::f32 CSceneNodeAnimator3PCamera::getBoxSize() 
{ 
return BoxSize; 
} 

void CSceneNodeAnimator3PCamera::setBoxSize(irr::f32 newSize) 
{ 
BoxSize = newSize; 
updateCursorPosition(); 
} 

//! Map zoom in/zoom out buttons 
void CSceneNodeAnimator3PCamera::mapZoomIn(irr::EKEY_CODE newCode) 
{ 
ZoomInKey = newCode; 
} 

void CSceneNodeAnimator3PCamera::mapZoomOut(irr::EKEY_CODE newCode) 
{ 
ZoomOutKey = newCode; 
} 

//! Access the camera's current orientation 
irr::f32 CSceneNodeAnimator3PCamera::getOrientation() 
{ 
return AngleY; 
} 


//! animates the scene node 
void CSceneNodeAnimator3PCamera::animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs) 
{ 
// make sure you don't go attaching this animator to anything other than a camera 
irr::scene::ICameraSceneNode *camera = (irr::scene::ICameraSceneNode*)node; 

if(Manager->getActiveCamera() != camera) 
{ 
return; 
} 

if(Active) 
{ 
// Camera is active, rotate as necessary 
irr::core::position2d<irr::f32> pos = Cursor->getRelativePosition(); 

if(pos.X < 0.5f-BoxSize-EPSILON) 
{ 
AngleY -= (pos.X-(0.5f-BoxSize))*RotationSpeed;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz 
} 

if(pos.X > 0.5f+BoxSize+EPSILON) 
{ 
AngleY -= (pos.X-(0.5f+BoxSize))*RotationSpeed;//Decrement of this statement gives the correct movement to the mouse.... by smartwhiz 
} 

// So we don't get huge rotation numbers 
if(AngleY > 360.0f) 
{ 
AngleY += 360.0f; 
} 

if(AngleY < 0.0f) 
{ 
AngleY -= 360.0f; 
} 

if(pos.Y < 0.5f-BoxSize-EPSILON) 
{ 
AngleZ -= (pos.Y-(0.5f-BoxSize))*RotationSpeed; 
} 

if(pos.Y > 0.5f+BoxSize+EPSILON) 
{ 
AngleZ -= (pos.Y-(0.5f+BoxSize))*RotationSpeed; 
} 

// Ensure Vertical Rotation Angle is bounded correctly 
if(AngleZ < MinAngle) AngleZ = MinAngle; 
else if(AngleZ > MaxAngle) AngleZ = MaxAngle; 

//keep the player in the view angle that of the camera, this is the change made......... by smartwhiz 
Player->setRotation(irr::core::vector3df(0,-(AngleY+180),0)); 

// Zoom only if one or other button is pressed 
if((ZoomIn && !ZoomOut) || (!ZoomIn && ZoomOut)) 
{ 
int dir = (ZoomIn) ? -1 : 1; 
Dist += ZoomSpeed*dir; 

// Ensure Distance is bounded correctly 
if(Dist < MinDist) Dist = MinDist; 
else if(Dist > MaxDist) Dist = MaxDist; 
} 

updateCursorPosition(); 
} 

// Create translation vector 
irr::core::vector3df translation(Dist,0,0); 
translation.rotateXYBy(-AngleZ,irr::core::vector3df(0,0,0)); 
translation.rotateXZBy(AngleY,irr::core::vector3df(0,0,0)); 

// Assumes the camera is *not* a child of the player node 
camera->setTarget(Player->getPosition()+TargetOffset); 
camera->setPosition(Player->getPosition()+translation+TargetOffset); 
} 


class CSceneNodeAnimator3PPlayer : 
public irr::scene::ISceneNodeAnimator, 
public irr::IEventReceiver 
{ 
public: 

//! Constructor 
//! camera: The 3PCamera watching this object (should have a 3PC Animator attached to it) 
//! cameraAnimator: The animator mentioned above 
//! moveSpeed: The speed at which this player moves 
CSceneNodeAnimator3PPlayer( 
irr::scene::ISceneManager *manager, 
irr::scene::ICameraSceneNode *camera, 
CSceneNodeAnimator3PCamera *cameraAnimator, 
irr::f32 moveSpeed = 0.3f); 

virtual ~CSceneNodeAnimator3PPlayer(void); 

//! animates the scene node 
virtual void animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs); 

//! Process an input event 
virtual bool OnEvent(irr::SEvent event); 

//! Map movement keys 
void MapKey(EPLAYER_ACTION action, irr::EKEY_CODE newCode); 

//! Retrieve the player's current state 
EPLAYER_STATE getState(); 

private: 

irr::f32 MoveSpeed; 
irr::u32 PrevTime; 

EPLAYER_STATE State; 

// action keys 
irr::EKEY_CODE Keys[EPA_COUNT]; 
bool KeyStates[EPA_COUNT]; 

irr::scene::ICameraSceneNode *Camera; 
CSceneNodeAnimator3PCamera *CameraAnimator; 

irr::scene::ISceneManager *Manager; 
}; 

CSceneNodeAnimator3PPlayer::CSceneNodeAnimator3PPlayer( 
irr::scene::ISceneManager *manager, 
irr::scene::ICameraSceneNode *camera, 
CSceneNodeAnimator3PCamera *cameraAnimator, 
irr::f32 moveSpeed) 
: Manager(manager), Camera(camera), CameraAnimator(cameraAnimator), MoveSpeed(moveSpeed) 
{ 
PrevTime = -1; 

// Set initial key map 
Keys[EPA_MOVE_FORWARD] = irr::KEY_UP; 
Keys[EPA_MOVE_BACKWARD] = irr::KEY_DOWN; 
Keys[EPA_MOVE_LEFT] = irr::KEY_LEFT; 
Keys[EPA_MOVE_RIGHT] = irr::KEY_RIGHT; 

// Init states 
for(int i=0;i<EPA_COUNT;i++) 
{ 
KeyStates[i] = false; 
} 

State = EPS_STANDING; 
} 

CSceneNodeAnimator3PPlayer::~CSceneNodeAnimator3PPlayer(void) 
{ 
} 

//! Map movement keys 
void CSceneNodeAnimator3PPlayer::MapKey(EPLAYER_ACTION action, irr::EKEY_CODE newCode) 
{ 
Keys[action] = newCode; 
} 

//! Retrieve the player's current state 
EPLAYER_STATE CSceneNodeAnimator3PPlayer::getState() 
{ 
return State; 
} 

//! Process an input event 
bool CSceneNodeAnimator3PPlayer::OnEvent(irr::SEvent event) 
{ 
if(event.EventType == irr::EET_KEY_INPUT_EVENT) 
{ 
for(int i=0;i<EPA_COUNT;i++) 
{ 
if(event.KeyInput.Key == Keys[i]) 
{ 
KeyStates[i] = event.KeyInput.PressedDown; 
return true; 
} 
} 
} 

return false; 
} 

//! animates the scene node 
void CSceneNodeAnimator3PPlayer::animateNode(irr::scene::ISceneNode *node, irr::u32 timeMs) 
{ 
// This would have to be modified for an unanimated node 
irr::scene::IAnimatedMeshSceneNode *amNode = (irr::scene::IAnimatedMeshSceneNode*)node; 

// first loop 
if(PrevTime == -1) 
{ 
PrevTime = timeMs; 
} 

// Timer operations 
irr::f32 timeMsFloat = (irr::f32)(timeMs-PrevTime); 
PrevTime = timeMs; 


// check if moving this round 
if(((KeyStates[EPA_MOVE_FORWARD] && !KeyStates[EPA_MOVE_BACKWARD]) || (!KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_BACKWARD])) || 
((KeyStates[EPA_MOVE_LEFT] && !KeyStates[EPA_MOVE_RIGHT]) || (!KeyStates[EPA_MOVE_LEFT] && KeyStates[EPA_MOVE_RIGHT]))) 
{ 
if(State != EPS_RUNNING) 
{ 
State = EPS_RUNNING; 
amNode->setMD2Animation(irr::scene::EMAT_RUN); 
} 
} 
else 
{ 
if(State != EPS_STANDING) 
{ 
State = EPS_STANDING; 
amNode->setMD2Animation(irr::scene::EMAT_STAND); 
} 

return; // no movement 
} 

// Create movement directions based on camera orientation 
irr::core::vector3df forward = Camera->getTarget()-Camera->getPosition(); 
forward.Y = 0; 
irr::core::vector3df left = forward.crossProduct(Camera->getUpVector()); 

forward = forward.normalize(); 
left = left.normalize(); 

// Rotation must be set differently for all 8 possible movement directions. 
if(KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_LEFT]) 
{ 
irr::core::vector3df movementVector = forward+left; 
movementVector = movementVector.normalize(); 

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,135.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_FORWARD] && KeyStates[EPA_MOVE_RIGHT]) 
{ 
irr::core::vector3df movementVector = forward-left; 
movementVector = movementVector.normalize(); 

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,225.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_BACKWARD] && KeyStates[EPA_MOVE_LEFT]) 
{ 
irr::core::vector3df movementVector = left-forward; 
movementVector = movementVector.normalize(); 

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,45.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_BACKWARD] && KeyStates[EPA_MOVE_RIGHT]) 
{ 
irr::core::vector3df movementVector = (forward*-1)-left; 
movementVector = movementVector.normalize(); 

amNode->setPosition(amNode->getPosition()+movementVector*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,315.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_FORWARD]) 
{ 
amNode->setPosition(amNode->getPosition()+forward*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,180.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_BACKWARD]) 
{ 
amNode->setPosition(amNode->getPosition()-forward*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_LEFT]) 
{ 
amNode->setPosition(amNode->getPosition()+left*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,90.0f-CameraAnimator->getOrientation(),0)); 
} 
else if(KeyStates[EPA_MOVE_RIGHT]) 
{ 
amNode->setPosition(amNode->getPosition()-left*MoveSpeed*timeMsFloat); 
amNode->setRotation(irr::core::vector3df(0,270.0f-CameraAnimator->getOrientation(),0)); 

} 
} 


// Objects used in the Event Receiver 
CSceneNodeAnimator3PCamera *camAnim; 
CSceneNodeAnimator3PPlayer *sydneyAnim; 

// IrrLicht input reciever class.. 
class MyEventReceiver : public irr::IEventReceiver 
{ 
public: 
virtual bool OnEvent(irr::SEvent event) 
{ 
if(event.EventType == irr::EET_LOG_TEXT_EVENT) 
{ 
return true; 
} 

if(camAnim->OnEvent(event)) return true; 
if(sydneyAnim->OnEvent(event)) return true; 

return false; 
} 

}; 

int main() 
{ 
// Start the renderer 
MyEventReceiver receiver; 
irrBase = createDevice(video::EDT_OPENGL, core::dimension2d<s32>(640, 480),16, false, false, false, &receiver); 

// Create reference vars 
irr::video::IVideoDriver* driver = irrBase->getVideoDriver(); 
irr::scene::ISceneManager* smgr = irrBase->getSceneManager(); 
irr::gui::IGUIEnvironment* guienv = irrBase->getGUIEnvironment(); 
irr::gui::ICursorControl* cursor = irrBase->getCursorControl(); 

irr::scene::ICameraSceneNode *camera = smgr->addCameraSceneNode(); 

// Create a Sydney 
irr::scene::IAnimatedMesh *sydneyMesh = smgr->getMesh("/opt/irrlicht-0.14.0/media/sydney.md2"); 
irr::scene::IAnimatedMeshSceneNode *sydneyNode = smgr->addAnimatedMeshSceneNode(sydneyMesh); 
sydneyNode->setMD2Animation(irr::scene::EMAT_STAND); 
sydneyNode->setMaterialFlag(irr::video::EMF_LIGHTING,false); 
sydneyNode->setMaterialTexture(0,driver->getTexture("/opt/irrlicht-0.14.0/media/sydney.bmp")); 


// Create and position map (copied from quake map example) 
irrBase->getFileSystem()->addZipFileArchive("/opt/irrlicht-0.14.0/media/map-20kdm2.pk3"); 
irr::scene::IAnimatedMesh* levelMesh = smgr->getMesh("/opt/irrlicht-0.14.0/media/20kdm2.bsp"); 
irr::scene::ISceneNode* levelNode = smgr->addOctTreeSceneNode(levelMesh->getMesh(0)); 
levelNode->setPosition(irr::core::vector3df(-1300,-144,-1249)); 

// Create triangle selector for world (copied from collision example) 
irr::scene::ITriangleSelector *selector = smgr->createOctTreeTriangleSelector(levelMesh->getMesh(0), levelNode, 128); 
levelNode->setTriangleSelector(selector); 
selector->drop(); 

// Create the camera animator 
camAnim = new CSceneNodeAnimator3PCamera(smgr,irrBase->getCursorControl(),sydneyNode,50,180,10,irr::core::vector3df(0,20,0)); 
camera->addAnimator(camAnim); 
camAnim->drop(); 

 //Add collision response to camera (second, because order is important!) 
irr::scene::ISceneNodeAnimator *cameraCollision = smgr->createCollisionResponseAnimator( 
selector,
camera,
irr::core::vector3df(3,5,3), 
core::vector3df(0.0f,0.0f,0.0f) , 
core::vector3df(0.0f,0.0f,0.0f), 0); 
camera->addAnimator(cameraCollision); 
cameraCollision->drop(); 

// Create the player animator 
sydneyAnim = new CSceneNodeAnimator3PPlayer(smgr,camera,camAnim); 
sydneyNode->addAnimator(sydneyAnim); 
sydneyAnim->drop(); 

// Add collision response to sydney (copied from collision example) 
irr::core::vector3df sydneyDimensions = sydneyMesh->getBoundingBox().MaxEdge - sydneyMesh->getBoundingBox().MinEdge; 
irr::scene::ISceneNodeAnimator *sydneyCollision = smgr->createCollisionResponseAnimator(selector,sydneyNode,sydneyDimensions/2.0f); 
sydneyNode->addAnimator(sydneyCollision); 
sydneyCollision->drop(); 



// Hides the mouse 
cursor->setVisible(false); 

// render loop 
while(irrBase->run()) 
{ 
//irr - Now we draw it all, if the window is active 
if(irrBase->isWindowActive()) 
{ 
driver->beginScene(true, true, irr::video::SColor(0,100,100,100)); 

smgr->drawAll(); 
guienv->drawAll(); // not that we have GUI stuff 

driver->endScene(); 
} 
} 

// Kill renderer 
if(irrBase) 
{ 
irrBase->drop(); 
irrBase = NULL; 
} 

return 0; 
}
darkwolf
Posts: 16
Joined: Mon Oct 17, 2005 9:51 pm

Post by darkwolf »

Code: Select all

// So we don't get huge rotation numbers 
if(AngleY > 360.0f)
{
	AngleY += 360.0f;
}
	if(AngleY < 0.0f)
{
	AngleY -= 360.0f;
}
Should the code part above not look like the example below? (+ and - swapped, makes more sense to me...)
After that change the "shaking bug" i mentioned above is solved, works fine with that.

Code: Select all

// So we don't get huge rotation numbers 
if(AngleY > 360.0f)
{
	AngleY -= 360.0f;
}
	if(AngleY < 0.0f)
{
	AngleY += 360.0f;
}
- White Box Entertainment -
persoontje

Post by persoontje »

The link at the topic start post doesn't work. Where can i get it?
darkwolf
Posts: 16
Joined: Mon Oct 17, 2005 9:51 pm

Post by darkwolf »

You can find the code of the 3rd person camera view posts above this one, the complete source. :wink:
- White Box Entertainment -
Guest

Post by Guest »

Unsigned int PrevTime with the value -1 :?
ANDROSS
Posts: 2
Joined: Fri Apr 07, 2006 9:41 am
Location: In the kuciste
Contact:

Camera

Post by ANDROSS »

Camera is great!!!Great job 8)
ANDROSS in the Hell Entertainment
Nadro
Posts: 1648
Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland

Post by Nadro »

I can't compile example applications from http://members.rogers.com/jamiegoodfell ... Camera.zip

I compile (i use dev-cpp) and compiler drop error for linking

[Linker error] undefined reference to `irr::scene::CCameraRPGSceneNode::CCameraRPGSceneNode(irr::scene::ISceneNode*, irr::scene::ISceneManager*, int const&, irr::IrrlichtDevice*, irr::scene::ITriangleSelector*, irr::core::string<char> const&)'

What is wrong? maybe need file .lib for this example
Bodzio
Posts: 15
Joined: Mon Nov 10, 2008 8:53 am

Post by Bodzio »

URL is broken
leave
Posts: 15
Joined: Mon Aug 17, 2009 5:12 am
Location: China

Post by leave »

up!@
give me a new url plz.
Kiki
Posts: 2
Joined: Mon Jan 04, 2010 3:00 am

I could code my 3rd person camera game with this but........

Post by Kiki »

I really could code my 3rd person camera game with this, of course, after some hours fixing the code, but I'm not able to use it in my game yet, because the character is only standing on the terrain and it was not possible yet for me to make it walk....etc..... has somebody out there any solution to this question..... is it something wrong with this code..... I would appreciate a lot somebody to help me...... please.......
Thsnks in advance......
Kiki..........................
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