thought I'd share some code bits with you. All the merit goes to the Irrlicht developers, all I have made was adding a parameter to a function call and "slightly modifying" some functions based on the value of this parameter. Nothing fancy
FIRST OFF : These are DIRTY HACKS ( probably
I assume no liability for this stuff, I tested it with devcpp, the engine recompiles, apart from the usual warnings no problems , and the stuff works... MAKE BACKUPS of the files you replace..
If anyone is interested in seeing how it works I will explain it
1 - Switched Keys for maya camera -
Everyone who uses maya knows this issue
download http://www.sandvfx.com/media/switchkeysmaya.rar this rar, unzip, copy all the C*.h C*.cpp files to your irrlicht source directory and the I*.h files to the irrlicht include directory, recompile irrlicht, copy new .dll .a .def files plus the modified include ( the I*.h ) to your project and your ready to go. Use like this :
Code: Select all
ICameraSceneNode* mCam = smgr->addCameraSceneNodeMaya(camRoot,0,300.0f,1500.0f,-1,true,true);2 - Choose folder Dialog -
Irrlicht does provide all the functionality to actually just choose a folder instead of a file. So I modified the code a little to use it ..
Download this http://www.sandvfx.com/media/folderchoose.rar .
Unpack. Copy I*.h to irrlicht engine include dir, copy C*.h && C*.cpp to irrlicht source directory, recompile irrlicht, copy the new .dll .a .def and I*.h include files to your project . Ready to go..
To use it :
Code: Select all
IGUIFileOpenDialog *d = guienv->addFileOpenDialog(L"FOPEN",true,0,-100,true);Code: Select all
switch(event.GUIEvent.EventType)
{
case EGET_DIRECTORY_SELECTED:
// load the model file, selected in the file open dialog
dialog =(IGUIFileOpenDialog*)event.GUIEvent.Caller;
cout << "\n Folder chosen : " << dialog->getDirectoryName().c_str();
break; Greetings TekniX