Free Flight (space flight) functions

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MarcusD
Posts: 16
Joined: Sat Nov 27, 2010 12:57 pm
Location: South Yorkshire, UK

Re: Free Flight (space flight) functions

Post by MarcusD »

I know this is an old thread and bumping it is a bit of a taboo but I just want to say thank you to the OP.
Irrlicht's Great, Irrlicht's Good. Irrlicht's better, than a lump of wood.
panz3r
Posts: 1
Joined: Thu Feb 13, 2014 11:11 pm

Re: Free Flight (space flight) functions

Post by panz3r »

wow, 10 years later and camera still can't be rotated directly properly. (helloo z axis rotation).
yeah most likely I will modify myself the source code or use this workaround but is hard to understand this inertia
Too bad, because irrlicht is a realy nice engine and this have the potential to make it a boomer.
vivek169
Posts: 2
Joined: Thu May 29, 2014 7:14 am

Re: Free Flight (space flight) functions

Post by vivek169 »

Hi,
Am very new to programming, I downloaded the example files and combine the hello world and terrain building file. I have replace with my own model and terrain. Now am trying to rotate my flight model, but am not able to rotate.Please help me on this. I have copied the code.

Code: Select all

 
#include "irrlicht.h"
#include "driverChoice.h"
 
 
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
 
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
 
 
#ifdef _IRR_WINDOWS_
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
 
//Move and rotate
/*
void move(irr::scene::IMeshSceneNode *node, irr::core::vector3df vel)
{
    irr::core::matrix4 m;
    m.setRotationDegrees(node->getRotation());
    m.transformVect(vel);
    node->setPosition(node->getPosition() + vel);
    node->updateAbsolutePosition();
}
*/ 
void rotate(irr::scene::IMeshSceneNode *node, irr::core::vector3df rot)
{
    irr::core::matrix4 m;
    m.setRotationDegrees(node->getRotation());
    irr::core::matrix4 n;
    n.setRotationDegrees(rot);
    m *= n;
    node->setRotation( m.getRotationDegrees() );
    node->updateAbsolutePosition();
}
 
void turn(irr::scene::IMeshSceneNode *node, irr::f32 rot)
{
    rotate(node, irr::core::vector3df(0.0f, rot, 0.0f) );
}
 
void pitch(irr::scene::IMeshSceneNode *node, irr::f32 rot)
{
    rotate(node, irr::core::vector3df(rot, 0.0f, 0.0f) );
}
 
void roll(irr::scene::IMeshSceneNode *node, irr::f32 rot)
{
    rotate(node, irr::core::vector3df(0.0f, 0.0f, rot) );
}
// move and rotate ends
 
bool keys[KEY_KEY_CODES_COUNT];
 
class MyEventReceiver : public IEventReceiver
{
public:
 
    MyEventReceiver(scene::ISceneNode* terrain, scene::ISceneNode* skybox, scene::ISceneNode* skydome) :
        Terrain(terrain), Skybox(skybox), Skydome(skydome), showBox(true), showDebug(false)
    {
        Skybox->setVisible(showBox);
        Skydome->setVisible(!showBox);
    }
 
    bool OnEvent(const SEvent& event)
    {
        // check if user presses the key 'W' or 'D'
        if (event.EventType == irr::EET_KEY_INPUT_EVENT && !event.KeyInput.PressedDown)
        {
            switch (event.KeyInput.Key)
            {
            case irr::KEY_KEY_W: // switch wire frame mode
                Terrain->setMaterialFlag(video::EMF_WIREFRAME,
                        !Terrain->getMaterial(0).Wireframe);
                Terrain->setMaterialFlag(video::EMF_POINTCLOUD, false);
                return true;
            case irr::KEY_KEY_P: // switch wire frame mode
                Terrain->setMaterialFlag(video::EMF_POINTCLOUD,
                        !Terrain->getMaterial(0).PointCloud);
                Terrain->setMaterialFlag(video::EMF_WIREFRAME, false);
                return true;
            case irr::KEY_KEY_D: // toggle detail map
                Terrain->setMaterialType(
                    Terrain->getMaterial(0).MaterialType == video::EMT_SOLID ?
                    video::EMT_DETAIL_MAP : video::EMT_SOLID);
                return true;
            case irr::KEY_KEY_S: // toggle skies
                showBox=!showBox;
                Skybox->setVisible(showBox);
                Skydome->setVisible(!showBox);
                return true;
            case irr::KEY_KEY_X: // toggle debug information
                showDebug=!showDebug;
                Terrain->setDebugDataVisible(showDebug?scene::EDS_BBOX_ALL:scene::EDS_OFF);
                return true;
            default:
                break;
            }
        }
 
        return false;
    }
 
 
private:
    scene::ISceneNode* Terrain;
    scene::ISceneNode* Skybox;
    scene::ISceneNode* Skydome;
    bool showBox;
    bool showDebug;
};
 
 
int main()
{
    // ask user for driver
    video::E_DRIVER_TYPE driverType=driverChoiceConsole();
//    if (driverType==video::EDT_COUN  T)
  //     return 1;
    driverType = video::EDT_OPENGL;
 
    // create device with full flexibility over creation parameters
    // you can add more parameters if desired, check irr::SIrrlichtCreationParameters
    irr::SIrrlichtCreationParameters params;
    params.DriverType=driverType;
    params.WindowSize=core::dimension2d<u32>(640, 480);
    IrrlichtDevice* device = createDeviceEx(params);
 
    if (device == 0)
        return 1; // could not create selected driver.
 
    video::IVideoDriver* driver = device->getVideoDriver();
    scene::ISceneManager* smgr = device->getSceneManager();
    gui::IGUIEnvironment* env = device->getGUIEnvironment();
 
    driver->setTextureCreationFlag(video::ETCF_ALWAYS_32_BIT, true);
 
    //  add irrlicht logo
    //  env->addImage(driver->getTexture("../../media/irrlichtlogo2.png"), core::position2d<s32>(10,10));
    //  set other font
    //  env->getSkin()->setFont(env->getFont("../../media/fontlucida.png"));
    //  add some help text
 
    env->addStaticText(
        L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map\nPress 'S' to toggle skybox/skydome",
        core::rect<s32>(10,421,250,475), true, true, 0, -1, true);
 
    // add camera
    scene::ICameraSceneNode* camera = smgr->addCameraSceneNodeFPS(0,100.0f,1.2f);
    camera->setPosition(core::vector3df(2700*2,255*2,2600*2));
    camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
    camera->setFarValue(42000.0f);
 
    // disable mouse cursor
    device->getCursorControl()->setVisible(false);
 
    //scene::ITerrainSceneNode* terrain = smgr->addExternalSceneLoader(
    //      "media/Test_terrain_E75_N20.dt2",
 
    scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
        "media/new_terrain1024.bmp",        
         0,                 // parent node
        -1,                 // node id
        core::vector3df(0.f, 0.f, 0.f),     // position
        core::vector3df(0.f, 0.f, 0.f),     // rotation
        core::vector3df(150.f, 4.4f, 150.f),  // scale
        video::SColor ( 255, 255, 255, 255 ),   // vertexColor
        5,                  // maxLOD
        scene::ETPS_17,             // patchSize
        4                   // smoothFactor
        );
 
    terrain->setMaterialFlag(video::EMF_LIGHTING, false);
 
    terrain->setMaterialTexture(0,driver->getTexture("media/terrain-texture.jpg"));
    terrain->setMaterialTexture(1,driver->getTexture("media/detailmap3.jpg"));    
    terrain->setMaterialType(video::EMT_DETAIL_MAP);
    terrain->scaleTexture(1.0f, 20.0f);
 
     // create triangle selector for the terrain 
    scene::ITriangleSelector* selector = smgr->createTerrainTriangleSelector(terrain, 0);
    terrain->setTriangleSelector(selector);
 
    // create collision response animator and attach it to the camera
    scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
        selector, camera, core::vector3df(60,100,60),
        core::vector3df(0,0,0),
        core::vector3df(0,50,0));
    selector->drop();
    camera->addAnimator(anim);
    anim->drop();
 
    scene::CDynamicMeshBuffer* buffer = new scene::CDynamicMeshBuffer(video::EVT_2TCOORDS, video::EIT_16BIT);
    terrain->getMeshBufferForLOD(*buffer, 0);
    video::S3DVertex2TCoords* data = (video::S3DVertex2TCoords*)buffer->getVertexBuffer().getData();
 
    // Work on data or get the IndexBuffer with a similar call.
    buffer->drop(); // When done drop the buffer again.
 
    // loading static mesh
    IMesh* mesh = smgr->getMesh("uav/uav.obj");
    if (!mesh)
    {
        device->drop();
        return 1;
    }
    IMeshSceneNode* node = smgr->addMeshSceneNode(mesh);            //(mesh,0, -1, core::vector3df(60.f,100.f,60.f),core::vector3df(0.f,0.f,0.f),core::vector3df(0.f,0.f,0.f),false);
    node->setPosition(core::vector3df(10000*2,400*2,10000*2));
    node->setScale(core::vector3df(10,10,10));
 
    if (node)
    {
        node->setMaterialTexture( 0, driver->getTexture("uav/Main_blue.jpg") );
        node->setMaterialFlag(EMF_LIGHTING, false);
     // node->setMD2Animation(scene::EMAT_STAND);       
    }
        
    // create skybox and skydome
    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
 
    scene::ISceneNode* skybox=smgr->addSkyBoxSceneNode(
        driver->getTexture("media/irrlicht2_up.jpg"),
        driver->getTexture("media/irrlicht2_dn.jpg"),
        driver->getTexture("media/irrlicht2_lf.jpg"),
        driver->getTexture("media/irrlicht2_rt.jpg"),
        driver->getTexture("media/irrlicht2_ft.jpg"),
        driver->getTexture("media/irrlicht2_bk.jpg"));
    scene::ISceneNode* skydome=smgr->addSkyDomeSceneNode(driver->getTexture("media/skydome.jpg"),16,8,0.95f,2.0f);
 
    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
 
    // create event receiver
   
    MyEventReceiver receiver(terrain, skybox, skydome);
    device->setEventReceiver(&receiver);
 
    
    //for(s32 i=0; i<KEY_KEY_CODES_COUNT; i++) keys[i] = false;
  
   
    int lastFPS = -1;
 
    while(device->run())
    if (device->isWindowActive())
    {
        driver->beginScene(true, true, 0 );
 
        smgr->drawAll();
        env->drawAll();
 
        if(keys[irr::KEY_NUMPAD4])
        {
            turn(node, -0.1);
        }
        if(keys[irr::KEY_NUMPAD6])
        {
            turn(node, 0.1);
        }
        if(keys[irr::KEY_NUMPAD8])
        {
            pitch(node, 0.1);
        }
        if(keys[irr::KEY_NUMPAD2])
        {
            pitch(node, -0.1);
        }
        if(keys[irr::KEY_COMMA])
        {
            roll(node, 0.1);
        }
        if(keys[irr::KEY_PERIOD])
        {
            roll(node, -0.1);
        }
 
   /*     // movement control
        if(keys[irr::KEY_KEY_W])
        {
            move(node, core::vector3df(0,0,0.1));
        }
        if(keys[irr::KEY_KEY_S])
        {
            move(node, core::vector3df(0,0,-0.1));
        }
                if(keys[irr::KEY_KEY_W])
        {
            move(node, core::vector3df(0,0,0.1));
        }
        if(keys[irr::KEY_KEY_S])
        {
            move(node, core::vector3df(0,0,-0.1));
        }
*/
        driver->endScene();
 
        // display frames per second in window title
        int fps = driver->getFPS();
        if (lastFPS != fps)
        {
            core::stringw str = L"Terrain Renderer - Irrlicht Engine [";
            str += driver->getName();
            str += "] FPS:";
            str += fps;
            // Also print terrain height of current camera position
            // We can use camera position because terrain is located at coordinate origin
            str += " Height: ";
            str += terrain->getHeight(camera->getAbsolutePosition().X,
                    camera->getAbsolutePosition().Z);
 
            device->setWindowCaption(str.c_str());
            lastFPS = fps;
        }
    }
 
    device->drop();
    
    return 0;
}
 
Let me know where I want to change my code to rotate. currently I have disable the move and camera node..

Thanks
Vivek
AReichl
Posts: 270
Joined: Wed Jul 13, 2011 2:34 pm

Re: Free Flight (space flight) functions

Post by AReichl »

Some things are missing (e.g. "uav.obj"). Would be nice to also have them.
vivek169
Posts: 2
Joined: Thu May 29, 2014 7:14 am

Re: Free Flight (space flight) functions

Post by vivek169 »

u can load any model instead of uav... :)
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