here is a full blown application that picks nodes and allows you to manipulate them. Maybe it will help.
Code: Select all
// IrrEditor.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <irrlicht.h>
using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
#pragma comment(lib, "Irrlicht.lib")
IrrlichtDevice *device = 0;
IVideoDriver *driver = 0;
ISceneManager *smgr = 0;
IGUIEnvironment *guienv = 0;
ICameraSceneNode *camera = 0;
ISceneCollisionManager *CollMan = 0;
enum EditorMode
{
MODE_NONE,
MODE_QUIT,
MODE_TRANSLATE,
MODE_ROTATE,
MODE_SCALE,
};
position2di initialCursorPosition; // where mouse cursor started
position2di initialObjectPosition; // where ray from camera to object intersected screen
ISceneNode* SelectedNode = 0; // the selected node
bool ShiftIsPressed = 0; // is the shift key pressed?
bool LMouseButtonDown = 0; // is the left mouse button down?
EditorMode Mode = MODE_TRANSLATE;
float RotateSpeed = 0.01f;
float ScaleSpeed = 0.01f;
#define ID_QUIT 101
#define ID_TRANSLATE 102
#define ID_ROTATE 103
#define ID_SCALE 104
class MyEventReceiver : public IEventReceiver
{
public:
virtual bool OnEvent(const SEvent& anevent)
{
switch(anevent.EventType)
{
case EET_GUI_EVENT :
{
switch (anevent.GUIEvent.EventType)
{
case EGET_BUTTON_CLICKED:
{
switch (anevent.GUIEvent.Caller->getID())
{
case ID_QUIT :
{
Mode = MODE_QUIT;
} break;
case ID_TRANSLATE :
{
Mode = MODE_TRANSLATE;
} break;
case ID_ROTATE :
{
Mode = MODE_ROTATE;
} break;
case ID_SCALE :
{
Mode = MODE_SCALE;
} break;
} break;
} break;
}
} break;
case EET_KEY_INPUT_EVENT :
{
if (anevent.KeyInput.Shift) ShiftIsPressed = true;
else ShiftIsPressed = false;
} break;
// if it is a mouse event
case EET_MOUSE_INPUT_EVENT :
{
// based upon the mouse event type
switch (anevent.MouseInput.Event)
{
case EMIE_LMOUSE_PRESSED_DOWN :
{
// what a freakin hack
LMouseButtonDown = true;
// check for a node being selected
SelectedNode = CollMan->getSceneNodeFromScreenCoordinatesBB(device->getCursorControl()->getPosition(),0,true);
// If we selected a node
if(SelectedNode)
{
// Remember where the node and cursor were when it was clicked on
initialCursorPosition = device->getCursorControl()->getPosition();
initialObjectPosition = CollMan->getScreenCoordinatesFrom3DPosition(SelectedNode->getAbsolutePosition(), camera);
}
// we used this message?
return (SelectedNode != 0);
} break;
case EMIE_LMOUSE_LEFT_UP :
{
LMouseButtonDown = false;
return false;
} break;
case EMIE_MOUSE_MOVED :
{
if (!LMouseButtonDown) return false;
if (Mode == MODE_TRANSLATE)
{
if (SelectedNode)
{
vector3df p = SelectedNode->getPosition();
if (ShiftIsPressed)
{
plane3df const planeXY(SelectedNode->getAbsolutePosition(), vector3df(1.f, 0.f, 0.f));
position2di currentCursorPosition(device->getCursorControl()->getPosition());
position2di effectiveObjectPosition = initialObjectPosition + currentCursorPosition - initialCursorPosition;
line3df ray(CollMan->getRayFromScreenCoordinates(effectiveObjectPosition, camera));
vector3df intersectWithPlane;
vector3df oldPos = SelectedNode->getAbsolutePosition();
if(planeXY.getIntersectionWithLine(ray.start, ray.getVector(), intersectWithPlane))
{
intersectWithPlane.X = oldPos.X;
intersectWithPlane.Z = oldPos.Z;
SelectedNode->setPosition(intersectWithPlane);
}
}
else
{
plane3df const planeXZ(SelectedNode->getAbsolutePosition(), vector3df(0.f, 1.f, 0.f));
position2di currentCursorPosition(device->getCursorControl()->getPosition());
position2di effectiveObjectPosition = initialObjectPosition + currentCursorPosition - initialCursorPosition;
line3df ray(CollMan->getRayFromScreenCoordinates(effectiveObjectPosition, camera));
vector3df intersectWithPlane;
if(planeXZ.getIntersectionWithLine(ray.start, ray.getVector(), intersectWithPlane))
{
SelectedNode->setPosition(intersectWithPlane);
}
}
}
} // end mode translate
else
if (Mode == MODE_ROTATE)
{
if (SelectedNode)
{
vector3df rot = SelectedNode->getRotation();
position2di currentCursorPosition(device->getCursorControl()->getPosition());
if (ShiftIsPressed)
{
if (initialObjectPosition.X < currentCursorPosition.X) rot.X -= RotateSpeed;
if (initialObjectPosition.X > currentCursorPosition.X) rot.X += RotateSpeed;
}
else
{
if (initialObjectPosition.X < currentCursorPosition.X) rot.Y -= RotateSpeed;
if (initialObjectPosition.X > currentCursorPosition.X) rot.Y += RotateSpeed;
if (initialObjectPosition.Y < currentCursorPosition.Y) rot.Z -= 1;
if (initialObjectPosition.Y > currentCursorPosition.Y) rot.Z += 1;
}
initialObjectPosition = currentCursorPosition;
SelectedNode->setRotation(rot);
}
}
else
if (Mode == MODE_SCALE)
{
if (SelectedNode)
{
vector3df scale = SelectedNode->getScale();
position2di currentCursorPosition(device->getCursorControl()->getPosition());
if (initialObjectPosition.X > currentCursorPosition.X)
{
scale.X -= ScaleSpeed;
scale.Y -= ScaleSpeed;
scale.Z -= ScaleSpeed;
}
if (initialObjectPosition.X < currentCursorPosition.X)
{
scale.X += ScaleSpeed;
scale.Y += ScaleSpeed;
scale.Z += ScaleSpeed;
}
initialObjectPosition = currentCursorPosition;
SelectedNode->setScale(scale);
}
}
} break;
}
}
}
return 0;
}
};
int _tmain(int argc, _TCHAR* argv[])
{
// create the device
device = createDevice( video::EDT_OPENGL, dimension2d<s32>(640, 480), 16, false, false, false, 0);
if (!device) return 1;
MyEventReceiver receiver;
device->setEventReceiver(&receiver);
// get a pointer to all of the irr items
driver = device->getVideoDriver();
smgr = device->getSceneManager();
guienv = device->getGUIEnvironment();
CollMan = smgr->getSceneCollisionManager();
// add my little plug
int x = 10;
int y = 10;
int width = 100;
int height = 20;
int space = 5;
guienv->addButton(core::rect<s32>(x,y,x+width,y+height),0,ID_QUIT,L"QUIT");
y += height + space;
guienv->addButton(core::rect<s32>(x,y,x+width,y+height),0,ID_TRANSLATE,L"Translate");
y += height + space;
guienv->addButton(core::rect<s32>(x,y,x+width,y+height),0,ID_ROTATE,L"Rotate");
y += height + space;
guienv->addButton(core::rect<s32>(x,y,x+width,y+height),0,ID_SCALE,L"Scale");
// load a mesh
IAnimatedMesh* mesh = smgr->getMesh("../media/sydney.md2");
if (!mesh) return 1;
// create a node
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
if (node)
{
node->setMaterialFlag(EMF_LIGHTING, false);
node->setMD2Animation(scene::EMAT_STAND);
node->setMaterialTexture( 0, driver->getTexture("../media/sydney.bmp") );
}
// add a camera
camera = smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
camera->setIsDebugObject(true);
// run the scne
while(Mode != MODE_QUIT)
{
device->run();
driver->beginScene(true, true, SColor(255,100,101,140));
smgr->drawAll();
guienv->drawAll();
driver->endScene();
}
// kill the device
device->drop();
return 0;
}