Help Me Convert C++ To C#

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kdotnet
Posts: 5
Joined: Mon Aug 28, 2006 2:12 pm

Help Me Convert C++ To C#

Post by kdotnet »

// This is a Demo of the Irrlicht Engine (c) 2005 by N.Gebhardt.
// This file is not documentated.

#include "CDemo.h"
#include <stdio.h>

CDemo::CDemo(bool f, bool m, bool s, bool a, bool v, video::E_DRIVER_TYPE d)
: fullscreen(f), driverType(d), currentScene(-2),
model1(0), model2(0), music(m),
shadows(s), quakeLevelMesh(0), quakeLevelNode(0), timeForThisScene(0),
skyboxNode(0), mapSelector(0), metaSelector(0), campFire(0), device(0),
additive(a), vsync(v)
{
}


CDemo::~CDemo()
{
if (mapSelector)
mapSelector->drop();

if (metaSelector)
metaSelector->drop();
}


void CDemo::run()
{
device = createDevice(driverType,
core::dimension2d<s32>(640, 480), 32, fullscreen, shadows, vsync, this);;

device->getFileSystem()->addZipFileArchive("irrlicht.dat");
device->getFileSystem()->addZipFileArchive("../../media/irrlicht.dat");
device->getFileSystem()->addZipFileArchive("map-20kdm2.pk3");
device->getFileSystem()->addZipFileArchive("../../media/map-20kdm2.pk3");

video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();

device->setWindowCaption(L"Irrlicht Engine Demo");

wchar_t tmp[255];

while(device->run() && driver)
{
if (device->isWindowActive())
{
// load next scene if necessary
u32 now = device->getTimer()->getTime();
if (now - sceneStartTime > timeForThisScene && timeForThisScene!=-1)
switchToNextScene();

createParticleImpacts();

// draw everything

driver->beginScene(true, true, backColor);

smgr->drawAll();
guienv->drawAll();

driver->endScene();

// write statistics

swprintf(tmp, 255, L"%s fps:%d", driver->getName(), driver->getFPS());

statusText->setText(tmp);
}
}

device->drop();
}


bool CDemo::OnEvent(SEvent event)
{
if (!device)
return false;

if (event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_ESCAPE &&
event.KeyInput.PressedDown == false)
{
// user wants to quit.
if (currentScene < 3)
timeForThisScene = 0;
else
device->closeDevice();
}
else
if ((event.EventType == EET_KEY_INPUT_EVENT &&
event.KeyInput.Key == KEY_SPACE &&
event.KeyInput.PressedDown == false) ||
(event.EventType == EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) &&
currentScene == 3)
{
// shoot
shoot();
}
else
#ifdef _DEBUG
if (event.EventType == irr::EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{
char tmp[255];
core::vector3df pos = device->getSceneManager()->getActiveCamera()->getAbsolutePosition();
sprintf(tmp, "points.push_back(core::vector3df(%ff, %ff, %ff)); // %d\n", pos.X, pos.Y, pos.Z,
sceneStartTime - device->getTimer()->getTime());
//OutputDebugString(tmp);
return true;
}
else
#endif
if (device->getSceneManager()->getActiveCamera())
{
device->getSceneManager()->getActiveCamera()->OnEvent(event);
return true;
}

return false;
}


void CDemo::switchToNextScene()
{
currentScene++;
if (currentScene > 3)
currentScene = 1;

scene::ISceneManager* sm = device->getSceneManager();
scene::ISceneNodeAnimator* sa = 0;
scene::ICameraSceneNode* camera = 0;

camera = sm->getActiveCamera();
if (camera)
{
sm->setActiveCamera(0);
camera->remove();
}

switch(currentScene)
{
case -1: // loading screen
timeForThisScene = 0;
createLoadingScreen();
break;

case 0: // load scene
timeForThisScene = 0;
loadSceneData();
//currentScene += 2;
break;

case 1: // panorama camera
{
#if 0
camera = sm->addCameraSceneNodeFPS(0, 100, 500);
timeForThisScene = 14000000;
#else
currentScene += 1;
camera = sm->addCameraSceneNode(0, core::vector3df(0,0,0), core::vector3df(-586,708,52));
camera->setTarget(core::vector3df(0,400,0));

core::array<core::vector3df> points;

points.push_back(core::vector3df(-931.473755f, 138.300003f, 987.279114f)); // -49873
points.push_back(core::vector3df(-847.902222f, 136.757553f, 915.792725f)); // -50559
points.push_back(core::vector3df(-748.680420f, 152.254501f, 826.418945f)); // -51964
points.push_back(core::vector3df(-708.428406f, 213.569580f, 784.466675f)); // -53251
points.push_back(core::vector3df(-686.217651f, 288.141174f, 762.965576f)); // -54015
points.push_back(core::vector3df(-679.685059f, 365.095612f, 756.551453f)); // -54733
points.push_back(core::vector3df(-671.317871f, 447.360107f, 749.394592f)); // -55588
points.push_back(core::vector3df(-669.468445f, 583.335632f, 747.711853f)); // -56178
points.push_back(core::vector3df(-667.611267f, 727.313232f, 746.018250f)); // -56757
points.push_back(core::vector3df(-665.853210f, 862.791931f, 744.436096f)); // -57859
points.push_back(core::vector3df(-642.649597f, 1026.047607f, 724.259827f)); // -59705
points.push_back(core::vector3df(-517.793884f, 838.396790f, 490.326050f)); // -60983
points.push_back(core::vector3df(-474.387299f, 715.691467f, 344.639984f)); // -61629
points.push_back(core::vector3df(-444.600250f, 601.155701f, 180.938095f)); // -62319
points.push_back(core::vector3df(-414.808899f, 479.691406f, 4.866660f)); // -63048
points.push_back(core::vector3df(-410.418945f, 429.642242f, -134.332687f)); // -63757
points.push_back(core::vector3df(-399.837585f, 411.498383f, -349.350983f)); // -64418
points.push_back(core::vector3df(-390.756653f, 403.970093f, -524.454407f)); // -65005
points.push_back(core::vector3df(-334.864227f, 350.065491f, -732.397400f)); // -65701
points.push_back(core::vector3df(-195.253387f, 349.577209f, -812.475891f)); // -66335
points.push_back(core::vector3df(16.255573f, 363.743134f, -833.800415f)); // -67170
points.push_back(core::vector3df(234.940964f, 352.957825f, -820.150696f)); // -67939
points.push_back(core::vector3df(436.797668f, 349.236450f, -816.914185f)); // -68596
points.push_back(core::vector3df(575.236206f, 356.244812f, -719.788513f)); // -69166
points.push_back(core::vector3df(594.131042f, 387.173828f, -609.675598f)); // -69744
points.push_back(core::vector3df(617.615234f, 412.002899f, -326.174072f)); // -70640
points.push_back(core::vector3df(606.456848f, 403.221954f, -104.179291f)); // -71390
points.push_back(core::vector3df(610.958252f, 407.037750f, 117.209778f)); // -72085
points.push_back(core::vector3df(597.956909f, 395.167877f, 345.942200f)); // -72817
points.push_back(core::vector3df(587.383118f, 391.444519f, 566.098633f)); // -73477
points.push_back(core::vector3df(559.572449f, 371.991333f, 777.689453f)); // -74124
points.push_back(core::vector3df(423.753204f, 329.990051f, 925.859741f)); // -74941
points.push_back(core::vector3df(247.520050f, 252.818954f, 935.311829f)); // -75651
points.push_back(core::vector3df(114.756012f, 199.799759f, 805.014160f));
points.push_back(core::vector3df(96.783348f, 181.639481f, 648.188110f));
points.push_back(core::vector3df(97.865623f, 138.905975f, 484.812561f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));
points.push_back(core::vector3df(99.612457f, 102.463669f, 347.603210f));


timeForThisScene = (points.size()-3)* 1000;

sa = sm->createFollowSplineAnimator(device->getTimer()->getTime(),
points);
camera->addAnimator(sa);
sa->drop();
#endif
model1->setVisible(false);
model2->setVisible(false);
campFire->setVisible(false);
inOutFader->fadeIn(7000);

break;
}
case 2: // down fly anim camera
camera = sm->addCameraSceneNode(0, core::vector3df(100,40,-80), core::vector3df(844,670,-885));
sa = sm->createFlyStraightAnimator( core::vector3df(94, 1002, 127),
core::vector3df(108, 15, -60), 10000, true);
camera->addAnimator(sa);
timeForThisScene = 9900;
model1->setVisible(true);
model2->setVisible(false);
campFire->setVisible(false);
sa->drop();
break;

case 3: // interactive, go around
{
model1->setVisible(true);
model2->setVisible(true);
campFire->setVisible(true);
timeForThisScene = (u32)-1;

SKeyMap keyMap[8];
keyMap[0].Action = EKA_MOVE_FORWARD;
keyMap[0].KeyCode = KEY_UP;
keyMap[1].Action = EKA_MOVE_FORWARD;
keyMap[1].KeyCode = KEY_KEY_W;

keyMap[2].Action = EKA_MOVE_BACKWARD;
keyMap[2].KeyCode = KEY_DOWN;
keyMap[3].Action = EKA_MOVE_BACKWARD;
keyMap[3].KeyCode = KEY_KEY_S;

keyMap[4].Action = EKA_STRAFE_LEFT;
keyMap[4].KeyCode = KEY_LEFT;
keyMap[5].Action = EKA_STRAFE_LEFT;
keyMap[5].KeyCode = KEY_KEY_A;

keyMap[6].Action = EKA_STRAFE_RIGHT;
keyMap[6].KeyCode = KEY_RIGHT;
keyMap[7].Action = EKA_STRAFE_RIGHT;
keyMap[7].KeyCode = KEY_KEY_D;

camera = sm->addCameraSceneNodeFPS(0, 100.0f, 300.0f, -1, keyMap, 8);
camera->setPosition(core::vector3df(108,140,-140));

scene::ISceneNodeAnimatorCollisionResponse* collider =
sm->createCollisionResponseAnimator(
metaSelector, camera, core::vector3df(30,50,30),
core::vector3df(0, quakeLevelMesh ? -3.0f : 0.0f,0),
core::vector3df(0,40,0), 0.0005f);

camera->addAnimator(collider);
collider->drop();
}
break;
}

sceneStartTime = device->getTimer()->getTime();

// if we've got a new created camera, we call OnPostRender to let all animators
// set the right position of the camera, otherwise the camera would
// be at a wrong position in the first frame
if (device->getSceneManager()->getActiveCamera())
device->getSceneManager()->getActiveCamera()->OnPostRender(sceneStartTime);
}


void CDemo::loadSceneData()
{
// load quake level

video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* sm = device->getSceneManager();

quakeLevelMesh = sm->getMesh("20kdm2.bsp");

if (quakeLevelMesh)
{
quakeLevelNode = sm->addOctTreeSceneNode(quakeLevelMesh->getMesh(0));
if (quakeLevelNode)
{
quakeLevelNode->setPosition(core::vector3df(-1300,-70,-1249));
quakeLevelNode->setVisible(true);

// create map triangle selector
mapSelector = sm->createOctTreeTriangleSelector(quakeLevelMesh->getMesh(0),
quakeLevelNode, 128);

// set additive blending if wanted
if (additive)
quakeLevelNode->setMaterialType(video::EMT_LIGHTMAP_ADD);
}
}

// load sydney model and create 2 instances

scene::IAnimatedMesh* mesh = 0;
mesh = sm->getMesh("../../media/sydney.md2");
if (mesh)
{
model1 = sm->addAnimatedMeshSceneNode(mesh);
if (model1)
{
model1->setMaterialTexture(0, driver->getTexture("../../media/spheremap.jpg"));
model1->setPosition(core::vector3df(100,40,-80));
model1->setScale(core::vector3df(2,2,2));
model1->setMD2Animation(scene::EMAT_STAND);
model1->setMaterialFlag(video::EMF_LIGHTING, false);
model1->setMaterialType(video::EMT_SPHERE_MAP);
model1->addShadowVolumeSceneNode();
}

model2 = sm->addAnimatedMeshSceneNode(mesh);
if (model2)
{
model2->setPosition(core::vector3df(180,15,-60));
model2->setScale(core::vector3df(2,2,2));
model2->setMD2Animation(scene::EMAT_RUN);
//model2->setAnimationSpeed(1);
model2->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/sydney.bmp"));
model2->setMaterialFlag(video::EMF_LIGHTING, true);
model2->addShadowVolumeSceneNode();
}
}

scene::ISceneNodeAnimator* anim = 0;

// create sky box

//driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

skyboxNode = sm->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"));

//driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);

// create walk-between-portals animation

core::vector3df waypoint[2];
waypoint[0].set(-150,40,100);
waypoint[1].set(350,40,100);

if (model2)
{
anim = device->getSceneManager()->createFlyStraightAnimator(waypoint[0],
waypoint[1], 2000, true);
model2->addAnimator(anim);
anim->drop();
}

// create animation for portals;

core::array<video::ITexture*> textures;
for (s32 g=1; g<8; ++g)
{
char tmp[64];
sprintf(tmp, "../../media/portal%d.bmp", g);
video::ITexture* t = driver->getTexture(tmp);
textures.push_back(t);
}

anim = sm->createTextureAnimator(textures, 100);

// create portals

scene::IBillboardSceneNode* bill = 0;

for (int r=0; r<2; ++r)
{
bill = sm->addBillboardSceneNode(0, core::dimension2d<f32>(100,100),
waypoint[r]+ core::vector3df(0,20,0));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("../../media/portal1.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);
bill->addAnimator(anim);
}

anim->drop();

// create cirlce flying dynamic light with transparent billboard attached

scene::ILightSceneNode* light = 0;

light = device->getSceneManager()->addLightSceneNode(0,
core::vector3df(0,0,0), video::SColorf(1.0f, 0.5f, 0.5f, 1.0f), 1500);

anim = device->getSceneManager()->createFlyCircleAnimator(
core::vector3df(100,150,80), 80.0f, 0.0005f);

light->addAnimator(anim);
anim->drop();

bill = device->getSceneManager()->addBillboardSceneNode(
light, core::dimension2d<f32>(40,40));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialTexture(0, driver->getTexture("../../media/particlewhite.bmp"));
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);

// create meta triangle selector with all triangles selectors in it.
metaSelector = sm->createMetaTriangleSelector();
metaSelector->addTriangleSelector(mapSelector);

// create camp fire

campFire = sm->addParticleSystemSceneNode(false);
campFire->setPosition(core::vector3df(100,120,600));
campFire->setScale(core::vector3df(2,2,2));

campFire->setParticleSize(core::dimension2d<f32>(20.0f, 10.0f));

scene::IParticleEmitter* em = campFire->createBoxEmitter(
core::aabbox3d<f32>(-7,0,-7,7,1,7),
core::vector3df(0.0f,0.06f,0.0f),
80,100, video::SColor(0,255,255,255),video::SColor(0,255,255,255), 800,2000);

campFire->setEmitter(em);
em->drop();

scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector();
campFire->addAffector(paf);
paf->drop();

campFire->setMaterialFlag(video::EMF_LIGHTING, false);
campFire->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
campFire->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);

// load music

#ifdef USE_AUDIERE
if (music)
startAudiere();
#endif

// set background color

backColor.set(0,0,0,0);
}



void CDemo::createLoadingScreen()
{
core::dimension2d<int> size = device->getVideoDriver()->getScreenSize();

device->getCursorControl()->setVisible(false);

// setup loading screen

backColor.set(255,90,90,156);

// create in fader

inOutFader = device->getGUIEnvironment()->addInOutFader();
inOutFader->setColor(backColor);

// irrlicht logo
/*
gui::IGUIImage* img = device->getGUIEnvironment()->addImage(
core::rect<int>(10,10,98,41));
img->setImage(
device->getVideoDriver()->getTexture("../../media/irrlichtlogoaligned.jpg"));
*/
device->getGUIEnvironment()->addImage(device->getVideoDriver()->getTexture("../../media/irrlichtlogoalpha2.tga"),
core::position2d<s32>(5,5));

// loading text

const int lwidth = 220;
const int lheight = 15;

core::rect<int> pos(10, size.Height-lheight-10, 10+lwidth, size.Height-10);

device->getGUIEnvironment()->addImage(pos);
statusText = device->getGUIEnvironment()->addStaticText(L"Loading...", pos, true);
statusText->setOverrideColor(video::SColor(255,205,200,200));

// load bigger font

device->getGUIEnvironment()->getSkin()->setFont(
device->getGUIEnvironment()->getFont("../../media/fonthaettenschweiler.bmp"));

// set new font color

device->getGUIEnvironment()->getSkin()->setColor(gui::EGDC_BUTTON_TEXT,
video::SColor(255,100,100,100));
}



void CDemo::shoot()
{
scene::ISceneManager* sm = device->getSceneManager();
scene::ICameraSceneNode* camera = sm->getActiveCamera();

if (!camera || !mapSelector)
return;

SParticleImpact imp;
imp.when = 0;

// get line of camera

core::vector3df start = camera->getPosition();
core::vector3df end = (camera->getTarget() - start);
end.normalize();
start += end*5.0f;
end = start + (end * camera->getFarValue());


core::triangle3df triangle;

core::line3d<f32> line(start, end);

// get intersection point with map

if (sm->getSceneCollisionManager()->getCollisionPoint(
line, mapSelector, end, triangle))
{
// collides with wall
core::vector3df out = triangle.getNormal();
out.setLength(0.03f);

imp.when = 1;
imp.outVector = out;
imp.pos = end;
}
else
{
// doesnt collide with wall
end = (camera->getTarget() - start);
end.normalize();
end = start + (end * 1000);
}

// create fire ball
scene::ISceneNode* node = 0;
node = sm->addBillboardSceneNode(0,
core::dimension2d<f32>(25,25), start);

node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/fireball.bmp"));
node->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR);

f32 length = (f32)(end - start).getLength();
const f32 speed = 0.6f;
u32 time = (u32)(length / speed);

scene::ISceneNodeAnimator* anim = 0;

// set flight line

anim = sm->createFlyStraightAnimator(start, end, time);
node->addAnimator(anim);
anim->drop();

anim = sm->createDeleteAnimator(time);
node->addAnimator(anim);
anim->drop();

if (imp.when)
{
// create impact note
imp.when = device->getTimer()->getTime() + (time - 100);
Impacts.push_back(imp);
}

// play sound
#ifdef USE_AUDIERE
if (ballSound)
ballSound->play();
#endif
}



void CDemo::createParticleImpacts()
{
u32 now = device->getTimer()->getTime();
scene::ISceneManager* sm = device->getSceneManager();

for (s32 i=0; i<(s32)Impacts.size(); ++i)
if (now > Impacts.when)
{
// create smoke particle system
scene::IParticleSystemSceneNode* pas = 0;

pas = sm->addParticleSystemSceneNode(false, 0, -1, Impacts.pos);

pas->setParticleSize(core::dimension2d<f32>(10.0f, 10.0f));

scene::IParticleEmitter* em = pas->createBoxEmitter(
core::aabbox3d<f32>(-5,-5,-5,5,5,5),
Impacts.outVector, 20,40, video::SColor(0,255,255,255),video::SColor(0,255,255,255),
1200,1600, 20);

pas->setEmitter(em);
em->drop();

scene::IParticleAffector* paf = campFire->createFadeOutParticleAffector();
pas->addAffector(paf);
paf->drop();

pas->setMaterialFlag(video::EMF_LIGHTING, false);
pas->setMaterialTexture(0, device->getVideoDriver()->getTexture("../../media/smoke.bmp"));
pas->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);

scene::ISceneNodeAnimator* anim = sm->createDeleteAnimator(2000);
pas->addAnimator(anim);
anim->drop();

// delete entry
Impacts.erase(i);
i--;

// play impact sound
#ifdef USE_AUDIERE
if (impactSound)
impactSound->play();
#endif
}
}




#ifdef USE_AUDIERE
void CDemo::startAudiere()
{
audiereDevice = OpenDevice();
if (!audiereDevice)
return;

stream = OpenSound(audiereDevice.get(), "IrrlichtTheme.mp3", true);
if (!stream)
{
stream = OpenSound(audiereDevice.get(), "../../media/IrrlichtTheme.mp3", true);
if (!stream)
return;
}

ballSound = OpenSound(audiereDevice.get(), "ball.wav", false);
if (!ballSound)
{
ballSound = OpenSound(audiereDevice.get(), "../../media/ball.wav", false);
}

impactSound = OpenSound(audiereDevice.get(), "impact.wav", false);
if (!impactSound)
{
impactSound = OpenSound(audiereDevice.get(), "../../media/impact.wav", false);
}

stream->setRepeat(true);
//stream->setVolume(0.5f); // 50% volume
stream->play();
}
#endif

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