would ANYONE please post a code how to move ANY NODE above a terrain!
Just load any terrain you like, and import Sydney Model, and just tell me hot to make Sydney moves above the terrain lets say from the upper left corner of the terrain to the lower right corner! ... PLEASE!
NEED help in how to move an object above a terrain!
Create all your Nodes, Meshes and so on
Then do this
and then
And thats it, I think!!
EDIT: Oh, I just saw, you have to do the second thing before the first
Then do this
Code: Select all
scene::ITriangleSelector* selector
= smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);
selector->drop();
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, node, core::vector3df(60,100,60),
core::vector3df(0,-2,0),
core::vector3df(0,0,0));
node->addAnimator(anim);
anim->drop();
Code: Select all
scene::ISceneNodeAnimator* anim2 = smgr->createFlyStraightAnimator(vector3df(0.0,0.0,0.0),vector3df(200,0.0,200),500,false);
node->addAnimator(anim2);
And thats it, I think!!
EDIT: Oh, I just saw, you have to do the second thing before the first
Well please read what I edited if you add the flystraight anomator forst and then tghe collision response it works
If I do it in the order i posted the node stands still in my program, too, but when i do it the other way round it works...!
EDIT: You force me to do this :
This is the terrain example plus what I told you before. It works...:!
If I do it in the order i posted the node stands still in my program, too, but when i do it the other way round it works...!
EDIT: You force me to do this :
Code: Select all
/*
This tutorial will briefly show how to use the terrain renderer of Irrlicht. It will also
show the terrain renderer triangle selector to be able to do collision detection with
terrain.
Note that the Terrain Renderer in Irrlicht is based on Spintz' GeoMipMapSceneNode, lots
of thanks go to him.
In the beginning there is nothing special. We include the needed header files and create
an event listener to listen if the user presses the 'W' key so we can switch to wireframe
mode and if he presses 'D' we toggle to material between solid and detail mapped.
*/
#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
class MyEventReceiver : public IEventReceiver
{
public:
MyEventReceiver(scene::ISceneNode* terrain)
{
// store pointer to terrain so we can change its drawing mode
Terrain = terrain;
}
bool OnEvent(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);
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;
}
}
return false;
}
private:
scene::ISceneNode* Terrain;
};
/*
The start of the main function starts like in most other example. We ask the user
for the desired renderer and start it up.
*/
int main()
{
// let user select driver type
video::E_DRIVER_TYPE driverType = video::EDT_DIRECT3D9;
printf("Please select the driver you want for this example:\n"\
" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"\
" (d) Software Renderer\n (e) Apfelbaum Software Renderer\n"\
" (f) NullDevice\n (otherKey) exit\n\n");
char i;
std::cin >> i;
switch(i)
{
case 'a': driverType = video::EDT_DIRECT3D9;break;
case 'b': driverType = video::EDT_DIRECT3D8;break;
case 'c': driverType = video::EDT_OPENGL; break;
case 'd': driverType = video::EDT_SOFTWARE; break;
case 'e': driverType = video::EDT_SOFTWARE2;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 1;
}
// create device
IrrlichtDevice* device = createDevice(driverType, core::dimension2d<s32>(640, 480));
if (device == 0)
return 1; // could not create selected driver.
/*
First, we add standard stuff to the scene: A nice irrlicht engine
logo, a small help text, a user controlled camera, and we disable
the mouse cursor.
*/
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/irrlichtlogoalpha.tga"),
core::position2d<s32>(10,10));
// add some help text
gui::IGUIStaticText* text = env->addStaticText(
L"Press 'W' to change wireframe mode\nPress 'D' to toggle detail map",
core::rect<s32>(10,453,200,475), true, true, 0, -1, true);
// add camera
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0,100.0f,1200.0f);
camera->setPosition(core::vector3df(1900*2,255*2,3700*2));
camera->setTarget(core::vector3df(2397*2,343*2,2700*2));
camera->setFarValue(12000.0f);
// disable mouse cursor
device->getCursorControl()->setVisible(false);
/*
Here comes the terrain renderer scene node: We add it just like any
other scene node to the scene using ISceneManager::addTerrainSceneNode().
The only parameter we use is a file name to the heightmap we use. A heightmap
is simply a gray scale texture. The terrain renderer loads it and creates
the 3D terrain from it.
To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40).
Because we don't have any dynamic lights in the scene, we switch off the lighting,
and we set the file terrain-texture.jpg as texture for the terrain and
detailmap3.jpg as second texture, called detail map. At last, we set
the scale values for the texture: The first texture will be repeated only one time over
the whole terrain, and the second one (detail map) 20 times.
*/
// add terrain scene node
scene::ITerrainSceneNode* terrain = smgr->addTerrainSceneNode(
"../../media/terrain-heightmap.bmp");
terrain->setScale(core::vector3df(40, 4.4f, 40));
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);
/*
To be able to do collision with the terrain, we create a triangle selector.
If you want to know what triangle selectors do, just take a look into the
collision tutorial. The terrain triangle selector works together with the
terrain. To demonstrate this, we create a collision response animator
and attach it to the camera, so that the camera will not be able to fly
through the terrain.
*/
// create triangle selector for the terrain
scene::ITriangleSelector* selector
= smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);
selector->drop();
// create collision response animator and attach it to the camera
scene::ISceneNodeAnimator* anim2 = smgr->createFlyStraightAnimator(core::vector3df(1900*2,255*2,3700*2),core::vector3df(5000*2,255*2,3700*2),3000,true);
camera->addAnimator(anim2);
anim2->drop();
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(60,100,60),
core::vector3df(0,-2,0),
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop();
/*
To make the user be able to switch between normal and wireframe mode, we create
an instance of the event reciever from above and let Irrlicht know about it. In
addition, we add the skybox which we already used in lots of Irrlicht examples.
*/
// create event receiver
MyEventReceiver receiver(terrain);
device->setEventReceiver(&receiver);
// create skybox
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
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"));
driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, true);
/*
That's it, draw everything. Now you know how to use terrain in Irrlicht.
*/
int lastFPS = -1;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0 );
smgr->drawAll();
env->drawAll();
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;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}
This is the terrain example plus what I told you before. It works...:!
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Actually you don't need to post full code here. Just give some hints and let the people activate their brains. If they cannot work with the amount of informations you gave them it''s probably better to use some game editor and fixed framework only. You'll see that there's usually too much hassle with people who want to do complete games but doÄt know how to program at all.
So, all what you are doing here is defining 2 animators:
First, a fly straight animator to make the node moves from a point to another.
Second, a collision point, so if the node colides with the terrain during the flying animation, it will just go up and down the terrains, is that right?
(Define a path, and then move, but don't collide) .. right?
First, a fly straight animator to make the node moves from a point to another.
Second, a collision point, so if the node colides with the terrain during the flying animation, it will just go up and down the terrains, is that right?
(Define a path, and then move, but don't collide) .. right?
@Hybrid: Well this is only the Example fot Terrain Rendering plus 1 new line! But ok, I will do like you said next time.
@mmh: Yeah, thats exactly what I do just like I told you before! But You see, there is the part in the collisionresponseanimator (0,-2,0) this is the "Gravity" aplied to the node.
@mmh: Yeah, thats exactly what I do just like I told you before! But You see, there is the part in the collisionresponseanimator (0,-2,0) this is the "Gravity" aplied to the node.