Dear friend,
I cannot find any documentaion about how the coordinates of the loaed 3ds model was determined. Fr example, is it affected by the model itself when exporting in 3ds max. If I put the mesh right on the origin of the 3ds max coordinates, will the exported mesh also be in 0, 0 ,0 if I use the Model->SetPosition(0,0,0) after loading it to game engine?
but the problem now I have is that I created a cemera node and use setposition to move it to (0, 0, 0) and I also setpostion() of the Mesh to be in (100, 0, 0),but I cannot see the model...
So how can I set the parameters to make the model right in front of the camera
this is the code segment, which I just changed the loaded mesh from Tut4, no single line of coding were changed
/********************************************************
This Tutorial shows how to move and animate SceneNodes. The
basic concept of SceneNodeAnimators is shown as well as manual
movement of nodes using the keyboard.
As always, I include the header files, use the irr namespace,
and tell the linker to link with the .lib file.
*/
#include <irrlicht.h>
#include <iostream>
using namespace irr;
#pragma comment(lib, "Irrlicht.lib")
/*
To receive events like mouse and keyboard input, or GUI events like
"the OK button has been clicked", we need an object which is derived from the
IEventReceiver object. There is only one method to override: OnEvent.
This method will be called by the engine once when an event happens.
What we really want to know is whether a key is being held down,
and so we will remember the current state of each key.
*/
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT)
KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return KeyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
KeyIsDown = false;
}
private:// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
/*
The event receiver for moving a scene node is ready. So lets just create
an Irrlicht Device and the scene node we want to move. We also create some
other additional scene nodes, to show that there are also some different
possibilities to move and animate scene nodes.
*/
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) Burning's 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_BURNINGSVIDEO;break;
case 'f': driverType = video::EDT_NULL; break;
default: return 0;
}
// create device
MyEventReceiver receiver;
IrrlichtDevice* device = createDevice( driverType, core::dimension2d<s32>(640, 480),
16, false, false, false, &receiver);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
/*
Create the node for moving it with the 'W' and 'S' key. We create a
sphere node, which is a built in geometry primitive. We place the node
at (0,0,30) and assign a texture to it to let it look a little bit more
interesting. Because we have no dynamic lights in this scene we disable
lighting for each model (otherwise the models would be black).
*/
scene::ISceneNode * node = smgr->addSphereSceneNode();
if (node)
{
node->setPosition(core::vector3df(0,0,30));
node->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
node->setMaterialFlag(video::EMF_LIGHTING, false);
}
/*
Now we create another node, moving using a scene node animator. Scene
node animators modify scene nodes and can be attached to any scene node
like mesh scene nodes, billboards, lights and even camera scene nodes.
Scene node animators are not only able to modify the position of a
scene node, they can also animate the textures of an object for
example. We create a cube scene node and attach a 'fly circle' scene
node to it, letting this node fly around our sphere scene node.
*/
scene::ISceneNode* n = smgr->addCubeSceneNode();
if (n)
{
n->setMaterialTexture(0, driver->getTexture("../../media/t351sml.jpg"));
n->setMaterialFlag(video::EMF_LIGHTING, false);
scene::ISceneNodeAnimator* anim =
smgr->createFlyCircleAnimator(core::vector3df(0,0,30), 20.0f);
if (anim)
{
n->addAnimator(anim);
anim->drop();
}
}
/*
The last scene node we add to show possibilities of scene node animators is
a md2 model, which uses a 'fly straight' animator to run between to points.
*/
scene::IAnimatedMeshSceneNode* anms = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/2hands.3ds"));
if (anms)
{
scene::ISceneNodeAnimator* anim =
smgr->createFlyStraightAnimator(core::vector3df(100,0,60),
core::vector3df(-100,0,60), 2500, true);
if (anim)
{
anms->addAnimator(anim);
anim->drop();
}
/*
To make to model look right we set the frames between which the animation
should loop, rotate the model around 180 degrees, and adjust the animation speed
and the texture.
To set the right animation (frames and speed), we would also be able to just
call "anms->setMD2Animation(scene::EMAT_RUN)" for the 'run' animation
instead of "setFrameLoop" and "setAnimationSpeed",
but this only works with MD2 animations, and so you know how to start other animations.
but it a good advice to use not hardcoded frame-numbers...
*/
anms->setMaterialFlag(video::EMF_LIGHTING, false);
anms->setFrameLoop(160, 183);
anms->setAnimationSpeed(40);
anms->setMD2Animation(scene::EMAT_RUN);
anms->setRotation(core::vector3df(0,180.0f,0));
anms->setMaterialTexture(0, driver->getTexture("../../media/sydney.bmp"));
}
/*
To be able to look at and move around in this scene, we create a first
person shooter style camera and make the mouse cursor invisible.
*/
scene::ICameraSceneNode * cam = smgr->addCameraSceneNodeFPS(0, 100.0f, 100.0f);
device->getCursorControl()->setVisible(false);
/*
Add a colorful irrlicht logo
*/
device->getGUIEnvironment()->addImage(
driver->getTexture("../../media/irrlichtlogoalpha2.tga"),
core::position2d<s32>(10,10));
/*
We have done everything, so lets draw it. We also write the current
frames per second and the name of the driver to the caption of the
window.
*/
int lastFPS = -1;
while(device->run())
{
/* Check if key W or key S is being held down, and move the
sphere node up or down respectively.
*/
if(receiver.IsKeyDown(irr::KEY_KEY_W))
{
core::vector3df v = node->getPosition();
v.Y += 0.02f;
node->setPosition(v);
}
else if(receiver.IsKeyDown(irr::KEY_KEY_S))
{
core::vector3df v = node->getPosition();
v.Y -= 0.02f;
node->setPosition(v);
}
driver->beginScene(true, true, video::SColor(255,113,113,133));
smgr->drawAll(); // draw the 3d scene
device->getGUIEnvironment()->drawAll(); // draw the gui environment (the logo)
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw tmp(L"Movement Example - Irrlicht Engine [");
tmp += driver->getName();
tmp += L"] fps: ";
tmp += fps;
device->setWindowCaption(tmp.c_str());
lastFPS = fps;
}
}
/*
In the end, delete the Irrlicht device.
*/
device->drop();
return 0;
}
Problem with getting loaded3dsmodel in front of camera
If you set the camera to be at 0,0,0 and don't set its target then it will also be looking at 0,0,0... not sure how that will work out for you, it could be looking in an arbitrary direction....
So use camera->setTarget(100,0,0) and then it will be looking directly at your model.
What sort of camera are you using? If you use an FPS/Maya camera then you can move the camera around to try and find your model if it doesn't appear in the camera's view.
If you model in standing on the origin in 3dsmax then it should stand on the positions you give it in irrlicht, i should think.
So use camera->setTarget(100,0,0) and then it will be looking directly at your model.
What sort of camera are you using? If you use an FPS/Maya camera then you can move the camera around to try and find your model if it doesn't appear in the camera's view.
If you model in standing on the origin in 3dsmax then it should stand on the positions you give it in irrlicht, i should think.
thx
yes, I use FPS/Maya camera and i did find it when i moved around the view..but i wanted to make the model right in front of the camera when the application is initially ran.
In the end, I could not really figure out how to set the position..so I just use keyboard to move the model around and make the camera view fixed as it was firstly ran, and I put a break point to read the postion value when the model appeared...but that is only a stupid way to get the value..i want to know the working logic of adjusting the camera and model..
In the end, I could not really figure out how to set the position..so I just use keyboard to move the model around and make the camera view fixed as it was firstly ran, and I put a break point to read the postion value when the model appeared...but that is only a stupid way to get the value..i want to know the working logic of adjusting the camera and model..