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irrlicht-examples-1.5.1-2mdv2010.0.i586.rpm

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<title>Irrlicht Engine Tutorial</title>
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                <td bgcolor="#666699"> <b><font color="#FFFFFF">Tutorial 1.HelloWorld</font></b></td>

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                <td height="90" bgcolor="#F7F3F7"> <div align="left"> 
                    <p>This Tutorial shows how to set up the IDE for using the 
                      Irrlicht Engine and how to write a simple HelloWorld program 
                      with it. The program will show how to use the basics of 
                      the VideoDriver, the GUIEnvironment and the SceneManager.<br>
                      The result of this example will look like this:</p>
                    <p align="center"><img src="../../media/001shot.jpg" width="259" height="204"><br>
                    </p>
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            <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
              <tr> <a name="settingup"></a>
                <td bgcolor="#666699"> <b><font color="#FFFFFF">Setting up the 
                  IDE</font></b></td>
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                <td height="90" bgcolor="#F7F3F7"> <div align="left"> 
                    <div align="left"> 
                      <p align="left">To use the engine, we will have to include 
                        the header file &lt;irrlicht.h&gt;, which can be found 
                        in the Irrlicht Engine SDK directory \include. To let 
                        the compiler find this header file, the directory where 
                        it is located should be specified somewhere. This is different 
                        for every IDE and compiler. I will explain how to do this 
                        in Microsoft Visual Studio C++ 6.0 and .NET:</p>

                    </div>
                    <ul>
                      <li> 
                        <div align="left">If you use Version 6.0, select the Menu 
                          Extras -&gt; Options. Select the directories tab, and 
                          select the 'Include' Item in the combo box. Add the 
                          \include directory of the Irrlicht Engine folder to 
                          the list of directories. Now the compiler will find 
                          the Irrlicht.h header file. We also need the location 
                          of irrlicht.lib to be listed, so select the 'Libraries' 
                          tab and add the \lib\VisualStudio directory.<br>
                          <br>
                          <img src="../../media/vc6optionsdir.jpg" width="231" height="172" align="middle">&nbsp;&nbsp;<img src="../../media/vc6include.jpg" width="231" height="159" align="middle"><br>
                          &nbsp; <br>

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                      </li>
                      <li>If your IDE is Visual Studio .NET, select Tools -&gt; 
                        Options. Select the Projects entry and then select VC++ 
                        directories. Select 'show directories for include files' 
                        in the combo box, and add the \include directory of the 
                        Irrlicht Engine folder to the list of directories so the 
                        compiler will find the Irrlicht.h header file. We also 
                        need the irrlicht.lib to be found, so select 'show directories 
                        for Library files' and add the \lib\VisualStudio directory.<br>
                        <br>
                        <img src="../../media/vcnetinclude.jpg" width="256" height="160"> 
                        <br>
                      </li>
                    </ul>

                    <p>&nbsp;</p>
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            <br> <table width="90%" border="0" cellspacing="0" cellpadding="2" align="center">
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                <td bgcolor="#666699"> <font color="#FFFFFF"><b>Lets start!</b></font></td>
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                <td height="90" bgcolor="#F7F3F7" valign="top"> <div align="left"> 
                    <div align="left"> 
                      <div align="left"> 
                        <div align="left"> 
                          <p>After we have set up the IDE, the compiler will know 
                            where to find the Irrlicht Engine header files so 
                            we can include it now into our code.</p>
                          <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
                            <tr> 
                              <td> <pre>#include &lt;irrlicht.h&gt;</pre> </td>

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                          <p>In the Irrlicht Engine, everything can be found in 
                            the namespace 'irr'. So if you want to use a class 
                            of the engine, you'll have to type an irr:: before 
                            the name of the class. For example, to use the IrrlichtDevice, 
                            write: irr::IrrlichtDevice. To avoid having to put 
                            irr:: before of the name of every class, we tell the 
                            compiler that we use that namespace.</p>
                          <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
                            <tr> 
                              <td> <pre>using namespace irr;</pre> </td>
                            </tr>

                          </table>
                          <p>There are 5 sub-namespaces in the Irrlicht Engine. 
                            Take a look at them: you can read a detailed description 
                            of them in the documentation by clicking on the top 
                            menu item '<a href="http://irrlicht.sourceforge.net/docu/namespaces.html">Namespace 
                            List</a>'. To keep this example simple, we don't want 
                            to have to specify the name spaces, Hence:</p>
                          <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
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                              <td> <pre>using namespace core;<br>using namespace scene;<br>using namespace video;<br>using namespace io;<br>using namespace gui;</pre> </td>

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                          </table>
                          <p>To be able to use the Irrlicht.DLL file, we need 
                            to link with the Irrlicht.lib. We could set this option 
                            in the project settings, but to make it easy we use 
                            a pragma comment:</p>
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                            <tr> 
                              <td> <pre>#pragma comment(lib, &quot;Irrlicht.lib&quot;)</pre> </td>

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                          </table>
                          <p>Now the main method: to keep this example simple 
                            we use int main(), which can be used on any platform. 
                            However, on Windows platforms, we could also use the 
                            WinMain method if we would want to get rid of the 
                            console window which pops up when starting a program 
                            with main().</p>
                          <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
                            <tr> 
                              <td> <pre>int main()<br>{</pre> </td>
                            </tr>

                          </table>
                          <p>The most important function of the engine is the 
                            'createDevice' function. The Irrlicht Device, which 
                            is the root object for doing everything with the engine, 
                            can be created with it. createDevice() has 7 parameters:</p>
                        </div>
                        <ul>
                          <li> 
                            
                <div align="left"> deviceType: Type of the device. This can currently 
                  be the Null device, the Software device, Direct3D8, Direct3D9, 
                  or OpenGL. In this example we use EDT_SOFTWARE, but, to try 
                  them out, you might want to change it to EDT_NULL, EDT_DIRECT3D8, 
                  EDT_DIRECT3D9 or EDT_OPENGL. </div>
                          </li>
                          <li> 
                            <div align="left">windowSize: Size of the window or 
                              full screen mode to be created. In this example 
                              we use 512x384.</div>

                          </li>
                          <li> 
                            <div align="left">bits: Number of bits per pixel when 
                              in full screen mode. This should be 16 or 32. This 
                              parameter is ignored when running in windowed mode.</div>
                          </li>
                          <li> 
                            <div align="left">fullscreen: Specifies if we want 
                              the device to run in full screen mode or not.</div>
                          </li>
                          <li>stencilbuffer: Specifies if we want to use the stencil 
                            buffer for drawing shadows.</li>

                          <li>vsync: Specifies if we want to have vsync enabled. 
                            This is only useful in full screen mode.</li>
                          <li> 
                            <div align="left">eventReceiver: An object to receive 
                              events. We do not want to use this parameter here, 
                              and set it to 0.</div>
                          </li>
                        </ul>
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                          <tr> 
                            <td> <pre>IrrlichtDevice *device =<br>		createDevice(EDT_SOFTWARE, dimension2d&lt;s32&gt;(512, 384), 16,<br>			false, false, false, 0);</pre> </td>

                          </tr>
                        </table>
                        <p>Now we set the caption of the window to some nice text. 
                          Note that there is a 'L' in front of the string: the 
                          Irrlicht Engine uses wide character strings when displaying 
                          text.</p>
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                          <tr> 
                            <td> <pre>device-&gt;setWindowCaption(L&quot;Hello World! - Irrlicht Engine Demo&quot;);</pre> </td>

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                        </table>
                        <p>Now we store a pointer to the video driver, the SceneManager, 
                          and the graphical user interface environment so that 
                          we do not always have to write device-&gt;getVideoDriver(), 
                          device-&gt;getSceneManager(), and device-&gt;getGUIEnvironment().</p>
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                          <tr> 
                            <td> <pre>IVideoDriver* driver = device-&gt;getVideoDriver();<br>ISceneManager* smgr = device-&gt;getSceneManager();<br>IGUIEnvironment* guienv = device-&gt;getGUIEnvironment();</pre> </td>

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                        </table>
                        <p> We add a hello world label to the window using the 
                          GUI environment. The text is placed at the position 
                          (10,10) as top left corner and (200,22) as lower right 
                          corner.</p>
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                          <tr> 
                            <td> <pre>guienv-&gt;addStaticText(L&quot;Hello World! This is the Irrlicht Software engine!&quot;,<br>	 rect&lt;s32&gt;(10,10,200,22), true);</pre> </td>

                          </tr>
                        </table>
                        <p>To display something interesting, we load a Quake 2 
                          model and display it. We only have to get the Mesh from 
                          the Scene Manager with getMesh() and add a SceneNode 
                          to display the mesh with addAnimatedMeshSceneNode(). 
                          Instead of loading a Quake2 file (.md2), it is also 
                          possible to load a Maya object file (.obj), a complete 
                          Quake3 map (.bsp), or a Milshape file (.ms3d).<br>
                          By the way, that cool Quake 2 model called sydney.md2 
                          was modelled by Brian Collins.</p>
                        <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
                          <tr> 
                            <td> <pre>IAnimatedMesh* mesh = smgr-&gt;getMesh(&quot;../../media/sydney.md2&quot;);<br>IAnimatedMeshSceneNode* node = smgr-&gt;addAnimatedMeshSceneNode( mesh );</pre> </td>

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                        </table>
                        <p>To make the mesh look a little bit nicer, we change 
                          its material a little bit: we disable lighting because 
                          we do not have a dynamic light in here and the mesh 
                          would be totally black. Then we set the frame loop so 
                          that the animation is looped between the frames 0 and 
                          310. Then, at last, we apply a texture to the mesh. 
                          Without it the mesh would be drawn using only a solid 
                          color.</p>
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                          <tr> 
                            <td> <pre>if (node)<br>{<br>	node-&gt;setMaterialFlag(EMF_LIGHTING, false);<br>	node-&gt;setFrameLoop(0, 310);	<br>	node-&gt;setMaterialTexture( 0, driver-&gt;getTexture(&quot;../../media/sydney.bmp&quot;) );<br>}</pre> 
                            </td>

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                        </table>
                        <p>To look at the mesh, we place a camera into 3d space 
                          at the position (0, 10, -40). The camera looks from 
                          there to (0,5,0).</p>
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                            <td> <pre>smgr-&gt;addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));</pre> </td>
                          </tr>

                        </table>
                        <p>Ok. Now that we have set up the scene, let's draw everything: 
                          we run the device in a while() loop until the device 
                          does not want to run any more. This would be when the 
                          user closes the window or presses ALT+F4 in Windows.</p>
                        <table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
                          <tr> 
                            <td> <pre>while(device-&gt;run())<br>{</pre> </td>
                          </tr>

                        </table>
                        <p> Everything must be drawn between a beginScene() and 
                          an endScene() call. The beginScene clears the screen 
                          with a color and also the depth buffer, if desired. 
                          Then we let the Scene Manager and the GUI environment 
                          draw their content. With the endScene() call, everything 
                          is presented on the screen.</p>
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                          <tr> 
                            
                <td> <pre>	driver-&gt;beginScene(true, true, SColor(255,100,101,140));<br>
	smgr-&gt;drawAll();
	guienv-&gt;drawAll();</pre> 
                  <pre>	driver-&gt;endScene();
}</pre> </td>

                          </tr>
                        </table>
                        <p>After we are finished, we have to delete the Irrlicht 
                          Device created earlier with createDevice(). With the 
                          Irrlicht Engine, you should delete all objects you created 
                          with a method or function that starts with 'create'. 
                          The object is deleted simply by calling -&gt;drop(). 
                          See the <a href="http://irrlicht.sourceforge.net/docu/classirr_1_1IUnknown.html#a3" target="_blank">documentation</a> 
                          for more information.</p>
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                          <tr> 
                            <td> <pre>	device-&gt;drop();<br> return 0;
}</pre> </td>

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                        <p>That's it. Compile and run. </p>
                        <p>&nbsp;</p>
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                <td bgcolor="#666699"> <b><font color="#FFFFFF">Possible Errors 
                  or Problems</font></b></td>
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                <td height="90" bgcolor="#F7F3F7"> <div align="left"> 
                    <div align="left"> 
                      <div align="left"> 
                        <p><strong>Visual Studio</strong><br>

                          While trying to compile the tutorial, if you get the 
                          error: </p>
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                            <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">fatal 
                              error C1083: Cannot open include file: 'irrlicht.h': 
                              No such file or directory</font></td>
                          </tr>
                        </table>
                        <p>Solution: You may have set the include directory improperly 
                          in the Visual Studio options. See <a href="#settingup">above</a> 
                          for information on setting it. </p>

                        <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
                          <tr> 
                            <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">LINK 
                              : LNK6004: HelloWorld.exe not found or not built 
                              by the last incremental link; performing full link<br>
                              LINK : fatal error LNK1104: cannot open file "Irrlicht.lib"<br>
                              Error executing link.exe</font></td>
                          </tr>
                        </table>
                        <p> Solution: You may have set the library directory improperly. 
                          See <a href="#settingup">above</a> for information on 
                          setting it. <br>

                          <br>
                        </p>
                        <p><strong>Compiler independent problems<br>
                          </strong>If the tutorial compiles successfully but gives 
                          the error: </p>
                        <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
                          <tr> 
                            <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">This 
                              application has failed to start because Irrlicht.dll 
                              was not found. Re-installing the application may 
                              fix this problem</font></td>
                          </tr>

                        </table>
                        <p>Solution: You may have forgotten to copy the Irrlicht.dll 
                          file from Irrlicht\bin\VisualStudio to the directory 
                          the tutorial's project file is in. </p>
                        If the tutorial compiles and runs successfully but produces 
                        errors in the console like:<br>
                        <br>
                        <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
                          <tr> 
                            <td bgcolor="#CCCCCC"><font face="Courier New, Courier, mono">Could 
                              not load mesh, because file could not be opened.: 
                              ../media/sydney.md2</font></td>
                          </tr>

                        </table>
                        <p> Or:</p>
                        <table width="90%" border="0" align="center" cellpadding="0" cellspacing="0">
                          <tr> 
                            <td bgcolor="#CCCCCC"><em><font face="Courier New, Courier, mono">Could 
                              not open file of texture: stones.jpg</font></em><font face="Courier New, Courier, mono"><b><br>
                              </b><em>Could not load texture: stones.jpg </em></font></td>
                          </tr>

                        </table>
                        <p>Solution: The file listed in the error message cannot 
                          be found. Ensure that the directory specified in the 
                          main.cpp exists and is where the file is located. <br>
                        </p>
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<p>&nbsp;</p>
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