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getCollisionPointWithScalesMesh_Test.cpp
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getCollisionPointWithScalesMesh_Test.cpp
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/**
* @file getCollisionPointWithScalesMesh_Test.cpp
* @date 04.06.2012
* @author dixx
* @brief Test to locate gaps (points where getCollisionPoint() returns no
* point) within a scaled mesh
*
* Additional information:
* Irrlicht Engine version 1.7.2
* Microsoft Windows XP Professional Service Pack 2 (Build 2600)
* Using renderer: OpenGL 3.3.0
* GeForce GTS 250/PCI/SSE2/3DNOW!: NVIDIA Corporation
* OpenGL driver version is 1.2 or better.
* GLSL version: 3.3
*/
#include <irrlicht.h>
using namespace irr;
f32 getHeight( const f32 x, const f32 z,
scene::ISceneCollisionManager* colliman,
scene::IMeshSceneNode* testNode )
{
core::vector3df collisionPoint = core::vector3df();
core::triangle3df collisionTriangle = core::triangle3df();
const scene::ISceneNode* collisionNode;
// cast a ray from above the bbox of our testNode straight down
// and return the height of the mesh at the given xz coordinates
// or 1000.0f if no collision point was found.
if ( colliman->getCollisionPoint(
core::line3df(
x, testNode->getTransformedBoundingBox().MaxEdge.Y+1.0f, z,
x, testNode->getTransformedBoundingBox().MinEdge.Y-1.0f, z
),
testNode->getTriangleSelector(),
collisionPoint, collisionTriangle, collisionNode ) )
{
return collisionPoint.Y;
}
else
{
return 1000.0f;
}
}
// from the 04.Movement example
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[i] = false;
}
private:
// We use this array to store the current state of each key
bool KeyIsDown[KEY_KEY_CODES_COUNT];
};
int main()
{
scene::IMesh* testMesh;
scene::IMeshSceneNode* testNode;
scene::ITriangleSelector* selector;
core::matrix4 matrix = core::matrix4();
scene::ICameraSceneNode* camera;
core::vector3df cameraOffset = core::vector3df( 0.0f, 2.0f, 0.0f );
MyEventReceiver receiver;
IrrlichtDevice* device = createDevice( video::EDT_OPENGL,
core::dimension2du( 800, 600 ), 32, false, true, false,
&receiver );
if ( device == 0 ) exit( 1 );
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
scene::IMeshManipulator* meshManipulator = smgr->getMeshManipulator();
scene::ISceneCollisionManager* colliman = smgr->getSceneCollisionManager();
// load, scale and place mesh
driver->setTransform( video::ETS_WORLD, core::matrix4() );
testMesh = meshManipulator->createMeshCopy(
smgr->getMesh( "just_a_mesh.3ds" ) );
matrix.setScale( core::vector3df(
200.0f + 0.001f, 200.0f, 200.0f + 0.001f ) );
matrix.setTranslation(
core::vector3df(
99 * 400.0f + 200.0f,
0.0f,
99 * 400.0f + 200.0f
)
);
meshManipulator->transform( testMesh, matrix );
meshManipulator->recalculateNormals( testMesh, true );
// setHardwareMappingHint
for ( register u32 i = 0; i < testMesh->getMeshBufferCount(); ++i )
{
scene::IMeshBuffer* buffer = testMesh->getMeshBuffer( i );
buffer->setHardwareMappingHint( scene::EHM_STATIC );
buffer->setDirty();
buffer->recalculateBoundingBox();
}
// create node from mesh
testNode = smgr->addMeshSceneNode( testMesh );
testMesh->drop();
// set material
testNode->setMaterialTexture(
0, driver->getTexture( "just_a_texture.jpg" ) );
testNode->setMaterialType( video::EMT_SOLID );
testNode->setMaterialFlag( video::EMF_LIGHTING, false );
testNode->setVisible( true );
// add node to collision detection
selector = smgr->createOctreeTriangleSelector(
testNode->getMesh(), testNode, 900 );
testNode->setTriangleSelector( selector );
selector->drop();
// add a camera
camera = smgr->addCameraSceneNodeFPS( 0, 360.0f, 0.01f );
camera->setPosition( core::vector3df(39936.0f, 0.0f, 39755.0f) );
camera->setTarget( camera->getPosition() + core::vector3df( 1.0f, 0.0f, 1.0f ) );
camera->updateAbsolutePosition();
camera->setFarValue( 300.0f );
camera->setNearValue( 0.1f );
camera->setFOV( 1.25f );
camera->setAspectRatio( 4.0f / 3.0f );
camera->setInputReceiverEnabled( true );
smgr->setActiveCamera( camera );
device->getCursorControl()->setVisible( false );
while( device->run() )
{
if ( !device->isWindowActive() ) device->yield();
if ( receiver.IsKeyDown( irr::KEY_ESCAPE ) ) device->closeDevice();
core::vector3df pos = camera->getPosition() - cameraOffset;
pos.Y = getHeight( pos.X, pos.Z, colliman, testNode );
if ( pos.Y > 999.0f ) printf( "gap at x=%f, z=%f!\n", pos.X, pos.Z );
camera->setPosition( pos + cameraOffset );
driver->beginScene( true, true );
smgr->drawAll();
driver->endScene();
}
device->drop();
return 0;
}