開源3D遊戲引擎Irrlicht簡介
Irrlicht簡介
Irrlicht在國內也被叫做“鬼火”引擎,是一款用C++編寫的開放原始碼的高效能遊戲引擎。而且是跨平臺的,具有很好的移植性,Irrlicht支援OpenGl、Direcx3D渲染,引擎本身也實現了一套自己的渲染系統。在商業引擎中能夠找到的藝術特性,Irrlicht基本都支援。目前有很多專案中都使用到它,Irrlicht社群也比較活躍,可以在網際網路上找到不少Irrlicht增強工具,例如irrEdit、irrKlang等。在眾多開源遊戲引擎中,Irrlicht也是比較受筆者青睞的一款。
Irrlicht下載與使用
Irrlicht目前最新穩定版本為1.8.1,專案釋出在sourceforge平臺上,使用者可以通過sourceforge網站首頁面搜尋功能找到Irrlicht專案下載地址,或者從Irrlicht官網獲取下載連結。
1.目錄結構
解壓後目錄結構如下:
bin:不同平臺編譯Irrlicht生成的可執行檔案和動態庫檔案放在該目錄中。
doc : 該目錄中為Irrlicht API文件。
examples : Irrlicht官方提供的案例程式存放在該目錄中。
include : 存放引擎所有標頭檔案。
lib : 該目錄存放Irrlicht引擎編譯過後生成的靜態庫。
media : 官方案例所需資原始檔存放在此目錄中。
source : 存放引擎原始碼。
tools : 該目錄下為Irrlicht引擎相關工具。如irrEdit、GUIEditor等。
2.官方案例
Irrlicht使用起來是非常方便的,這也是筆者比較喜歡它的原因之一。為了方便使用者學習和使用引擎,Irrlicht官方提供了大量的例子程式,而且都比較具有代表性。
開啟examples目錄,Irrlicht已經為目前主流開發工具Windows平臺下Visual Studio、MacOS下的Xcode以及Linux平臺下的GNU MAKE做好了專案配置。
筆者是在Windows作業系統下使用VS2012進行演示,雙擊BuildAllExamples_vc11.sln開啟解決方案,無需做任何配置即可編譯執行程式。
編譯執行Collision案例程式:
看起來效果是不是很炫呢?Irrlicht為我們做了大量的封裝,即便看似如此複雜的程式,實際程式碼不超過200行。
#include <irrlicht.h>
#include "driverChoice.h"
using namespace irr;
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
enum
{
ID_IsNotPickable = 0,
IDFlag_IsPickable = 1 << 0,
IDFlag_IsHighlightable = 1 << 1
};
int main()
{
video::E_DRIVER_TYPE driverType=video::EDT_OPENGL;//driverChoiceConsole();
if (driverType==video::EDT_COUNT)
return 1;
IrrlichtDevice *device =
createDevice(driverType, core::dimension2d<u32>(1024, 768), 16, false);
if (device == 0)
return 1; // could not create selected driver.
video::IVideoDriver* driver = device->getVideoDriver();
scene::ISceneManager* smgr = device->getSceneManager();
device->getFileSystem()->addFileArchive("../../media/map-20kdm2.pk3");
scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
scene::IMeshSceneNode* q3node = 0;
if (q3levelmesh)
q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0), 0, IDFlag_IsPickable);
scene::ITriangleSelector* selector = 0;
if (q3node)
{
q3node->setPosition(core::vector3df(-1350,-130,-1400));
selector = smgr->createOctreeTriangleSelector(
q3node->getMesh(), q3node, 128);
q3node->setTriangleSelector(selector);
}
scene::ICameraSceneNode* camera =
smgr->addCameraSceneNodeFPS(0, 100.0f, .3f, ID_IsNotPickable, 0, 0, true, 3.f);
camera->setPosition(core::vector3df(50,50,-60));
camera->setTarget(core::vector3df(-70,30,-60));
if (selector)
{
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-10,0), core::vector3df(0,30,0));
selector->drop(); // As soon as we're done with the selector, drop it.
camera->addAnimator(anim);
anim->drop();
}
device->getCursorControl()->setVisible(false);
scene::IBillboardSceneNode * bill = smgr->addBillboardSceneNode();
bill->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
bill->setMaterialTexture(0, driver->getTexture("../../media/particle.bmp"));
bill->setMaterialFlag(video::EMF_LIGHTING, false);
bill->setMaterialFlag(video::EMF_ZBUFFER, false);
bill->setSize(core::dimension2d<f32>(20.0f, 20.0f));
bill->setID(ID_IsNotPickable); // This ensures that we don't accidentally ray-pick it
scene::IAnimatedMeshSceneNode* node = 0;
video::SMaterial material;
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture("../../media/faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
selector = smgr->createTriangleSelector(node);
node->setTriangleSelector(selector);
selector->drop(); // We're done with this selector, so drop it now.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node);
node->setTriangleSelector(selector);
selector->drop();
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node);
node->setTriangleSelector(selector);
selector->drop();
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh("../../media/yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node);
node->setTriangleSelector(selector);
selector->drop();
material.setTexture(0, 0);
material.Lighting = false;
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
video::SColorf(1.0f,1.0f,1.0f,1.0f), 600.0f);
light->setID(ID_IsNotPickable); // Make it an invalid target for selection.
scene::ISceneNode* highlightedSceneNode = 0;
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
int lastFPS = -1;
material.Wireframe=true;
while(device->run())
if (device->isWindowActive())
{
driver->beginScene(true, true, 0);
smgr->drawAll();
if (highlightedSceneNode)
{
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, true);
highlightedSceneNode = 0;
}
core::line3d<f32> ray;
ray.start = camera->getPosition();
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
core::vector3df intersection;
core::triangle3df hitTriangle;
scene::ISceneNode * selectedSceneNode =
collMan->getSceneNodeAndCollisionPointFromRay(
ray,
intersection,
hitTriangle,
IDFlag_IsPickable,
0);
if(selectedSceneNode)
{
bill->setPosition(intersection);
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->draw3DTriangle(hitTriangle, video::SColor(0,255,0,0));
if((selectedSceneNode->getID() & IDFlag_IsHighlightable) == IDFlag_IsHighlightable)
{
highlightedSceneNode = selectedSceneNode;
highlightedSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
}
}
driver->endScene();
int fps = driver->getFPS();
if (lastFPS != fps)
{
core::stringw str = L"Collision detection example - Irrlicht Engine [";
str += driver->getName();
str += "] FPS:";
str += fps;
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
}
device->drop();
return 0;
}