Historique des modifications - Message

Message #10960

Sujet: Gravité ? Sans Newton ?


TypeDateAuteurContenu
Dernière modification27-11-2012 16:52:02Logeur
Bonsoir,


Je viens de refaire mon code pour pouvoir utiliser ma map.
Et là tout bug. La gravité et le saut ont disparus ...
Alors que j'utilise le même code ...
Je désespère petit à petit ;(


#include <irrlicht.h>
#include <iostream>

using namespace std;
using namespace irr;

int main()
{
    IrrlichtDevice *device = createDevice(video::EDT_OPENGL, core::dimension2d<u32>(1000,800), 32);
    video::IVideoDriver *driver = device -> getVideoDriver();
    scene::ISceneManager *sceneManager = device -> getSceneManager();
    device->setWindowCaption(L"Fast Jump [INDEV]");
    device->getCursorControl()->setVisible(false);


    scene::IAnimatedMesh *map = sceneManager -> getMesh("mapFJ.obj");
    scene::IMeshSceneNode *scene = sceneManager -> addMeshSceneNode(map -> getMesh(0));
    scene -> setMaterialFlag(video::EMF_LIGHTING,false);
    scene -> setMaterialTexture(0, driver -> getTexture("terrain-texture.jpg"));
    sceneManager -> getMeshManipulator() -> makePlanarTextureMapping(map -> getMesh(0), 0.4f);

    scene::ITriangleSelector *selector = 0;
    if (scene)
    {
        selector = sceneManager->createOctTreeTriangleSelector(map->getMesh(0), scene);
        scene->setTriangleSelector(selector);
        selector->drop();
    }

    SKeyMap keyMap[5];
            keyMap[0].Action = irr::EKA_MOVE_FORWARD;
            keyMap[0].KeyCode = irr::KEY_KEY_Z;
            keyMap[1].Action = irr::EKA_MOVE_BACKWARD;
            keyMap[1].KeyCode = irr::KEY_KEY_S;
            keyMap[2].Action = irr::EKA_STRAFE_LEFT;
            keyMap[2].KeyCode = irr::KEY_KEY_Q;
            keyMap[3].Action = irr::EKA_STRAFE_RIGHT;
            keyMap[3].KeyCode = irr::KEY_KEY_D;
            keyMap[4].Action = EKA_JUMP_UP;
            keyMap[4].KeyCode = KEY_SPACE;

    scene::ICameraSceneNode* camera = sceneManager-> addCameraSceneNodeFPS(0,100.0f,0.025f, -1, keyMap, 5, true, 10.5f);
    camera->setPosition(core::vector3df(0,100,0));
    camera->setTarget(core::vector3df(0,0,0));
    camera->setFarValue(42000.0f);


    scene::ISceneNodeAnimator *anim = sceneManager->createCollisionResponseAnimator(selector, camera, core::vector3df(60,100,60), core::vector3df(0,-100,0), core::vector3df(0,50,0));
    camera->addAnimator(anim);
    anim->drop();


    while(device -> run())
    {
        driver -> beginScene(true, true, video::SColor(255,90,146,177));
        sceneManager -> drawAll();
        driver->endScene();
    }
    device -> drop();
    return 0;
}
Création du message27-11-2012 16:49:09Logeur
Bonsoir,


Je viens de refaire mon code pour pouvoir utiliser ma map.
Et là tout bug. La gravité et le saut ont disparus ...
Alors que j'utilise le même code ...
Je désespère petit à petit ;(


#include <irrlicht.h>
#include <iostream>

using namespace std;
using namespace irr;

int main()
{
    IrrlichtDevice *device = createDevice(video::EDT_OPENGL, core::dimension2d<u32>(1000,800), 32);
    video::IVideoDriver *driver = device -> getVideoDriver();
    scene::ISceneManager *sceneManager = device -> getSceneManager();
    device->setWindowCaption(L"Fast Jump [INDEV]");
    device->getCursorControl()->setVisible(false);


    scene::IAnimatedMesh *map = sceneManager -> getMesh("mapFJ.obj");
    scene::IMeshSceneNode *scene = sceneManager -> addMeshSceneNode(map -> getMesh(0));
    scene -> setMaterialFlag(video::EMF_LIGHTING,false);
    scene -> setMaterialTexture(0, driver -> getTexture("terrain-texture.jpg"));
    sceneManager -> getMeshManipulator() -> makePlanarTextureMapping(map -> getMesh(0), 0.4f);

    scene::ITriangleSelector *selector = 0;
    if (scene)
    {
        selector = sceneManager->createOctTreeTriangleSelector(map->getMesh(0), scene);
        scene->setTriangleSelector(selector);
        selector->drop();
    }

    SKeyMap keyMap[5];
            keyMap[0].Action = irr::EKA_MOVE_FORWARD;
            keyMap[0].KeyCode = irr::KEY_KEY_Z;
            keyMap[1].Action = irr::EKA_MOVE_BACKWARD;
            keyMap[1].KeyCode = irr::KEY_KEY_S;
            keyMap[2].Action = irr::EKA_STRAFE_LEFT;
            keyMap[2].KeyCode = irr::KEY_KEY_Q;
            keyMap[3].Action = irr::EKA_STRAFE_RIGHT;
            keyMap[3].KeyCode = irr::KEY_KEY_D;
            keyMap[4].Action = EKA_JUMP_UP;
            keyMap[4].KeyCode = KEY_SPACE;

    scene::ICameraSceneNode* camera = sceneManager-> addCameraSceneNodeFPS(0,100.0f,0.025f, -1, keyMap, 5, true, 10.5f);
    camera->setPosition(core::vector3df(0,100,0));
    camera->setTarget(core::vector3df(0,0,0));
    camera->setFarValue(42000.0f);


    scene::ISceneNodeAnimator *anim = sceneManager->createCollisionResponseAnimator(selector, camera, core::vector3df(60,100,60), core::vector3df(0,-100,0), core::vector3df(0,50,0));
    camera->addAnimator(anim);
    anim->drop();


    while(device -> run())
    {
        driver -> beginScene(true, true, video::SColor(255,90,146,177));
        sceneManager -> drawAll();
        driver->endScene();
    }
    device -> drop();
    return 0;
}

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