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Message #10970

Sujet: Gravité ? Sans Newton ?


Type Date Auteur Contenu
Création du message 28-11-2012 05:44:33 Logeur
Mais là je vois pas d'où viens le problème j'utilise le même code que si c'était une heightmap, et là cela ne marche alors que sur la heightmap c'était génial ...

#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("mapp.obj");
    scene::IMeshSceneNode *scene = sceneManager -> addMeshSceneNode(map -> getMesh(0));
    scene::ITriangleSelector *selector = NULL;
    if (scene)
    {
        scene -> setMaterialFlag(video::EMF_LIGHTING,false);
        scene -> setMaterialTexture(0, driver -> getTexture("terrain-texture.jpg"));
        sceneManager -> getMeshManipulator() -> makePlanarTextureMapping(map -> getMesh(0), 0.4f);
        selector = sceneManager->createOctTreeTriangleSelector(map->getMesh(0), scene);
        if(selector)
       {
            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, 100.5f);
    camera->setPosition(core::vector3df(0,4,0));
    camera->setTarget(core::vector3df(10000,10000,10000));
    camera->setFarValue(42000.0f);

    if(selector)
    {
        scene::ISceneNodeAnimator *anim = sceneManager->createCollisionResponseAnimator(selector, camera, core::vector3df(100,100,100), core::vector3df(0,0,0), core::vector3df(0,0,0));
        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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