Message #8917
Sujet: Faire avancer un mesh selon sa rotation Y et Z
| Type | Date | Auteur | Contenu |
|---|---|---|---|
| Correction acceptée | 25-10-2010 21:27:43 | Zorian |
Texte original:
j'ai deja essaye sa mais le problème c'est que avec la camera 3émé personne que j'ai sans fait un joli bug mais je vais retenter.
bon voila le code que j'ai fait : #include <irrlicht.h> #include "CShieldManager.h" #include "Following_Camera.h" #include "CEventManager.h" using namespace irr; using namespace core; using namespace gui; using namespace video; using namespace scene; void event_manager(MyEventReceiver *receiver, IAnimatedMeshSceneNode *battle_turtle1) { int rot1 = 0, rot2 = 0; vector3df rot, rrot; rot.Y += 0.7; ISceneNode *plane = battle_turtle1->getParent(); if(receiver->IsKeyDown(KEY_KEY_Z)) { vector3df facing(cos(battle_turtle1->getRotation().Y * PI/180.0f), -sin(battle_turtle1->getRotation().Z * PI/180.0f), -sin(battle_turtle1->getRotation().Y * PI/180.0f)); facing.normalize(); vector3df newPos = battle_turtle1->getPosition() - (facing + (facing * (f32)0.5f)); battle_turtle1->setPosition(newPos); if(receiver->IsKeyDown(KEY_KEY_Q)) { if (battle_turtle1->getRotation().X <= -30) { rot1 = 0; } else { rot1 = rot1 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(-rot1,-rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_D)) { if (battle_turtle1->getRotation().X >= 30) { rot2 = 0; } else { rot2 = rot2 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+ vector3df(rot2,rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_Q) == false && receiver->IsKeyDown(KEY_KEY_D) == false) { if (battle_turtle1->getRotation().X < 0) { rot1 = rot1 + 1; } else if (battle_turtle1->getRotation().X == 0) { rot1 = 0; rot2 = 0; } else if (battle_turtle1->getRotation().X > 0) { rot2 = rot2 - 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot1,0,0)); battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot2,0,0)); } } else if(receiver->IsKeyDown(KEY_KEY_Q)) { if (battle_turtle1->getRotation().X <= -30) { rot1 = 0; } else { rot1 = rot1 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+vector3df(-rot1,-rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_A)) { battle_turtle1->setRotation(battle_turtle1->getRotation()+vector3df(0,0,1)); } else if(receiver->IsKeyDown(KEY_KEY_E)) { battle_turtle1->setRotation(battle_turtle1->getRotation()-vector3df(0,0,1)); } else if(receiver->IsKeyDown(KEY_KEY_D)) { if (battle_turtle1->getRotation().X >= 30) { rot2 = 0; } else { rot2 = rot2 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+ vector3df(rot2,rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_Q) == false && receiver->IsKeyDown(KEY_KEY_D) == false) { if (battle_turtle1->getRotation().X < 0) { rot1 = rot1 + 1; } else if (battle_turtle1->getRotation().X == 0) { rot1 = 0; rot2 = 0; } else if (battle_turtle1->getRotation().X > 0) { rot2 = rot2 - 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot1,0,0)); battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot2,0,0)); } } int main(void) { IrrlichtDevice* device = irr::createDevice(EDT_OPENGL,dimension2d<irr::u32>(1024,768),32,false,false,true); IVideoDriver* driver = device->getVideoDriver (); ISceneManager *sceneManager = device->getSceneManager (); scene::IAnimatedMeshSceneNode *shield_node; sceneManager->addSkyBoxSceneNode( driver->getTexture("Data/skybox/irrlicht2_up.jpg"), driver->getTexture("Data/skybox/irrlicht2_dn.jpg"), driver->getTexture("Data/skybox/irrlicht2_lf.jpg"), driver->getTexture("Data/skybox/irrlicht2_rt.jpg"), driver->getTexture("Data/skybox/irrlicht2_ft.jpg"), driver->getTexture("Data/skybox/irrlicht2_bk.jpg")); scene::ILightSceneNode* lumiere = sceneManager->addLightSceneNode(0,vector3df(500000,0,10000),SColorf(255, 255, 255),5000000.0f); lumiere->getLightData().Type = ELT_POINT; f32 radius = 0.1; u32 duration = 500; video::SColorf impact_color(1,1,1,1); device->getCursorControl ()-> setVisible (true); // curseur invisible scene::IMeshManipulator *manipulator = sceneManager->getMeshManipulator(); CShieldManager *shieldmanager = new CShieldManager(sceneManager,device->getTimer()); scene::ISceneNode * plane = sceneManager->addCubeSceneNode(0.0001f); scene::IAnimatedMeshSceneNode *battle_turtle1 = sceneManager->addAnimatedMeshSceneNode(sceneManager->getMesh("Data/model/dedale/dedale.b3d"), plane); scene::ISceneNode * planet = sceneManager->addSphereSceneNode(5,96); scene::ISceneNode * soleil = sceneManager->addSphereSceneNode(5,96); planet->setScale(vector3df(20,20,20)); planet->setPosition(vector3df(20000,0,0)); soleil->setScale(vector3df(20*18,20*18,20*18)); soleil->setPosition(vector3df(0,0,0)); soleil->setMaterialFlag(EMF_LIGHTING, false); lumiere->setPosition(soleil->getPosition()); battle_turtle1->setScale(core::vector3df(1,1,1)); battle_turtle1->setPosition(core::vector3df(20000,0,100)); battle_turtle1->setMaterialFlag(EMF_LIGHTING, true); shield_node = sceneManager->addAnimatedMeshSceneNode(sceneManager->getMesh("Data/model/dedale/shield_dedale.b3d"),battle_turtle1); shield_node->setMaterialTexture(0,driver->getTexture("Data/textures/water.jpg")); shield_node->setMaterialTexture(1,driver->getTexture("Data/textures/gradient_blinds.png")); planet->setMaterialTexture(0,driver->getTexture("Data/textures/terre.jpg")); soleil->setMaterialTexture(0,driver->getTexture("Data/textures/soleil.png")); manipulator->scaleTCoords(shield_node->getMesh(),core::vector2df(6,6),1); shield_node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,false); shield_node->setScale(core::vector3df(1,1,1)); shield_node->setVisible(false); scene::ITriangleSelector *selector = sceneManager->createTriangleSelector(shield_node->getMesh(),shield_node); selector = sceneManager->createTriangleSelector(shield_node->getMesh(),shield_node); shield_node->setTriangleSelector(selector); selector->drop(); scene::ITriangleSelector *selector1; shieldmanager->addShield(shield_node); FollowingCamera* MaCamera = new FollowingCamera(battle_turtle1, sceneManager,false, 50000,selector1,-3,0.5f,0,vector3df(7,2,0)); // Position initiale. MyEventReceiver receiver; device->setEventReceiver(&receiver); int lastFPS = -1; u32 lastMS = device->getTimer()->getRealTime(); while (device->run()) // la boucle de rendu { u32 difMs = device->getTimer()->getRealTime()-lastMS; lastMS = device->getTimer()->getRealTime(); f32 alignSpeed = difMs/16.0; if(lastMS%(rand()%20+30)==0) { core::vector3df source = vector3df(50,10,50); core::vector3df target = battle_turtle1->getPosition(); const core::line3df ray(source,target); core::vector3df result = shieldmanager->addImpact(shield_node, ray,radius*250,duration,impact_color); core::matrix4 trans = shield_node->getAbsoluteTransformation(); trans.makeInverse(); trans.transformVect(result); } event_manager(&receiver,battle_turtle1); driver->beginScene(true,true,SColor(0,200,200,200)); MaCamera->Update(); sceneManager->drawAll (); shieldmanager->drawAll(); driver->endScene (); } device->drop (); delete shieldmanager; delete MaCamera; return 0; }
Correction proposée:
j'ai déjà essayé ça mais le problème c'est que avec la camera 3eme personne que j'ai sans fait un joli bug mais je vais retenter.
bon voila le code que j'ai fait : #include <irrlicht.h> #include "CShieldManager.h" #include "Following_Camera.h" #include "CEventManager.h" using namespace irr; using namespace core; using namespace gui; using namespace video; using namespace scene; void event_manager(MyEventReceiver *receiver, IAnimatedMeshSceneNode *battle_turtle1) { int rot1 = 0, rot2 = 0; vector3df rot, rrot; rot.Y += 0.7; ISceneNode *plane = battle_turtle1->getParent(); if(receiver->IsKeyDown(KEY_KEY_Z)) { vector3df facing(cos(battle_turtle1->getRotation().Y * PI/180.0f), -sin(battle_turtle1->getRotation().Z * PI/180.0f), -sin(battle_turtle1->getRotation().Y * PI/180.0f)); facing.normalize(); vector3df newPos = battle_turtle1->getPosition() - (facing + (facing * (f32)0.5f)); battle_turtle1->setPosition(newPos); if(receiver->IsKeyDown(KEY_KEY_Q)) { if (battle_turtle1->getRotation().X <= -30) { rot1 = 0; } else { rot1 = rot1 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(-rot1,-rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_D)) { if (battle_turtle1->getRotation().X >= 30) { rot2 = 0; } else { rot2 = rot2 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+ vector3df(rot2,rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_Q) == false && receiver->IsKeyDown(KEY_KEY_D) == false) { if (battle_turtle1->getRotation().X < 0) { rot1 = rot1 + 1; } else if (battle_turtle1->getRotation().X == 0) { rot1 = 0; rot2 = 0; } else if (battle_turtle1->getRotation().X > 0) { rot2 = rot2 - 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot1,0,0)); battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot2,0,0)); } } else if(receiver->IsKeyDown(KEY_KEY_Q)) { if (battle_turtle1->getRotation().X <= -30) { rot1 = 0; } else { rot1 = rot1 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+vector3df(-rot1,-rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_A)) { battle_turtle1->setRotation(battle_turtle1->getRotation()+vector3df(0,0,1)); } else if(receiver->IsKeyDown(KEY_KEY_E)) { battle_turtle1->setRotation(battle_turtle1->getRotation()-vector3df(0,0,1)); } else if(receiver->IsKeyDown(KEY_KEY_D)) { if (battle_turtle1->getRotation().X >= 30) { rot2 = 0; } else { rot2 = rot2 + 1; } battle_turtle1->setRotation(battle_turtle1->getRotation()+ vector3df(rot2,rot.Y,0)); } else if(receiver->IsKeyDown(KEY_KEY_Q) == false && receiver->IsKeyDown(KEY_KEY_D) == false) { if (battle_turtle1->getRotation().X < 0) { rot1 = rot1 + 1; } else if (battle_turtle1->getRotation().X == 0) { rot1 = 0; rot2 = 0; } else if (battle_turtle1->getRotation().X > 0) { rot2 = rot2 - 1; } battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot1,0,0)); battle_turtle1->setRotation(battle_turtle1->getRotation() + vector3df(rot2,0,0)); } } int main(void) { IrrlichtDevice* device = irr::createDevice(EDT_OPENGL,dimension2d<irr::u32>(1024,768),32,false,false,true); IVideoDriver* driver = device->getVideoDriver (); ISceneManager *sceneManager = device->getSceneManager (); scene::IAnimatedMeshSceneNode *shield_node; sceneManager->addSkyBoxSceneNode( driver->getTexture("Data/skybox/irrlicht2_up.jpg"), driver->getTexture("Data/skybox/irrlicht2_dn.jpg"), driver->getTexture("Data/skybox/irrlicht2_lf.jpg"), driver->getTexture("Data/skybox/irrlicht2_rt.jpg"), driver->getTexture("Data/skybox/irrlicht2_ft.jpg"), driver->getTexture("Data/skybox/irrlicht2_bk.jpg")); scene::ILightSceneNode* lumiere = sceneManager->addLightSceneNode(0,vector3df(500000,0,10000),SColorf(255, 255, 255),5000000.0f); lumiere->getLightData().Type = ELT_POINT; f32 radius = 0.1; u32 duration = 500; video::SColorf impact_color(1,1,1,1); device->getCursorControl ()-> setVisible (true); // curseur invisible scene::IMeshManipulator *manipulator = sceneManager->getMeshManipulator(); CShieldManager *shieldmanager = new CShieldManager(sceneManager,device->getTimer()); scene::ISceneNode * plane = sceneManager->addCubeSceneNode(0.0001f); scene::IAnimatedMeshSceneNode *battle_turtle1 = sceneManager->addAnimatedMeshSceneNode(sceneManager->getMesh("Data/model/dedale/dedale.b3d"), plane); scene::ISceneNode * planet = sceneManager->addSphereSceneNode(5,96); scene::ISceneNode * soleil = sceneManager->addSphereSceneNode(5,96); planet->setScale(vector3df(20,20,20)); planet->setPosition(vector3df(20000,0,0)); soleil->setScale(vector3df(20*18,20*18,20*18)); soleil->setPosition(vector3df(0,0,0)); soleil->setMaterialFlag(EMF_LIGHTING, false); lumiere->setPosition(soleil->getPosition()); battle_turtle1->setScale(core::vector3df(1,1,1)); battle_turtle1->setPosition(core::vector3df(20000,0,100)); battle_turtle1->setMaterialFlag(EMF_LIGHTING, true); shield_node = sceneManager->addAnimatedMeshSceneNode(sceneManager->getMesh("Data/model/dedale/shield_dedale.b3d"),battle_turtle1); shield_node->setMaterialTexture(0,driver->getTexture("Data/textures/water.jpg")); shield_node->setMaterialTexture(1,driver->getTexture("Data/textures/gradient_blinds.png")); planet->setMaterialTexture(0,driver->getTexture("Data/textures/terre.jpg")); soleil->setMaterialTexture(0,driver->getTexture("Data/textures/soleil.png")); manipulator->scaleTCoords(shield_node->getMesh(),core::vector2df(6,6),1); shield_node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,false); shield_node->setScale(core::vector3df(1,1,1)); shield_node->setVisible(false); scene::ITriangleSelector *selector = sceneManager->createTriangleSelector(shield_node->getMesh(),shield_node); selector = sceneManager->createTriangleSelector(shield_node->getMesh(),shield_node); shield_node->setTriangleSelector(selector); selector->drop(); scene::ITriangleSelector *selector1; shieldmanager->addShield(shield_node); FollowingCamera* MaCamera = new FollowingCamera(battle_turtle1, sceneManager,false, 50000,selector1,-3,0.5f,0,vector3df(7,2,0)); // Position initiale. MyEventReceiver receiver; device->setEventReceiver(&receiver); int lastFPS = -1; u32 lastMS = device->getTimer()->getRealTime(); while (device->run()) // la boucle de rendu { u32 difMs = device->getTimer()->getRealTime()-lastMS; lastMS = device->getTimer()->getRealTime(); f32 alignSpeed = difMs/16.0; if(lastMS%(rand()%20+30)==0) { core::vector3df source = vector3df(50,10,50); core::vector3df target = battle_turtle1->getPosition(); const core::line3df ray(source,target); core::vector3df result = shieldmanager->addImpact(shield_node, ray,radius*250,duration,impact_color); core::matrix4 trans = shield_node->getAbsoluteTransformation(); trans.makeInverse(); trans.transformVect(result); } event_manager(&receiver,battle_turtle1); driver->beginScene(true,true,SColor(0,200,200,200)); MaCamera->Update(); sceneManager->drawAll (); shieldmanager->drawAll(); driver->endScene (); } device->drop (); delete shieldmanager; delete MaCamera; return 0; } |
| Dernière modification | 25-10-2010 20:32:27 | kiricou974 |
j'ai déjà essayé ça mais le problème c'est que avec la camera 3eme personne que j'ai sans fait un joli bug mais je vais retenter.
bon voila le code que j'ai fait :
|
| Création du message | 25-10-2010 20:16:07 | kiricou974 |
j'ai déjà essayé ça mais le problème c'est que avec la camera 3eme personne que j'ai sans fait un joli bug mais je vais retenter.
bon voila le code que j'ai fait :
|
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