Qt 使用irrlicht(鬼火)3D引擎

Irrlicht引擎是一个用C++书写的高性能实时的3D引擎,可以应用于C++程序或者.NET语言中。通过使用Direct3D(Windows平台),OpenGL 1.2或它自己的软件着色程序,可以实现该引擎的完全跨平台。尽管是开源的,该Irrlicht库提供了可以在商业级的3D引擎上具有的艺术特性,例如动态的阴影,粒子系统,角色动画,室内和室外技术以及碰撞检测等。

具体信息 百度百科。

如何使用,

首先使用Qt建立工程,略过。

在Qt pro工程文件总中加入引擎头文件路径,和库文件路径。

#包含鬼火3D引擎需要的头文件路劲

INCLUDEPATH +=D:\irrlicht-1.8.3\include

#连接开发需要用到的库文件

LIBS +=D:\irrlicht-1.8.3\lib\Win32-gcc\libIrrlicht.a
如图所示

 

using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;

引擎初始化

void Irr_Device::init_Dev()
{
    if(m_Device != NULL)
    {
        return;
    }
    SIrrlichtCreationParameters params;
    params.AntiAlias = 0;
    params.Bits = 32;
    params.DeviceType = EIDT_BEST;
    params.Doublebuffer = true;
    params.DriverType = EDT_OPENGL;
    params.EventReceiver = 0;
    params.Fullscreen = false;
    params.HighPrecisionFPU = false;
    params.IgnoreInput = false;
    params.LoggingLevel = ELL_INFORMATION;
    params.Stencilbuffer = true;
    params.Stereobuffer = false;
    params.Vsync = false;
 
 
    // Specify which window/widget to render to
    // 指定哪个窗口小部件呈现
    params.WindowId = reinterpret_cast<void*>(winId());
    params.WindowSize.Width = width();
    params.WindowSize.Height = height();
    params.WithAlphaChannel = true;
    params.ZBufferBits = 16;
 
    // Create the Irrlicht Device with the previously specified parameters
    // 创建Irrlicht设备的使用与前面指定的参数
 
    m_Device = createDeviceEx(params);
 
    /*
        获取视频设备,场景管理器和用户图形环境的指针并存储起来。
    */
    video_Driver = m_Device->getVideoDriver();
    scene_Msnsger = m_Device->getSceneManager();
    guienv = m_Device->getGUIEnvironment();
    //smgr->loadScene
    qDebug()<< scene_Msnsger->loadScene("123.irr");
    /*
        Now we'll create a camera, and give it a collision response animator
        that's built from the mesh nodes in the scene we just loaded.
    */
    /*
        现在我们将创建一个相机,给它一个碰撞响应动画师  由网格节点的现场加载。
    */
    m_Camera = scene_Msnsger->addCameraSceneNodeFPS(0,50.f,0.1f);
    /*
        Now we will find all the nodes in the scene and create triangle
        selectors for all suitable nodes.  Typically, you would want to make a
        more informed decision about which nodes to performs collision checks
        on; you could capture that information in the node name or Id.
    */
    /*
        现在我们将在现场找到的所有节点并创建三角形  选择合适的节点。通常,您会想要  更明智的决定哪些节点执行碰撞检查  ;你可以捕捉信息的节点名称或Id。
    */
    scene::IMetaTriangleSelector* meta = scene_Msnsger->createMetaTriangleSelector();
    //    core::array<scene::ISceneNode*> nodes;
    //    scene_Msnsger->getSceneNodeFromType(scene::ESNT_ANY, nodes);
    core::array<scene::ISceneNode *> nodes;
    scene_Msnsger->getSceneNodesFromType(scene::ESNT_ANY, nodes); // Find all nodes
 
    for(u32 i =0;i<nodes.size();++i)
    {
        scene::ISceneNode* node = nodes[i];
        scene::ITriangleSelector* selector =0;
        switch (node->getType())
        {
        case scene::ESNT_CUBE:
        case scene::ESNT_ANIMATED_MESH:
            // Because the selector won't animate with the mesh,
            // and is only being used for camera collision, we'll just use an approximate
            // bounding box instead of ((scene::IAnimatedMeshSceneNode*)node)->getMesh(0)
            // 因为选择器不会与网格动画,
            // 和仅用于相机碰撞,我们只使用一个近似
            // 边界框代替((场景::IAnimatedMeshSceneNode *)节点)- > getMesh(0)
            selector = scene_Msnsger->createTriangleSelectorFromBoundingBox(node);
            break;
        case scene::ESNT_MESH:
        case scene::ESNT_SPHERE:
            selector = scene_Msnsger->createTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(),node);
            break;
        case scene::ESNT_TERRAIN:
            selector = scene_Msnsger->createTerrainTriangleSelector((scene::ITerrainSceneNode*)node);
            break;
        case scene::ESNT_OCTREE:
            selector = scene_Msnsger->createOctreeTriangleSelector(((scene::IMeshSceneNode*)node)->getMesh(),node);
            break;
        default:
            break;
        }
        if(selector)
        {
            meta->addTriangleSelector(selector);
            selector->drop();
        }
    }
    /*
        Now that the mesh scene nodes have had triangle selectors created and added
        to the meta selector, create a collision response animator from that meta selector.
    */
    /*
        现在有三角形网格场景节点选择器创建和添加  元选择器,创建一个元的碰撞响应动画选择器。
    */
    scene::ISceneNodeAnimator* anim = scene_Msnsger->createCollisionResponseAnimator(
                meta,m_Camera,core::vector3df(5,5,5),core::vector3df(0,0,0));
    meta->drop();
    m_Camera->addAnimator(anim);
    anim->drop();
    m_Camera->setPosition(core::vector3df(0.f,20.f,0.f));
 
    scene::ISceneNode*cube = scene_Msnsger->getSceneNodeFromType(scene::ESNT_CUBE);
    if(cube)
    {
        m_Camera->setTarget(cube->getAbsolutePosition());
    }
    m_Device->getCursorControl()->setVisible(false);
    connect(this,SIGNAL(sigUpdateIrrlicht(irr::IrrlichtDevice*)),
            this,SLOT(slotUpdateIrrlicht(irr::IrrlichtDevice*)));
    startTimer(0);
}

保证实时刷新界面部分

void Irr_Device::slotUpdateIrrlicht(IrrlichtDevice *device) {
	if (device != 0) {
		if (isVisible() && isEnabled()/*&&device->isWindowActive()*/) {
			device->getTimer()->tick();//在没有用IrrlichtDevice::run()的情况下,必须加上这句,否则键盘不响应 
			SColor color(255, 100, 100, 140);
			device->getVideoDriver()->beginScene(true, true, color);
			device->getSceneManager()->drawAll(); 
			device->getVideoDriver()->endScene();
		}
		else { 
			device->yield();
		}
	}
}
void Irr_Device::timerEvent(QTimerEvent *event)
{
	if (m_Device != NULL) 
	{ 
		emit sigUpdateIrrlicht(m_Device); 
	}
	event->accept();
}

 附上鬼火(irrlicht)官网文档:鬼火3d引擎

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值