开源3D游戏引擎Irrlicht简介

时间:2023-02-09 14:24:44

Irrlicht简介

Irrlicht在国内也被叫做“鬼火”引擎,是一款用C++编写的开放源代码的高性能游戏引擎。而且是跨平台的,具有很好的移植性,Irrlicht支持OpenGl、Direcx3D渲染,引擎本身也实现了一套自己的渲染系统。在商业引擎中能够找到的艺术特性,Irrlicht基本都支持。目前有很多项目中都使用到它,Irrlicht社区也比较活跃,可以在互联网上找到不少Irrlicht增强工具,例如irrEdit、irrKlang等。在众多开源游戏引擎中,Irrlicht也是比较受笔者青睐的一款。

Irrlicht官方网站:http://irrlicht.sourceforge.net/

Irrlicht下载与使用

Irrlicht目前最新稳定版本为1.8.1,项目发布在sourceforge平台上,用户可以通过sourceforge网站首页面搜索功能找到Irrlicht项目下载地址,或者从Irrlicht官网获取下载链接。

下载地址:http://irrlicht.sourceforge.net/downloads/

1.目录结构

解压后目录结构如下:

开源3D游戏引擎Irrlicht简介

bin:不同平台编译Irrlicht生成的可执行文件和动态库文件放在该目录中。
doc : 该目录中为Irrlicht API文档。
examples : Irrlicht官方提供的案例程序存放在该目录中。
include : 存放引擎所有头文件。
lib : 该目录存放Irrlicht引擎编译过后生成的静态库。
media : 官方案例所需资源文件存放在此目录中。
source : 存放引擎源码。
tools : 该目录下为Irrlicht引擎相关工具。如irrEdit、GUIEditor等。

2.官方案例

Irrlicht使用起来是非常方便的,这也是笔者比较喜欢它的原因之一。为了方便用户学习和使用引擎,Irrlicht官方提供了大量的例子程序,而且都比较具有代表性。

打开examples目录,Irrlicht已经为目前主流开发工具Windows平台下Visual Studio、MacOS下的Xcode以及Linux平台下的GNU MAKE做好了项目配置。

开源3D游戏引擎Irrlicht简介

笔者是在Windows操作系统下使用VS2012进行演示,双击BuildAllExamples_vc11.sln打开解决方案,无需做任何配置即可编译运行程序。

开源3D游戏引擎Irrlicht简介

编译运行Collision案例程序:

开源3D游戏引擎Irrlicht简介

看起来效果是不是很炫呢?Irrlicht为我们做了大量的封装,即便看似如此复杂的程序,实际代码不超过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;
}