IrrSpintz Engine 0.15 API documentation

SVN REV 24

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Introduction

Welcome to the IrrSpintz Engine API documentation. Here you'll find any information you'll need to develop applications with the IrrSpintz Engine. If you are looking for a tutorial on how to start, you'll find some inside the SDK in the directory /examples.

The IrrSpintz Engine is intended to be an easy-to-use 3d engine, so this documentation is an important part of it. If you have any questions or suggestions, just send a email to the author of the engine, Thomas Ince( spintz ) (spintz (at) spintz (dot) com ).

Links

Namespaces: A very good place to start reading the documentation.
Class list: List of all classes with descriptions.
Class members: Good place to find forgotten features.

Short example

A simple application, starting up the engine, loading a Quake 2 animated model file and the corresponding texture, animating and displaying it in front of a blue background and placing a user controlable 3d camera would look like the following code. I think this example shows the usage of the engine quite well:

 #include <irrlicht.h>
 using namespace irr;

 int main()
 {
   // start up the engine
   IrrlichtDevice *device = createDevice(video::EDT_DIRECT3D8,
      core::dimension2d<s32>(640,480));

   video::IVideoDriver* driver = device->getVideoDriver();
   scene::ISceneManager* scenemgr = device->getSceneManager();

   device->setWindowCaption(L"Hello World!");

   // load and show quake2 .md2 model
   scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(
      scenemgr->getMesh("quake2model.md2"));

   // if everything worked, add a texture and disable lighting
   if(node)
   {
      node->setMaterialTexture(0, driver->getTexture("texture.bmp"));
      node->setMaterialFlag(video::EMF_LIGHTING, false);
   }

   // add a first person shooter style user controlled camera
   scenemgr->addCameraSceneNodeFPS();
 
   // draw everything
   while(device->run() && driver)
   {
      driver->beginScene(true, true, video::SColor(255,0,0,255));
      scenemgr->drawAll();
      driver->endScene();
   }

   // delete device
   device->drop();
   return 0;
 }

IrrSpintz can load a lot of file formats automaticly, see irr::scene::ISceneManager::getMesh() for a detailed list. So if you would like to replace the simple blue screen background by a cool Quake 3 Map, optimized by an octtree, just insert this code somewhere before the while loop:

   // add .pk3 archive to the file system
   device->getFileSystem()->addZipFileArchive("quake3map.pk3");

   // load .bsp file and show it using an octtree
   scenemgr->addOctTreeSceneNode(
      scenemgr->getMesh("quake3map.bsp"));

As you can see, the engine uses namespaces. Everything in the engine is placed into the namespace 'irr', but there are also 5 sub namespaces. You can find a list of all namespaces with descriptions at the namespaces page. This is also a good place to start reading the documentation. If you don't want to write the namespace names all the time, just use all namespaces like this:

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

There is a lot more the engine can do, but I hope this gave a short overview over the basic features of the engine. For more examples, please take a look into the examples directory of the SDK.


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