Commit 03b27ab5 authored by hybrid's avatar hybrid

remove using statements

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4011 dfc29bdd-3216-0410-991c-e03cc46cb475
parent a5cc1f64
...@@ -4,60 +4,55 @@ ...@@ -4,60 +4,55 @@
#include "testUtils.h" #include "testUtils.h"
using namespace irr; using namespace irr;
using namespace core;
using namespace scene;
using namespace video;
using namespace io;
using namespace gui;
// Tests B3D animations. // Tests B3D animations.
bool b3dAnimation(void) bool b3dAnimation(void)
{ {
// Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions. // Use EDT_BURNINGSVIDEO since it is not dependent on (e.g.) OpenGL driver versions.
IrrlichtDevice *device = createDevice( EDT_BURNINGSVIDEO, dimension2d<u32>(160, 120), 32); IrrlichtDevice *device = createDevice(video::EDT_BURNINGSVIDEO, core::dimension2d<u32>(160, 120), 32);
assert(device); assert(device);
if (!device) if (!device)
return false; return false;
IVideoDriver* driver = device->getVideoDriver(); video::IVideoDriver* driver = device->getVideoDriver();
ISceneManager * smgr = device->getSceneManager(); scene::ISceneManager * smgr = device->getSceneManager();
ISkinnedMesh* mesh = (ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d"); scene::ISkinnedMesh* mesh = (scene::ISkinnedMesh*)smgr->getMesh("../media/ninja.b3d");
assert(mesh); assert(mesh);
bool result = false; bool result = false;
if (!mesh) if (!mesh)
return false; return false;
IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh); scene::IAnimatedMeshSceneNode* node1 = smgr->addAnimatedMeshSceneNode(mesh);
assert(node1); assert(node1);
/** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */ /** Verify that two skinned animated mesh scene nodes can use different frames of the skinned mesh */
if(node1) if(node1)
{ {
node1->setPosition(vector3df(-3, -3, 10)); node1->setPosition(core::vector3df(-3, -3, 10));
node1->setMaterialFlag(EMF_LIGHTING, false); node1->setMaterialFlag(video::EMF_LIGHTING, false);
node1->setAnimationSpeed(0.f); node1->setAnimationSpeed(0.f);
node1->setCurrentFrame(10.f); node1->setCurrentFrame(10.f);
node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS); node1->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS);
} }
IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh); scene::IAnimatedMeshSceneNode* node2 = smgr->addAnimatedMeshSceneNode(mesh);
assert(node2); assert(node2);
if(node2) if(node2)
{ {
node2->setPosition(vector3df(3, -3, 10)); node2->setPosition(core::vector3df(3, -3, 10));
node2->setMaterialFlag(EMF_LIGHTING, false); node2->setMaterialFlag(video::EMF_LIGHTING, false);
node2->setAnimationSpeed(0.f); node2->setAnimationSpeed(0.f);
node2->setCurrentFrame(62.f); node2->setCurrentFrame(62.f);
node2->setDebugDataVisible(irr::scene::EDS_BBOX_BUFFERS); node2->setDebugDataVisible(scene::EDS_BBOX_BUFFERS);
} }
(void)smgr->addCameraSceneNode(); (void)smgr->addCameraSceneNode();
// Just jump to the last frame since that's all we're interested in. // Just jump to the last frame since that's all we're interested in.
device->run(); device->run();
driver->beginScene(true, true, SColor(255, 60, 60, 60)); driver->beginScene(true, true, video::SColor(255, 60, 60, 60));
smgr->drawAll(); smgr->drawAll();
driver->endScene(); driver->endScene();
...@@ -67,7 +62,7 @@ bool b3dAnimation(void) ...@@ -67,7 +62,7 @@ bool b3dAnimation(void)
/** Now test if bones are correctly positioned. */ /** Now test if bones are correctly positioned. */
node1->setDebugDataVisible(scene::EDS_SKELETON); node1->setDebugDataVisible(scene::EDS_SKELETON);
node1->setPosition(vector3df(1, -5, 8)); node1->setPosition(core::vector3df(1,-5,8));
node1->setRotation(core::vector3df(0,180,0)); node1->setRotation(core::vector3df(0,180,0));
node1->updateAbsolutePosition(); node1->updateAbsolutePosition();
for (u32 i=0; i<node1->getJointCount(); ++i) for (u32 i=0; i<node1->getJointCount(); ++i)
...@@ -78,7 +73,7 @@ bool b3dAnimation(void) ...@@ -78,7 +73,7 @@ bool b3dAnimation(void)
// Simple render call // Simple render call
device->run(); device->run();
driver->beginScene(true, true, SColor(255, 60, 60, 60)); driver->beginScene(true, true, video::SColor(255, 60, 60, 60));
smgr->drawAll(); smgr->drawAll();
driver->endScene(); driver->endScene();
......
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