Commit 4f17b1d0 authored by hybrid's avatar hybrid

Fixed drop positions to avoid accessing already dropped pointers. No real...

Fixed drop positions to avoid accessing already dropped pointers. No real problem in the examples, but better coding style.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1014 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 4877f397
......@@ -175,7 +175,7 @@ IGUIEnvironment* env = device->getGUIEnvironment();
the event receiver.</p>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td><pre>env-&gt;addButton(rect&lt;s32&gt;(10,210,100,240), 0, 101, L&quot;Quit&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,250,100,290), 0, 102, L&quot;New Window&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,300,100,340), 0, 103, L&quot;File Open&quot;);</pre></td>
<td><pre>env-&gt;addButton(rect&lt;s32&gt;(10,240,100,270), 0, 101, L&quot;Quit&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,280,100,320), 0, 102, L&quot;New Window&quot;);<br>env-&gt;addButton(rect&lt;s32&gt;(10,330,100,370), 0, 103, L&quot;File Open&quot;);</pre></td>
</tr>
</table>
<p> Now, we add a static text and a scrollbar, which modifies the transparency
......@@ -186,8 +186,8 @@ IGUIEnvironment* env = device-&gt;getGUIEnvironment();
<tr>
<td><pre>env-&gt;addStaticText(L&quot;Transparent Control:&quot;, rect&lt;s32&gt;(150,20,350,40), true);<br>IGUIScrollBar* scrollbar = env-&gt;addScrollBar(true,
rect&lt;s32&gt;(150, 45, 350, 60), 0, 104);<br>scrollbar-&gt;setMax(255);</pre>
<pre>env-&gt;addStaticText(L&quot;Logging ListBox:&quot;, rect&lt;s32&gt;(50,80,250,100), true);
listbox = env-&gt;addListBox(rect&lt;s32&gt;(50, 110, 250, 180));</pre></td>
<pre>env-&gt;addStaticText(L&quot;Logging ListBox:&quot;, rect&lt;s32&gt;(50,110,250,130), true);
listbox = env-&gt;addListBox(rect&lt;s32&gt;(50, 140, 250, 210));</pre></td>
</tr>
</table>
<br>
......
......@@ -89,7 +89,6 @@ int main()
selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
q3node->setTriangleSelector(selector);
selector->drop();
}
......@@ -125,12 +124,16 @@ int main()
smgr->addCameraSceneNodeFPS(0, 100.0f, 300.0f, -1, 0, 0, true);
camera->setPosition(core::vector3df(-100,50,-150));
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
camera->addAnimator(anim);
anim->drop();
if (selector)
{
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(30,50,30),
core::vector3df(0,-3,0),
core::vector3df(0,50,0));
selector->drop();
camera->addAnimator(anim);
anim->drop();
}
/*
Because collision detection is no big deal in irrlicht, I'll describe how to
......
......@@ -95,7 +95,6 @@
selector = smgr-&gt;createOctTreeTriangleSelector(
q3levelmesh-&gt;getMesh(<font color="#800080">0</font>), q3node, <font color="#800080">128</font>);
q3node-&gt;setTriangleSelector(selector);
selector-&gt;drop();
}</font></pre></td>
</tr>
</table>
......@@ -140,6 +139,7 @@
selector, camera, core::vector3df(<font color="#800080">30</font>,<font color="#800080">50</font>,<font color="#800080">30</font>),
core::vector3df(<font color="#800080">0</font>,<font color="#800080">-3</font>,<font color="#800080">0</font>),
core::vector3df(<font color="#800080">0</font>,<font color="#800080">50</font>,<font color="#800080">0</font>));<br>
selector-&gt;drop();<br>
camera-&gt;addAnimator(anim);
anim-&gt;drop();</font></pre></td>
</tr>
......
......@@ -183,13 +183,13 @@ int main()
scene::ITriangleSelector* selector
= smgr->createTerrainTriangleSelector(terrain, 0);
terrain->setTriangleSelector(selector);
selector->drop();
// create collision response animator and attach it to the camera
scene::ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(
selector, camera, core::vector3df(60,100,60),
core::vector3df(0,0,0),
core::vector3df(0,50,0));
selector->drop();
camera->addAnimator(anim);
anim->drop();
......
......@@ -91,7 +91,7 @@
</div>
<table width="95%" border="0" cellspacing="2" cellpadding="0" bgcolor="#CCCCCC" align="center">
<tr>
<td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br>selector-&gt;drop();<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td>
<td> <pre><font color="#006600">// create triangle selector for the terrain <br></font>scene::ITriangleSelector* selector =<br> smgr-&gt;createTerrainTriangleSelector(terrain, 0);<br>terrain-&gt;setTriangleSelector(selector);<br><br><font color="#006600">// create collision response animator and attach it to the camera<br></font>scene::ISceneNodeAnimator* anim = smgr-&gt;createCollisionResponseAnimator(<br> selector, camera, core::vector3df(60,100,60),<br> core::vector3df(0,0,0), <br> core::vector3df(0,50,0));<br>selector-&gt;drop();<br>camera-&gt;addAnimator(anim);<br>anim-&gt;drop();</pre></td>
</tr>
</table>
<p> To make the user be able to switch between normal and wireframe mode,
......
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