irrlicht/source/Irrlicht/CSceneManager.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "CSceneManager.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SAnimatedMesh.h"
#include "SOverrideMaterial.h"
#include "CMeshCache.h"
#include "IXMLWriter.h"
#include "ISceneUserDataSerializer.h"
#include "IGUIEnvironment.h"
#include "IReadFile.h"
#include "IWriteFile.h"
#include "ISceneLoader.h"
#include "EProfileIDs.h"
#include "IProfiler.h"
#include "os.h"
// We need this include for the case of skinned mesh support without
// any such loader
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#include "CSkinnedMesh.h"
#endif
#ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_
#include "CIrrMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
#include "CBSPMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
#include "CMD2MeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_HALFLIFE_LOADER_
#include "CAnimatedMeshHalfLife.h"
#endif
#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
#include "CMS3DMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_3DS_LOADER_
#include "C3DSMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_X_LOADER_
#include "CXMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
#include "COCTLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_CSM_LOADER_
#include "CCSMLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_LMTS_LOADER_
#include "CLMTSMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_MY3D_LOADER_
#include "CMY3DMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_
#include "CColladaFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_DMF_LOADER_
#include "CDMFLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_OGRE_LOADER_
#include "COgreMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
#include "COBJMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_MD3_LOADER_
#include "CMD3MeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
#include "CB3DMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_LWO_LOADER_
#include "CLWOMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_STL_LOADER_
#include "CSTLMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_PLY_LOADER_
#include "CPLYMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
#include "CSMFMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
#include "CSceneLoaderIrr.h"
#endif
#ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_
#include "CColladaMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_IRR_WRITER_
#include "CIrrMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_STL_WRITER_
#include "CSTLMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_OBJ_WRITER_
#include "COBJMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_PLY_WRITER_
#include "CPLYMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
#include "CB3DMeshWriter.h"
#endif
#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
#include "CCubeSceneNode.h"
#endif // _IRR_COMPILE_WITH_CUBE_SCENENODE_
#ifdef _IRR_COMPILE_WITH_SPHERE_SCENENODE_
#include "CSphereSceneNode.h"
#endif
#include "CAnimatedMeshSceneNode.h"
#ifdef _IRR_COMPILE_WITH_OCTREE_SCENENODE_
#include "COctreeSceneNode.h"
#endif // #ifdef _IRR_COMPILE_WITH_OCTREE_SCENENODE_
#include "CCameraSceneNode.h"
#include "CLightSceneNode.h"
#ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#include "CBillboardSceneNode.h"
#endif // _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#include "CMeshSceneNode.h"
#include "CSkyBoxSceneNode.h"
#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
#include "CSkyDomeSceneNode.h"
#endif // _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#else
#include "IShadowVolumeSceneNode.h"
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#ifdef _IRR_COMPILE_WITH_PARTICLES_
#include "CParticleSystemSceneNode.h"
#endif // _IRR_COMPILE_WITH_PARTICLES_
#include "CDummyTransformationSceneNode.h"
#ifdef _IRR_COMPILE_WITH_WATER_SURFACE_SCENENODE_
#include "CWaterSurfaceSceneNode.h"
#endif // _IRR_COMPILE_WITH_WATER_SURFACE_SCENENODE_
#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
#include "CTerrainSceneNode.h"
#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
#include "CEmptySceneNode.h"
#include "CTextSceneNode.h"
#include "CQuake3ShaderSceneNode.h"
#include "CVolumeLightSceneNode.h"
#include "CDefaultSceneNodeFactory.h"
#include "CSceneCollisionManager.h"
#include "CTriangleSelector.h"
#include "COctreeTriangleSelector.h"
#include "CTriangleBBSelector.h"
#include "CMetaTriangleSelector.h"
#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
#include "CTerrainTriangleSelector.h"
#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
#include "CSceneNodeAnimatorRotation.h"
#include "CSceneNodeAnimatorFlyCircle.h"
#include "CSceneNodeAnimatorFlyStraight.h"
#include "CSceneNodeAnimatorTexture.h"
#include "CSceneNodeAnimatorCollisionResponse.h"
#include "CSceneNodeAnimatorDelete.h"
#include "CSceneNodeAnimatorFollowSpline.h"
#include "CSceneNodeAnimatorCameraFPS.h"
#include "CSceneNodeAnimatorCameraMaya.h"
#include "CDefaultSceneNodeAnimatorFactory.h"
#include "CGeometryCreator.h"
#include <locale.h>
namespace irr
{
namespace scene
{
//! constructor
CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorControl, IMeshCache* cache,
gui::IGUIEnvironment* gui)
: ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
CursorControl(cursorControl), CollisionManager(0),
ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
MeshCache(cache), CurrentRenderPass(ESNRP_NONE), LightManager(0),
IRR_XML_FORMAT_SCENE(L"irr_scene"), IRR_XML_FORMAT_NODE(L"node"), IRR_XML_FORMAT_NODE_ATTR_TYPE(L"type")
{
#ifdef _DEBUG
ISceneManager::setDebugName("CSceneManager ISceneManager");
ISceneNode::setDebugName("CSceneManager ISceneNode");
#endif
// root node's scene manager
SceneManager = this;
setTransparentNodeSorting(ETNS_DEFAULT);
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
if (CursorControl)
CursorControl->grab();
if (GUIEnvironment)
GUIEnvironment->grab();
// create mesh cache if not there already
if (!MeshCache)
MeshCache = new CMeshCache();
else
MeshCache->grab();
// set scene parameters
Parameters = new io::CAttributes();
Parameters->setAttribute(DEBUG_NORMAL_LENGTH, 1.f);
Parameters->setAttribute(DEBUG_NORMAL_COLOR, video::SColor(255, 34, 221, 221));
// create collision manager
CollisionManager = new CSceneCollisionManager(this, Driver);
// create geometry creator
GeometryCreator = new CGeometryCreator();
// add file format loaders. add the least commonly used ones first,
// as these are checked last
// TODO: now that we have multiple scene managers, these should be
// shallow copies from the previous manager if there is one.
#ifdef _IRR_COMPILE_WITH_STL_LOADER_
MeshLoaderList.push_back(new CSTLMeshFileLoader());
#endif
#ifdef _IRR_COMPILE_WITH_PLY_LOADER_
MeshLoaderList.push_back(new CPLYMeshFileLoader(this));
#endif
#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
MeshLoaderList.push_back(new CSMFMeshFileLoader(FileSystem, Driver));
#endif
#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
MeshLoaderList.push_back(new COCTLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_CSM_LOADER_
MeshLoaderList.push_back(new CCSMLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_LMTS_LOADER_
MeshLoaderList.push_back(new CLMTSMeshFileLoader(FileSystem, Driver, Parameters));
#endif
#ifdef _IRR_COMPILE_WITH_MY3D_LOADER_
MeshLoaderList.push_back(new CMY3DMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_DMF_LOADER_
MeshLoaderList.push_back(new CDMFLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_OGRE_LOADER_
MeshLoaderList.push_back(new COgreMeshFileLoader(FileSystem, Driver));
#endif
#ifdef _IRR_COMPILE_WITH_HALFLIFE_LOADER_
MeshLoaderList.push_back(new CHalflifeMDLMeshFileLoader( this ));
#endif
#ifdef _IRR_COMPILE_WITH_MD3_LOADER_
MeshLoaderList.push_back(new CMD3MeshFileLoader( this));
#endif
#ifdef _IRR_COMPILE_WITH_LWO_LOADER_
MeshLoaderList.push_back(new CLWOMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
MeshLoaderList.push_back(new CMD2MeshFileLoader());
#endif
#ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_
MeshLoaderList.push_back(new CIrrMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
MeshLoaderList.push_back(new CBSPMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_
MeshLoaderList.push_back(new CColladaFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_3DS_LOADER_
MeshLoaderList.push_back(new C3DSMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_X_LOADER_
MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
MeshLoaderList.push_back(new CMS3DMeshFileLoader(Driver));
#endif
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
#endif
// scene loaders
#ifdef _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
SceneLoaderList.push_back(new CSceneLoaderIrr(this, FileSystem));
#endif
// factories
ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
registerSceneNodeFactory(factory);
factory->drop();
ISceneNodeAnimatorFactory* animatorFactory = new CDefaultSceneNodeAnimatorFactory(this, CursorControl);
registerSceneNodeAnimatorFactory(animatorFactory);
animatorFactory->drop();
IRR_PROFILE(
static bool initProfile = false;
if (!initProfile )
{
initProfile = true;
getProfiler().add(EPID_SM_DRAW_ALL, L"drawAll", L"Irrlicht scene");
getProfiler().add(EPID_SM_ANIMATE, L"animate", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_CAMERAS, L"cameras", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_LIGHTS, L"lights", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_SKYBOXES, L"skyboxes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_DEFAULT, L"defaultnodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_SHADOWS, L"shadows", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_TRANSPARENT, L"transp.nodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_EFFECT, L"effectnodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_GUI_NODES, L"guinodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_REGISTER, L"reg.render.node", L"Irrlicht scene");
}
)
}
//! destructor
CSceneManager::~CSceneManager()
{
clearDeletionList();
//! force to remove hardwareTextures from the driver
//! because Scenes may hold internally data bounded to sceneNodes
//! which may be destroyed twice
if (Driver)
Driver->removeAllHardwareBuffers();
if (FileSystem)
FileSystem->drop();
if (CursorControl)
CursorControl->drop();
if (CollisionManager)
CollisionManager->drop();
if (GeometryCreator)
GeometryCreator->drop();
if (GUIEnvironment)
GUIEnvironment->drop();
u32 i;
for (i=0; i<MeshLoaderList.size(); ++i)
MeshLoaderList[i]->drop();
for (i=0; i<SceneLoaderList.size(); ++i)
SceneLoaderList[i]->drop();
if (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = 0;
if (MeshCache)
MeshCache->drop();
if (Parameters)
Parameters->drop();
for (i=0; i<SceneNodeFactoryList.size(); ++i)
SceneNodeFactoryList[i]->drop();
for (i=0; i<SceneNodeAnimatorFactoryList.size(); ++i)
SceneNodeAnimatorFactoryList[i]->drop();
if (LightManager)
LightManager->drop();
// remove all nodes and animators before dropping the driver
// as render targets may be destroyed twice
removeAll();
removeAnimators();
if (Driver)
Driver->drop();
}
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
{
io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
if (msh)
return msh;
io::IReadFile* file = FileSystem->createAndOpenFile(filename);
if (!file)
{
os::Printer::log("Could not load mesh, because file could not be opened", filename, ELL_ERROR);
return 0;
}
msh = getUncachedMesh(file, filename, cacheName);
file->drop();
return msh;
}
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
{
if (!file)
return 0;
io::path name = file->getFileName();
IAnimatedMesh* msh = MeshCache->getMeshByName(name);
if (msh)
return msh;
msh = getUncachedMesh(file, name, name);
return msh;
}
// load and create a mesh which we know already isn't in the cache and put it in there
IAnimatedMesh* CSceneManager::getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename)
{
IAnimatedMesh* msh = 0;
// iterate the list in reverse order so user-added loaders can override the built-in ones
s32 count = MeshLoaderList.size();
for (s32 i=count-1; i>=0; --i)
{
if (MeshLoaderList[i]->isALoadableFileExtension(filename))
{
// reset file to avoid side effects of previous calls to createMesh
file->seek(0);
msh = MeshLoaderList[i]->createMesh(file);
if (msh)
{
MeshCache->addMesh(cachename, msh);
msh->drop();
break;
}
}
}
if (!msh)
os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
else
os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
return msh;
}
//! returns the video driver
video::IVideoDriver* CSceneManager::getVideoDriver()
{
return Driver;
}
//! returns the GUI Environment
gui::IGUIEnvironment* CSceneManager::getGUIEnvironment()
{
return GUIEnvironment;
}
//! Get the active FileSystem
/** \return Pointer to the FileSystem
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
io::IFileSystem* CSceneManager::getFileSystem()
{
return FileSystem;
}
//! Adds a text scene node, which is able to display
//! 2d text at a position in three dimensional space
ITextSceneNode* CSceneManager::addTextSceneNode(gui::IGUIFont* font,
const wchar_t* text, video::SColor color, ISceneNode* parent,
const core::vector3df& position, s32 id)
{
if (!font)
return 0;
if (!parent)
parent = this;
ITextSceneNode* t = new CTextSceneNode(parent, this, id, font,
getSceneCollisionManager(), position, text, color);
t->drop();
return t;
}
//! Adds a text scene node, which uses billboards
IBillboardTextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont* font,
const wchar_t* text, ISceneNode* parent,
const core::dimension2d<f32>& size,
const core::vector3df& position, s32 id,
video::SColor colorTop, video::SColor colorBottom)
{
if (!font && GUIEnvironment)
font = GUIEnvironment->getBuiltInFont();
if (!font)
return 0;
if (!parent)
parent = this;
IBillboardTextSceneNode* node = new CBillboardTextSceneNode(parent, this, id, font, text, position, size,
colorTop, colorBottom);
node->drop();
return node;
}
//! Adds a scene node, which can render a quake3 shader
IMeshSceneNode* CSceneManager::addQuake3SceneNode(const IMeshBuffer* meshBuffer,
const quake3::IShader * shader,
ISceneNode* parent, s32 id )
{
#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
if (!shader)
return 0;
if (!parent)
parent = this;
CQuake3ShaderSceneNode* node = new CQuake3ShaderSceneNode( parent,
this, id, FileSystem,
meshBuffer, shader );
node->drop();
return node;
#else
return 0;
#endif
}
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(
ISceneNode* parent, s32 id,
const u32 subdivU, const u32 subdivV,
const video::SColor foot, const video::SColor tail,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
{
if (!parent)
parent = this;
IVolumeLightSceneNode* node = new CVolumeLightSceneNode(parent, this, id, subdivU, subdivV, foot, tail, position, rotation, scale);
node->drop();
return node;
}
//! adds a test scene node for test purposes to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
IMeshSceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale,
ECUBE_MESH_TYPE type)
{
#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
if (!parent)
parent = this;
IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale, type);
node->drop();
return node;
#else
return 0;
#endif
}
//! Adds a sphere scene node for test purposes to the scene.
IMeshSceneNode* CSceneManager::addSphereSceneNode(f32 radius, s32 polyCount,
ISceneNode* parent, s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
{
#ifdef _IRR_COMPILE_WITH_SPHERE_SCENENODE_
if (!parent)
parent = this;
IMeshSceneNode* node = new CSphereSceneNode(radius, polyCount, polyCount, parent, this, id, position, rotation, scale);
node->drop();
return node;
#else
return 0;
#endif // _IRR_COMPILE_WITH_SPHERE_SCENENODE_
}
//! adds a scene node for rendering a static mesh
//! the returned pointer must not be dropped.
IMeshSceneNode* CSceneManager::addMeshSceneNode(IMesh* mesh, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
IMeshSceneNode* node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! Adds a scene node for rendering a animated water surface mesh.
ISceneNode* CSceneManager::addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 waveLength,
ISceneNode* parent, s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
{
#ifdef _IRR_COMPILE_WITH_WATER_SURFACE_SCENENODE_
if (!parent)
parent = this;
ISceneNode* node = new CWaterSurfaceSceneNode(waveHeight, waveSpeed, waveLength,
mesh, parent, this, id, position, rotation, scale);
node->drop();
return node;
#else
return 0;
#endif
}
//! adds a scene node for rendering an animated mesh model
IAnimatedMeshSceneNode* CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
IAnimatedMeshSceneNode* node =
new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
IOctreeSceneNode* CSceneManager::addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent,
s32 id, s32 minimalPolysPerNode, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && (!mesh || !mesh->getFrameCount()))
return 0;
return addOctreeSceneNode(mesh ? mesh->getMesh(0) : 0,
parent, id, minimalPolysPerNode,
alsoAddIfMeshPointerZero);
}
//! Adds a scene node for rendering using a octree. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
IOctreeSceneNode* CSceneManager::addOctreeSceneNode(IMesh* mesh, ISceneNode* parent,
s32 id, s32 minimalPolysPerNode, bool alsoAddIfMeshPointerZero)
{
#ifdef _IRR_COMPILE_WITH_OCTREE_SCENENODE_
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
COctreeSceneNode* node = new COctreeSceneNode(parent, this, id, minimalPolysPerNode);
if (node)
{
node->setMesh(mesh);
node->drop();
}
return node;
#else
return 0;
#endif
}
//! Adds a camera scene node to the tree and sets it as active camera.
//! \param position: Position of the space relative to its parent where the camera will be placed.
//! \param lookat: Position where the camera will look at. Also known as target.
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
//! the camera will move too.
//! \return Returns pointer to interface to camera
ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
const core::vector3df& position, const core::vector3df& lookat, s32 id,
bool makeActive)
{
if (!parent)
parent = this;
ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
if (makeActive)
setActiveCamera(node);
node->drop();
return node;
}
//! Adds a camera scene node which is able to be controlled with the mouse similar
//! to in the 3D Software Maya by Alias Wavefront.
//! The returned pointer must not be dropped.
ICameraSceneNode* CSceneManager::addCameraSceneNodeMaya(ISceneNode* parent,
f32 rotateSpeed, f32 zoomSpeed, f32 translationSpeed, s32 id, f32 distance,
bool makeActive
, f32 rotX, f32 rotY)
{
ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(),
core::vector3df(0,0,100), id, makeActive);
if (node)
{
ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl,
rotateSpeed, zoomSpeed, translationSpeed, distance
,rotX,rotY);
node->addAnimator(anm);
anm->drop();
}
return node;
}
//! Adds a camera scene node which is able to be controlled with the mouse and keys
//! like in most first person shooters (FPS):
ICameraSceneNode* CSceneManager::addCameraSceneNodeFPS(ISceneNode* parent,
f32 rotateSpeed, f32 moveSpeed, s32 id, SKeyMap* keyMapArray,
s32 keyMapSize, bool noVerticalMovement, f32 jumpSpeed,
bool invertMouseY, bool makeActive)
{
ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(),
core::vector3df(0,0,100), id, makeActive);
if (node)
{
ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraFPS(CursorControl,
rotateSpeed, moveSpeed, jumpSpeed,
keyMapArray, keyMapSize, noVerticalMovement, invertMouseY);
// Bind the node's rotation to its target. This is consistent with 1.4.2 and below.
node->bindTargetAndRotation(true);
node->addAnimator(anm);
anm->drop();
}
return node;
}
//! Adds a dynamic light scene node. The light will cast dynamic light on all
//! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
//! turned on. (This is the default setting in most scene nodes).
ILightSceneNode* CSceneManager::addLightSceneNode(ISceneNode* parent,
const core::vector3df& position, video::SColorf color, f32 range, s32 id)
{
if (!parent)
parent = this;
ILightSceneNode* node = new CLightSceneNode(parent, this, id, position, color, range);
node->drop();
return node;
}
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
//! which always looks to the camera. It is usually used for things like explosions, fire,
//! lensflares and things like that.
IBillboardSceneNode* CSceneManager::addBillboardSceneNode(ISceneNode* parent,
const core::dimension2d<f32>& size, const core::vector3df& position, s32 id,
video::SColor colorTop, video::SColor colorBottom
)
{
#ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
if (!parent)
parent = this;
IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
colorTop, colorBottom);
node->drop();
return node;
#else
return 0;
#endif
}
//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
//! is drawn around the camera position.
ISceneNode* CSceneManager::addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
video::ITexture* left, video::ITexture* right, video::ITexture* front,
video::ITexture* back, ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
ISceneNode* node = new CSkyBoxSceneNode(top, bottom, left, right,
front, back, parent, this, id);
node->drop();
return node;
}
//! Adds a skydome scene node. A skydome is a large (half-) sphere with a
//! panoramic texture on it and is drawn around the camera position.
ISceneNode* CSceneManager::addSkyDomeSceneNode(video::ITexture* texture,
u32 horiRes, u32 vertRes, f32 texturePercentage,f32 spherePercentage, f32 radius,
ISceneNode* parent, s32 id)
{
#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
if (!parent)
parent = this;
ISceneNode* node = new CSkyDomeSceneNode(texture, horiRes, vertRes,
texturePercentage, spherePercentage, radius, parent, this, id);
node->drop();
return node;
#else
return 0;
#endif
}
//! Adds a particle system scene node.
IParticleSystemSceneNode* CSceneManager::addParticleSystemSceneNode(
bool withDefaultEmitter, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale)
{
#ifdef _IRR_COMPILE_WITH_PARTICLES_
if (!parent)
parent = this;
IParticleSystemSceneNode* node = new CParticleSystemSceneNode(withDefaultEmitter,
parent, this, id, position, rotation, scale);
node->drop();
return node;
#else
return 0;
#endif // _IRR_COMPILE_WITH_PARTICLES_
}
//! Adds a terrain scene node to the scene graph.
ITerrainSceneNode* CSceneManager::addTerrainSceneNode(
const io::path& heightMapFileName,
ISceneNode* parent, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale,
video::SColor vertexColor,
s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize, s32 smoothFactor,
bool addAlsoIfHeightmapEmpty)
{
io::IReadFile* file = FileSystem->createAndOpenFile(heightMapFileName);
if (!file && !addAlsoIfHeightmapEmpty)
{
os::Printer::log("Could not load terrain, because file could not be opened.",
heightMapFileName, ELL_ERROR);
return 0;
}
ITerrainSceneNode* terrain = addTerrainSceneNode(file, parent, id,
position, rotation, scale, vertexColor, maxLOD, patchSize,
smoothFactor, addAlsoIfHeightmapEmpty);
if (file)
file->drop();
return terrain;
}
//! Adds a terrain scene node to the scene graph.
ITerrainSceneNode* CSceneManager::addTerrainSceneNode(
io::IReadFile* heightMapFile,
ISceneNode* parent, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale,
video::SColor vertexColor,
s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize,
s32 smoothFactor,
bool addAlsoIfHeightmapEmpty)
{
#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
if (!parent)
parent = this;
if (!heightMapFile && !addAlsoIfHeightmapEmpty)
{
os::Printer::log("Could not load terrain, because file could not be opened.", ELL_ERROR);
return 0;
}
CTerrainSceneNode* node = new CTerrainSceneNode(parent, this, FileSystem, id,
maxLOD, patchSize, position, rotation, scale);
if (!node->loadHeightMap(heightMapFile, vertexColor, smoothFactor))
{
if (!addAlsoIfHeightmapEmpty)
{
node->remove();
node->drop();
return 0;
}
}
node->drop();
return node;
#else
return 0;
#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
}
//! Adds an empty scene node.
ISceneNode* CSceneManager::addEmptySceneNode(ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
ISceneNode* node = new CEmptySceneNode(parent, this, id);
node->drop();
return node;
}
//! Adds a dummy transformation scene node to the scene graph.
IDummyTransformationSceneNode* CSceneManager::addDummyTransformationSceneNode(
ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
IDummyTransformationSceneNode* node = new CDummyTransformationSceneNode(
parent, this, id);
node->drop();
return node;
}
//! Adds a Hill Plane mesh to the mesh pool. The mesh is generated on the fly
//! and looks like a plane with some hills on it. You can specify how many hills
//! there should be on the plane and how high they should be. Also you must
//! specify a name for the mesh, because the mesh is added to the mesh pool,
//! and can be retrieved again using ISceneManager::getMesh with the name as
//! parameter.
IAnimatedMesh* CSceneManager::addHillPlaneMesh(const io::path& name,
const core::dimension2d<f32>& tileSize,
const core::dimension2d<u32>& tileCount,
video::SMaterial* material, f32 hillHeight,
const core::dimension2d<f32>& countHills,
const core::dimension2d<f32>& textureRepeatCount)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createHillPlaneMesh(tileSize,
tileCount, material, hillHeight, countHills,
textureRepeatCount);
if (!mesh)
return 0;
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
if (!animatedMesh)
{
mesh->drop();
return 0;
}
animatedMesh->addMesh(mesh);
mesh->drop();
animatedMesh->recalculateBoundingBox();
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds a terrain mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addTerrainMesh(const io::path& name,
video::IImage* texture, video::IImage* heightmap,
const core::dimension2d<f32>& stretchSize,
f32 maxHeight,
const core::dimension2d<u32>& defaultVertexBlockSize)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
const bool debugBorders=false;
IMesh* mesh = GeometryCreator->createTerrainMesh(texture, heightmap,
stretchSize, maxHeight, Driver,
defaultVertexBlockSize, debugBorders);
if (!mesh)
return 0;
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
if (!animatedMesh)
{
mesh->drop();
return 0;
}
animatedMesh->addMesh(mesh);
mesh->drop();
animatedMesh->recalculateBoundingBox();
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds an arrow mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tessellationCylinder, u32 tessellationCone, f32 height,
f32 cylinderHeight, f32 width0,f32 width1)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createArrowMesh( tessellationCylinder,
tessellationCone, height, cylinderHeight, width0,width1,
vtxColor0, vtxColor1);
if (!mesh)
return 0;
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
if (!animatedMesh)
{
mesh->drop();
return 0;
}
animatedMesh->addMesh(mesh);
mesh->drop();
animatedMesh->recalculateBoundingBox();
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds a static sphere mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addSphereMesh(const io::path& name,
f32 radius, u32 polyCountX, u32 polyCountY)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createSphereMesh(radius, polyCountX, polyCountY);
if (!mesh)
return 0;
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
if (!animatedMesh)
{
mesh->drop();
return 0;
}
animatedMesh->addMesh(mesh);
mesh->drop();
animatedMesh->recalculateBoundingBox();
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds a static volume light mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addVolumeLightMesh(const io::path& name,
const u32 SubdivideU, const u32 SubdivideV,
const video::SColor FootColor, const video::SColor TailColor)
{
if (MeshCache->isMeshLoaded(name))
return MeshCache->getMeshByName(name);
IMesh* mesh = GeometryCreator->createVolumeLightMesh(SubdivideU, SubdivideV, FootColor, TailColor);
if (!mesh)
return 0;
SAnimatedMesh* animatedMesh = new SAnimatedMesh();
if (!animatedMesh)
{
mesh->drop();
return 0;
}
animatedMesh->addMesh(mesh);
mesh->drop();
animatedMesh->recalculateBoundingBox();
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Returns the root scene node. This is the scene node which is parent
//! of all scene nodes. The root scene node is a special scene node which
//! only exists to manage all scene nodes. It is not rendered and cannot
//! be removed from the scene.
//! \return Returns a pointer to the root scene node.
ISceneNode* CSceneManager::getRootSceneNode()
{
return this;
}
//! Returns the current active camera.
//! \return The active camera is returned. Note that this can be NULL, if there
//! was no camera created yet.
ICameraSceneNode* CSceneManager::getActiveCamera() const
{
return ActiveCamera;
}
//! Sets the active camera. The previous active camera will be deactivated.
//! \param camera: The new camera which should be active.
void CSceneManager::setActiveCamera(ICameraSceneNode* camera)
{
if (camera)
camera->grab();
if (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = camera;
}
//! renders the node.
void CSceneManager::render()
{
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CSceneManager::getBoundingBox() const
{
IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
static const core::aabbox3d<f32> dummy;
return dummy;
}
//! returns if node is culled
bool CSceneManager::isCulled(const ISceneNode* node) const
{
const ICameraSceneNode* cam = getActiveCamera();
if (!cam)
{
return false;
}
bool result = false;
// has occlusion query information
if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY)
{
result = (Driver->getOcclusionQueryResult(node)==0);
}
// can be seen by a bounding box ?
if (!result && (node->getAutomaticCulling() & scene::EAC_BOX))
{
core::aabbox3d<f32> tbox = node->getBoundingBox();
node->getAbsoluteTransformation().transformBoxEx(tbox);
result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
}
// can be seen by a bounding sphere
if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE))
{
const core::aabbox3df nbox = node->getTransformedBoundingBox();
const float rad = nbox.getRadius();
const core::vector3df center = nbox.getCenter();
const float camrad = cam->getViewFrustum()->getBoundingRadius();
const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
const float dist = (center - camcenter).getLengthSQ();
const float maxdist = (rad + camrad) * (rad + camrad);
result = dist > maxdist;
}
// can be seen by cam pyramid planes ?
if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX))
{
SViewFrustum frust = *cam->getViewFrustum();
//transform the frustum to the node's current absolute transformation
core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
//invTrans.makeInverse();
frust.transform(invTrans);
core::vector3df edges[8];
node->getBoundingBox().getEdges(edges);
for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
{
bool boxInFrustum=false;
for (u32 j=0; j<8; ++j)
{
if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
{
boxInFrustum=true;
break;
}
}
if (!boxInFrustum)
{
result = true;
break;
}
}
}
return result;
}
//! registers a node for rendering it at a specific time.
u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass)
{
IRR_PROFILE(CProfileScope p1(EPID_SM_REGISTER);)
u32 taken = 0;
switch(pass)
{
// take camera if it is not already registered
case ESNRP_CAMERA:
{
taken = 1;
for (u32 i = 0; i != CameraList.size(); ++i)
{
if (CameraList[i] == node)
{
taken = 0;
break;
}
}
if (taken)
{
CameraList.push_back(node);
}
}
break;
case ESNRP_LIGHT:
// TODO: Point Light culling..
// Lighting model in irrlicht has to be redone..
//if (!isCulled(node))
{
LightList.push_back(node);
taken = 1;
}
break;
case ESNRP_SKY_BOX:
SkyBoxList.push_back(node);
taken = 1;
break;
case ESNRP_SOLID:
if (!isCulled(node))
{
SolidNodeList.push_back(node);
taken = 1;
}
break;
case ESNRP_TRANSPARENT:
if (!isCulled(node))
{
TransparentNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, camWorldPos)));
taken = 1;
}
break;
case ESNRP_TRANSPARENT_EFFECT:
if (!isCulled(node))
{
TransparentEffectNodeList.push_back(TransparentNodeEntry(node, funcTransparentNodeDistance(node, camWorldPos)));
taken = 1;
}
break;
case ESNRP_AUTOMATIC:
if (!isCulled(node))
{
const u32 count = node->getMaterialCount();
taken = 0;
for (u32 i=0; i<count; ++i)
{
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
{
// register as transparent node
TransparentNodeEntry e(node, funcTransparentNodeDistance(node, camWorldPos));
TransparentNodeList.push_back(e);
taken = 1;
break;
}
}
// not transparent, register as solid
if (!taken)
{
SolidNodeList.push_back(node);
taken = 1;
}
}
break;
case ESNRP_SHADOW:
if (!isCulled(node))
{
ShadowNodeList.push_back(node);
taken = 1;
}
break;
case ESNRP_GUI:
if (!isCulled(node))
{
GuiNodeList.push_back(node);
taken = 1;
}
case ESNRP_NONE: // ignore this one
break;
}
#ifdef _IRR_SCENEMANAGER_DEBUG
s32 index = Parameters->findAttribute("calls");
Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
if (!taken)
{
index = Parameters->findAttribute("culled");
Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
}
#endif
return taken;
}
void CSceneManager::clearAllRegisteredNodesForRendering()
{
CameraList.clear();
LightList.clear();
SkyBoxList.clear();
SolidNodeList.clear();
TransparentNodeList.clear();
TransparentEffectNodeList.clear();
ShadowNodeList.clear();
GuiNodeList.clear();
}
//! This method is called just before the rendering process of the whole scene.
//! draws all scene nodes
void CSceneManager::drawAll()
{
IRR_PROFILE(CProfileScope psAll(EPID_SM_DRAW_ALL);)
if (!Driver)
return;
#ifdef _IRR_SCENEMANAGER_DEBUG
// reset attributes
Parameters->setAttribute("culled", 0);
Parameters->setAttribute("calls", 0);
Parameters->setAttribute("drawn_solid", 0);
Parameters->setAttribute("drawn_transparent", 0);
Parameters->setAttribute("drawn_transparent_effect", 0);
#endif
u32 i; // new ISO for scoping problem in some compilers
// reset all transforms
Driver->setMaterial(video::SMaterial());
Driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix );
Driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix );
Driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix );
for (i=video::ETS_COUNT-1; i>=video::ETS_TEXTURE_0; --i)
Driver->setTransform ( (video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix );
// TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
// do animations and other stuff.
IRR_PROFILE(getProfiler().start(EPID_SM_ANIMATE));
OnAnimate(os::Timer::getTime());
IRR_PROFILE(getProfiler().stop(EPID_SM_ANIMATE));
/*!
First Scene Node for prerendering should be the active camera
consistent Camera is needed for culling
*/
IRR_PROFILE(getProfiler().start(EPID_SM_RENDER_CAMERAS));
camWorldPos.set(0,0,0);
if (ActiveCamera)
{
ActiveCamera->render();
camWorldPos = ActiveCamera->getAbsolutePosition();
}
IRR_PROFILE(getProfiler().stop(EPID_SM_RENDER_CAMERAS));
// let all nodes register themselves
OnRegisterSceneNode();
if (LightManager)
LightManager->OnPreRender(LightList);
//render camera scenes
{
IRR_PROFILE(CProfileScope psCam(EPID_SM_RENDER_CAMERAS);)
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<CameraList.size(); ++i)
CameraList[i]->render();
CameraList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
//render lights scenes
{
IRR_PROFILE(CProfileScope psLights(EPID_SM_RENDER_LIGHTS);)
CurrentRenderPass = ESNRP_LIGHT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
}
else
{
// Sort the lights by distance from the camera
core::vector3df camWorldPos(0, 0, 0);
if (ActiveCamera)
camWorldPos = ActiveCamera->getAbsolutePosition();
core::array<DistanceNodeEntry> SortedLights;
SortedLights.set_used(LightList.size());
for (s32 light = (s32)LightList.size() - 1; light >= 0; --light)
SortedLights[light].setNodeAndDistanceFromPosition(LightList[light], camWorldPos);
SortedLights.set_sorted(false);
SortedLights.sort();
for(s32 light = (s32)LightList.size() - 1; light >= 0; --light)
LightList[light] = SortedLights[light].Node;
}
Driver->deleteAllDynamicLights();
Driver->setAmbientLight(AmbientLight);
u32 maxLights = LightList.size();
if (!LightManager)
maxLights = core::min_ ( Driver->getMaximalDynamicLightAmount(), maxLights);
for (i=0; i< maxLights; ++i)
LightList[i]->render();
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render skyboxes
{
IRR_PROFILE(CProfileScope psSkyBox(EPID_SM_RENDER_SKYBOXES);)
CurrentRenderPass = ESNRP_SKY_BOX;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<SkyBoxList.size(); ++i)
{
ISceneNode* node = SkyBoxList[i];
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<SkyBoxList.size(); ++i)
SkyBoxList[i]->render();
}
SkyBoxList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render default objects
{
IRR_PROFILE(CProfileScope psDefault(EPID_SM_RENDER_DEFAULT);)
CurrentRenderPass = ESNRP_SOLID;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
SolidNodeList.sort(); // sort by textures
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<SolidNodeList.size(); ++i)
{
ISceneNode* node = SolidNodeList[i].Node;
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<SolidNodeList.size(); ++i)
SolidNodeList[i].Node->render();
}
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_solid", (s32) SolidNodeList.size() );
#endif
SolidNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render shadows
{
IRR_PROFILE(CProfileScope psShadow(EPID_SM_RENDER_SHADOWS);)
CurrentRenderPass = ESNRP_SHADOW;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<ShadowNodeList.size(); ++i)
{
ISceneNode* node = ShadowNodeList[i];
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<ShadowNodeList.size(); ++i)
ShadowNodeList[i]->render();
}
if (!ShadowNodeList.empty())
Driver->drawStencilShadow(true,ShadowColor, ShadowColor,
ShadowColor, ShadowColor);
ShadowNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render transparent objects.
{
IRR_PROFILE(CProfileScope psTrans(EPID_SM_RENDER_TRANSPARENT);)
CurrentRenderPass = ESNRP_TRANSPARENT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if ( TransparentNodeSorting != ETNS_NONE )
TransparentNodeList.sort(); // sort by distance from camera
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<TransparentNodeList.size(); ++i)
{
ISceneNode* node = TransparentNodeList[i].Node;
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<TransparentNodeList.size(); ++i)
TransparentNodeList[i].Node->render();
}
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute ( "drawn_transparent", (s32) TransparentNodeList.size() );
#endif
TransparentNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render transparent effect objects.
{
IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_EFFECT);)
CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if ( TransparentNodeSorting != ETNS_NONE )
TransparentEffectNodeList.sort(); // sort by distance from camera
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<TransparentEffectNodeList.size(); ++i)
{
ISceneNode* node = TransparentEffectNodeList[i].Node;
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<TransparentEffectNodeList.size(); ++i)
TransparentEffectNodeList[i].Node->render();
}
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_transparent_effect", (s32) TransparentEffectNodeList.size());
#endif
TransparentEffectNodeList.set_used(0);
}
// render custom gui nodes
{
IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_GUI_NODES);)
CurrentRenderPass = ESNRP_GUI;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<GuiNodeList.size(); ++i)
{
ISceneNode* node = GuiNodeList[i];
LightManager->OnNodePreRender(node);
node->render();
LightManager->OnNodePostRender(node);
}
}
else
{
for (i=0; i<GuiNodeList.size(); ++i)
GuiNodeList[i]->render();
}
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_gui_nodes", (s32) GuiNodeList.size());
#endif
GuiNodeList.set_used(0);
}
if (LightManager)
LightManager->OnPostRender();
LightList.set_used(0);
clearDeletionList();
CurrentRenderPass = ESNRP_NONE;
}
void CSceneManager::setLightManager(ILightManager* lightManager)
{
if (lightManager)
lightManager->grab();
if (LightManager)
LightManager->drop();
LightManager = lightManager;
}
//! Sets the color of stencil buffers shadows drawn by the scene manager.
void CSceneManager::setShadowColor(video::SColor color)
{
ShadowColor = color;
}
//! Returns the current color of shadows.
video::SColor CSceneManager::getShadowColor() const
{
return ShadowColor;
}
IShadowVolumeSceneNode* CSceneManager::createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity)
{
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
return new CShadowVolumeSceneNode(shadowMesh, parent, this, id, zfailmethod, infinity);
#else
return 0;
#endif
}
//! creates a rotation animator, which rotates the attached scene node around itself.
ISceneNodeAnimator* CSceneManager::createRotationAnimator(const core::vector3df& rotationPerSecond)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorRotation(os::Timer::getTime(),
rotationPerSecond);
return anim;
}
//! creates a fly circle animator, which lets the attached scene node fly around a center.
ISceneNodeAnimator* CSceneManager::createFlyCircleAnimator(
const core::vector3df& center, f32 radius, f32 speed,
const core::vector3df& direction,
f32 startPosition,
f32 radiusEllipsoid)
{
const f32 orbitDurationMs = (core::DEGTORAD * 360.f) / speed;
const u32 effectiveTime = os::Timer::getTime() + (u32)(orbitDurationMs * startPosition);
ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle(
effectiveTime, center,
radius, speed, direction,radiusEllipsoid);
return anim;
}
//! Creates a fly straight animator, which lets the attached scene node
//! fly or move along a line between two points.
ISceneNodeAnimator* CSceneManager::createFlyStraightAnimator(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay, bool loop,bool pingpong)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyStraight(startPoint,
endPoint, timeForWay, loop, os::Timer::getTime(), pingpong);
return anim;
}
//! Creates a texture animator, which switches the textures of the target scene
//! node based on a list of textures.
ISceneNodeAnimator* CSceneManager::createTextureAnimator(const core::array<video::ITexture*>& textures,
s32 timePerFrame, bool loop)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorTexture(textures,
timePerFrame, loop, os::Timer::getTime());
return anim;
}
//! Creates a scene node animator, which deletes the scene node after
//! some time automatically.
ISceneNodeAnimator* CSceneManager::createDeleteAnimator(u32 when)
{
return new CSceneNodeAnimatorDelete(this, os::Timer::getTime() + when);
}
//! Creates a special scene node animator for doing automatic collision detection
//! and response.
ISceneNodeAnimatorCollisionResponse* CSceneManager::createCollisionResponseAnimator(
ITriangleSelector* world, ISceneNode* sceneNode, const core::vector3df& ellipsoidRadius,
const core::vector3df& gravityPerSecond,
const core::vector3df& ellipsoidTranslation, f32 slidingValue)
{
ISceneNodeAnimatorCollisionResponse* anim = new
CSceneNodeAnimatorCollisionResponse(this, world, sceneNode,
ellipsoidRadius, gravityPerSecond,
ellipsoidTranslation, slidingValue);
return anim;
}
//! Creates a follow spline animator.
ISceneNodeAnimator* CSceneManager::createFollowSplineAnimator(s32 startTime,
const core::array< core::vector3df >& points,
f32 speed, f32 tightness, bool loop, bool pingpong, bool steer)
{
ISceneNodeAnimator* a = new CSceneNodeAnimatorFollowSpline(startTime, points,
speed, tightness, loop, pingpong, steer);
return a;
}
//! Adds an external mesh loader.
void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
{
if (!externalLoader)
return;
externalLoader->grab();
MeshLoaderList.push_back(externalLoader);
}
//! Returns the number of mesh loaders supported by Irrlicht at this time
u32 CSceneManager::getMeshLoaderCount() const
{
return MeshLoaderList.size();
}
//! Retrieve the given mesh loader
IMeshLoader* CSceneManager::getMeshLoader(u32 index) const
{
if (index < MeshLoaderList.size())
return MeshLoaderList[index];
else
return 0;
}
//! Adds an external scene loader.
void CSceneManager::addExternalSceneLoader(ISceneLoader* externalLoader)
{
if (!externalLoader)
return;
externalLoader->grab();
SceneLoaderList.push_back(externalLoader);
}
//! Returns the number of scene loaders
u32 CSceneManager::getSceneLoaderCount() const
{
return SceneLoaderList.size();
}
//! Retrieve the given scene loader
ISceneLoader* CSceneManager::getSceneLoader(u32 index) const
{
if (index < SceneLoaderList.size())
return SceneLoaderList[index];
else
return 0;
}
//! Returns a pointer to the scene collision manager.
ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
{
return CollisionManager;
}
//! Returns a pointer to the mesh manipulator.
IMeshManipulator* CSceneManager::getMeshManipulator()
{
return Driver->getMeshManipulator();
}
//! Creates a simple ITriangleSelector, based on a mesh.
ITriangleSelector* CSceneManager::createTriangleSelector(IMesh* mesh, ISceneNode* node, bool separateMeshbuffers)
{
if (!mesh)
return 0;
return new CTriangleSelector(mesh, node, separateMeshbuffers);
}
ITriangleSelector* CSceneManager::createTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node)
{
if ( !meshBuffer)
return 0;
return new CTriangleSelector(meshBuffer, materialIndex, node);
}
//! Creates a ITriangleSelector, based on a the mesh owned by an animated scene node
ITriangleSelector* CSceneManager::createTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers)
{
if (!node || !node->getMesh())
return 0;
return new CTriangleSelector(node, separateMeshbuffers);
}
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
ITriangleSelector* CSceneManager::createTriangleSelectorFromBoundingBox(ISceneNode* node)
{
if (!node)
return 0;
return new CTriangleBBSelector(node);
}
//! Creates a simple ITriangleSelector, based on a mesh.
ITriangleSelector* CSceneManager::createOctreeTriangleSelector(IMesh* mesh,
ISceneNode* node, s32 minimalPolysPerNode)
{
if (!mesh)
return 0;
return new COctreeTriangleSelector(mesh, node, minimalPolysPerNode);
}
ITriangleSelector* CSceneManager::createOctreeTriangleSelector(IMeshBuffer* meshBuffer, irr::u32 materialIndex,
ISceneNode* node, s32 minimalPolysPerNode)
{
if ( !meshBuffer)
return 0;
return new COctreeTriangleSelector(meshBuffer, materialIndex, node, minimalPolysPerNode);
}
//! Creates a meta triangle selector.
IMetaTriangleSelector* CSceneManager::createMetaTriangleSelector()
{
return new CMetaTriangleSelector();
}
//! Creates a triangle selector which can select triangles from a terrain scene node
ITriangleSelector* CSceneManager::createTerrainTriangleSelector(
ITerrainSceneNode* node, s32 LOD)
{
#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
return new CTerrainTriangleSelector(node, LOD);
#else
return 0;
#endif
}
//! Adds a scene node to the deletion queue.
void CSceneManager::addToDeletionQueue(ISceneNode* node)
{
if (!node)
return;
node->grab();
DeletionList.push_back(node);
}
//! clears the deletion list
void CSceneManager::clearDeletionList()
{
if (DeletionList.empty())
return;
for (u32 i=0; i<DeletionList.size(); ++i)
{
DeletionList[i]->remove();
DeletionList[i]->drop();
}
DeletionList.clear();
}
//! Returns the first scene node with the specified name.
ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (!strcmp(start->getName(),name))
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromName(name, *it);
if (node)
return node;
}
return 0;
}
//! Returns the first scene node with the specified id.
ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getID() == id)
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromId(id, *it);
if (node)
return node;
}
return 0;
}
//! Returns the first scene node with the specified type.
ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getType() == type || ESNT_ANY == type)
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromType(type, *it);
if (node)
return node;
}
return 0;
}
//! returns scene nodes by type.
void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getType() == type || ESNT_ANY == type)
outNodes.push_back(start);
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
getSceneNodesFromType(type, outNodes, *it);
}
}
//! Posts an input event to the environment. Usually you do not have to
//! use this method, it is used by the internal engine.
bool CSceneManager::postEventFromUser(const SEvent& event)
{
bool ret = false;
ICameraSceneNode* cam = getActiveCamera();
if (cam)
ret = cam->OnEvent(event);
return ret;
}
//! Removes all children of this scene node
void CSceneManager::removeAll()
{
ISceneNode::removeAll();
setActiveCamera(0);
// Make sure the driver is reset, might need a more complex method at some point
if (Driver)
Driver->setMaterial(video::SMaterial());
}
//! Clears the whole scene. All scene nodes are removed.
void CSceneManager::clear()
{
removeAll();
}
//! Returns interface to the parameters set in this scene.
io::IAttributes* CSceneManager::getParameters()
{
return Parameters;
}
//! Returns current render pass.
E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
{
return CurrentRenderPass;
}
// Not sorting this later
static f32 transparentSortingNone(const ISceneNode* node, const core::vector3df& camera)
{
return 0.f;
}
// Distance from node origin to camera
static f32 transparentSortingByOrigin(const ISceneNode* node, const core::vector3df& camera)
{
return node->getAbsolutePosition().getDistanceFromSQ(camera);
}
// Distance from node center to camera
static f32 transparentSortingByCenter(const ISceneNode* node, const core::vector3df& camera)
{
core::vector3df center = node->getBoundingBox().getCenter();
const core::matrix4& absMat = node->getAbsoluteTransformation();
absMat.rotateVect(center);
return (absMat.getTranslation()+center).getDistanceFromSQ(camera);
}
/*
const core::aabbox3d<f32> box = Node->getTransformedBoundingBox();
Distance = core::min_(camera.getDistanceFromSQ(box.MinEdge), camera.getDistanceFromSQ(box.MaxEdge));
*/
static f32 transparentSortingBBoxExtents(const ISceneNode* node, const core::vector3df& camera)
{
const core::aabbox3d<f32>& box = node->getBoundingBox();
const f32* m = node->getAbsoluteTransformation().pointer();
f32 p[4];
p[0] = camera.X - (box.MinEdge.X * m[0] + box.MinEdge.Y * m[4] + box.MinEdge.Z * m[8] + m[12]);
p[1] = camera.Y - (box.MinEdge.X * m[1] + box.MinEdge.Y * m[5] + box.MinEdge.Z * m[9] + m[13]);
p[2] = camera.Z - (box.MinEdge.X * m[2] + box.MinEdge.Y * m[6] + box.MinEdge.Z * m[10] + m[14]);
f32 l0 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
p[0] = camera.X - (box.MaxEdge.X * m[0] + box.MaxEdge.Y * m[4] + box.MaxEdge.Z * m[8] + m[12]);
p[1] = camera.Y - (box.MaxEdge.X * m[1] + box.MaxEdge.Y * m[5] + box.MaxEdge.Z * m[9] + m[13]);
p[2] = camera.Z - (box.MaxEdge.X * m[2] + box.MaxEdge.Y * m[6] + box.MaxEdge.Z * m[10] + m[14]);
f32 l1 = (p[0] * p[0]) + (p[1] * p[1]) + (p[2] * p[2]);
return core::min_(l0, l1);
}
void CSceneManager::setTransparentNodeSorting(E_TRANSPARENT_NODE_SORTING sorting)
{
TransparentNodeSorting = sorting;
switch ( TransparentNodeSorting )
{
case ETNS_NONE:
funcTransparentNodeDistance = transparentSortingNone;
break;
case ETNS_ORIGIN:
funcTransparentNodeDistance = transparentSortingByOrigin;
break;
case ETNS_CENTER:
funcTransparentNodeDistance = transparentSortingByCenter;
break;
case ETNS_BBOX_EXTENTS:
funcTransparentNodeDistance = transparentSortingBBoxExtents;
break;
default:
break;
}
}
//! Returns an interface to the mesh cache which is shared between all existing scene managers.
IMeshCache* CSceneManager::getMeshCache()
{
return MeshCache;
}
//! Creates a new scene manager.
ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
{
CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache, GUIEnvironment);
if (cloneContent)
manager->cloneMembers(this, manager);
return manager;
}
//! Returns the default scene node factory which can create all built in scene nodes
ISceneNodeFactory* CSceneManager::getDefaultSceneNodeFactory()
{
return getSceneNodeFactory(0);
}
//! Adds a scene node factory to the scene manager.
void CSceneManager::registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
SceneNodeFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node factories.
u32 CSceneManager::getRegisteredSceneNodeFactoryCount() const
{
return SceneNodeFactoryList.size();
}
//! Returns a scene node factory by index
ISceneNodeFactory* CSceneManager::getSceneNodeFactory(u32 index)
{
if (index < SceneNodeFactoryList.size())
return SceneNodeFactoryList[index];
return 0;
}
//! Returns the default scene node animator factory which can create all built-in scene node animators
ISceneNodeAnimatorFactory* CSceneManager::getDefaultSceneNodeAnimatorFactory()
{
return getSceneNodeAnimatorFactory(0);
}
//! Adds a scene node animator factory to the scene manager.
void CSceneManager::registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
SceneNodeAnimatorFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node animator factories.
u32 CSceneManager::getRegisteredSceneNodeAnimatorFactoryCount() const
{
return SceneNodeAnimatorFactoryList.size();
}
//! Returns a scene node animator factory by index
ISceneNodeAnimatorFactory* CSceneManager::getSceneNodeAnimatorFactory(u32 index)
{
if (index < SceneNodeAnimatorFactoryList.size())
return SceneNodeAnimatorFactoryList[index];
return 0;
}
//! Saves the current scene into a file.
//! \param filename: Name of the file .
bool CSceneManager::saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node)
{
bool ret = false;
io::IWriteFile* file = FileSystem->createAndWriteFile(filename);
if (file)
{
ret = saveScene(file, userDataSerializer, node);
file->drop();
}
else
os::Printer::log("Unable to open file", filename, ELL_ERROR);
return ret;
}
//! Saves the current scene into a file.
bool CSceneManager::saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node)
{
if (!file)
{
return false;
}
bool result=false;
io::IXMLWriter* writer = FileSystem->createXMLWriter(file);
if (!writer)
{
os::Printer::log("Unable to create XML writer", file->getFileName(), ELL_ERROR);
}
else
{
result = saveScene(writer, FileSystem->getFileDir(FileSystem->getAbsolutePath(file->getFileName())), userDataSerializer, node);
writer->drop();
}
return result;
}
//! Saves the current scene into a file.
bool CSceneManager::saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node)
{
if (!writer)
return false;
if (!node)
node=this;
char* oldLocale = setlocale(LC_NUMERIC, NULL);
setlocale(LC_NUMERIC, "C"); // float number should to be saved with dots in this format independent of current locale settings.
writer->writeXMLHeader();
writeSceneNode(writer, node, userDataSerializer, currentPath.c_str(), true);
setlocale(LC_NUMERIC, oldLocale);
return true;
}
//! Loads a scene.
bool CSceneManager::loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer, ISceneNode* rootNode)
{
io::IReadFile* file = FileSystem->createAndOpenFile(filename);
if (!file)
{
os::Printer::log("Unable to open scene file", filename.c_str(), ELL_ERROR);
return false;
}
const bool ret = loadScene(file, userDataSerializer, rootNode);
file->drop();
return ret;
}
//! Loads a scene. Note that the current scene is not cleared before.
bool CSceneManager::loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer, ISceneNode* rootNode)
{
if (!file)
{
os::Printer::log("Unable to open scene file", ELL_ERROR);
return false;
}
bool ret = false;
// try scene loaders in reverse order
s32 i = SceneLoaderList.size()-1;
for (; i >= 0 && !ret; --i)
if (SceneLoaderList[i]->isALoadableFileFormat(file))
ret = SceneLoaderList[i]->loadScene(file, userDataSerializer, rootNode);
if (!ret)
os::Printer::log("Could not load scene file, perhaps the format is unsupported", file->getFileName().c_str(), ELL_ERROR);
return ret;
}
//! writes a scene node
void CSceneManager::writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer,
const fschar_t* currentPath, bool init)
{
if (!writer || !node || node->isDebugObject())
return;
const wchar_t* name;
ISceneNode* tmpNode=node;
if (init)
{
name = IRR_XML_FORMAT_SCENE.c_str();
writer->writeElement(name, false);
node=this;
}
else
{
name = IRR_XML_FORMAT_NODE.c_str();
writer->writeElement(name, false, IRR_XML_FORMAT_NODE_ATTR_TYPE.c_str(),
core::stringw(getSceneNodeTypeName(node->getType())).c_str());
}
writer->writeLineBreak();
// write properties
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
io::SAttributeReadWriteOptions options;
if (currentPath)
{
options.Filename=currentPath;
options.Flags|=io::EARWF_USE_RELATIVE_PATHS;
}
node->serializeAttributes(attr, &options);
if (attr->getAttributeCount() != 0)
{
attr->write(writer);
writer->writeLineBreak();
}
// write materials
if (node->getMaterialCount() && Driver)
{
const wchar_t* materialElement = L"materials";
writer->writeElement(materialElement);
writer->writeLineBreak();
for (u32 i=0; i < node->getMaterialCount(); ++i)
{
io::IAttributes* tmp_attr =
Driver->createAttributesFromMaterial(node->getMaterial(i), &options);
tmp_attr->write(writer);
tmp_attr->drop();
}
writer->writeClosingTag(materialElement);
writer->writeLineBreak();
}
// write animators
if (!node->getAnimators().empty())
{
const wchar_t* animatorElement = L"animators";
writer->writeElement(animatorElement);
writer->writeLineBreak();
ISceneNodeAnimatorList::ConstIterator it = node->getAnimators().begin();
for (; it != node->getAnimators().end(); ++it)
{
attr->clear();
attr->addString("Type", getAnimatorTypeName((*it)->getType()));
(*it)->serializeAttributes(attr);
attr->write(writer);
}
writer->writeClosingTag(animatorElement);
writer->writeLineBreak();
}
// write possible user data
if (userDataSerializer)
{
io::IAttributes* userData = userDataSerializer->createUserData(node);
if (userData)
{
const wchar_t* userDataElement = L"userData";
writer->writeLineBreak();
writer->writeElement(userDataElement);
writer->writeLineBreak();
userData->write(writer);
writer->writeClosingTag(userDataElement);
writer->writeLineBreak();
writer->writeLineBreak();
userData->drop();
}
}
// reset to actual root node
if (init)
node=tmpNode;
// write children once root node is written
// if parent is not scene manager, we need to write out node first
if (init && (node != this))
{
writeSceneNode(writer, node, userDataSerializer, currentPath);
}
else
{
ISceneNodeList::ConstIterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); ++it)
writeSceneNode(writer, (*it), userDataSerializer, currentPath);
}
attr->drop();
writer->writeClosingTag(name);
writer->writeLineBreak();
writer->writeLineBreak();
}
//! Returns a typename from a scene node type or null if not found
const c8* CSceneManager::getSceneNodeTypeName(ESCENE_NODE_TYPE type)
{
const char* name = 0;
for (s32 i=(s32)SceneNodeFactoryList.size()-1; !name && i>=0; --i)
name = SceneNodeFactoryList[i]->getCreateableSceneNodeTypeName(type);
return name;
}
//! Adds a scene node to the scene by name
ISceneNode* CSceneManager::addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent)
{
ISceneNode* node = 0;
for (s32 i=(s32)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
node = SceneNodeFactoryList[i]->addSceneNode(sceneNodeTypeName, parent);
return node;
}
ISceneNodeAnimator* CSceneManager::createSceneNodeAnimator(const char* typeName, ISceneNode* target)
{
ISceneNodeAnimator *animator = 0;
for (s32 i=(s32)SceneNodeAnimatorFactoryList.size()-1; i>=0 && !animator; --i)
animator = SceneNodeAnimatorFactoryList[i]->createSceneNodeAnimator(typeName, target);
return animator;
}
//! Returns a typename from a scene node animator type or null if not found
const c8* CSceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type)
{
const char* name = 0;
for (s32 i=SceneNodeAnimatorFactoryList.size()-1; !name && i >= 0; --i)
name = SceneNodeAnimatorFactoryList[i]->getCreateableSceneNodeAnimatorTypeName(type);
return name;
}
//! Writes attributes of the scene node.
void CSceneManager::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addString ("Name", Name.c_str());
out->addInt ("Id", ID );
out->addColorf ("AmbientLight", AmbientLight);
// fog attributes from video driver
video::SColor color;
video::E_FOG_TYPE fogType;
f32 start, end, density;
bool pixelFog, rangeFog;
Driver->getFog(color, fogType, start, end, density, pixelFog, rangeFog);
out->addEnum("FogType", fogType, video::FogTypeNames);
out->addColorf("FogColor", color);
out->addFloat("FogStart", start);
out->addFloat("FogEnd", end);
out->addFloat("FogDensity", density);
out->addBool("FogPixel", pixelFog);
out->addBool("FogRange", rangeFog);
}
//! Reads attributes of the scene node.
void CSceneManager::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Name = in->getAttributeAsString("Name");
ID = in->getAttributeAsInt("Id");
AmbientLight = in->getAttributeAsColorf("AmbientLight");
// fog attributes
video::SColor color;
video::E_FOG_TYPE fogType;
f32 start, end, density;
bool pixelFog, rangeFog;
if (in->existsAttribute("FogType"))
{
fogType = (video::E_FOG_TYPE) in->getAttributeAsEnumeration("FogType", video::FogTypeNames);
color = in->getAttributeAsColorf("FogColor").toSColor();
start = in->getAttributeAsFloat("FogStart");
end = in->getAttributeAsFloat("FogEnd");
density = in->getAttributeAsFloat("FogDensity");
pixelFog = in->getAttributeAsBool("FogPixel");
rangeFog = in->getAttributeAsBool("FogRange");
Driver->setFog(color, fogType, start, end, density, pixelFog, rangeFog);
}
RelativeTranslation.set(0,0,0);
RelativeRotation.set(0,0,0);
RelativeScale.set(1,1,1);
IsVisible = true;
AutomaticCullingState = scene::EAC_BOX;
DebugDataVisible = scene::EDS_OFF;
IsDebugObject = false;
updateAbsolutePosition();
}
//! Sets ambient color of the scene
void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
{
AmbientLight = ambientColor;
}
//! Returns ambient color of the scene
const video::SColorf& CSceneManager::getAmbientLight() const
{
return AmbientLight;
}
//! Get a skinned mesh, which is not available as header-only code
ISkinnedMesh* CSceneManager::createSkinnedMesh()
{
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return new CSkinnedMesh();
#else
return 0;
#endif
}
//! Returns a mesh writer implementation if available
IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
{
switch(type)
{
case EMWT_IRR_MESH:
#ifdef _IRR_COMPILE_WITH_IRR_WRITER_
return new CIrrMeshWriter(Driver, FileSystem);
#else
return 0;
#endif
case EMWT_COLLADA:
#ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_
return new CColladaMeshWriter(this, Driver, FileSystem);
#else
return 0;
#endif
case EMWT_STL:
#ifdef _IRR_COMPILE_WITH_STL_WRITER_
return new CSTLMeshWriter(this);
#else
return 0;
#endif
case EMWT_OBJ:
#ifdef _IRR_COMPILE_WITH_OBJ_WRITER_
return new COBJMeshWriter(this, FileSystem);
#else
return 0;
#endif
case EMWT_PLY:
#ifdef _IRR_COMPILE_WITH_PLY_WRITER_
return new CPLYMeshWriter();
#else
return 0;
#endif
case EMWT_B3D:
#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
return new CB3DMeshWriter();
#else
return 0;
#endif
}
return 0;
}
// creates a scenemanager
ISceneManager* createSceneManager(video::IVideoDriver* driver,
io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,
gui::IGUIEnvironment *guiEnvironment)
{
return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
}
} // end namespace scene
} // end namespace irr