mirror of
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454 lines
12 KiB
C++
454 lines
12 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CMeshSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "ICameraSceneNode.h"
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#include "IMeshCache.h"
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#include "IAnimatedMesh.h"
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#include "IMaterialRenderer.h"
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#include "IFileSystem.h"
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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#include "CShadowVolumeSceneNode.h"
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#else
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#include "IShadowVolumeSceneNode.h"
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#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation,
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const core::vector3df& scale)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
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PassCount(0), ReadOnlyMaterials(false)
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{
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#ifdef _DEBUG
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setDebugName("CMeshSceneNode");
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#endif
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setMesh(mesh);
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}
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//! destructor
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CMeshSceneNode::~CMeshSceneNode()
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{
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if (Shadow)
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Shadow->drop();
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if (Mesh)
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Mesh->drop();
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}
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//! frame
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void CMeshSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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// because this node supports rendering of mixed mode meshes consisting of
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// transparent and solid material at the same time, we need to go through all
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// materials, check of what type they are and register this node for the right
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// render pass according to that.
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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PassCount = 0;
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int transparentCount = 0;
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int solidCount = 0;
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// count transparent and solid materials in this scene node
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if (ReadOnlyMaterials && Mesh)
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{
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// count mesh materials
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0;
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if (rnd && rnd->isTransparent())
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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}
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}
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else
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{
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// count copied materials
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for (u32 i=0; i<Materials.size(); ++i)
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{
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video::IMaterialRenderer* rnd =
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driver->getMaterialRenderer(Materials[i].MaterialType);
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if ((rnd && rnd->isTransparent()) || Materials[i].isTransparent())
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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}
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}
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// register according to material types counted
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if (solidCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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if (transparentCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! renders the node.
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void CMeshSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!Mesh || !driver)
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return;
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bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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++PassCount;
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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Box = Mesh->getBoundingBox();
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if (Shadow && PassCount==1)
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Shadow->updateShadowVolumes();
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// for debug purposes only:
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bool renderMeshes = true;
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video::SMaterial mat;
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if (DebugDataVisible && PassCount==1)
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{
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// overwrite half transparency
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if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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mat = Materials[g];
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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driver->setMaterial(mat);
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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renderMeshes = false;
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}
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}
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// render original meshes
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if (renderMeshes)
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{
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (mb)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
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bool transparent = (rnd && rnd->isTransparent());
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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}
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// for debug purposes only:
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if (DebugDataVisible && PassCount==1)
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{
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video::SMaterial m;
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m.Lighting = false;
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m.AntiAliasing=0;
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driver->setMaterial(m);
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if (DebugDataVisible & scene::EDS_BBOX)
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{
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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}
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->draw3DBox(
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Mesh->getMeshBuffer(g)->getBoundingBox(),
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video::SColor(255,190,128,128));
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}
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}
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if (DebugDataVisible & scene::EDS_NORMALS)
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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const u32 count = Mesh->getMeshBufferCount();
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for (u32 i=0; i != count; ++i)
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{
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driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
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}
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}
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// show mesh
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if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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}
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}
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}
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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bool CMeshSceneNode::removeChild(ISceneNode* child)
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{
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if (child && Shadow == child)
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{
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Shadow->drop();
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Shadow = 0;
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}
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return ISceneNode::removeChild(child);
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
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{
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return Mesh ? Mesh->getBoundingBox() : Box;
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}
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hierarchy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
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{
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if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
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{
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ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
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return ReadOnlyMaterial;
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}
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if (i >= Materials.size())
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return ISceneNode::getMaterial(i);
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return Materials[i];
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}
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//! returns amount of materials used by this scene node.
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u32 CMeshSceneNode::getMaterialCount() const
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{
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if (Mesh && ReadOnlyMaterials)
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return Mesh->getMeshBufferCount();
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return Materials.size();
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}
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//! Sets a new mesh
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void CMeshSceneNode::setMesh(IMesh* mesh)
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{
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if (mesh)
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{
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mesh->grab();
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if (Mesh)
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Mesh->drop();
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Mesh = mesh;
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copyMaterials();
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}
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}
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it.
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IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode(
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const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
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{
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
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return 0;
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if (!shadowMesh)
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shadowMesh = Mesh; // if null is given, use the mesh of node
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if (Shadow)
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Shadow->drop();
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Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
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return Shadow;
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#else
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return 0;
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#endif
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}
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void CMeshSceneNode::copyMaterials()
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{
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Materials.clear();
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if (Mesh)
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{
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video::SMaterial mat;
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (mb)
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mat = mb->getMaterial();
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Materials.push_back(mat);
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}
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}
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}
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//! Writes attributes of the scene node.
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void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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IMeshSceneNode::serializeAttributes(out, options);
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if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
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{
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const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
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SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
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options->Filename);
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out->addString("Mesh", path.c_str());
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}
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else
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out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
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out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
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}
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//! Reads attributes of the scene node.
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void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
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io::path newMeshStr = in->getAttributeAsString("Mesh");
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ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
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if (newMeshStr != "" && oldMeshStr != newMeshStr)
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{
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IMesh* newMesh = 0;
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IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
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if (newAnimatedMesh)
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newMesh = newAnimatedMesh->getMesh(0);
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if (newMesh)
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setMesh(newMesh);
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}
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// optional attribute to assign the hint to the whole mesh
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if (in->existsAttribute("HardwareMappingHint") &&
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in->existsAttribute("HardwareMappingBufferType"))
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{
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scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER;
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scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE;
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core::stringc smapping = in->getAttributeAsString("HardwareMappingHint");
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if (smapping.equals_ignore_case("static"))
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mapping = scene::EHM_STATIC;
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else if (smapping.equals_ignore_case("dynamic"))
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mapping = scene::EHM_DYNAMIC;
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else if (smapping.equals_ignore_case("stream"))
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mapping = scene::EHM_STREAM;
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core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType");
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if (sbufferType.equals_ignore_case("vertex"))
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bufferType = scene::EBT_VERTEX;
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else if (sbufferType.equals_ignore_case("index"))
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bufferType = scene::EBT_INDEX;
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else if (sbufferType.equals_ignore_case("vertexindex"))
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bufferType = scene::EBT_VERTEX_AND_INDEX;
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IMesh* mesh = getMesh();
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if (mesh)
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mesh->setHardwareMappingHint(mapping, bufferType);
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}
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IMeshSceneNode::deserializeAttributes(in, options);
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}
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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referencing this mesh to change too. */
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void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
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{
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ReadOnlyMaterials = readonly;
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}
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//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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bool CMeshSceneNode::isReadOnlyMaterials() const
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{
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return ReadOnlyMaterials;
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
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newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
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nb->cloneMembers(this, newManager);
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nb->ReadOnlyMaterials = ReadOnlyMaterials;
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nb->Materials = Materials;
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nb->Shadow = Shadow;
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if ( nb->Shadow )
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nb->Shadow->grab();
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if (newParent)
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nb->drop();
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return nb;
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}
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} // end namespace scene
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} // end namespace irr
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