// 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 "CMeshSceneNode.h" #include "IVideoDriver.h" #include "ISceneManager.h" #include "S3DVertex.h" #include "ICameraSceneNode.h" #include "IMeshCache.h" #include "IAnimatedMesh.h" #include "IMaterialRenderer.h" #include "IFileSystem.h" namespace irr { namespace scene { //! constructor CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) : IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), PassCount(0), ReadOnlyMaterials(false) { #ifdef _DEBUG setDebugName("CMeshSceneNode"); #endif setMesh(mesh); } //! destructor CMeshSceneNode::~CMeshSceneNode() { if (Mesh) Mesh->drop(); } //! frame void CMeshSceneNode::OnRegisterSceneNode() { if (IsVisible && Mesh) { // because this node supports rendering of mixed mode meshes consisting of // transparent and solid material at the same time, we need to go through all // materials, check of what type they are and register this node for the right // render pass according to that. video::IVideoDriver* driver = SceneManager->getVideoDriver(); PassCount = 0; int transparentCount = 0; int solidCount = 0; // count transparent and solid materials in this scene node const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size(); for (u32 i=0; igetMeshBuffer(i)->getMaterial() : Materials[i]; if ( driver->needsTransparentRenderPass(material) ) ++transparentCount; else ++solidCount; if (solidCount && transparentCount) break; } // register according to material types counted if (solidCount) SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); if (transparentCount) SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); ISceneNode::OnRegisterSceneNode(); } } //! renders the node. void CMeshSceneNode::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if (!Mesh || !driver) return; const bool isTransparentPass = SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; ++PassCount; driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); Box = Mesh->getBoundingBox(); // for debug purposes only: bool renderMeshes = true; video::SMaterial mat; if (DebugDataVisible && PassCount==1) { // overwrite half transparency if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) { for (u32 g=0; ggetMeshBufferCount(); ++g) { mat = Materials[g]; mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; driver->setMaterial(mat); driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); } renderMeshes = false; } } // render original meshes if (renderMeshes) { for (u32 i=0; igetMeshBufferCount(); ++i) { scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); if (mb) { const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; const bool transparent = driver->needsTransparentRenderPass(material); // only render transparent buffer if this is the transparent render pass // and solid only in solid pass if (transparent == isTransparentPass) { driver->setMaterial(material); driver->drawMeshBuffer(mb); } } } } // for debug purposes only: if (DebugDataVisible && PassCount==1) { video::SMaterial m; m.Lighting = false; m.AntiAliasing=0; driver->setMaterial(m); if (DebugDataVisible & scene::EDS_BBOX) { driver->draw3DBox(Box, video::SColor(255,255,255,255)); } if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) { for (u32 g=0; ggetMeshBufferCount(); ++g) { driver->draw3DBox( Mesh->getMeshBuffer(g)->getBoundingBox(), video::SColor(255,190,128,128)); } } if (DebugDataVisible & scene::EDS_NORMALS) { // draw normals const f32 debugNormalLength = 1.f; const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221); const u32 count = Mesh->getMeshBufferCount(); for (u32 i=0; i != count; ++i) { driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor); } } // show mesh if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) { m.Wireframe = true; driver->setMaterial(m); for (u32 g=0; ggetMeshBufferCount(); ++g) { driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); } } } } //! Removes a child from this scene node. //! Implemented here, to be able to remove the shadow properly, if there is one, //! or to remove attached childs. bool CMeshSceneNode::removeChild(ISceneNode* child) { return ISceneNode::removeChild(child); } //! returns the axis aligned bounding box of this node const core::aabbox3d& CMeshSceneNode::getBoundingBox() const { return Mesh ? Mesh->getBoundingBox() : Box; } //! returns the material based on the zero based index i. To get the amount //! of materials used by this scene node, use getMaterialCount(). //! This function is needed for inserting the node into the scene hierarchy on a //! optimal position for minimizing renderstate changes, but can also be used //! to directly modify the material of a scene node. video::SMaterial& CMeshSceneNode::getMaterial(u32 i) { if (Mesh && ReadOnlyMaterials && igetMeshBufferCount()) { ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial(); return ReadOnlyMaterial; } if (i >= Materials.size()) return ISceneNode::getMaterial(i); return Materials[i]; } //! returns amount of materials used by this scene node. u32 CMeshSceneNode::getMaterialCount() const { if (Mesh && ReadOnlyMaterials) return Mesh->getMeshBufferCount(); return Materials.size(); } //! Sets a new mesh void CMeshSceneNode::setMesh(IMesh* mesh) { if (mesh) { mesh->grab(); if (Mesh) Mesh->drop(); Mesh = mesh; copyMaterials(); } } void CMeshSceneNode::copyMaterials() { Materials.clear(); if (Mesh) { video::SMaterial mat; for (u32 i=0; igetMeshBufferCount(); ++i) { IMeshBuffer* mb = Mesh->getMeshBuffer(i); if (mb) mat = mb->getMaterial(); Materials.push_back(mat); } } } //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. /* In this way it is possible to change the materials a mesh causing all mesh scene nodes referencing this mesh to change too. */ void CMeshSceneNode::setReadOnlyMaterials(bool readonly) { ReadOnlyMaterials = readonly; } //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style bool CMeshSceneNode::isReadOnlyMaterials() const { return ReadOnlyMaterials; } //! Creates a clone of this scene node and its children. ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager) { if (!newParent) newParent = Parent; if (!newManager) newManager = SceneManager; CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent, newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale); nb->cloneMembers(this, newManager); nb->ReadOnlyMaterials = ReadOnlyMaterials; nb->Materials = Materials; if (newParent) nb->drop(); return nb; } } // end namespace scene } // end namespace irr