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309 lines
10 KiB
C++
309 lines
10 KiB
C++
// 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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#pragma once
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#include "ISceneManager.h"
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#include "ISceneNode.h"
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#include "ICursorControl.h"
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#include "irrString.h"
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#include "irrArray.h"
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#include "IMeshLoader.h"
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#include "CAttributes.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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}
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namespace scene
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{
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class IMeshCache;
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/*!
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The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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*/
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class CSceneManager : public ISceneManager, public ISceneNode
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{
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public:
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//! constructor
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CSceneManager(video::IVideoDriver* driver, gui::ICursorControl* cursorControl, IMeshCache* cache = 0);
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//! destructor
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh* getMesh(io::IReadFile* file) override;
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//! Returns an interface to the mesh cache which is shared between all existing scene managers.
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IMeshCache* getMeshCache() override;
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//! returns the video driver
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video::IVideoDriver* getVideoDriver() override;
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//! adds a scene node for rendering an animated mesh model
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virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) override;
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) override;
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//! renders the node.
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void render() override;
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& getBoundingBox() const override;
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//! registers a node for rendering it at a specific time.
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u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) override;
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//! Clear all nodes which are currently registered for rendering
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void clearAllRegisteredNodesForRendering() override;
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//! draws all scene nodes
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void drawAll() override;
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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//! \param lookat: Position where the camera will look at. Also known as target.
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//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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//! the camera will move too.
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//! \return Pointer to interface to camera
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virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& lookat = core::vector3df(0,0,100),
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s32 id=-1, bool makeActive=true) override;
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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//! lensflares and things like that.
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virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) override;
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//! Adds a dummy transformation scene node to the scene graph.
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virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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ISceneNode* parent=0, s32 id=-1) override;
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//! Adds an empty scene node.
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ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) override;
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//! Returns the root scene node. This is the scene node which is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Pointer to the root scene node.
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ISceneNode* getRootSceneNode() override;
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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ICameraSceneNode* getActiveCamera() const override;
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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void setActiveCamera(ICameraSceneNode* camera) override;
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//! Adds an external mesh loader.
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void addExternalMeshLoader(IMeshLoader* externalLoader) override;
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//! Returns the number of mesh loaders supported by Irrlicht at this time
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u32 getMeshLoaderCount() const override;
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//! Retrieve the given mesh loader
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IMeshLoader* getMeshLoader(u32 index) const override;
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//! Returns a pointer to the scene collision manager.
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ISceneCollisionManager* getSceneCollisionManager() override;
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//! Returns a pointer to the mesh manipulator.
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IMeshManipulator* getMeshManipulator() override;
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//! Adds a scene node to the deletion queue.
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void addToDeletionQueue(ISceneNode* node) override;
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//! Returns the first scene node with the specified id.
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ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) override;
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//! Returns the first scene node with the specified name.
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ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) override;
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//! Returns the first scene node with the specified type.
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ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) override;
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//! returns scene nodes by type.
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void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) override;
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//! Posts an input event to the environment. Usually you do not have to
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//! use this method, it is used by the internal engine.
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bool postEventFromUser(const SEvent& event) override;
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//! Clears the whole scene. All scene nodes are removed.
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void clear() override;
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//! Removes all children of this scene node
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void removeAll() override;
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//! Returns interface to the parameters set in this scene.
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io::IAttributes* getParameters() override;
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//! Returns current render pass.
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E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const override;
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//! Creates a new scene manager.
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ISceneManager* createNewSceneManager(bool cloneContent) override;
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//! Returns type of the scene node
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ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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//! Returns a mesh writer implementation if available
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IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) override;
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//! Get a skinned mesh, which is not available as header-only code
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ISkinnedMesh* createSkinnedMesh() override;
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//! Sets ambient color of the scene
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void setAmbientLight(const video::SColorf &ambientColor) override;
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//! Returns ambient color of the scene
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const video::SColorf& getAmbientLight() const override;
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//! Get current render time.
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E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const override { return CurrentRenderPass; }
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//! Set current render time.
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void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
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//! returns if node is culled
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bool isCulled(const ISceneNode* node) const override;
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private:
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// load and create a mesh which we know already isn't in the cache and put it in there
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IAnimatedMesh* getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename);
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//! clears the deletion list
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void clearDeletionList();
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struct DefaultNodeEntry
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{
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DefaultNodeEntry()
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{ }
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DefaultNodeEntry(ISceneNode* n) :
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Node(n), TextureValue(0)
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{
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if (n->getMaterialCount())
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TextureValue = (n->getMaterial(0).getTexture(0));
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}
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bool operator < (const DefaultNodeEntry& other) const
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{
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return (TextureValue < other.TextureValue);
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}
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ISceneNode* Node;
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private:
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void* TextureValue;
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};
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//! sort on distance (center) to camera
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struct TransparentNodeEntry
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{
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TransparentNodeEntry()
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{ }
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TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
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: Node(n)
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{
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Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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}
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bool operator < (const TransparentNodeEntry& other) const
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{
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return Distance > other.Distance;
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}
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ISceneNode* Node;
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private:
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f64 Distance;
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};
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//! sort on distance (sphere) to camera
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struct DistanceNodeEntry
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{
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DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
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: Node(n)
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{
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setNodeAndDistanceFromPosition(n, cameraPos);
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}
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bool operator < (const DistanceNodeEntry& other) const
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{
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return Distance < other.Distance;
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}
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void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
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{
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Node = n;
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Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
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Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
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}
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ISceneNode* Node;
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private:
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f64 Distance;
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};
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//! video driver
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video::IVideoDriver* Driver;
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//! cursor control
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gui::ICursorControl* CursorControl;
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//! collision manager
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ISceneCollisionManager* CollisionManager;
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//! render pass lists
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core::array<ISceneNode*> CameraList;
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core::array<ISceneNode*> SkyBoxList;
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core::array<DefaultNodeEntry> SolidNodeList;
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core::array<TransparentNodeEntry> TransparentNodeList;
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core::array<TransparentNodeEntry> TransparentEffectNodeList;
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core::array<ISceneNode*> GuiNodeList;
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core::array<IMeshLoader*> MeshLoaderList;
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core::array<ISceneNode*> DeletionList;
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//! current active camera
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ICameraSceneNode* ActiveCamera;
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core::vector3df camWorldPos; // Position of camera for transparent nodes.
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video::SColor ShadowColor;
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video::SColorf AmbientLight;
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//! String parameters
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// NOTE: Attributes are slow and should only be used for debug-info and not in release
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io::CAttributes* Parameters;
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//! Mesh cache
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IMeshCache* MeshCache;
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E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
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};
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} // end namespace video
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} // end namespace scene
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