mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-03 00:40:41 +01:00
a67b616fc9
UI and scenenodes are often connected. And while it was possible to work around this already by using custom draw functions or deriving from gui and scene-nodes at the same time, it did already lead a few times to uglier code for me. So I guess adding one more pass to the engine has it's uses. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6107 dfc29bdd-3216-0410-991c-e03cc46cb475
2706 lines
71 KiB
C++
2706 lines
71 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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#include "IrrCompileConfig.h"
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#include "CSceneManager.h"
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "SAnimatedMesh.h"
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#include "CMeshCache.h"
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#include "IXMLWriter.h"
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#include "ISceneUserDataSerializer.h"
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#include "IGUIEnvironment.h"
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#include "IMaterialRenderer.h"
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#include "IReadFile.h"
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#include "IWriteFile.h"
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#include "ISceneLoader.h"
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#include "EProfileIDs.h"
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#include "IProfiler.h"
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#include "os.h"
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// We need this include for the case of skinned mesh support without
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// any such loader
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#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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#include "CSkinnedMesh.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_
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#include "CIrrMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
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#include "CBSPMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
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#include "CMD2MeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_HALFLIFE_LOADER_
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#include "CAnimatedMeshHalfLife.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
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#include "CMS3DMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_3DS_LOADER_
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#include "C3DSMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_X_LOADER_
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#include "CXMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
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#include "COCTLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_CSM_LOADER_
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#include "CCSMLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_LMTS_LOADER_
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#include "CLMTSMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_MY3D_LOADER_
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#include "CMY3DMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_
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#include "CColladaFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_DMF_LOADER_
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#include "CDMFLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_OGRE_LOADER_
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#include "COgreMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
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#include "COBJMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_MD3_LOADER_
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#include "CMD3MeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
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#include "CB3DMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_LWO_LOADER_
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#include "CLWOMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_STL_LOADER_
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#include "CSTLMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_PLY_LOADER_
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#include "CPLYMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
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#include "CSMFMeshFileLoader.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
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#include "CSceneLoaderIrr.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_
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#include "CColladaMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_IRR_WRITER_
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#include "CIrrMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_STL_WRITER_
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#include "CSTLMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_OBJ_WRITER_
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#include "COBJMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_PLY_WRITER_
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#include "CPLYMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
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#include "CB3DMeshWriter.h"
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#endif
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#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
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#include "CCubeSceneNode.h"
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#endif // _IRR_COMPILE_WITH_CUBE_SCENENODE_
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#ifdef _IRR_COMPILE_WITH_SPHERE_SCENENODE_
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#include "CSphereSceneNode.h"
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#endif
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#include "CAnimatedMeshSceneNode.h"
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#ifdef _IRR_COMPILE_WITH_OCTREE_SCENENODE_
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#include "COctreeSceneNode.h"
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#endif // #ifdef _IRR_COMPILE_WITH_OCTREE_SCENENODE_
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#include "CCameraSceneNode.h"
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#include "CLightSceneNode.h"
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#ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#include "CBillboardSceneNode.h"
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#endif // _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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#include "CMeshSceneNode.h"
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#include "CSkyBoxSceneNode.h"
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#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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#include "CSkyDomeSceneNode.h"
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#endif // _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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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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#ifdef _IRR_COMPILE_WITH_PARTICLES_
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#include "CParticleSystemSceneNode.h"
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#endif // _IRR_COMPILE_WITH_PARTICLES_
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#include "CDummyTransformationSceneNode.h"
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#ifdef _IRR_COMPILE_WITH_WATER_SURFACE_SCENENODE_
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#include "CWaterSurfaceSceneNode.h"
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#endif // _IRR_COMPILE_WITH_WATER_SURFACE_SCENENODE_
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#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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#include "CTerrainSceneNode.h"
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#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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#include "CEmptySceneNode.h"
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#include "CTextSceneNode.h"
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#include "CQuake3ShaderSceneNode.h"
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#include "CVolumeLightSceneNode.h"
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#include "CDefaultSceneNodeFactory.h"
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#include "CSceneCollisionManager.h"
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#include "CTriangleSelector.h"
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#include "COctreeTriangleSelector.h"
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#include "CTriangleBBSelector.h"
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#include "CMetaTriangleSelector.h"
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#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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#include "CTerrainTriangleSelector.h"
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#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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#include "CSceneNodeAnimatorRotation.h"
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#include "CSceneNodeAnimatorFlyCircle.h"
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#include "CSceneNodeAnimatorFlyStraight.h"
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#include "CSceneNodeAnimatorTexture.h"
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#include "CSceneNodeAnimatorCollisionResponse.h"
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#include "CSceneNodeAnimatorDelete.h"
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#include "CSceneNodeAnimatorFollowSpline.h"
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#include "CSceneNodeAnimatorCameraFPS.h"
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#include "CSceneNodeAnimatorCameraMaya.h"
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#include "CDefaultSceneNodeAnimatorFactory.h"
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#include "CGeometryCreator.h"
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#include <locale.h>
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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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CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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gui::ICursorControl* cursorControl, IMeshCache* cache,
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gui::IGUIEnvironment* gui)
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: ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
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CursorControl(cursorControl), CollisionManager(0),
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ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
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MeshCache(cache), CurrentRenderPass(ESNRP_NONE), LightManager(0),
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IRR_XML_FORMAT_SCENE(L"irr_scene"), IRR_XML_FORMAT_NODE(L"node"), IRR_XML_FORMAT_NODE_ATTR_TYPE(L"type")
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{
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#ifdef _DEBUG
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ISceneManager::setDebugName("CSceneManager ISceneManager");
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ISceneNode::setDebugName("CSceneManager ISceneNode");
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#endif
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// root node's scene manager
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SceneManager = this;
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if (Driver)
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Driver->grab();
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if (FileSystem)
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FileSystem->grab();
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if (CursorControl)
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CursorControl->grab();
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if (GUIEnvironment)
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GUIEnvironment->grab();
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// create mesh cache if not there already
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if (!MeshCache)
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MeshCache = new CMeshCache();
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else
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MeshCache->grab();
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// set scene parameters
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Parameters = new io::CAttributes();
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Parameters->setAttribute(DEBUG_NORMAL_LENGTH, 1.f);
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Parameters->setAttribute(DEBUG_NORMAL_COLOR, video::SColor(255, 34, 221, 221));
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// create collision manager
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CollisionManager = new CSceneCollisionManager(this, Driver);
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// create geometry creator
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GeometryCreator = new CGeometryCreator();
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// add file format loaders. add the least commonly used ones first,
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// as these are checked last
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// TODO: now that we have multiple scene managers, these should be
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// shallow copies from the previous manager if there is one.
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#ifdef _IRR_COMPILE_WITH_STL_LOADER_
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MeshLoaderList.push_back(new CSTLMeshFileLoader());
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#endif
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#ifdef _IRR_COMPILE_WITH_PLY_LOADER_
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MeshLoaderList.push_back(new CPLYMeshFileLoader(this));
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#endif
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#ifdef _IRR_COMPILE_WITH_SMF_LOADER_
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MeshLoaderList.push_back(new CSMFMeshFileLoader(FileSystem, Driver));
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#endif
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#ifdef _IRR_COMPILE_WITH_OCT_LOADER_
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MeshLoaderList.push_back(new COCTLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_CSM_LOADER_
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MeshLoaderList.push_back(new CCSMLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_LMTS_LOADER_
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MeshLoaderList.push_back(new CLMTSMeshFileLoader(FileSystem, Driver, Parameters));
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#endif
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#ifdef _IRR_COMPILE_WITH_MY3D_LOADER_
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MeshLoaderList.push_back(new CMY3DMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_DMF_LOADER_
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MeshLoaderList.push_back(new CDMFLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_OGRE_LOADER_
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MeshLoaderList.push_back(new COgreMeshFileLoader(FileSystem, Driver));
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#endif
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#ifdef _IRR_COMPILE_WITH_HALFLIFE_LOADER_
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MeshLoaderList.push_back(new CHalflifeMDLMeshFileLoader( this ));
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#endif
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#ifdef _IRR_COMPILE_WITH_MD3_LOADER_
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MeshLoaderList.push_back(new CMD3MeshFileLoader( this));
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#endif
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#ifdef _IRR_COMPILE_WITH_LWO_LOADER_
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MeshLoaderList.push_back(new CLWOMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_MD2_LOADER_
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MeshLoaderList.push_back(new CMD2MeshFileLoader());
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#endif
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#ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_
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MeshLoaderList.push_back(new CIrrMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
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MeshLoaderList.push_back(new CBSPMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_
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MeshLoaderList.push_back(new CColladaFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_3DS_LOADER_
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MeshLoaderList.push_back(new C3DSMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_X_LOADER_
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MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
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MeshLoaderList.push_back(new CMS3DMeshFileLoader(Driver));
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#endif
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#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
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MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem));
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#endif
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#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
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MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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#endif
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// scene loaders
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#ifdef _IRR_COMPILE_WITH_IRR_SCENE_LOADER_
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SceneLoaderList.push_back(new CSceneLoaderIrr(this, FileSystem));
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#endif
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// factories
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ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
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registerSceneNodeFactory(factory);
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factory->drop();
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ISceneNodeAnimatorFactory* animatorFactory = new CDefaultSceneNodeAnimatorFactory(this, CursorControl);
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registerSceneNodeAnimatorFactory(animatorFactory);
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animatorFactory->drop();
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IRR_PROFILE(
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static bool initProfile = false;
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if (!initProfile )
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{
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initProfile = true;
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getProfiler().add(EPID_SM_DRAW_ALL, L"drawAll", L"Irrlicht scene");
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getProfiler().add(EPID_SM_ANIMATE, L"animate", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_CAMERAS, L"cameras", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_LIGHTS, L"lights", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_SKYBOXES, L"skyboxes", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_DEFAULT, L"defaultnodes", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_SHADOWS, L"shadows", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_TRANSPARENT, L"transp.nodes", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_EFFECT, L"effectnodes", L"Irrlicht scene");
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getProfiler().add(EPID_SM_RENDER_GUI_NODES, L"guinodes", L"Irrlicht scene");
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getProfiler().add(EPID_SM_REGISTER, L"reg.render.node", L"Irrlicht scene");
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}
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)
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}
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//! destructor
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CSceneManager::~CSceneManager()
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{
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clearDeletionList();
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//! force to remove hardwareTextures from the driver
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//! because Scenes may hold internally data bounded to sceneNodes
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//! which may be destroyed twice
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if (Driver)
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Driver->removeAllHardwareBuffers();
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if (FileSystem)
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FileSystem->drop();
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if (CursorControl)
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CursorControl->drop();
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if (CollisionManager)
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CollisionManager->drop();
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if (GeometryCreator)
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GeometryCreator->drop();
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if (GUIEnvironment)
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GUIEnvironment->drop();
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u32 i;
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for (i=0; i<MeshLoaderList.size(); ++i)
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MeshLoaderList[i]->drop();
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for (i=0; i<SceneLoaderList.size(); ++i)
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SceneLoaderList[i]->drop();
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if (ActiveCamera)
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ActiveCamera->drop();
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ActiveCamera = 0;
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if (MeshCache)
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MeshCache->drop();
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if (Parameters)
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Parameters->drop();
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for (i=0; i<SceneNodeFactoryList.size(); ++i)
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SceneNodeFactoryList[i]->drop();
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for (i=0; i<SceneNodeAnimatorFactoryList.size(); ++i)
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SceneNodeAnimatorFactoryList[i]->drop();
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if (LightManager)
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LightManager->drop();
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// remove all nodes and animators before dropping the driver
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// as render targets may be destroyed twice
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removeAll();
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removeAnimators();
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if (Driver)
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Driver->drop();
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}
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
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{
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io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
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IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
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if (msh)
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return msh;
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io::IReadFile* file = FileSystem->createAndOpenFile(filename);
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if (!file)
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{
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os::Printer::log("Could not load mesh, because file could not be opened: ", filename, ELL_ERROR);
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return 0;
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}
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msh = getUncachedMesh(file, filename, cacheName);
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file->drop();
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return msh;
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}
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
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{
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if (!file)
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return 0;
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io::path name = file->getFileName();
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IAnimatedMesh* msh = MeshCache->getMeshByName(name);
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if (msh)
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return msh;
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msh = getUncachedMesh(file, name, name);
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return msh;
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}
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// 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)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
|
|
if (!parent)
|
|
parent = this;
|
|
|
|
IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale);
|
|
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)
|
|
{
|
|
ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(),
|
|
core::vector3df(0,0,100), id, makeActive);
|
|
if (node)
|
|
{
|
|
ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl,
|
|
rotateSpeed, zoomSpeed, translationSpeed, distance);
|
|
|
|
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 tesselationCylinder, u32 tesselationCone, f32 height,
|
|
f32 cylinderHeight, f32 width0,f32 width1)
|
|
{
|
|
if (MeshCache->isMeshLoaded(name))
|
|
return MeshCache->getMeshByName(name);
|
|
|
|
IMesh* mesh = GeometryCreator->createArrowMesh( tesselationCylinder,
|
|
tesselationCone, 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(const_cast<ISceneNode*>(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, camWorldPos));
|
|
taken = 1;
|
|
}
|
|
break;
|
|
case ESNRP_TRANSPARENT_EFFECT:
|
|
if (!isCulled(node))
|
|
{
|
|
TransparentEffectNodeList.push_back(TransparentNodeEntry(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)
|
|
{
|
|
if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
|
|
{
|
|
// register as transparent node
|
|
TransparentNodeEntry e(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);
|
|
|
|
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);
|
|
|
|
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)
|
|
{
|
|
ISceneNodeAnimator* a = new CSceneNodeAnimatorFollowSpline(startTime, points,
|
|
speed, tightness, loop, pingpong);
|
|
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;
|
|
}
|
|
|
|
|
|
//! 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
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ISceneManager* createSceneManager(video::IVideoDriver* driver,
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io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,
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gui::IGUIEnvironment *guiEnvironment)
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{
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return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
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}
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} // end namespace scene
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} // end namespace irr
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