mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 06:20:26 +01:00
2bf1d12353
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
263 lines
6.8 KiB
C++
263 lines
6.8 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#include "CMeshSceneNode.h"
|
|
#include "IVideoDriver.h"
|
|
#include "ISceneManager.h"
|
|
#include "S3DVertex.h"
|
|
#include "ICameraSceneNode.h"
|
|
#include "IMeshCache.h"
|
|
#include "IAnimatedMesh.h"
|
|
#include "IMaterialRenderer.h"
|
|
#include "IFileSystem.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
//! constructor
|
|
CMeshSceneNode::CMeshSceneNode(IMesh *mesh, ISceneNode *parent, ISceneManager *mgr, s32 id,
|
|
const core::vector3df &position, const core::vector3df &rotation,
|
|
const core::vector3df &scale) :
|
|
IMeshSceneNode(parent, mgr, id, position, rotation, scale),
|
|
Mesh(0),
|
|
PassCount(0), ReadOnlyMaterials(false)
|
|
{
|
|
#ifdef _DEBUG
|
|
setDebugName("CMeshSceneNode");
|
|
#endif
|
|
|
|
setMesh(mesh);
|
|
}
|
|
|
|
//! destructor
|
|
CMeshSceneNode::~CMeshSceneNode()
|
|
{
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
}
|
|
|
|
//! frame
|
|
void CMeshSceneNode::OnRegisterSceneNode()
|
|
{
|
|
if (IsVisible && Mesh) {
|
|
// because this node supports rendering of mixed mode meshes consisting of
|
|
// transparent and solid material at the same time, we need to go through all
|
|
// materials, check of what type they are and register this node for the right
|
|
// render pass according to that.
|
|
|
|
video::IVideoDriver *driver = SceneManager->getVideoDriver();
|
|
|
|
PassCount = 0;
|
|
int transparentCount = 0;
|
|
int solidCount = 0;
|
|
|
|
// count transparent and solid materials in this scene node
|
|
const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
|
|
for (u32 i = 0; i < numMaterials; ++i) {
|
|
const video::SMaterial &material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
|
|
|
|
if (driver->needsTransparentRenderPass(material))
|
|
++transparentCount;
|
|
else
|
|
++solidCount;
|
|
|
|
if (solidCount && transparentCount)
|
|
break;
|
|
}
|
|
|
|
// register according to material types counted
|
|
|
|
if (solidCount)
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
|
|
|
|
if (transparentCount)
|
|
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
|
|
|
|
ISceneNode::OnRegisterSceneNode();
|
|
}
|
|
}
|
|
|
|
//! renders the node.
|
|
void CMeshSceneNode::render()
|
|
{
|
|
video::IVideoDriver *driver = SceneManager->getVideoDriver();
|
|
|
|
if (!Mesh || !driver)
|
|
return;
|
|
|
|
const bool isTransparentPass =
|
|
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
|
|
|
|
++PassCount;
|
|
|
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
|
Box = Mesh->getBoundingBox();
|
|
|
|
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
|
|
scene::IMeshBuffer *mb = Mesh->getMeshBuffer(i);
|
|
if (mb) {
|
|
const video::SMaterial &material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
|
|
|
|
const bool transparent = driver->needsTransparentRenderPass(material);
|
|
|
|
// only render transparent buffer if this is the transparent render pass
|
|
// and solid only in solid pass
|
|
if (transparent == isTransparentPass) {
|
|
driver->setMaterial(material);
|
|
driver->drawMeshBuffer(mb);
|
|
}
|
|
}
|
|
}
|
|
|
|
// for debug purposes only:
|
|
if (DebugDataVisible && PassCount == 1) {
|
|
video::SMaterial m;
|
|
m.Lighting = false;
|
|
m.AntiAliasing = 0;
|
|
driver->setMaterial(m);
|
|
|
|
if (DebugDataVisible & scene::EDS_BBOX) {
|
|
driver->draw3DBox(Box, video::SColor(255, 255, 255, 255));
|
|
}
|
|
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) {
|
|
for (u32 g = 0; g < Mesh->getMeshBufferCount(); ++g) {
|
|
driver->draw3DBox(
|
|
Mesh->getMeshBuffer(g)->getBoundingBox(),
|
|
video::SColor(255, 190, 128, 128));
|
|
}
|
|
}
|
|
|
|
if (DebugDataVisible & scene::EDS_NORMALS) {
|
|
// draw normals
|
|
const f32 debugNormalLength = 1.f;
|
|
const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
|
|
const u32 count = Mesh->getMeshBufferCount();
|
|
|
|
for (u32 i = 0; i != count; ++i) {
|
|
driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
|
|
}
|
|
}
|
|
|
|
// show mesh
|
|
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) {
|
|
m.Wireframe = true;
|
|
driver->setMaterial(m);
|
|
|
|
for (u32 g = 0; g < Mesh->getMeshBufferCount(); ++g) {
|
|
driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//! Removes a child from this scene node.
|
|
//! Implemented here, to be able to remove the shadow properly, if there is one,
|
|
//! or to remove attached childs.
|
|
bool CMeshSceneNode::removeChild(ISceneNode *child)
|
|
{
|
|
return ISceneNode::removeChild(child);
|
|
}
|
|
|
|
//! returns the axis aligned bounding box of this node
|
|
const core::aabbox3d<f32> &CMeshSceneNode::getBoundingBox() const
|
|
{
|
|
return Mesh ? Mesh->getBoundingBox() : Box;
|
|
}
|
|
|
|
//! returns the material based on the zero based index i. To get the amount
|
|
//! of materials used by this scene node, use getMaterialCount().
|
|
//! This function is needed for inserting the node into the scene hierarchy on a
|
|
//! optimal position for minimizing renderstate changes, but can also be used
|
|
//! to directly modify the material of a scene node.
|
|
video::SMaterial &CMeshSceneNode::getMaterial(u32 i)
|
|
{
|
|
if (Mesh && ReadOnlyMaterials && i < Mesh->getMeshBufferCount()) {
|
|
ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
|
|
return ReadOnlyMaterial;
|
|
}
|
|
|
|
if (i >= Materials.size())
|
|
return ISceneNode::getMaterial(i);
|
|
|
|
return Materials[i];
|
|
}
|
|
|
|
//! returns amount of materials used by this scene node.
|
|
u32 CMeshSceneNode::getMaterialCount() const
|
|
{
|
|
if (Mesh && ReadOnlyMaterials)
|
|
return Mesh->getMeshBufferCount();
|
|
|
|
return Materials.size();
|
|
}
|
|
|
|
//! Sets a new mesh
|
|
void CMeshSceneNode::setMesh(IMesh *mesh)
|
|
{
|
|
if (mesh) {
|
|
mesh->grab();
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
|
|
Mesh = mesh;
|
|
copyMaterials();
|
|
}
|
|
}
|
|
|
|
void CMeshSceneNode::copyMaterials()
|
|
{
|
|
Materials.clear();
|
|
|
|
if (Mesh) {
|
|
video::SMaterial mat;
|
|
|
|
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i) {
|
|
IMeshBuffer *mb = Mesh->getMeshBuffer(i);
|
|
if (mb)
|
|
mat = mb->getMaterial();
|
|
|
|
Materials.push_back(mat);
|
|
}
|
|
}
|
|
}
|
|
|
|
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
|
|
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
|
|
referencing this mesh to change too. */
|
|
void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
|
|
{
|
|
ReadOnlyMaterials = readonly;
|
|
}
|
|
|
|
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
|
|
bool CMeshSceneNode::isReadOnlyMaterials() const
|
|
{
|
|
return ReadOnlyMaterials;
|
|
}
|
|
|
|
//! Creates a clone of this scene node and its children.
|
|
ISceneNode *CMeshSceneNode::clone(ISceneNode *newParent, ISceneManager *newManager)
|
|
{
|
|
if (!newParent)
|
|
newParent = Parent;
|
|
if (!newManager)
|
|
newManager = SceneManager;
|
|
|
|
CMeshSceneNode *nb = new CMeshSceneNode(Mesh, newParent,
|
|
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
|
|
|
|
nb->cloneMembers(this, newManager);
|
|
nb->ReadOnlyMaterials = ReadOnlyMaterials;
|
|
nb->Materials = Materials;
|
|
|
|
if (newParent)
|
|
nb->drop();
|
|
return nb;
|
|
}
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|