irrlicht/source/Irrlicht/CSceneManager.h
cutealien a67b616fc9 Add another render pass ESNRP_GUI which is drawn last and is p.E. useful for rendering gui nodes in the scenemanager.
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
2020-03-30 16:04:53 +00:00

677 lines
31 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
#ifndef __C_SCENE_MANAGER_H_INCLUDED__
#define __C_SCENE_MANAGER_H_INCLUDED__
#include "ISceneManager.h"
#include "ISceneNode.h"
#include "ICursorControl.h"
#include "irrString.h"
#include "irrArray.h"
#include "IMeshLoader.h"
#include "CAttributes.h"
#include "ILightManager.h"
namespace irr
{
namespace io
{
class IFileSystem;
}
namespace scene
{
class IMeshCache;
class IGeometryCreator;
/*!
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
*/
class CSceneManager : public ISceneManager, public ISceneNode
{
public:
//! constructor
CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
gui::IGUIEnvironment *guiEnvironment = 0);
//! destructor
virtual ~CSceneManager();
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) _IRR_OVERRIDE_;
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
virtual IAnimatedMesh* getMesh(io::IReadFile* file) _IRR_OVERRIDE_;
//! Returns an interface to the mesh cache which is shared between all existing scene managers.
virtual IMeshCache* getMeshCache() _IRR_OVERRIDE_;
//! returns the video driver
virtual video::IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
//! return the gui environment
virtual gui::IGUIEnvironment* getGUIEnvironment() _IRR_OVERRIDE_;
//! return the filesystem
virtual io::IFileSystem* getFileSystem() _IRR_OVERRIDE_;
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const u32 subdivU = 32, const u32 subdivV = 32,
const video::SColor foot = video::SColor(51, 0, 230, 180),
const video::SColor tail = video::SColor(0, 0, 0, 0),
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
//! Adds a sphere scene node to the scene.
virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
//! adds a scene node for rendering an animated mesh model
virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
//! adds a scene node for rendering a static mesh
//! the returned pointer must not be dropped.
virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
//! Adds a scene node for rendering a animated water surface mesh.
virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlength, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
//! registers a node for rendering it at a specific time.
virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) _IRR_OVERRIDE_;
//! Clear all nodes which are currently registered for rendering
virtual void clearAllRegisteredNodesForRendering() _IRR_OVERRIDE_;
//! draws all scene nodes
virtual void drawAll() _IRR_OVERRIDE_;
//! 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.
virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
//! Adss 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.
virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
//! 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 Pointer to interface to camera
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& lookat = core::vector3df(0,0,100),
s32 id=-1, bool makeActive=true) _IRR_OVERRIDE_;
//! Adds a camera scene node which is able to be controlle with the mouse similar
//! like in the 3D Software Maya by Alias Wavefront.
//! The returned pointer must not be dropped.
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
bool makeActive=true) _IRR_OVERRIDE_;
//! Adds a camera scene node which is able to be controled with the mouse and keys
//! like in most first person shooters (FPS):
virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
SKeyMap* keyMapArray=0, s32 keyMapSize=0,
bool noVerticalMovement=false, f32 jumpSpeed = 0.f,
bool invertMouseY=false, bool makeActive=true) _IRR_OVERRIDE_;
//! 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).
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0),
video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
f32 range=100.0f, s32 id=-1) _IRR_OVERRIDE_;
//! 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.
virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
//! is drawn around the camera position.
virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
video::ITexture* left, video::ITexture* right, video::ITexture* front,
video::ITexture* back, ISceneNode* parent = 0, s32 id=-1) _IRR_OVERRIDE_;
//! 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.
virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
u32 horiRes=16, u32 vertRes=8,
f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
//! Adds a text scene node, which is able to display
//! 2d text at a position in three dimensional space
virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
video::SColor color=video::SColor(100,255,255,255),
ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
s32 id=-1) _IRR_OVERRIDE_;
//! Adds a text scene node, which uses billboards
virtual IBillboardTextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
ISceneNode* parent = 0,
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
//! Adds a scene node, which can render a quake3 shader
virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
//! 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 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 back using ISceneManager::getMesh with the
//! name as parameter.
virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
video::SMaterial* material = 0, f32 hillHeight = 0.0f,
const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) _IRR_OVERRIDE_;
//! Adds a terrain mesh to the mesh pool.
virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname, video::IImage* texture, video::IImage* heightmap,
const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
f32 maxHeight=200.0f,
const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64)) _IRR_OVERRIDE_;
//! Add a arrow mesh to the mesh pool
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone,
f32 height, f32 cylinderHeight, f32 width0,
f32 width1) _IRR_OVERRIDE_;
//! Adds a static sphere mesh to the mesh pool.
virtual IAnimatedMesh* addSphereMesh(const io::path& name,
f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16) _IRR_OVERRIDE_;
//! Adds a static volume light mesh to the mesh pool.
virtual IAnimatedMesh* addVolumeLightMesh(const io::path& name,
const u32 SubdivideU = 32, const u32 SubdivideV = 32,
const video::SColor FootColor = video::SColor(51, 0, 230, 180),
const video::SColor TailColor = video::SColor(0, 0, 0, 0)) _IRR_OVERRIDE_;
//! Adds a particle system scene node.
virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& rotation = core::vector3df(0,0,0),
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
//! Adds a terrain scene node to the scene graph.
virtual ITerrainSceneNode* addTerrainSceneNode(
const io::path& heightMapFileName,
ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
video::SColor vertexColor = video::SColor(255,255,255,255),
s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
bool addAlsoIfHeightmapEmpty = false) _IRR_OVERRIDE_;
//! Adds a terrain scene node to the scene graph.
virtual ITerrainSceneNode* addTerrainSceneNode(
io::IReadFile* heightMap,
ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
video::SColor vertexColor = video::SColor(255,255,255,255),
s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
bool addAlsoIfHeightmapEmpty=false) _IRR_OVERRIDE_;
//! Adds a dummy transformation scene node to the scene graph.
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
//! Adds an empty scene node.
virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) _IRR_OVERRIDE_;
//! 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 Pointer to the root scene node.
virtual ISceneNode* getRootSceneNode() _IRR_OVERRIDE_;
//! Returns the current active camera.
//! \return The active camera is returned. Note that this can be NULL, if there
//! was no camera created yet.
virtual ICameraSceneNode* getActiveCamera() const _IRR_OVERRIDE_;
//! Sets the active camera. The previous active camera will be deactivated.
//! \param camera: The new camera which should be active.
virtual void setActiveCamera(ICameraSceneNode* camera) _IRR_OVERRIDE_;
//! creates a rotation animator, which rotates the attached scene node around itself.
//! \param rotationPerSecond: Specifies the speed of the animation
//! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
//! and the animator will animate it.
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond) _IRR_OVERRIDE_;
//! creates a fly circle animator
/** Lets the attached scene node fly around a center.
\param center Center relative to node origin
\param speed: The orbital speed, in radians per millisecond.
\param direction: Specifies the upvector used for alignment of the mesh.
\param startPosition: The position on the circle where the animator will
begin. Value is in multiples of a circle, i.e. 0.5 is half way around.
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
*/
virtual ISceneNodeAnimator* createFlyCircleAnimator(
const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
f32 radius=100.f, f32 speed=0.001f,
const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
f32 startPosition = 0.f,
f32 radiusEllipsoid = 0.f) _IRR_OVERRIDE_;
//! Creates a fly straight animator, which lets the attached scene node
//! fly or move along a line between two points.
virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay, bool loop=false,bool pingpong = false) _IRR_OVERRIDE_;
//! Creates a texture animator, which switches the textures of the target scene
//! node based on a list of textures.
virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
s32 timePerFrame, bool loop) _IRR_OVERRIDE_;
//! Creates a scene node animator, which deletes the scene node after
//! some time automatically.
virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS) _IRR_OVERRIDE_;
//! Creates a special scene node animator for doing automatic collision detection
//! and response.
virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
ITriangleSelector* world, ISceneNode* sceneNode,
const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
f32 slidingValue = 0.0005f) _IRR_OVERRIDE_;
//! Creates a follow spline animator.
virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
const core::array< core::vector3df >& points,
f32 speed, f32 tightness, bool loop, bool pingpong) _IRR_OVERRIDE_;
//! Creates a simple ITriangleSelector, based on a mesh.
virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
//! Creates a simple ITriangleSelector, based on a meshbuffer.
virtual ITriangleSelector* createTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node) _IRR_OVERRIDE_;
//! Creates a simple ITriangleSelector, based on an animated mesh scene node.
//! Details of the mesh associated with the node will be extracted internally.
//! Call ITriangleSelector::update() to have the triangle selector updated based
//! on the current frame of the animated mesh scene node.
//! \param: The animated mesh scene node from which to build the selector
virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
//! Creates a simple ITriangleSelector, based on a mesh.
virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
ISceneNode* node, s32 minimalPolysPerNode) _IRR_OVERRIDE_;
//! Creates a simple ITriangleSelector, based on a meshbuffer.
virtual ITriangleSelector* createOctreeTriangleSelector(IMeshBuffer* meshBuffer, irr::u32 materialIndex,
ISceneNode* node, s32 minimalPolysPerNode=32) _IRR_OVERRIDE_;
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
ISceneNode* node) _IRR_OVERRIDE_;
//! Creates a meta triangle selector.
virtual IMetaTriangleSelector* createMetaTriangleSelector() _IRR_OVERRIDE_;
//! Creates a triangle selector which can select triangles from a terrain scene node
//! \param: Pointer to the created terrain scene node
//! \param: Level of detail, 0 for highest detail.
virtual ITriangleSelector* createTerrainTriangleSelector(
ITerrainSceneNode* node, s32 LOD=0) _IRR_OVERRIDE_;
//! Adds an external mesh loader.
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) _IRR_OVERRIDE_;
//! Returns the number of mesh loaders supported by Irrlicht at this time
virtual u32 getMeshLoaderCount() const _IRR_OVERRIDE_;
//! Retrieve the given mesh loader
virtual IMeshLoader* getMeshLoader(u32 index) const _IRR_OVERRIDE_;
//! Adds an external scene loader.
virtual void addExternalSceneLoader(ISceneLoader* externalLoader) _IRR_OVERRIDE_;
//! Returns the number of scene loaders supported by Irrlicht at this time
virtual u32 getSceneLoaderCount() const _IRR_OVERRIDE_;
//! Retrieve the given scene loader
virtual ISceneLoader* getSceneLoader(u32 index) const _IRR_OVERRIDE_;
//! Returns a pointer to the scene collision manager.
virtual ISceneCollisionManager* getSceneCollisionManager() _IRR_OVERRIDE_;
//! Returns a pointer to the mesh manipulator.
virtual IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;
//! Sets the color of stencil buffers shadows drawn by the scene manager.
virtual void setShadowColor(video::SColor color) _IRR_OVERRIDE_;
//! Returns the current color of shadows.
virtual video::SColor getShadowColor() const _IRR_OVERRIDE_;
//! Create a shadow volume scene node to be used with custom nodes
virtual IShadowVolumeSceneNode* createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity) _IRR_OVERRIDE_;
//! Adds a scene node to the deletion queue.
virtual void addToDeletionQueue(ISceneNode* node) _IRR_OVERRIDE_;
//! Returns the first scene node with the specified id.
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) _IRR_OVERRIDE_;
//! Returns the first scene node with the specified name.
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) _IRR_OVERRIDE_;
//! Returns the first scene node with the specified type.
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) _IRR_OVERRIDE_;
//! returns scene nodes by type.
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) _IRR_OVERRIDE_;
//! Posts an input event to the environment. Usually you do not have to
//! use this method, it is used by the internal engine.
virtual bool postEventFromUser(const SEvent& event) _IRR_OVERRIDE_;
//! Clears the whole scene. All scene nodes are removed.
virtual void clear() _IRR_OVERRIDE_;
//! Removes all children of this scene node
virtual void removeAll() _IRR_OVERRIDE_;
//! Returns interface to the parameters set in this scene.
virtual io::IAttributes* getParameters() _IRR_OVERRIDE_;
//! Returns current render pass.
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const _IRR_OVERRIDE_;
//! Creates a new scene manager.
virtual ISceneManager* createNewSceneManager(bool cloneContent) _IRR_OVERRIDE_;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SCENE_MANAGER; }
//! Returns the default scene node factory which can create all built in scene nodes
virtual ISceneNodeFactory* getDefaultSceneNodeFactory() _IRR_OVERRIDE_;
//! Adds a scene node factory to the scene manager.
/** Use this to extend the scene manager with new scene node types which it should be
able to create automatically, for example when loading data from xml files. */
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) _IRR_OVERRIDE_;
//! Returns amount of registered scene node factories.
virtual u32 getRegisteredSceneNodeFactoryCount() const _IRR_OVERRIDE_;
//! Returns a scene node factory by index
virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) _IRR_OVERRIDE_;
//! Returns a typename from a scene node type or null if not found
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) _IRR_OVERRIDE_;
//! Returns a typename from a scene node animator type or null if not found
virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) _IRR_OVERRIDE_;
//! Adds a scene node to the scene by name
virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) _IRR_OVERRIDE_;
//! creates a scene node animator based on its type name
virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0) _IRR_OVERRIDE_;
//! Returns the default scene node animator factory which can create all built-in scene node animators
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() _IRR_OVERRIDE_;
//! Adds a scene node animator factory to the scene manager.
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) _IRR_OVERRIDE_;
//! Returns amount of registered scene node animator factories.
virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const _IRR_OVERRIDE_;
//! Returns a scene node animator factory by index
virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) _IRR_OVERRIDE_;
//! Saves the current scene into a file.
virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
//! Saves the current scene into a file.
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
//! Saves the current scene into a file.
virtual bool saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
//! Loads a scene. Note that the current scene is not cleared before.
virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) _IRR_OVERRIDE_;
//! Loads a scene. Note that the current scene is not cleared before.
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) _IRR_OVERRIDE_;
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
//! Returns a mesh writer implementation if available
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) _IRR_OVERRIDE_;
//! Get a skinned mesh, which is not available as header-only code
virtual ISkinnedMesh* createSkinnedMesh() _IRR_OVERRIDE_;
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor) _IRR_OVERRIDE_;
//! Returns ambient color of the scene
virtual const video::SColorf& getAmbientLight() const _IRR_OVERRIDE_;
//! Register a custom callbacks manager which gets callbacks during scene rendering.
virtual void setLightManager(ILightManager* lightManager) _IRR_OVERRIDE_;
//! Get current render time.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const _IRR_OVERRIDE_ { return CurrentRenderPass; }
//! Set current render time.
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) _IRR_OVERRIDE_ { CurrentRenderPass = nextPass; }
//! Get an instance of a geometry creator.
virtual const IGeometryCreator* getGeometryCreator(void) const _IRR_OVERRIDE_ { return GeometryCreator; }
//! returns if node is culled
virtual bool isCulled(const ISceneNode* node) const _IRR_OVERRIDE_;
private:
// load and create a mesh which we know already isn't in the cache and put it in there
IAnimatedMesh* getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename);
//! clears the deletion list
void clearDeletionList();
//! writes a scene node
void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer, const fschar_t* currentPath=0, bool init=false);
struct DefaultNodeEntry
{
DefaultNodeEntry(ISceneNode* n) :
Node(n), TextureValue(0)
{
if (n->getMaterialCount())
TextureValue = (n->getMaterial(0).getTexture(0));
}
bool operator < (const DefaultNodeEntry& other) const
{
return (TextureValue < other.TextureValue);
}
ISceneNode* Node;
private:
void* TextureValue;
};
//! sort on distance (center) to camera
struct TransparentNodeEntry
{
TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
: Node(n)
{
Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
}
bool operator < (const TransparentNodeEntry& other) const
{
return Distance > other.Distance;
}
ISceneNode* Node;
private:
f64 Distance;
};
//! sort on distance (sphere) to camera
struct DistanceNodeEntry
{
DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
: Node(n)
{
setNodeAndDistanceFromPosition(n, cameraPos);
}
bool operator < (const DistanceNodeEntry& other) const
{
return Distance < other.Distance;
}
void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
{
Node = n;
Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
}
ISceneNode* Node;
private:
f64 Distance;
};
//! video driver
video::IVideoDriver* Driver;
//! file system
io::IFileSystem* FileSystem;
//! GUI Enviroment ( Debug Purpose )
gui::IGUIEnvironment* GUIEnvironment;
//! cursor control
gui::ICursorControl* CursorControl;
//! collision manager
ISceneCollisionManager* CollisionManager;
//! render pass lists
core::array<ISceneNode*> CameraList;
core::array<ISceneNode*> LightList;
core::array<ISceneNode*> ShadowNodeList;
core::array<ISceneNode*> SkyBoxList;
core::array<DefaultNodeEntry> SolidNodeList;
core::array<TransparentNodeEntry> TransparentNodeList;
core::array<TransparentNodeEntry> TransparentEffectNodeList;
core::array<ISceneNode*> GuiNodeList;
core::array<IMeshLoader*> MeshLoaderList;
core::array<ISceneLoader*> SceneLoaderList;
core::array<ISceneNode*> DeletionList;
core::array<ISceneNodeFactory*> SceneNodeFactoryList;
core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;
//! current active camera
ICameraSceneNode* ActiveCamera;
core::vector3df camWorldPos; // Position of camera for transparent nodes.
video::SColor ShadowColor;
video::SColorf AmbientLight;
//! String parameters
// NOTE: Attributes are slow and should only be used for debug-info and not in release
io::CAttributes* Parameters;
//! Mesh cache
IMeshCache* MeshCache;
E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
//! An optional callbacks manager to allow the user app finer control
//! over the scene lighting and rendering.
ILightManager* LightManager;
//! constants for reading and writing XML.
//! Not made static due to portability problems.
const core::stringw IRR_XML_FORMAT_SCENE;
const core::stringw IRR_XML_FORMAT_NODE;
const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
IGeometryCreator* GeometryCreator;
};
} // end namespace video
} // end namespace scene
#endif