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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>
309 lines
10 KiB
C++
309 lines
10 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "ISceneManager.h"
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#include "ISceneNode.h"
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#include "ICursorControl.h"
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#include "irrString.h"
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#include "irrArray.h"
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#include "IMeshLoader.h"
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#include "CAttributes.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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}
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namespace scene
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{
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class IMeshCache;
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/*!
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The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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*/
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class CSceneManager : public ISceneManager, public ISceneNode
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{
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public:
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//! constructor
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CSceneManager(video::IVideoDriver *driver, gui::ICursorControl *cursorControl, IMeshCache *cache = 0);
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//! destructor
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh *getMesh(io::IReadFile *file) override;
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//! Returns an interface to the mesh cache which is shared between all existing scene managers.
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IMeshCache *getMeshCache() override;
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//! returns the video driver
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video::IVideoDriver *getVideoDriver() override;
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//! adds a scene node for rendering an animated mesh model
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virtual IAnimatedMeshSceneNode *addAnimatedMeshSceneNode(IAnimatedMesh *mesh, ISceneNode *parent = 0, s32 id = -1,
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const core::vector3df &position = core::vector3df(0, 0, 0),
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const core::vector3df &rotation = core::vector3df(0, 0, 0),
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const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero = false) override;
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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virtual IMeshSceneNode *addMeshSceneNode(IMesh *mesh, ISceneNode *parent = 0, s32 id = -1,
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const core::vector3df &position = core::vector3df(0, 0, 0),
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const core::vector3df &rotation = core::vector3df(0, 0, 0),
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const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero = false) override;
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//! renders the node.
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void render() override;
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32> &getBoundingBox() const override;
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//! registers a node for rendering it at a specific time.
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u32 registerNodeForRendering(ISceneNode *node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) override;
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//! Clear all nodes which are currently registered for rendering
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void clearAllRegisteredNodesForRendering() override;
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//! draws all scene nodes
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void drawAll() override;
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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//! \param lookat: Position where the camera will look at. Also known as target.
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//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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//! the camera will move too.
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//! \return Pointer to interface to camera
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virtual ICameraSceneNode *addCameraSceneNode(ISceneNode *parent = 0,
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const core::vector3df &position = core::vector3df(0, 0, 0),
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const core::vector3df &lookat = core::vector3df(0, 0, 100),
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s32 id = -1, bool makeActive = true) override;
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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//! lensflares and things like that.
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virtual IBillboardSceneNode *addBillboardSceneNode(ISceneNode *parent = 0,
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const core::dimension2d<f32> &size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df &position = core::vector3df(0, 0, 0), s32 id = -1,
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video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) override;
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//! Adds a dummy transformation scene node to the scene graph.
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virtual IDummyTransformationSceneNode *addDummyTransformationSceneNode(
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ISceneNode *parent = 0, s32 id = -1) override;
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//! Adds an empty scene node.
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ISceneNode *addEmptySceneNode(ISceneNode *parent, s32 id = -1) override;
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//! Returns the root scene node. This is the scene node which is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Pointer to the root scene node.
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ISceneNode *getRootSceneNode() override;
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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ICameraSceneNode *getActiveCamera() const override;
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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void setActiveCamera(ICameraSceneNode *camera) override;
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//! Adds an external mesh loader.
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void addExternalMeshLoader(IMeshLoader *externalLoader) override;
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//! Returns the number of mesh loaders supported by Irrlicht at this time
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u32 getMeshLoaderCount() const override;
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//! Retrieve the given mesh loader
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IMeshLoader *getMeshLoader(u32 index) const override;
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//! Returns a pointer to the scene collision manager.
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ISceneCollisionManager *getSceneCollisionManager() override;
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//! Returns a pointer to the mesh manipulator.
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IMeshManipulator *getMeshManipulator() override;
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//! Adds a scene node to the deletion queue.
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void addToDeletionQueue(ISceneNode *node) override;
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//! Returns the first scene node with the specified id.
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ISceneNode *getSceneNodeFromId(s32 id, ISceneNode *start = 0) override;
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//! Returns the first scene node with the specified name.
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ISceneNode *getSceneNodeFromName(const c8 *name, ISceneNode *start = 0) override;
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//! Returns the first scene node with the specified type.
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ISceneNode *getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode *start = 0) override;
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//! returns scene nodes by type.
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void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode *> &outNodes, ISceneNode *start = 0) override;
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//! Posts an input event to the environment. Usually you do not have to
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//! use this method, it is used by the internal engine.
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bool postEventFromUser(const SEvent &event) override;
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//! Clears the whole scene. All scene nodes are removed.
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void clear() override;
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//! Removes all children of this scene node
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void removeAll() override;
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//! Returns interface to the parameters set in this scene.
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io::IAttributes *getParameters() override;
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//! Returns current render pass.
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E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const override;
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//! Creates a new scene manager.
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ISceneManager *createNewSceneManager(bool cloneContent) override;
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//! Returns type of the scene node
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ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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//! Get a skinned mesh, which is not available as header-only code
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ISkinnedMesh *createSkinnedMesh() override;
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//! Sets ambient color of the scene
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void setAmbientLight(const video::SColorf &ambientColor) override;
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//! Returns ambient color of the scene
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const video::SColorf &getAmbientLight() const override;
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//! Get current render time.
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E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const override { return CurrentRenderPass; }
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//! Set current render time.
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void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
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//! returns if node is culled
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bool isCulled(const ISceneNode *node) const override;
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private:
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// load and create a mesh which we know already isn't in the cache and put it in there
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IAnimatedMesh *getUncachedMesh(io::IReadFile *file, const io::path &filename, const io::path &cachename);
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//! clears the deletion list
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void clearDeletionList();
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struct DefaultNodeEntry
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{
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DefaultNodeEntry()
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{
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}
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DefaultNodeEntry(ISceneNode *n) :
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Node(n), TextureValue(0)
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{
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if (n->getMaterialCount())
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TextureValue = (n->getMaterial(0).getTexture(0));
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}
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bool operator<(const DefaultNodeEntry &other) const
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{
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return (TextureValue < other.TextureValue);
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}
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ISceneNode *Node;
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private:
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void *TextureValue;
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};
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//! sort on distance (center) to camera
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struct TransparentNodeEntry
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{
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TransparentNodeEntry()
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{
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}
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TransparentNodeEntry(ISceneNode *n, const core::vector3df &camera) :
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Node(n)
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{
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Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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}
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bool operator<(const TransparentNodeEntry &other) const
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{
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return Distance > other.Distance;
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}
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ISceneNode *Node;
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private:
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f64 Distance;
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};
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//! sort on distance (sphere) to camera
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struct DistanceNodeEntry
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{
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DistanceNodeEntry(ISceneNode *n, const core::vector3df &cameraPos) :
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Node(n)
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{
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setNodeAndDistanceFromPosition(n, cameraPos);
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}
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bool operator<(const DistanceNodeEntry &other) const
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{
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return Distance < other.Distance;
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}
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void setNodeAndDistanceFromPosition(ISceneNode *n, const core::vector3df &fromPosition)
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{
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Node = n;
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Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
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Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
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}
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ISceneNode *Node;
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private:
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f64 Distance;
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};
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//! video driver
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video::IVideoDriver *Driver;
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//! cursor control
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gui::ICursorControl *CursorControl;
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//! collision manager
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ISceneCollisionManager *CollisionManager;
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//! render pass lists
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core::array<ISceneNode *> CameraList;
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core::array<ISceneNode *> SkyBoxList;
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core::array<DefaultNodeEntry> SolidNodeList;
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core::array<TransparentNodeEntry> TransparentNodeList;
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core::array<TransparentNodeEntry> TransparentEffectNodeList;
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core::array<ISceneNode *> GuiNodeList;
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core::array<IMeshLoader *> MeshLoaderList;
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core::array<ISceneNode *> DeletionList;
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//! current active camera
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ICameraSceneNode *ActiveCamera;
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core::vector3df camWorldPos; // Position of camera for transparent nodes.
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video::SColor ShadowColor;
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video::SColorf AmbientLight;
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//! String parameters
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// NOTE: Attributes are slow and should only be used for debug-info and not in release
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io::CAttributes *Parameters;
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//! Mesh cache
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IMeshCache *MeshCache;
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E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
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};
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} // end namespace video
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} // end namespace scene
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