irrlicht/source/Irrlicht/CSceneManager.cpp
Lars Mueller 6ab23fa848 Ensure that absent bone names work
Achieved by refactoring the code to use
`std::optional<std::string>` instead of `core::stringc`.
2024-01-31 00:04:18 +01:00

887 lines
21 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 "CSceneManager.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SAnimatedMesh.h"
#include "CMeshCache.h"
#include "IGUIEnvironment.h"
#include "IMaterialRenderer.h"
#include "IReadFile.h"
#include "IWriteFile.h"
#include "os.h"
#include "CSkinnedMesh.h"
#include "CXMeshFileLoader.h"
#include "COBJMeshFileLoader.h"
#include "CB3DMeshFileLoader.h"
#include "CBillboardSceneNode.h"
#include "CAnimatedMeshSceneNode.h"
#include "CCameraSceneNode.h"
#include "CMeshSceneNode.h"
#include "CDummyTransformationSceneNode.h"
#include "CEmptySceneNode.h"
#include "CSceneCollisionManager.h"
namespace irr
{
namespace scene
{
//! constructor
CSceneManager::CSceneManager(video::IVideoDriver* driver,
gui::ICursorControl* cursorControl, IMeshCache* cache)
: ISceneNode(0, 0), Driver(driver),
CursorControl(cursorControl),
ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
{
#ifdef _DEBUG
ISceneManager::setDebugName("CSceneManager ISceneManager");
ISceneNode::setDebugName("CSceneManager ISceneNode");
#endif
// root node's scene manager
SceneManager = this;
if (Driver)
Driver->grab();
if (CursorControl)
CursorControl->grab();
// create mesh cache if not there already
if (!MeshCache)
MeshCache = new CMeshCache();
else
MeshCache->grab();
// set scene parameters
Parameters = new io::CAttributes();
// create collision manager
CollisionManager = new CSceneCollisionManager(this, Driver);
// add file format loaders. add the least commonly used ones first,
// as these are checked last
// TODO: now that we have multiple scene managers, these should be
// shallow copies from the previous manager if there is one.
MeshLoaderList.push_back(new CXMeshFileLoader(this));
MeshLoaderList.push_back(new COBJMeshFileLoader(this));
MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
}
//! destructor
CSceneManager::~CSceneManager()
{
clearDeletionList();
//! force to remove hardwareTextures from the driver
//! because Scenes may hold internally data bounded to sceneNodes
//! which may be destroyed twice
if (Driver)
Driver->removeAllHardwareBuffers();
if (CursorControl)
CursorControl->drop();
if (CollisionManager)
CollisionManager->drop();
u32 i;
for (i=0; i<MeshLoaderList.size(); ++i)
MeshLoaderList[i]->drop();
if (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = 0;
if (MeshCache)
MeshCache->drop();
if (Parameters)
Parameters->drop();
// remove all nodes before dropping the driver
// as render targets may be destroyed twice
removeAll();
if (Driver)
Driver->drop();
}
//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
{
if (!file)
return 0;
io::path name = file->getFileName();
IAnimatedMesh* msh = MeshCache->getMeshByName(name);
if (msh)
return msh;
msh = getUncachedMesh(file, name, name);
return msh;
}
// 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;
}
//! 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 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 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 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
)
{
if (!parent)
parent = this;
IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
colorTop, colorBottom);
node->drop();
return node;
}
//! 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;
}
//! 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)
{
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_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_GUI:
if (!isCulled(node))
{
GuiNodeList.push_back(node);
taken = 1;
}
// as of yet unused
case ESNRP_LIGHT:
case ESNRP_SHADOW:
case ESNRP_NONE: // ignore this one
break;
}
return taken;
}
void CSceneManager::clearAllRegisteredNodesForRendering()
{
CameraList.clear();
SkyBoxList.clear();
SolidNodeList.clear();
TransparentNodeList.clear();
TransparentEffectNodeList.clear();
GuiNodeList.clear();
}
//! This method is called just before the rendering process of the whole scene.
//! draws all scene nodes
void CSceneManager::drawAll()
{
if (!Driver)
return;
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.
OnAnimate(os::Timer::getTime());
/*!
First Scene Node for prerendering should be the active camera
consistent Camera is needed for culling
*/
camWorldPos.set(0,0,0);
if (ActiveCamera)
{
ActiveCamera->render();
camWorldPos = ActiveCamera->getAbsolutePosition();
}
// let all nodes register themselves
OnRegisterSceneNode();
//render camera scenes
{
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<CameraList.size(); ++i)
CameraList[i]->render();
CameraList.set_used(0);
}
// render skyboxes
{
CurrentRenderPass = ESNRP_SKY_BOX;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<SkyBoxList.size(); ++i)
SkyBoxList[i]->render();
SkyBoxList.set_used(0);
}
// render default objects
{
CurrentRenderPass = ESNRP_SOLID;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
SolidNodeList.sort(); // sort by textures
for (i=0; i<SolidNodeList.size(); ++i)
SolidNodeList[i].Node->render();
SolidNodeList.set_used(0);
}
// render transparent objects.
{
CurrentRenderPass = ESNRP_TRANSPARENT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentNodeList.sort(); // sort by distance from camera
for (i=0; i<TransparentNodeList.size(); ++i)
TransparentNodeList[i].Node->render();
TransparentNodeList.set_used(0);
}
// render transparent effect objects.
{
CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentEffectNodeList.sort(); // sort by distance from camera
for (i=0; i<TransparentEffectNodeList.size(); ++i)
TransparentEffectNodeList[i].Node->render();
TransparentEffectNodeList.set_used(0);
}
// render custom gui nodes
{
CurrentRenderPass = ESNRP_GUI;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<GuiNodeList.size(); ++i)
GuiNodeList[i]->render();
GuiNodeList.set_used(0);
}
clearDeletionList();
CurrentRenderPass = ESNRP_NONE;
}
//! 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;
}
//! 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();
}
//! 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();
auto startName = start->getName();
if (startName.has_value() && startName == name)
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::const_iterator 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::const_iterator 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::const_iterator 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::const_iterator 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, CursorControl, MeshCache);
if (cloneContent)
manager->cloneMembers(this, manager);
return manager;
}
//! 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()
{
return new CSkinnedMesh();
}
//! Returns a mesh writer implementation if available
IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
{
return 0;
}
// creates a scenemanager
ISceneManager* createSceneManager(video::IVideoDriver* driver, gui::ICursorControl* cursorcontrol)
{
return new CSceneManager(driver, cursorcontrol, nullptr);
}
} // end namespace scene
} // end namespace irr