irrlicht/source/Irrlicht/CVolumeLightSceneNode.cpp

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// Copyright (C) 2007-2011 Dean Wadsworth
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CVolumeLightSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CVolumeLightSceneNode::CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr,
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)
: IVolumeLightSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0), LPDistance(8.0f),
SubdivideU(subdivU), SubdivideV(subdivV),
FootColor(foot), TailColor(tail),
LightDimensions(core::vector3df(1.0f, 1.2f, 1.0f))
{
#ifdef _DEBUG
setDebugName("CVolumeLightSceneNode");
#endif
constructLight();
}
CVolumeLightSceneNode::~CVolumeLightSceneNode()
{
if (Mesh)
Mesh->drop();
}
void CVolumeLightSceneNode::constructLight()
{
if (Mesh)
Mesh->drop();
Mesh = SceneManager->getGeometryCreator()->createVolumeLightMesh(SubdivideU, SubdivideV, FootColor, TailColor, LPDistance, LightDimensions);
}
//! renders the node.
void CVolumeLightSceneNode::render()
{
if (!Mesh)
return;
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(Mesh->getMeshBuffer(0)->getMaterial());
driver->drawMeshBuffer(Mesh->getMeshBuffer(0));
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CVolumeLightSceneNode::getBoundingBox() const
{
return Mesh->getBoundingBox();
}
void CVolumeLightSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
{
SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
}
ISceneNode::OnRegisterSceneNode();
}
//! 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 hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CVolumeLightSceneNode::getMaterial(u32 i)
{
return Mesh->getMeshBuffer(i)->getMaterial();
}
//! returns amount of materials used by this scene node.
u32 CVolumeLightSceneNode::getMaterialCount() const
{
return 1;
}
void CVolumeLightSceneNode::setSubDivideU (const u32 inU)
{
if (inU != SubdivideU)
{
SubdivideU = inU;
constructLight();
}
}
void CVolumeLightSceneNode::setSubDivideV (const u32 inV)
{
if (inV != SubdivideV)
{
SubdivideV = inV;
constructLight();
}
}
void CVolumeLightSceneNode::setFootColor(const video::SColor inColor)
{
if (inColor != FootColor)
{
FootColor = inColor;
constructLight();
}
}
void CVolumeLightSceneNode::setTailColor(const video::SColor inColor)
{
if (inColor != TailColor)
{
TailColor = inColor;
constructLight();
}
}
//! Writes attributes of the scene node.
void CVolumeLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("lpDistance", LPDistance);
out->addInt("subDivideU", SubdivideU);
out->addInt("subDivideV", SubdivideV);
out->addColor("footColor", FootColor);
out->addColor("tailColor", TailColor);
out->addVector3d("lightDimension", LightDimensions);
}
//! Reads attributes of the scene node.
void CVolumeLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
LPDistance = in->getAttributeAsFloat("lpDistance");
LPDistance = core::max_(LPDistance, 8.0f);
SubdivideU = in->getAttributeAsInt("subDivideU");
SubdivideU = core::max_(SubdivideU, 1u);
SubdivideV = in->getAttributeAsInt("subDivideV");
SubdivideV = core::max_(SubdivideV, 1u);
FootColor = in->getAttributeAsColor("footColor");
TailColor = in->getAttributeAsColor("tailColor");
LightDimensions = in->getAttributeAsVector3d("lightDimension");
constructLight();
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CVolumeLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CVolumeLightSceneNode* nb = new CVolumeLightSceneNode(newParent,
newManager, ID, SubdivideU, SubdivideV, FootColor, TailColor, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->getMaterial(0) = Mesh->getMeshBuffer(0)->getMaterial();
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr