irrlicht/source/Irrlicht/CSceneManager.cpp

2055 lines
52 KiB
C++

// Copyright (C) 2002-2007 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 "IAnimatedMesh.h"
#include "CMeshCache.h"
#include "IWriteFile.h"
#include "IXMLWriter.h"
#include "ISceneUserDataSerializer.h"
#include "IGUIEnvironment.h"
#include "IMaterialRenderer.h"
#include "os.h"
#include "CGeometryCreator.h"
#include "CDefaultMeshFormatLoader.h"
#include "C3DSMeshFileLoader.h"
#include "CXMeshFileLoader.h"
#include "COCTLoader.h"
#include "CCSMLoader.h"
#include "CLMTSMeshFileLoader.h"
#include "CMY3DMeshFileLoader.h"
#include "CColladaFileLoader.h"
#include "CDMFLoader.h"
#include "COgreMeshFileLoader.h"
#include "COBJMeshFileLoader.h"
#include "CMD3MeshFileLoader.h"
#include "CCubeSceneNode.h"
#include "CSphereSceneNode.h"
#include "CAnimatedMeshSceneNode.h"
#include "COctTreeSceneNode.h"
#include "CCameraSceneNode.h"
#include "CCameraMayaSceneNode.h"
#include "CCameraFPSSceneNode.h"
#include "CLightSceneNode.h"
#include "CBillboardSceneNode.h"
#include "CMeshSceneNode.h"
#include "CSkyBoxSceneNode.h"
#include "CSkyDomeSceneNode.h"
#include "CParticleSystemSceneNode.h"
#include "CDummyTransformationSceneNode.h"
#include "CWaterSurfaceSceneNode.h"
#include "CTerrainSceneNode.h"
#include "CEmptySceneNode.h"
#include "CTextSceneNode.h"
#include "CDefaultSceneNodeFactory.h"
#include "CSceneCollisionManager.h"
#include "CMeshManipulator.h"
#include "CTriangleSelector.h"
#include "COctTreeTriangleSelector.h"
#include "CTriangleBBSelector.h"
#include "CMetaTriangleSelector.h"
#include "CTerrainTriangleSelector.h"
#include "CSceneNodeAnimatorRotation.h"
#include "CSceneNodeAnimatorFlyCircle.h"
#include "CSceneNodeAnimatorFlyStraight.h"
#include "CSceneNodeAnimatorTexture.h"
#include "CSceneNodeAnimatorCollisionResponse.h"
#include "CSceneNodeAnimatorDelete.h"
#include "CSceneNodeAnimatorFollowSpline.h"
#include "CDefaultSceneNodeAnimatorFactory.h"
#include "CQuake3ShaderSceneNode.h"
//! Enable debug features
#define SCENEMANAGER_DEBUG
namespace irr
{
namespace scene
{
//! constructor
CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorControl, IMeshCache* cache,
gui::IGUIEnvironment * gui)
: ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
CursorControl(cursorControl), CollisionManager(0), MeshManipulator(0),
ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0),
MeshCache(cache), CurrentRendertime(ESNRP_COUNT),
IRR_XML_FORMAT_SCENE(L"irr_scene"), IRR_XML_FORMAT_NODE(L"node"), IRR_XML_FORMAT_NODE_ATTR_TYPE(L"type")
{
#ifdef _DEBUG
ISceneManager::setDebugName("CSceneManager ISceneManager");
ISceneNode::setDebugName("CSceneManager ISceneNode");
#endif
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
if (CursorControl)
CursorControl->grab();
if ( GUIEnvironment )
GUIEnvironment->grab();
// create mesh cache if not there already
if (!MeshCache)
MeshCache = new CMeshCache();
else
MeshCache->grab();
// create collision manager
CollisionManager = new CSceneCollisionManager(this, Driver);
// create manipulator
MeshManipulator = new CMeshManipulator();
// add default format loader
MeshLoaderList.push_back(new CDefaultMeshFormatLoader(FileSystem, Driver, this));
MeshLoaderList.push_back(new C3DSMeshFileLoader(MeshManipulator,FileSystem, Driver));
MeshLoaderList.push_back(new CXMeshFileLoader(MeshManipulator, Driver));
MeshLoaderList.push_back(new COCTLoader(Driver));
MeshLoaderList.push_back(new CCSMLoader(this, FileSystem));
MeshLoaderList.push_back(new CLMTSMeshFileLoader(FileSystem, Driver, &Parameters));
MeshLoaderList.push_back(new CMY3DMeshFileLoader(FileSystem, Driver, this));
MeshLoaderList.push_back(new CColladaFileLoader(Driver, this, FileSystem));
MeshLoaderList.push_back(new CDMFLoader(Driver, this));
MeshLoaderList.push_back(new COgreMeshFileLoader(MeshManipulator, FileSystem, Driver));
MeshLoaderList.push_back(new COBJMeshFileLoader(FileSystem, Driver));
MeshLoaderList.push_back(new CMD3MeshFileLoader(FileSystem, Driver));
// factories
ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
registerSceneNodeFactory(factory);
factory->drop();
ISceneNodeAnimatorFactory* animatorFactory = new CDefaultSceneNodeAnimatorFactory(this);
registerSceneNodeAnimatorFactory(animatorFactory);
animatorFactory->drop();
}
//! destructor
CSceneManager::~CSceneManager()
{
clearDeletionList();
if (Driver)
Driver->drop();
if (FileSystem)
FileSystem->drop();
if (CursorControl)
CursorControl->drop();
if (CollisionManager)
CollisionManager->drop();
if (MeshManipulator)
MeshManipulator->drop();
if ( GUIEnvironment )
GUIEnvironment->drop ();
u32 i;
for (i=0; i<MeshLoaderList.size(); ++i)
MeshLoaderList[i]->drop();
if (ActiveCamera)
ActiveCamera->drop();
if (MeshCache)
MeshCache->drop();
for (i=0; i<SceneNodeFactoryList.size(); ++i)
SceneNodeFactoryList[i]->drop();
for (i=0; i<SceneNodeAnimatorFactoryList.size(); ++i)
SceneNodeAnimatorFactoryList[i]->drop();
}
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(const c8* filename)
{
IAnimatedMesh* msh = MeshCache->getMeshByFilename(filename);
if (msh)
return msh;
io::IReadFile* file = FileSystem->createAndOpenFile(filename);
if (!file)
{
os::Printer::log("Could not load mesh, because file could not be opened.", filename, ELL_ERROR);
return 0;
}
core::stringc name = filename;
name.make_lower();
s32 count = MeshLoaderList.size();
for (s32 i=count-1; i>=0; --i)
{
if (MeshLoaderList[i]->isALoadableFileExtension(name.c_str()))
{
// reset file to avoid side effects of previous calls to createMesh
file->seek(0);
msh = MeshLoaderList[i]->createMesh(file);
if (msh)
{
MeshCache->addMesh(filename, msh);
msh->drop();
break;
}
}
}
file->drop();
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_INFORMATION);
return msh;
}
//! returns the video driver
video::IVideoDriver* CSceneManager::getVideoDriver()
{
return Driver;
}
//! returns the GUI Environment
gui::IGUIEnvironment* CSceneManager::getGUIEnvironment ()
{
return GUIEnvironment;
}
//! Adds a text scene node, which is able to display
//! 2d text at a position in three dimensional space
ITextSceneNode* CSceneManager::addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
video::SColor color,
ISceneNode* parent, const core::vector3df& position,
s32 id)
{
if (!font)
return 0;
if (!parent)
parent = this;
ITextSceneNode* t = new CTextSceneNode(parent, this, id, font,
getSceneCollisionManager(), position, text, color);
t->drop();
return t;
}
//! Adds a text scene node, which uses billboards
ITextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
ISceneNode* parent,
const core::dimension2d<f32>& size,
const core::vector3df& position, s32 id,
video::SColor shade_top, video::SColor shade_down)
{
if (!font)
return 0;
if (!parent)
parent = this;
ITextSceneNode* node = new CBillboardTextSceneNode(parent, this, id, font, text, position, size,
shade_top, shade_down);
node->drop();
return node;
}
//! Adds a scene node, which can render a quake3 shader
ISceneNode* CSceneManager::addQuake3SceneNode( IMeshBuffer* meshBuffer,
const quake3::SShader * shader,
ISceneNode* parent,
s32 id
)
{
if ( 0 == shader )
return 0;
if (!parent)
parent = this;
CQuake3ShaderSceneNode* node = new CQuake3ShaderSceneNode ( parent, this, id, FileSystem, meshBuffer, shader );
node->drop();
return node;
}
//! adds a test scene node for test purposes to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
ISceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
{
if (!parent)
parent = this;
ISceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! Adds a sphere scene node for test purposes to the scene.
ISceneNode* CSceneManager::addSphereSceneNode(f32 radius, s32 polyCount, ISceneNode* parent, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale)
{
if (!parent)
parent = this;
ISceneNode* node = new CSphereSceneNode(radius, polyCount, polyCount, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! 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 a animated water surface mesh.
ISceneNode* CSceneManager::addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 waveLength,
ISceneNode* parent, s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
{
if (!mesh)
return 0;
if (!parent)
parent = this;
ISceneNode* node = new CWaterSurfaceSceneNode(waveHeight, waveSpeed, waveLength,
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 scene node for rendering using a octtree 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.
ISceneNode* CSceneManager::addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent,
s32 id, s32 minimalPolysPerNode, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && (!mesh || !mesh->getFrameCount()))
return 0;
return addOctTreeSceneNode(mesh ? mesh->getMesh(0) : 0,
parent, id, minimalPolysPerNode,
alsoAddIfMeshPointerZero);
}
//! Adss a scene node for rendering using a octtree. 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.
ISceneNode* CSceneManager::addOctTreeSceneNode(IMesh* mesh, ISceneNode* parent,
s32 id, s32 minimalPolysPerNode,
bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
COctTreeSceneNode* node = new COctTreeSceneNode(parent, this, id, minimalPolysPerNode);
if (mesh)
node->createTree(mesh);
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)
{
if (!parent)
parent = this;
ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
node->drop();
setActiveCamera(node);
return node;
}
//! 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.
ICameraSceneNode* CSceneManager::addCameraSceneNodeMaya(ISceneNode* parent,
f32 rotateSpeed, f32 zoomSpeed, f32 translationSpeed, s32 id)
{
if (!parent)
parent = this;
ICameraSceneNode* node = new CCameraMayaSceneNode(parent, this, id, rotateSpeed,
zoomSpeed, translationSpeed);
node->drop();
setActiveCamera(node);
return node;
}
//! Adds a camera scene node which is able to be controled with the mouse and keys
//! like in most first person shooters (FPS):
ICameraSceneNode* CSceneManager::addCameraSceneNodeFPS(ISceneNode* parent,
f32 rotateSpeed, f32 moveSpeed, s32 id,
SKeyMap* keyMapArray, s32 keyMapSize, bool noVerticalMovement,f32 jumpSpeed)
{
if (!parent)
parent = this;
ICameraSceneNode* node = new CCameraFPSSceneNode(parent, this, CursorControl,
id, rotateSpeed, moveSpeed, jumpSpeed, keyMapArray, keyMapSize, noVerticalMovement);
node->drop();
setActiveCamera(node);
return node;
}
//! 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).
ILightSceneNode* CSceneManager::addLightSceneNode(ISceneNode* parent,
const core::vector3df& position, video::SColorf color, f32 range, s32 id)
{
if (!parent)
parent = this;
ILightSceneNode* node = new CLightSceneNode(parent, this, id, position, color, range);
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 shade_top, video::SColor shade_down
)
{
if (!parent)
parent = this;
IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
shade_top, shade_down);
node->drop();
return node;
}
//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
//! is drawn around the camera position.
ISceneNode* CSceneManager::addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
video::ITexture* left, video::ITexture* right, video::ITexture* front,
video::ITexture* back, ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
ISceneNode* node = new CSkyBoxSceneNode(top, bottom, left, right,
front, back, parent, this, id);
node->drop();
return node;
}
//! 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.
ISceneNode* CSceneManager::addSkyDomeSceneNode(video::ITexture* texture,
u32 horiRes, u32 vertRes, f64 texturePercentage,
f64 spherePercentage, ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
ISceneNode* node = new CSkyDomeSceneNode(texture, horiRes, vertRes,
texturePercentage, spherePercentage, parent, this, id);
node->drop();
return node;
}
//! Adds a particle system scene node.
IParticleSystemSceneNode* CSceneManager::addParticleSystemSceneNode(
bool withDefaultEmitter, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale)
{
if (!parent)
parent = this;
IParticleSystemSceneNode* node = new CParticleSystemSceneNode(withDefaultEmitter,
parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! Adds a terrain scene node to the scene graph.
ITerrainSceneNode* CSceneManager::addTerrainSceneNode(
const char* heightMapFileName,
ISceneNode* parent, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale,
video::SColor vertexColor,
s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize, s32 smoothFactor,
bool addAlsoIfHeightmapEmpty)
{
io::IReadFile* file = FileSystem->createAndOpenFile(heightMapFileName);
if (!file && !addAlsoIfHeightmapEmpty)
{
os::Printer::log("Could not load terrain, because file could not be opened.",
heightMapFileName, ELL_ERROR);
return 0;
}
ITerrainSceneNode* terrain = addTerrainSceneNode(file, parent, id,
position, rotation, scale, vertexColor, maxLOD, patchSize,
smoothFactor, addAlsoIfHeightmapEmpty);
if (file)
file->drop();
return terrain;
}
//! Adds a terrain scene node to the scene graph.
ITerrainSceneNode* CSceneManager::addTerrainSceneNode(
io::IReadFile* heightMapFile,
ISceneNode* parent, s32 id,
const core::vector3df& position,
const core::vector3df& rotation,
const core::vector3df& scale,
video::SColor vertexColor,
s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize,
s32 smoothFactor,
bool addAlsoIfHeightmapEmpty)
{
if (!parent)
parent = this;
CTerrainSceneNode* node = new CTerrainSceneNode(parent, this, FileSystem, id,
maxLOD, patchSize, position, rotation, scale);
if (!node->loadHeightMap(heightMapFile, vertexColor, smoothFactor))
{
if (!addAlsoIfHeightmapEmpty)
{
node->remove();
node->drop();
return 0;
}
}
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;
}
//! 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. It is uses mostly for quick
//! tests of the engine only. You can specify how many hills there 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
//! again using ISceneManager::getMesh with the name as parameter.
IAnimatedMesh* CSceneManager::addHillPlaneMesh(const c8* name,
const core::dimension2d<f32>& tileSize, const core::dimension2d<s32>& tileCount,
video::SMaterial* material, f32 hillHeight, const core::dimension2d<f32>& countHills,
const core::dimension2d<f32>& textureRepeatCount)
{
if (!name || MeshCache->isMeshLoaded(name))
return 0;
IAnimatedMesh* animatedMesh = CGeometryCreator::createHillPlaneMesh(tileSize,
tileCount, material, hillHeight, countHills, textureRepeatCount);
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds a terrain mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addTerrainMesh(const c8* name,
video::IImage* texture, video::IImage* heightmap,
const core::dimension2d<f32>& stretchSize,
f32 maxHeight,
const core::dimension2d<s32>& defaultVertexBlockSize)
{
if (!name || MeshCache->isMeshLoaded(name))
return 0;
IAnimatedMesh* animatedMesh = CGeometryCreator::createTerrainMesh(texture,
heightmap, stretchSize, maxHeight, getVideoDriver(), defaultVertexBlockSize);
if (!animatedMesh)
return 0;
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Adds an arrow mesh to the mesh pool.
IAnimatedMesh* CSceneManager::addArrowMesh(const c8* name,u32 tesselationCylinder, u32 tesselationCone, f32 height, f32 cylinderHeight, f32 width0,f32 width1, video::SColor vtxColor0, video::SColor vtxColor1)
{
if (!name || MeshCache->isMeshLoaded(name))
return 0;
IAnimatedMesh* animatedMesh = CGeometryCreator::createArrowMesh(
tesselationCylinder, tesselationCone, height, cylinderHeight, width0,width1, vtxColor0, vtxColor1);
if (!animatedMesh)
return 0;
MeshCache->addMesh(name, animatedMesh);
animatedMesh->drop();
return animatedMesh;
}
//! Returns the root scene node. This is the scene node wich 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()
{
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 (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = camera;
if (ActiveCamera)
ActiveCamera->grab();
}
//! 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 wanted.
// should never be used.
return *((core::aabbox3d<f32>*)0);
}
//! returns if node is culled
bool CSceneManager::isCulled(ISceneNode* node)
{
ICameraSceneNode* cam = getActiveCamera();
if (!cam)
return true;
switch ( node->getAutomaticCulling() )
{
// can be seen by a bounding box ?
case scene::EAC_BOX:
{
core::aabbox3d<f32> tbox = node->getBoundingBox();
node->getAbsoluteTransformation().transformBox(tbox);
return !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
};
break;
// can be seen by a bounding sphere
case scene::EAC_FRUSTUM_SPHERE:
{ // requires bbox diameter
};
break;
// can be seen by cam pyramid planes ?
case scene::EAC_FRUSTUM_BOX:
{
SViewFrustum frust = *cam->getViewFrustum();
//transform the frustum to the node's current absolute transformation
core::matrix4 invTrans(node->getAbsoluteTransformation());
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)
return true;
}
return false;
}
break;
case scene::EAC_OFF:
break;
}
return false;
}
//! registers a node for rendering it at a specific time.
u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS time)
{
u32 taken = 0;
switch(time)
{
// take camera if it doesn't exists
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_LIGHT:
// TODO: Point Light culling..
// Lighting modell in irrlicht has to be redone..
//if (!isCulled(node))
{
LightList.push_back(DistanceNodeEntry(node, camWorldPos));
taken = 1;
}
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_AUTOMATIC:
if (!isCulled(node))
{
u32 count = node->getMaterialCount();
taken = 0;
for (u32 i=0; i<count; ++i)
{
video::IMaterialRenderer* rnd =
Driver->getMaterialRenderer(node->getMaterial(i).MaterialType);
if (rnd && rnd->isTransparent())
{
// register as transparent node
TransparentNodeEntry e(node, camWorldPos);
TransparentNodeList.push_back(e);
taken = 1;
break;
}
}
// not transparent, register as solid
if ( 0 == taken )
{
SolidNodeList.push_back( node );
taken = 1;
}
}
break;
case ESNRP_SHADOW:
if (!isCulled(node))
{
ShadowNodeList.push_back(node);
taken = 1;
}
break;
case ESNRP_SHADER_0:
case ESNRP_SHADER_1:
case ESNRP_SHADER_2:
case ESNRP_SHADER_3:
case ESNRP_SHADER_4:
case ESNRP_SHADER_5:
case ESNRP_SHADER_6:
case ESNRP_SHADER_7:
case ESNRP_SHADER_8:
case ESNRP_SHADER_9:
case ESNRP_SHADER_10:
if ( !isCulled(node) )
{
ShaderNodeList[ time - ESNRP_SHADER_0].push_back( ShaderNodeEntry ( node,time - ESNRP_SHADER_0 ));
taken = 1;
} break;
case ESNRP_COUNT: // ignore this one
break;
}
#ifdef SCENEMANAGER_DEBUG
s32 index = Parameters.findAttribute ( "calls" );
Parameters.setAttribute ( index, Parameters.getAttributeAsInt ( index ) + 1 );
if ( 0 == taken )
{
index = Parameters.findAttribute ( "culled" );
Parameters.setAttribute ( index, Parameters.getAttributeAsInt ( index ) + 1 );
}
#endif
return taken;
}
//! This method is called just before the rendering process of the whole scene.
//! draws all scene nodes
void CSceneManager::drawAll()
{
if (!Driver)
return;
// reset attributes
Parameters.setAttribute ( "culled", 0 );
Parameters.setAttribute ( "calls", 0 );
Parameters.setAttribute ( "drawn", 0 );
// reset all transforms
video::IVideoDriver* driver = getVideoDriver();
if ( driver )
{
core::matrix4 identity;
driver->setTransform ( video::ETS_PROJECTION, identity );
driver->setTransform ( video::ETS_VIEW, identity );
driver->setTransform ( video::ETS_WORLD, identity );
driver->setTransform ( video::ETS_TEXTURE_0, identity );
driver->setTransform ( video::ETS_TEXTURE_1, identity );
driver->setTransform ( video::ETS_TEXTURE_2, identity );
driver->setTransform ( video::ETS_TEXTURE_3, identity );
}
// 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->OnRegisterSceneNode();
camWorldPos = ActiveCamera->getAbsolutePosition();
}
// let all nodes register themselves
OnRegisterSceneNode();
u32 i; // new ISO for scoping problem in some compilers
//render camera scenes
{
CurrentRendertime = ESNRP_CAMERA;
for (i=0; i<CameraList.size(); ++i)
CameraList[i]->render();
CameraList.set_used(0);
}
//render lights scenes
{
CurrentRendertime = ESNRP_LIGHT;
Driver->deleteAllDynamicLights();
Driver->setAmbientLight(AmbientLight);
LightList.sort (); // on distance to camera
u32 maxLights = irr::core::min_ ( Driver->getMaximalDynamicLightAmount (), LightList.size () );
for (i=0; i< maxLights; ++i)
LightList[i].node->render();
LightList.set_used(0);
}
// render skyboxes
{
CurrentRendertime = ESNRP_SKY_BOX;
for (i=0; i<SkyBoxList.size(); ++i)
SkyBoxList[i]->render();
SkyBoxList.set_used(0);
}
// render default objects
{
CurrentRendertime = ESNRP_SOLID;
SolidNodeList.sort(); // sort by textures
for (i=0; i<SolidNodeList.size(); ++i)
SolidNodeList[i].node->render();
Parameters.setAttribute ( "drawn", (s32) SolidNodeList.size () );
SolidNodeList.set_used(0);
}
// render shadows
{
CurrentRendertime = ESNRP_SHADOW;
for (i=0; i<ShadowNodeList.size(); ++i)
ShadowNodeList[i]->render();
if (!ShadowNodeList.empty())
Driver->drawStencilShadow(true,ShadowColor, ShadowColor,
ShadowColor, ShadowColor);
ShadowNodeList.set_used(0);
}
// render transparent objects.
{
CurrentRendertime = ESNRP_TRANSPARENT;
TransparentNodeList.sort(); // sort by distance from camera
for (i=0; i<TransparentNodeList.size(); ++i)
TransparentNodeList[i].node->render();
TransparentNodeList.set_used(0);
}
// render shader objects.
{
for ( u32 g = 0; g!= ESNRP_SHADER_10 - ESNRP_SHADER_0 + 1; ++g )
{
CurrentRendertime = (scene::E_SCENE_NODE_RENDER_PASS) (ESNRP_SHADER_0 + g);
const u32 size = ShaderNodeList[g].size ();
if ( 0 == size )
continue;
ShaderNodeList[g].sort(); // sort by textures
for (i=0; i< size; ++i)
ShaderNodeList[g][i].node->render();
ShaderNodeList[g].set_used(0);
}
}
clearDeletionList();
CurrentRendertime = ESNRP_COUNT;
}
//! Sets the color of stencil buffers shadows drawn by the scene manager.
void CSceneManager::setShadowColor(video::SColor color)
{
ShadowColor = color;
}
//! Returns the current color of shadows.
video::SColor CSceneManager::getShadowColor() const
{
return ShadowColor;
}
//! creates a rotation animator, which rotates the attached scene node around itself.
ISceneNodeAnimator* CSceneManager::createRotationAnimator(const core::vector3df& rotationPerSecond)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorRotation(os::Timer::getTime(),
rotationPerSecond);
return anim;
}
//! creates a fly circle animator, which lets the attached scene node fly around a center.
ISceneNodeAnimator* CSceneManager::createFlyCircleAnimator(const core::vector3df& normal,
f32 radius, f32 speed,
const core::vector3df& direction)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle(os::Timer::getTime(), normal,
radius, speed, direction);
return anim;
}
//! Creates a fly straight animator, which lets the attached scene node
//! fly or move along a line between two points.
ISceneNodeAnimator* CSceneManager::createFlyStraightAnimator(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay, bool loop)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyStraight(startPoint,
endPoint, timeForWay, loop, os::Timer::getTime());
return anim;
}
//! Creates a texture animator, which switches the textures of the target scene
//! node based on a list of textures.
ISceneNodeAnimator* CSceneManager::createTextureAnimator(const core::array<video::ITexture*>& textures,
s32 timePerFrame, bool loop)
{
ISceneNodeAnimator* anim = new CSceneNodeAnimatorTexture(textures,
timePerFrame, loop, os::Timer::getTime());
return anim;
}
//! Creates a scene node animator, which deletes the scene node after
//! some time automaticly.
ISceneNodeAnimator* CSceneManager::createDeleteAnimator(u32 when)
{
return new CSceneNodeAnimatorDelete(this, os::Timer::getTime() + when);
}
//! Creates a special scene node animator for doing automatic collision detection
//! and response.
ISceneNodeAnimatorCollisionResponse* CSceneManager::createCollisionResponseAnimator(
ITriangleSelector* world, ISceneNode* sceneNode, const core::vector3df& ellipsoidRadius,
const core::vector3df& gravityPerSecond,
const core::vector3df& ellipsoidTranslation, f32 slidingValue)
{
ISceneNodeAnimatorCollisionResponse* anim = new
CSceneNodeAnimatorCollisionResponse(this, world, sceneNode,
ellipsoidRadius, gravityPerSecond,
ellipsoidTranslation, slidingValue);
return anim;
}
//! Creates a follow spline animator.
ISceneNodeAnimator* CSceneManager::createFollowSplineAnimator(s32 startTime,
const core::array< core::vector3df >& points,
f32 speed, f32 tightness)
{
ISceneNodeAnimator* a = new CSceneNodeAnimatorFollowSpline(startTime, points,
speed, tightness);
return a;
}
//! Adds an external mesh loader.
void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
{
if (!externalLoader)
return;
externalLoader->grab();
MeshLoaderList.push_back(externalLoader);
}
//! Returns a pointer to the scene collision manager.
ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
{
return CollisionManager;
}
//! Returns a pointer to the mesh manipulator.
IMeshManipulator* CSceneManager::getMeshManipulator()
{
return MeshManipulator;
}
//! Creates a simple ITriangleSelector, based on a mesh.
ITriangleSelector* CSceneManager::createTriangleSelector(IMesh* mesh, ISceneNode* node)
{
if (!mesh || !node)
return 0;
return new CTriangleSelector(mesh, node);
}
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
ITriangleSelector* CSceneManager::createTriangleSelectorFromBoundingBox(ISceneNode* node)
{
if (!node)
return 0;
return new CTriangleBBSelector(node);
}
//! Creates a simple ITriangleSelector, based on a mesh.
ITriangleSelector* CSceneManager::createOctTreeTriangleSelector(IMesh* mesh,
ISceneNode* node,
s32 minimalPolysPerNode)
{
if (!mesh || !node)
return 0;
return new COctTreeTriangleSelector(mesh, node, minimalPolysPerNode);
}
//! Creates a meta triangle selector.
IMetaTriangleSelector* CSceneManager::createMetaTriangleSelector()
{
return new CMetaTriangleSelector();
}
//! Creates a triangle selector which can select triangles from a terrain scene node
ITriangleSelector* CSceneManager::createTerrainTriangleSelector(
ITerrainSceneNode* node, s32 LOD)
{
return new CTerrainTriangleSelector(node, LOD);
}
//! 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 (s32 i=0; i<(s32)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();
if (!strcmp(start->getName(),name))
return start;
ISceneNode* node = 0;
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::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 core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::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)
return start;
ISceneNode* node = 0;
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::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)
outNodes.push_back(start);
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::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(SEvent event)
{
bool ret = false;
ICameraSceneNode* cam = getActiveCamera();
if (cam)
ret = cam->OnEvent(event);
_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
return ret;
}
//! Removes all children of this scene node
void CSceneManager::removeAll()
{
ISceneNode::removeAll();
setActiveCamera(0);
}
//! 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()
{
return CurrentRendertime;
}
//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
IMeshCache* CSceneManager::getMeshCache()
{
return MeshCache;
}
//! Creates a new scene manager.
ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
{
CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache);
if (cloneContent)
manager->cloneMembers(this, manager);
return manager;
}
//! Returns the default scene node factory which can create all built in scene nodes
ISceneNodeFactory* CSceneManager::getDefaultSceneNodeFactory()
{
return getSceneNodeFactory(0);
}
//! Adds a scene node factory to the scene manager.
void CSceneManager::registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
SceneNodeFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node factories.
s32 CSceneManager::getRegisteredSceneNodeFactoryCount()
{
return SceneNodeFactoryList.size();
}
//! Returns a scene node factory by index
ISceneNodeFactory* CSceneManager::getSceneNodeFactory(s32 index)
{
if (index>=0 && index<(int)SceneNodeFactoryList.size())
return SceneNodeFactoryList[index];
return 0;
}
//! Returns the default scene node animator factory which can create all built-in scene node animators
ISceneNodeAnimatorFactory* CSceneManager::getDefaultSceneNodeAnimatorFactory()
{
return getSceneNodeAnimatorFactory(0);
}
//! Adds a scene node animator factory to the scene manager.
void CSceneManager::registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
SceneNodeAnimatorFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node animator factories.
s32 CSceneManager::getRegisteredSceneNodeAnimatorFactoryCount()
{
return SceneNodeAnimatorFactoryList.size();
}
//! Returns a scene node animator factory by index
ISceneNodeAnimatorFactory* CSceneManager::getSceneNodeAnimatorFactory(s32 index)
{
if (index>=0 && index<(int)SceneNodeAnimatorFactoryList.size())
return SceneNodeAnimatorFactoryList[index];
return 0;
}
//! Saves the current scene into a file.
//! \param filename: Name of the file .
bool CSceneManager::saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer)
{
io::IWriteFile* file = FileSystem->createAndWriteFile(filename);
if (!file)
return false;
bool ret = saveScene(file, userDataSerializer);
file->drop();
return ret;
}
//! Saves the current scene into a file.
bool CSceneManager::saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer)
{
if (!file)
return false;
io::IXMLWriter* writer = FileSystem->createXMLWriter(file);
if (!writer)
return false;
writer->writeXMLHeader();
writeSceneNode(writer, this, userDataSerializer);
writer->drop();
return true;
}
//! Loads a scene. Note that the current scene is not cleared before.
//! \param filename: Name of the file .
bool CSceneManager::loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer)
{
io::IReadFile* read = FileSystem->createAndOpenFile(filename);
if (!read)
{
os::Printer::log("Unable to open scene file", filename, ELL_ERROR);
return false;
}
bool ret = loadScene(read, userDataSerializer);
read->drop();
return ret;
}
//! Loads a scene. Note that the current scene is not cleared before.
bool CSceneManager::loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer)
{
if (!file)
{
os::Printer::log("Unable to open scene file", ELL_ERROR);
return false;
}
io::IXMLReader* reader = FileSystem->createXMLReader(file);
if (!reader)
{
os::Printer::log("Scene is not a valid XML file", file->getFileName(), ELL_ERROR);
return false;
}
// for mesh loading, set collada loading attributes
bool bOldColladaSingleMesh = getParameters()->getAttributeAsBool(COLLADA_CREATE_SCENE_INSTANCES);
getParameters()->setAttribute(COLLADA_CREATE_SCENE_INSTANCES, false);
// read file
while(reader->read())
{
readSceneNode(reader, 0, userDataSerializer);
}
// restore old collada parameters
getParameters()->setAttribute(COLLADA_CREATE_SCENE_INSTANCES, bOldColladaSingleMesh);
// finish up
reader->drop();
return true;
}
//! reads a scene node
void CSceneManager::readSceneNode(io::IXMLReader* reader, ISceneNode* parent, ISceneUserDataSerializer* userDataSerializer)
{
if (!reader)
return;
scene::ISceneNode* node = 0;
if ((!parent && IRR_XML_FORMAT_SCENE==reader->getNodeName()) ||
( parent && IRR_XML_FORMAT_NODE==reader->getNodeName()))
{
if (parent)
{
// find node type and create it
core::stringc attrName = reader->getAttributeValue(IRR_XML_FORMAT_NODE_ATTR_TYPE.c_str());
for (int i=(int)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
node = SceneNodeFactoryList[i]->addSceneNode(attrName.c_str(), parent);
if (!node)
os::Printer::log("Could not create scene node of unknown type", attrName.c_str());
}
else
node = this; // root
}
// read attributes
while(reader->read())
{
bool endreached = false;
switch (reader->getNodeType())
{
case io::EXN_ELEMENT_END:
if ((IRR_XML_FORMAT_NODE==reader->getNodeName()) ||
(IRR_XML_FORMAT_SCENE==reader->getNodeName()))
{
endreached = true;
}
break;
case io::EXN_ELEMENT:
if (core::stringw(L"attributes")==reader->getNodeName())
{
// read attributes
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
attr->read(reader, true);
if (node)
node->deserializeAttributes(attr);
attr->drop();
}
else
if (core::stringw(L"materials")==reader->getNodeName())
readMaterials(reader, node);
else
if (core::stringw(L"animators")==reader->getNodeName())
readAnimators(reader, node);
else
if (core::stringw(L"userData")==reader->getNodeName())
readUserData(reader, node, userDataSerializer);
else
if ((IRR_XML_FORMAT_NODE==reader->getNodeName()) ||
(IRR_XML_FORMAT_SCENE==reader->getNodeName()))
{
readSceneNode(reader, node, userDataSerializer);
}
else
{
os::Printer::log("Found unknown element in irrlicht scene file",
core::stringc(reader->getNodeName()).c_str());
}
break;
default:
break;
}
if (endreached)
break;
}
}
//! reads materials of a node
void CSceneManager::readMaterials(io::IXMLReader* reader, ISceneNode* node)
{
u32 nr = 0;
while(reader->read())
{
const wchar_t* name = reader->getNodeName();
switch(reader->getNodeType())
{
case io::EXN_ELEMENT_END:
if (core::stringw(L"materials")==name)
return;
break;
case io::EXN_ELEMENT:
if (core::stringw(L"attributes")==name)
{
// read materials from attribute list
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
attr->read(reader);
if (node && node->getMaterialCount() > nr)
{
getVideoDriver()->fillMaterialStructureFromAttributes(
node->getMaterial(nr), attr);
}
attr->drop();
++nr;
}
break;
default:
break;
}
}
}
//! reads animators of a node
void CSceneManager::readAnimators(io::IXMLReader* reader, ISceneNode* node)
{
while(reader->read())
{
const wchar_t* name = reader->getNodeName();
switch(reader->getNodeType())
{
case io::EXN_ELEMENT_END:
if (core::stringw(L"animators")==name)
return;
break;
case io::EXN_ELEMENT:
if (core::stringw(L"attributes")==name)
{
// read animator data from attribute list
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
attr->read(reader);
if (node)
{
core::stringc typeName = attr->getAttributeAsString("Type");
ISceneNodeAnimator* anim = 0;
for (int i=0; i<(int)SceneNodeAnimatorFactoryList.size() && !anim; ++i)
anim = SceneNodeAnimatorFactoryList[i]->createSceneNodeAnimator(typeName.c_str(), node);
if (anim)
{
anim->deserializeAttributes(attr);
anim->drop();
}
}
attr->drop();
}
break;
default:
break;
}
}
}
//! reads user data of a node
void CSceneManager::readUserData(io::IXMLReader* reader, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer)
{
while(reader->read())
{
const wchar_t* name = reader->getNodeName();
switch(reader->getNodeType())
{
case io::EXN_ELEMENT_END:
if (core::stringw(L"userData")==name)
return;
break;
case io::EXN_ELEMENT:
if (core::stringw(L"attributes")==name)
{
// read user data from attribute list
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
attr->read(reader);
if (node && userDataSerializer)
{
userDataSerializer->OnReadUserData(node, attr);
}
attr->drop();
}
break;
default:
break;
}
}
}
//! writes a scene node
void CSceneManager::writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer)
{
if (!writer || !node || node->isDebugObject())
return;
const wchar_t* name;
if (node == this)
{
name = IRR_XML_FORMAT_SCENE.c_str();
writer->writeElement(name, false);
}
else
{
name = IRR_XML_FORMAT_NODE.c_str();
writer->writeElement(name, false, IRR_XML_FORMAT_NODE_ATTR_TYPE.c_str(),
core::stringw(getSceneNodeTypeName(node->getType())).c_str());
}
writer->writeLineBreak();
writer->writeLineBreak();
// write properties
io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver);
node->serializeAttributes(attr);
if (attr->getAttributeCount() > 0)
{
attr->write(writer);
writer->writeLineBreak();
}
// write materials
if (node->getMaterialCount() && getVideoDriver())
{
const wchar_t* materialElement = L"materials";
writer->writeElement(materialElement);
writer->writeLineBreak();
for (u32 i=0; i < node->getMaterialCount(); ++i)
{
io::IAttributes* attr =
getVideoDriver()->createAttributesFromMaterial(node->getMaterial(i));
attr->write(writer);
attr->drop();
}
writer->writeClosingTag(materialElement);
writer->writeLineBreak();
}
// write animators
if (!node->getAnimators().empty())
{
const wchar_t* animatorElement = L"animators";
writer->writeElement(animatorElement);
writer->writeLineBreak();
core::list<ISceneNodeAnimator*>::Iterator it = node->getAnimators().begin();
for (; it != node->getAnimators().end(); ++it)
{
attr->clear();
attr->addString("Type", getAnimatorTypeName((*it)->getType()));
(*it)->serializeAttributes(attr);
attr->write(writer);
}
writer->writeClosingTag(animatorElement);
writer->writeLineBreak();
}
// write possible user data
if ( userDataSerializer )
{
io::IAttributes* userData = userDataSerializer->createUserData(node);
if (userData)
{
const wchar_t* userDataElement = L"userData";
writer->writeLineBreak();
writer->writeElement(userDataElement);
writer->writeLineBreak();
userData->write(writer);
writer->writeClosingTag(userDataElement);
writer->writeLineBreak();
writer->writeLineBreak();
userData->drop();
}
}
// write children
core::list<ISceneNode*>::Iterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); ++it)
writeSceneNode(writer, (*it), userDataSerializer);
attr->drop();
writer->writeClosingTag(name);
writer->writeLineBreak();
writer->writeLineBreak();
}
//! Returns a typename from a scene node type or null if not found
const c8* CSceneManager::getSceneNodeTypeName(ESCENE_NODE_TYPE type)
{
const char* name = 0;
for (int i=(int)SceneNodeFactoryList.size()-1; !name && i>=0; --i)
name = SceneNodeFactoryList[i]->getCreateableSceneNodeTypeName(type);
return name;
}
//! Adds a scene node to the scene by name
ISceneNode* CSceneManager::addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent)
{
ISceneNode* node = 0;
for (int i=(int)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
node = SceneNodeFactoryList[i]->addSceneNode(sceneNodeTypeName, parent);
return node;
}
//! Returns a typename from a scene node animator type or null if not found
const c8* CSceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type)
{
const char* name = 0;
for (int i=0; !name && i<(int)SceneNodeAnimatorFactoryList.size(); ++i)
name = SceneNodeAnimatorFactoryList[i]->getCreateableSceneNodeAnimatorTypeName(type);
return name;
}
//! Writes attributes of the scene node.
void CSceneManager::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
{
out->addString ("Name", Name.c_str());
out->addInt ("Id", ID );
out->addColorf ("AmbientLight", AmbientLight);
}
//! Reads attributes of the scene node.
void CSceneManager::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Name = in->getAttributeAsString("Name");
ID = in->getAttributeAsInt("Id");
AmbientLight = in->getAttributeAsColorf("AmbientLight");
RelativeTranslation.set(0,0,0);
RelativeRotation.set(0,0,0);
RelativeScale.set(1,1,1);
IsVisible = true;
AutomaticCullingState = scene::EAC_BOX;
DebugDataVisible = scene::EDS_OFF;
IsDebugObject = false;
updateAbsolutePosition();
}
//! Sets ambient color of the scene
void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
{
AmbientLight = ambientColor;
}
//! Returns ambient color of the scene
video::SColorf CSceneManager::getAmbientLight()
{
return AmbientLight;
}
// creates a scenemanager
ISceneManager* createSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorcontrol,
gui::IGUIEnvironment *guiEnvironment )
{
return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
}
} // end namespace scene
} // end namespace irr