2008-05-22 04:51:37 -07:00
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// Copyright (C) 2002-2008 Nikolaus Gebhardt
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2007-05-20 11:03:49 -07:00
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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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#include "CCubeSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "SMeshBuffer.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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2007-07-30 10:14:55 -07:00
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/*
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011 111
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/6,8------/5 y
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/ | / | ^ z
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/ | / | | /
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010 3,9-------2 | |/
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| 7- - -10,4 101 *---->x
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| / | /
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|/ | /
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0------11,1/
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000 100
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*/
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//! constructor
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CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
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s32 id, const core::vector3df& position,
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const core::vector3df& rotation, const core::vector3df& scale)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Size(size)
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{
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#ifdef _DEBUG
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setDebugName("CCubeSceneNode");
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#endif
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2007-08-13 16:28:44 -07:00
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const u16 u[36] = { 0,2,1, 0,3,2, 1,5,4, 1,2,5, 4,6,7, 4,5,6,
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7,3,0, 7,6,3, 9,5,2, 9,8,5, 0,11,10, 0,10,7};
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SMeshBuffer* buf = new SMeshBuffer();
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Mesh.addMeshBuffer(buf);
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buf->Indices.set_used(36);
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for (u32 i=0; i<36; ++i)
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buf->Indices[i] = u[i];
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buf->drop();
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setSize();
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}
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void CCubeSceneNode::setSize()
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{
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// we are creating the cube mesh here.
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// nicer texture mapping sent in by Dr Andros C Bragianos
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// .. and then improved by jox.
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video::SColor clr(255,255,255,255);
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SMeshBuffer* buf = (SMeshBuffer*)Mesh.getMeshBuffer(0);
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buf->Vertices.reallocate(12);
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buf->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1));
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buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1));
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buf->Vertices.push_back(video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0));
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buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0));
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buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1));
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buf->Vertices.push_back(video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0));
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buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0));
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buf->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1));
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buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1));
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buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1));
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buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0));
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buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0));
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buf->BoundingBox.reset(0,0,0);
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for (u32 i=0; i<12; ++i)
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{
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buf->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
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buf->Vertices[i].Pos *= Size;
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buf->BoundingBox.addInternalPoint(buf->Vertices[i].Pos);
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}
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}
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//! renders the node.
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void CCubeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setMaterial(Mesh.getMeshBuffer(0)->getMaterial());
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->drawMeshBuffer(Mesh.getMeshBuffer(0));
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
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{
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return Mesh.getMeshBuffer(0)->getBoundingBox();
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}
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void CCubeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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}
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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video::SMaterial& CCubeSceneNode::getMaterial(u32 i)
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{
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return Mesh.getMeshBuffer(0)->getMaterial();
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}
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//! returns amount of materials used by this scene node.
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u32 CCubeSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! Writes attributes of the scene node.
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void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNode::serializeAttributes(out, options);
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out->addFloat("Size", Size);
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}
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//! Reads attributes of the scene node.
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void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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Size = in->getAttributeAsFloat("Size");
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Size = core::max_(Size, 0.0001f);
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setSize();
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ISceneNode::deserializeAttributes(in, options);
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent) newParent = Parent;
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if (!newManager) newManager = SceneManager;
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CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
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newManager, ID, RelativeTranslation);
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nb->cloneMembers(this, newManager);
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nb->getMaterial(0) = getMaterial(0);
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nb->drop();
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return nb;
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}
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} // end namespace scene
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} // end namespace irr
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