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 "CWaterSurfaceSceneNode.h"
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#include "ISceneManager.h"
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#include "IMeshManipulator.h"
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#include "IMeshCache.h"
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#include "S3DVertex.h"
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#include "SMesh.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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//! constructor
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CWaterSurfaceSceneNode::CWaterSurfaceSceneNode(f32 waveHeight, f32 waveSpeed, f32 waveLength,
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IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation,
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const core::vector3df& scale)
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: CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale), WaveLength(waveLength),
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WaveSpeed(waveSpeed), WaveHeight(waveHeight), OriginalMesh(0)
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{
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#ifdef _DEBUG
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setDebugName("CWaterSurfaceSceneNode");
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#endif
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// create copy of the mesh
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if (!mesh)
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return;
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// Mesh is set in CMeshSceneNode constructor, now it is moved to OriginalMesh
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IMesh* clone = SceneManager->getMeshManipulator()->createMeshCopy(mesh);
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OriginalMesh = Mesh;
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Mesh = clone;
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}
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//! destructor
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CWaterSurfaceSceneNode::~CWaterSurfaceSceneNode()
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{
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// Mesh is dropped in CMeshSceneNode destructor
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if (OriginalMesh)
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OriginalMesh->drop();
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}
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//! frame
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void CWaterSurfaceSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this);
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animateWaterSurface();
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CMeshSceneNode::OnRegisterSceneNode();
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}
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}
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void CWaterSurfaceSceneNode::animateWaterSurface()
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{
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if (!Mesh)
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return;
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u32 meshBufferCount = Mesh->getMeshBufferCount();
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f32 time = os::Timer::getTime() / WaveSpeed;
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for (u32 b=0; b<meshBufferCount; ++b)
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{
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const u32 vtxCnt = Mesh->getMeshBuffer(b)->getVertexCount();
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for (u32 i=0; i<vtxCnt; ++i)
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addWave(Mesh->getMeshBuffer(b)->getPosition(i),
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OriginalMesh->getMeshBuffer(b)->getPosition(i),
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time);
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}// end for all mesh buffers
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SceneManager->getMeshManipulator()->recalculateNormals(Mesh);
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}
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//! Writes attributes of the scene node.
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void CWaterSurfaceSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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out->addFloat("WaveLength", WaveLength);
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out->addFloat("WaveSpeed", WaveSpeed);
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out->addFloat("WaveHeight", WaveHeight);
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CMeshSceneNode::serializeAttributes(out, options);
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// serialize original mesh
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out->setAttribute("Mesh", SceneManager->getMeshCache()->getMeshFilename(OriginalMesh));
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}
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//! Reads attributes of the scene node.
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void CWaterSurfaceSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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WaveLength = in->getAttributeAsFloat("WaveLength");
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WaveSpeed = in->getAttributeAsFloat("WaveSpeed");
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WaveHeight = in->getAttributeAsFloat("WaveHeight");
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if (Mesh)
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{
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Mesh->drop();
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Mesh = OriginalMesh;
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OriginalMesh = 0;
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}
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// deserialize original mesh
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CMeshSceneNode::deserializeAttributes(in, options);
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if (Mesh)
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{
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IMesh* clone = SceneManager->getMeshManipulator()->createMeshCopy(Mesh);
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OriginalMesh = Mesh;
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Mesh = clone;
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}
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}
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} // end namespace scene
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} // end namespace irr
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