// 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 "CDefaultSceneNodeFactory.h" #include "ISceneManager.h" #include "ITextSceneNode.h" #include "ITerrainSceneNode.h" #include "IDummyTransformationSceneNode.h" #include "ICameraSceneNode.h" #include "IBillboardSceneNode.h" #include "IAnimatedMeshSceneNode.h" #include "IParticleSystemSceneNode.h" #include "ILightSceneNode.h" #include "IMeshSceneNode.h" namespace irr { namespace scene { CDefaultSceneNodeFactory::CDefaultSceneNodeFactory(ISceneManager* mgr) : Manager(mgr) { // don't grab the scene manager here to prevent cyclic references SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_CUBE, "cube")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_SPHERE, "sphere")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_TEXT, "text")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_WATER_SURFACE, "waterSurface")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_TERRAIN, "terrain")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_SKY_BOX, "skyBox")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_SHADOW_VOLUME, "shadowVolume")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_OCT_TREE, "octTree")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_MESH, "mesh")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_LIGHT, "light")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_EMPTY, "empty")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_DUMMY_TRANSFORMATION, "dummyTransformation")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_CAMERA, "camera")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_CAMERA_MAYA, "cameraMaya")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_CAMERA_FPS, "cameraFPS")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_BILLBOARD, "billBoard")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_ANIMATED_MESH, "animatedMesh")); SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_PARTICLE_SYSTEM, "particleSystem")); // SupportedSceneNodeTypes.push_back(SSceneNodeTypePair(ESNT_MD3_SCENE_NODE, "md3")); } //! adds a scene node to the scene graph based on its type id ISceneNode* CDefaultSceneNodeFactory::addSceneNode(ESCENE_NODE_TYPE type, ISceneNode* parent) { switch(type) { case ESNT_CUBE: return Manager->addCubeSceneNode(10, parent); case ESNT_SPHERE: return Manager->addSphereSceneNode(5, 16, parent); case ESNT_TEXT: return Manager->addTextSceneNode(0, L"example"); case ESNT_WATER_SURFACE: return Manager->addWaterSurfaceSceneNode(0, 2.0f, 300.0f, 10.0f, parent); case ESNT_TERRAIN: return Manager->addTerrainSceneNode((const char*)0, parent, -1, core::vector3df(0.0f,0.0f,0.0f), core::vector3df(0.0f,0.0f,0.0f), core::vector3df(1.0f,1.0f,1.0f), video::SColor(255,255,255,255), 4, ETPS_17, 0, true); case ESNT_SKY_BOX: return Manager->addSkyBoxSceneNode(0,0,0,0,0,0, parent); case ESNT_SHADOW_VOLUME: return 0; case ESNT_OCT_TREE: return Manager->addOctTreeSceneNode((IMesh*)0, parent, -1, 128, true); case ESNT_MESH: return Manager->addMeshSceneNode(0, parent, -1, core::vector3df(), core::vector3df(), core::vector3df(1,1,1), true); case ESNT_LIGHT: return Manager->addLightSceneNode(parent); case ESNT_EMPTY: return Manager->addEmptySceneNode(parent); case ESNT_DUMMY_TRANSFORMATION: return Manager->addDummyTransformationSceneNode(parent); case ESNT_CAMERA: return Manager->addCameraSceneNode(parent); case ESNT_CAMERA_MAYA: return Manager->addCameraSceneNodeMaya(parent); case ESNT_CAMERA_FPS: return Manager->addCameraSceneNodeFPS(parent); case ESNT_BILLBOARD: return Manager->addBillboardSceneNode(parent); case ESNT_ANIMATED_MESH: return Manager->addAnimatedMeshSceneNode(0, parent, -1, core::vector3df(), core::vector3df(), core::vector3df(1,1,1), true); case ESNT_PARTICLE_SYSTEM: return Manager->addParticleSystemSceneNode(true, parent); default: break; } return 0; } //! adds a scene node to the scene graph based on its type name ISceneNode* CDefaultSceneNodeFactory::addSceneNode(const c8* typeName, ISceneNode* parent) { return addSceneNode( getTypeFromName(typeName), parent ); } //! returns amount of scene node types this factory is able to create u32 CDefaultSceneNodeFactory::getCreatableSceneNodeTypeCount() const { return SupportedSceneNodeTypes.size(); } //! returns type of a createable scene node type ESCENE_NODE_TYPE CDefaultSceneNodeFactory::getCreateableSceneNodeType(u32 idx) const { if (idx