// Copyright (C) 2002-2009 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "IrrCompileConfig.h" #include "CSceneManager.h" #include "IVideoDriver.h" #include "IFileSystem.h" #include "SAnimatedMesh.h" #include "CMeshCache.h" #include "IWriteFile.h" #include "IXMLWriter.h" #include "ISceneUserDataSerializer.h" #include "IGUIEnvironment.h" #include "IMaterialRenderer.h" #include "IReadFile.h" #include "os.h" #ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_ #include "CIrrMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_BSP_LOADER_ #include "CBSPMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_MD2_LOADER_ #include "CMD2MeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_MS3D_LOADER_ #include "CMS3DMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_3DS_LOADER_ #include "C3DSMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_X_LOADER_ #include "CXMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_OCT_LOADER_ #include "COCTLoader.h" #endif #ifdef _IRR_COMPILE_WITH_CSM_LOADER_ #include "CCSMLoader.h" #endif #ifdef _IRR_COMPILE_WITH_LMTS_LOADER_ #include "CLMTSMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_MY3D_LOADER_ #include "CMY3DMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_ #include "CColladaFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_DMF_LOADER_ #include "CDMFLoader.h" #endif #ifdef _IRR_COMPILE_WITH_OGRE_LOADER_ #include "COgreMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_OBJ_LOADER_ #include "COBJMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_MD3_LOADER_ #include "CMD3MeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_B3D_LOADER_ #include "CB3DMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_LWO_LOADER_ #include "CLWOMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_STL_LOADER_ #include "CSTLMeshFileLoader.h" #endif #ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_ #include "CColladaMeshWriter.h" #endif #ifdef _IRR_COMPILE_WITH_IRR_WRITER_ #include "CIrrMeshWriter.h" #endif #ifdef _IRR_COMPILE_WITH_STL_WRITER_ #include "CSTLMeshWriter.h" #endif #ifdef _IRR_COMPILE_WITH_OBJ_WRITER_ #include "COBJMeshWriter.h" #endif #include "CCubeSceneNode.h" #include "CSphereSceneNode.h" #include "CAnimatedMeshSceneNode.h" #include "COctTreeSceneNode.h" #include "CCameraSceneNode.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 "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 "CSceneNodeAnimatorCameraFPS.h" #include "CSceneNodeAnimatorCameraMaya.h" #include "CDefaultSceneNodeAnimatorFactory.h" #include "CQuake3ShaderSceneNode.h" #include "CVolumeLightSceneNode.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), ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), MeshCache(cache), CurrentRendertime(ESNRP_NONE), LightManager(0), 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 // root node's scene manager SceneManager = this; 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); // add file format loaders #ifdef _IRR_COMPILE_WITH_IRR_MESH_LOADER_ MeshLoaderList.push_back(new CIrrMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_BSP_LOADER_ MeshLoaderList.push_back(new CBSPMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_MD2_LOADER_ MeshLoaderList.push_back(new CMD2MeshFileLoader()); #endif #ifdef _IRR_COMPILE_WITH_MS3D_LOADER_ MeshLoaderList.push_back(new CMS3DMeshFileLoader(Driver)); #endif #ifdef _IRR_COMPILE_WITH_3DS_LOADER_ MeshLoaderList.push_back(new C3DSMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_X_LOADER_ MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_OCT_LOADER_ MeshLoaderList.push_back(new COCTLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_CSM_LOADER_ MeshLoaderList.push_back(new CCSMLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_LMTS_LOADER_ MeshLoaderList.push_back(new CLMTSMeshFileLoader(FileSystem, Driver, &Parameters)); #endif #ifdef _IRR_COMPILE_WITH_MY3D_LOADER_ MeshLoaderList.push_back(new CMY3DMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_COLLADA_LOADER_ MeshLoaderList.push_back(new CColladaFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_DMF_LOADER_ MeshLoaderList.push_back(new CDMFLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_OGRE_LOADER_ MeshLoaderList.push_back(new COgreMeshFileLoader(FileSystem, Driver)); #endif #ifdef _IRR_COMPILE_WITH_OBJ_LOADER_ MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_MD3_LOADER_ MeshLoaderList.push_back(new CMD3MeshFileLoader( this)); #endif #ifdef _IRR_COMPILE_WITH_B3D_LOADER_ MeshLoaderList.push_back(new CB3DMeshFileLoader(this)); #endif #ifdef _IRR_COMPILE_WITH_LWO_LOADER_ MeshLoaderList.push_back(new CLWOMeshFileLoader(this, FileSystem)); #endif #ifdef _IRR_COMPILE_WITH_STL_LOADER_ MeshLoaderList.push_back(new CSTLMeshFileLoader()); #endif // factories ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this); registerSceneNodeFactory(factory); factory->drop(); ISceneNodeAnimatorFactory* animatorFactory = new CDefaultSceneNodeAnimatorFactory(this, CursorControl); registerSceneNodeAnimatorFactory(animatorFactory); animatorFactory->drop(); } //! destructor CSceneManager::~CSceneManager() { clearDeletionList(); if (FileSystem) FileSystem->drop(); if (CursorControl) CursorControl->drop(); if (CollisionManager) CollisionManager->drop(); if (GUIEnvironment) GUIEnvironment->drop(); u32 i; for (i=0; idrop(); if (ActiveCamera) ActiveCamera->drop(); ActiveCamera = 0; if (MeshCache) MeshCache->drop(); for (i=0; idrop(); for (i=0; idrop(); //! force to remove hardwareTextures from the driver //! because Scenes may hold internally data bounded to sceneNodes //! which may be destroyed twice if (Driver) Driver->removeAllHardwareBuffers (); if(LightManager) LightManager->drop(); // remove all nodes and animators before dropping the driver // as render targets may be destroyed twice removeAll(); removeAnimators(); if (Driver) Driver->drop(); } //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped. IAnimatedMesh* CSceneManager::getMesh(const core::string& 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; } s32 count = MeshLoaderList.size(); for (s32 i=count-1; i>=0; --i) { if (MeshLoaderList[i]->isALoadableFileExtension(filename)) { // 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; } //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped. IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file) { if (!file) return 0; core::string name = file->getFileName(); IAnimatedMesh* msh = MeshCache->getMeshByFilename(file->getFileName()); if (msh) return msh; name.make_lower(); s32 count = MeshLoaderList.size(); for (s32 i=count-1; i>=0; --i) { if (MeshLoaderList[i]->isALoadableFileExtension(name)) { // reset file to avoid side effects of previous calls to createMesh file->seek(0); msh = MeshLoaderList[i]->createMesh(file); if (msh) { MeshCache->addMesh(file->getFileName(), msh); msh->drop(); break; } } } if (!msh) os::Printer::log("Could not load mesh, file format seems to be unsupported", file->getFileName(), ELL_ERROR); else os::Printer::log("Loaded mesh", file->getFileName(), ELL_INFORMATION); return msh; } //! returns the video driver video::IVideoDriver* CSceneManager::getVideoDriver() { return Driver; } //! returns the GUI Environment gui::IGUIEnvironment* CSceneManager::getGUIEnvironment() { return GUIEnvironment; } //! Get the active FileSystem /** \return Pointer to the FileSystem This pointer should not be dropped. See IReferenceCounted::drop() for more information. */ io::IFileSystem* CSceneManager::getFileSystem() { return FileSystem; } //! 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 IBillboardTextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text, ISceneNode* parent, const core::dimension2d& size, const core::vector3df& position, s32 id, video::SColor colorTop, video::SColor colorBottom) { if (!font && GUIEnvironment) font = GUIEnvironment->getBuiltInFont(); if(!font) return 0; if (!parent) parent = this; IBillboardTextSceneNode* node = new CBillboardTextSceneNode(parent, this, id, font, text, position, size, colorTop, colorBottom); node->drop(); return node; } //! Adds a scene node, which can render a quake3 shader IMeshSceneNode* CSceneManager::addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::IShader * shader, ISceneNode* parent, s32 id ) { #ifdef _IRR_COMPILE_WITH_BSP_LOADER_ if ( 0 == shader ) return 0; if (!parent) parent = this; CQuake3ShaderSceneNode* node = new CQuake3ShaderSceneNode( parent, this, id, FileSystem, meshBuffer, shader ); node->drop(); return node; #else return 0; #endif } //! adds Volume Lighting Scene Node. //! the returned pointer must not be dropped. IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(ISceneNode* parent, 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) { if (!parent) parent = this; IVolumeLightSceneNode* node = new CVolumeLightSceneNode(parent, this, id, subdivU, subdivV, foot, tail, position, rotation, scale); 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. IMeshSceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) { if (!parent) parent = this; IMeshSceneNode* 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. IMeshSceneNode* 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; IMeshSceneNode* 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. IMeshSceneNode* 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); } //! Adds 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. IMeshSceneNode* 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 controlld with the mouse similar //! to 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 CCameraSceneNode(parent, this, id); ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl, rotateSpeed, zoomSpeed, translationSpeed); node->addAnimator(anm); setActiveCamera(node); anm->drop(); node->drop(); 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, bool invertMouseY) { if (!parent) parent = this; ICameraSceneNode* node = new CCameraSceneNode(parent, this, id); ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraFPS(CursorControl, rotateSpeed, moveSpeed, jumpSpeed, keyMapArray, keyMapSize, noVerticalMovement, invertMouseY); // Bind the node's rotation to its target. This is consistent with 1.4.2 and below. node->bindTargetAndRotation(true); node->addAnimator(anm); setActiveCamera(node); anm->drop(); node->drop(); 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& size, const core::vector3df& position, s32 id, video::SColor colorTop, video::SColor colorBottom ) { if (!parent) parent = this; IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size, colorTop, colorBottom); 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, f32 texturePercentage,f32 spherePercentage, f32 radius, ISceneNode* parent, s32 id) { if (!parent) parent = this; ISceneNode* node = new CSkyDomeSceneNode(texture, horiRes, vertRes, texturePercentage, spherePercentage, radius, 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 core::string& 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; if (!heightMapFile && !addAlsoIfHeightmapEmpty) { os::Printer::log("Could not load terrain, because file could not be opened.", ELL_ERROR); return 0; } 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. 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 core::string& name, const core::dimension2d& tileSize, const core::dimension2d& tileCount, video::SMaterial* material, f32 hillHeight, const core::dimension2d& countHills, const core::dimension2d& textureRepeatCount) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByFilename(name); IMesh* mesh = GeometryCreator.createHillPlaneMesh(tileSize, tileCount, material, hillHeight, countHills, textureRepeatCount); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds a terrain mesh to the mesh pool. IAnimatedMesh* CSceneManager::addTerrainMesh(const core::string& name, video::IImage* texture, video::IImage* heightmap, const core::dimension2d& stretchSize, f32 maxHeight, const core::dimension2d& defaultVertexBlockSize) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByFilename(name); IMesh* mesh = GeometryCreator.createTerrainMesh(texture, heightmap, stretchSize, maxHeight, getVideoDriver(), defaultVertexBlockSize); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds an arrow mesh to the mesh pool. IAnimatedMesh* CSceneManager::addArrowMesh(const core::string& name, video::SColor vtxColor0, video::SColor vtxColor1, u32 tesselationCylinder, u32 tesselationCone, f32 height, f32 cylinderHeight, f32 width0,f32 width1) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByFilename(name); IMesh* mesh = GeometryCreator.createArrowMesh( tesselationCylinder, tesselationCone, height, cylinderHeight, width0,width1, vtxColor0, vtxColor1); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds a static sphere mesh to the mesh pool. IAnimatedMesh* CSceneManager::addSphereMesh(const core::string& name, f32 radius, u32 polyCountX, u32 polyCountY) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByFilename(name); IMesh* mesh = GeometryCreator.createSphereMesh(radius, polyCountX, polyCountY); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); 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& CSceneManager::getBoundingBox() const { _IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager wanted. // should never be used. return *((core::aabbox3d*)0); } //! returns if node is culled bool CSceneManager::isCulled(const ISceneNode* node) { const ICameraSceneNode* cam = getActiveCamera(); if (!cam) { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } switch ( node->getAutomaticCulling() ) { // can be seen by a bounding box ? case scene::EAC_BOX: { core::aabbox3d tbox = node->getBoundingBox(); node->getAbsoluteTransformation().transformBoxEx(tbox); _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() )); } // 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(), core::matrix4::EM4CONST_INVERSE); //invTrans.makeInverse(); frust.transform(invTrans); core::vector3df edges[8]; node->getBoundingBox().getEdges(edges); for (s32 i=0; i(node)); 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_TRANSPARENT_EFFECT: if (!isCulled(node)) { TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos)); taken = 1; } break; case ESNRP_AUTOMATIC: if (!isCulled(node)) { u32 count = node->getMaterialCount(); taken = 0; for (u32 i=0; igetMaterialRenderer(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_NONE: // 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_solid", 0 ); Parameters.setAttribute ( "drawn_transparent", 0 ); Parameters.setAttribute ( "drawn_transparent_effect", 0 ); // reset all transforms video::IVideoDriver* driver = getVideoDriver(); if ( driver ) { driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix ); driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix ); driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix ); driver->setTransform ( video::ETS_TEXTURE_0, core::IdentityMatrix ); driver->setTransform ( video::ETS_TEXTURE_1, core::IdentityMatrix ); driver->setTransform ( video::ETS_TEXTURE_2, core::IdentityMatrix ); driver->setTransform ( video::ETS_TEXTURE_3, core::IdentityMatrix ); } driver->setAllowZWriteOnTransparent(Parameters.getAttributeAsBool( ALLOW_ZWRITE_ON_TRANSPARENT) ); // 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(); if(LightManager) LightManager->OnPreRender(LightList); u32 i; // new ISO for scoping problem in some compilers //render camera scenes { CurrentRendertime = ESNRP_CAMERA; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if(LightManager) LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; irender(); CameraList.set_used(0); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } //render lights scenes { CurrentRendertime = ESNRP_LIGHT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); } else { // Sort the lights by distance from the camera core::vector3df camWorldPos(0, 0, 0); if(ActiveCamera) camWorldPos = ActiveCamera->getAbsolutePosition(); core::array SortedLights; SortedLights.set_used(LightList.size()); for(s32 light = (s32)LightList.size() - 1; light >= 0; --light) SortedLights[light].setNodeAndDistanceFromPosition(LightList[light], camWorldPos); SortedLights.set_sorted(false); SortedLights.sort(); for(s32 light = (s32)LightList.size() - 1; light >= 0; --light) LightList[light] = static_cast(SortedLights[light].Node); } Driver->deleteAllDynamicLights(); Driver->setAmbientLight(AmbientLight); u32 maxLights = LightList.size(); if(!LightManager) maxLights = core::min_ ( Driver->getMaximalDynamicLightAmount(), maxLights); for (i=0; i< maxLights; ++i) LightList[i]->render(); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render skyboxes { CurrentRendertime = ESNRP_SKY_BOX; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } SkyBoxList.set_used(0); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render default objects { CurrentRendertime = ESNRP_SOLID; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); SolidNodeList.sort(); // sort by textures if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute ( "drawn_solid", (s32) SolidNodeList.size() ); SolidNodeList.set_used(0); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render shadows { CurrentRendertime = ESNRP_SHADOW; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } if (!ShadowNodeList.empty()) Driver->drawStencilShadow(true,ShadowColor, ShadowColor, ShadowColor, ShadowColor); ShadowNodeList.set_used(0); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render transparent objects. { CurrentRendertime = ESNRP_TRANSPARENT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); TransparentNodeList.sort(); // sort by distance from camera if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute ( "drawn_transparent", (s32) TransparentNodeList.size() ); TransparentNodeList.set_used(0); if(LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render transparent effect objects. { CurrentRendertime = ESNRP_TRANSPARENT_EFFECT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); TransparentEffectNodeList.sort(); // sort by distance from camera if(LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute ( "drawn_transparent_effect", (s32) TransparentEffectNodeList.size() ); TransparentEffectNodeList.set_used(0); } if(LightManager) LightManager->OnPostRender(); LightList.set_used(0); clearDeletionList(); CurrentRendertime = ESNRP_NONE; } void CSceneManager::setLightManager(ILightManager* lightManager) { if(LightManager) LightManager->drop(); LightManager = lightManager; if(LightManager) LightManager->grab(); } //! 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& center, f32 radius, f32 speed, const core::vector3df& direction, f32 startPosition, f32 radiusEllipsoid) { const f32 orbitDurationMs = (core::DEGTORAD * 360.f) / speed; const u32 effectiveTime = os::Timer::getTime() + (u32)(orbitDurationMs * startPosition); ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle( effectiveTime, center, radius, speed, direction,radiusEllipsoid); 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,bool pingpong) { ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyStraight(startPoint, endPoint, timeForWay, loop, os::Timer::getTime(), pingpong); 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& 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 Driver->getMeshManipulator(); } //! Creates a simple ITriangleSelector, based on a mesh. ITriangleSelector* CSceneManager::createTriangleSelector(IMesh* mesh, ISceneNode* node) { if (!mesh) return 0; return new CTriangleSelector(mesh, node); } //! Creates a simple and updatable ITriangleSelector, based on a the mesh owned by an //! animated scene node ITriangleSelector* CSceneManager::createTriangleSelector(IAnimatedMeshSceneNode* node) { if(!node || !node->getMesh()) return 0; return new CTriangleSelector(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) 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 (u32 i=0; iremove(); 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& list = start->getChildren(); core::list::ConstIterator 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& list = start->getChildren(); core::list::ConstIterator 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 || ESNT_ANY == type) return start; ISceneNode* node = 0; const core::list& list = start->getChildren(); core::list::ConstIterator 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& outNodes, ISceneNode* start) { if (start == 0) start = getRootSceneNode(); if (start->getType() == type || ESNT_ANY == type) outNodes.push_back(start); const core::list& list = start->getChildren(); core::list::ConstIterator 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(const 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() const { 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, GUIEnvironment); 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. u32 CSceneManager::getRegisteredSceneNodeFactoryCount() const { return SceneNodeFactoryList.size(); } //! Returns a scene node factory by index ISceneNodeFactory* CSceneManager::getSceneNodeFactory(u32 index) { if (indexgrab(); SceneNodeAnimatorFactoryList.push_back(factoryToAdd); } } //! Returns amount of registered scene node animator factories. u32 CSceneManager::getRegisteredSceneNodeAnimatorFactoryCount() const { return SceneNodeAnimatorFactoryList.size(); } //! Returns a scene node animator factory by index ISceneNodeAnimatorFactory* CSceneManager::getSceneNodeAnimatorFactory(u32 index) { if (index& filename, ISceneUserDataSerializer* userDataSerializer) { bool ret = false; io::IWriteFile* file = FileSystem->createAndWriteFile(filename); if (file) { ret = saveScene(file, userDataSerializer); file->drop(); } _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return ret; } //! Saves the current scene into a file. bool CSceneManager::saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer) { if (!file) { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } io::IXMLWriter* writer = FileSystem->createXMLWriter(file); if (!writer) { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; 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 core::string& filename, ISceneUserDataSerializer* userDataSerializer) { bool ret = false; io::IReadFile* read = FileSystem->createAndOpenFile(filename); if (!read) { os::Printer::log("Unable to open scene file", filename, ELL_ERROR); } else { ret = loadScene(read, userDataSerializer); read->drop(); } _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; 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); _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } io::IXMLReader* reader = FileSystem->createXMLReader(file); if (!reader) { os::Printer::log("Scene is not a valid XML file", file->getFileName(), ELL_ERROR); _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } // for mesh loading, set collada loading attributes bool oldColladaSingleMesh = 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, oldColladaSingleMesh); // 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()) node = this; // root else if (parent && IRR_XML_FORMAT_NODE==reader->getNodeName()) { // find node type and create it core::stringc attrName = reader->getAttributeValue(IRR_XML_FORMAT_NODE_ATTR_TYPE.c_str()); for (s32 i=(s32)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()); } // 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; } if ( node && userDataSerializer ) userDataSerializer->OnCreateNode(node); } //! 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* tmp_attr = getVideoDriver()->createAttributesFromMaterial(node->getMaterial(i)); tmp_attr->write(writer); tmp_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::ConstIterator 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::ConstIterator 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 (u32 i=0; !name && igetCreateableSceneNodeAnimatorTypeName(type); return name; } //! Writes attributes of the scene node. void CSceneManager::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { 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 const video::SColorf& CSceneManager::getAmbientLight() const { return AmbientLight; } //! Returns a mesh writer implementation if available IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type) { switch(type) { case EMWT_IRR_MESH: #ifdef _IRR_COMPILE_WITH_IRR_WRITER_ return new CIrrMeshWriter(Driver, FileSystem); #else return 0; #endif case EMWT_COLLADA: #ifdef _IRR_COMPILE_WITH_COLLADA_WRITER_ return new CColladaMeshWriter(Driver, FileSystem); #else return 0; #endif case EMWT_STL: #ifdef _IRR_COMPILE_WITH_STL_WRITER_ return new CSTLMeshWriter(this); #else return 0; #endif case EMWT_OBJ: #ifdef _IRR_COMPILE_WITH_OBJ_WRITER_ return new COBJMeshWriter(this, FileSystem); #else return 0; #endif } return 0; } // 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