307 lines
8.6 KiB
C++
307 lines
8.6 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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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 "CSphereSceneNode.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 "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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CSphereSceneNode::CSphereSceneNode(f32 radius, u32 polyCountX, u32 polyCountY, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
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: ISceneNode(parent, mgr, id, position, rotation, scale), Radius(radius),
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PolyCountX(polyCountX), PolyCountY(polyCountY)
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{
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#ifdef _DEBUG
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setDebugName("CSphereSceneNode");
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#endif
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setSizeAndPolys();
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}
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//! destructor
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CSphereSceneNode::~CSphereSceneNode()
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{
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}
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void CSphereSceneNode::setSizeAndPolys()
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{
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// thanks to Alfaz93 who made his code available for Irrlicht on which
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// this one is based!
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// we are creating the sphere mesh here.
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if (PolyCountX < 2)
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PolyCountX = 2;
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if (PolyCountY < 2)
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PolyCountY = 2;
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if (PolyCountX * PolyCountY > 32767) // prevent u16 overflow
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if (PolyCountX > PolyCountY) // prevent u16 overflow
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PolyCountX = 32767/PolyCountY-1;
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else
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PolyCountY = 32767/(PolyCountX+1);
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u32 PolyCountXPitch = PolyCountX+1; // get to same vertex on next level
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Buffer.Vertices.set_used((PolyCountXPitch * PolyCountY) + 2);
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Buffer.Indices.set_used((PolyCountX * PolyCountY) * 6);
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video::SColor clr(100, 255,255,255);
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u32 i=0;
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u32 level = 0;
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for (u32 p1 = 0; p1 < PolyCountY-1; ++p1)
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{
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//main quads, top to bottom
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for (u32 p2 = 0; p2 < PolyCountX - 1; ++p2)
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{
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const u32 curr = level + p2;
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Buffer.Indices[i] = curr + PolyCountXPitch;
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Buffer.Indices[++i] = curr;
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Buffer.Indices[++i] = curr + 1;
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Buffer.Indices[++i] = curr + PolyCountXPitch;
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Buffer.Indices[++i] = curr+1;
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Buffer.Indices[++i] = curr + 1 + PolyCountXPitch;
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++i;
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}
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// the connectors from front to end
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Buffer.Indices[i] = level + PolyCountX - 1 + PolyCountXPitch;
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Buffer.Indices[++i] = level + PolyCountX - 1;
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Buffer.Indices[++i] = level + PolyCountX;
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++i;
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Buffer.Indices[i] = level + PolyCountX - 1 + PolyCountXPitch;
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Buffer.Indices[++i] = level + PolyCountX;
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Buffer.Indices[++i] = level + PolyCountX + PolyCountXPitch;
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++i;
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level += PolyCountXPitch;
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}
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const u32 PolyCountSq = PolyCountXPitch * PolyCountY; // top point
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const u32 PolyCountSq1 = PolyCountSq + 1; // bottom point
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const u32 PolyCountSqM1 = (PolyCountY - 1) * PolyCountXPitch; // last row's first vertex
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for (u32 p2 = 0; p2 < PolyCountX - 1; ++p2)
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{
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// create triangles which are at the top of the sphere
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Buffer.Indices[i] = PolyCountSq;
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Buffer.Indices[++i] = p2 + 1;
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Buffer.Indices[++i] = p2;
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++i;
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// create triangles which are at the bottom of the sphere
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Buffer.Indices[i] = PolyCountSqM1 + p2;
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Buffer.Indices[++i] = PolyCountSqM1 + p2 + 1;
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Buffer.Indices[++i] = PolyCountSq1;
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++i;
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}
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// create final triangle which is at the top of the sphere
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Buffer.Indices[i] = PolyCountSq;
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Buffer.Indices[++i] = PolyCountX;
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Buffer.Indices[++i] = PolyCountX-1;
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++i;
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// create final triangle which is at the bottom of the sphere
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Buffer.Indices[i] = PolyCountSqM1 + PolyCountX - 1;
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Buffer.Indices[++i] = PolyCountSqM1;
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Buffer.Indices[++i] = PolyCountSq1;
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// calculate the angle which separates all points in a circle
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const f64 AngleX = 2 * core::PI / PolyCountX;
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const f64 AngleY = core::PI / PolyCountY;
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i = 0;
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f64 axz;
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// we don't start at 0.
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f64 ay = 0;//AngleY / 2;
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for (u32 y = 0; y < PolyCountY; ++y)
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{
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ay += AngleY;
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const f64 sinay = sin(ay);
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axz = 0;
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// calculate the necessary vertices without the doubled one
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for (u32 xz = 0;xz < PolyCountX; ++xz)
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{
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// calculate points position
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const core::vector3df pos((f32)(Radius * cos(axz) * sinay),
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(f32)(Radius * cos(ay)),
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(f32)(Radius * sin(axz) * sinay));
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// for spheres the normal is the position
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core::vector3df normal(pos);
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normal.normalize();
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// calculate texture coordinates via sphere mapping
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// tu is the same on each level, so only calculate once
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f32 tu = 0.5f;
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if (y==0)
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{
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if (normal.Y != -1.0f && normal.Y != 1.0f)
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tu = (f32)(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64);
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if (normal.Z < 0.0f)
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tu=1-tu;
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}
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else
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tu = Buffer.Vertices[i-PolyCountXPitch].TCoords.X;
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Buffer.Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z,
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normal.X, normal.Y, normal.Z,
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clr, tu,
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(f32)(ay*core::RECIPROCAL_PI64));
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++i;
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axz += AngleX;
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}
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// This is the doubled vertex on the initial position
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Buffer.Vertices[i] = video::S3DVertex(Buffer.Vertices[i-PolyCountX]);
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Buffer.Vertices[i].TCoords.X=1.0f;
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++i;
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}
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// the vertex at the top of the sphere
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Buffer.Vertices[i] = video::S3DVertex(0.0f,Radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f);
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// the vertex at the bottom of the sphere
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++i;
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Buffer.Vertices[i] = video::S3DVertex(0.0f,-Radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f);
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// recalculate bounding box
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Buffer.BoundingBox.reset(Buffer.Vertices[i].Pos);
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Buffer.BoundingBox.addInternalPoint(Buffer.Vertices[i-1].Pos);
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Buffer.BoundingBox.addInternalPoint(Radius,0.0f,0.0f);
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Buffer.BoundingBox.addInternalPoint(-Radius,0.0f,0.0f);
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Buffer.BoundingBox.addInternalPoint(0.0f,0.0f,Radius);
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Buffer.BoundingBox.addInternalPoint(0.0f,0.0f,-Radius);
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}
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//! renders the node.
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void CSphereSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (Buffer.Vertices.size() && Buffer.Indices.size())
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{
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driver->setMaterial(Buffer.Material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->drawMeshBuffer(&Buffer);
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if ( DebugDataVisible & scene::EDS_BBOX )
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{
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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driver->draw3DBox(Buffer.BoundingBox, video::SColor(255,255,255,255));
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}
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}
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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>& CSphereSceneNode::getBoundingBox() const
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{
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return Buffer.BoundingBox;
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}
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void CSphereSceneNode::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& CSphereSceneNode::getMaterial(u32 i)
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{
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return Buffer.Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CSphereSceneNode::getMaterialCount()
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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 CSphereSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
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{
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ISceneNode::serializeAttributes(out, options);
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out->addFloat("Radius", Radius);
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out->addInt("PolyCountX", PolyCountX);
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out->addInt("PolyCountY", PolyCountY);
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}
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//! Reads attributes of the scene node.
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void CSphereSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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f32 oldRadius = Radius;
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u32 oldPolyCountX = PolyCountX;
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u32 oldPolyCountY = PolyCountY;
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Radius = in->getAttributeAsFloat("Radius");
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PolyCountX = in->getAttributeAsInt("PolyCountX");
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PolyCountY = in->getAttributeAsInt("PolyCountY");
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// legacy values read for compatibility with older versions
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u32 polyCount = in->getAttributeAsInt("PolyCount");
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if (PolyCountX ==0 && PolyCountY == 0)
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PolyCountX = PolyCountY = polyCount;
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Radius = irr::core::max_(Radius, 0.0001f);
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if ( !core::equals(Radius, oldRadius) || PolyCountX != oldPolyCountX || PolyCountY != oldPolyCountY)
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setSizeAndPolys();
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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* CSphereSceneNode::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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CSphereSceneNode* nb = new CSphereSceneNode(Radius, PolyCountX, PolyCountY, newParent,
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newManager, ID, RelativeTranslation);
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nb->cloneMembers(this, newManager);
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nb->Buffer.Material = Buffer.Material;
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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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