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809
irr/src/CSceneManager.cpp
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809
irr/src/CSceneManager.cpp
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// Copyright (C) 2002-2012 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 "CSceneManager.h"
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "SAnimatedMesh.h"
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#include "CMeshCache.h"
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#include "IGUIEnvironment.h"
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#include "IMaterialRenderer.h"
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#include "IReadFile.h"
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#include "IWriteFile.h"
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#include "os.h"
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#include "CSkinnedMesh.h"
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#include "CXMeshFileLoader.h"
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#include "COBJMeshFileLoader.h"
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#include "CB3DMeshFileLoader.h"
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#include "CBillboardSceneNode.h"
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#include "CAnimatedMeshSceneNode.h"
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#include "CCameraSceneNode.h"
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#include "CMeshSceneNode.h"
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#include "CDummyTransformationSceneNode.h"
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#include "CEmptySceneNode.h"
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#include "CSceneCollisionManager.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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CSceneManager::CSceneManager(video::IVideoDriver *driver,
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gui::ICursorControl *cursorControl, IMeshCache *cache) :
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ISceneNode(0, 0),
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Driver(driver),
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CursorControl(cursorControl),
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ActiveCamera(0), ShadowColor(150, 0, 0, 0), AmbientLight(0, 0, 0, 0), Parameters(0),
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MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
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{
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#ifdef _DEBUG
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ISceneManager::setDebugName("CSceneManager ISceneManager");
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ISceneNode::setDebugName("CSceneManager ISceneNode");
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#endif
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// root node's scene manager
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SceneManager = this;
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if (Driver)
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Driver->grab();
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if (CursorControl)
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CursorControl->grab();
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// create mesh cache if not there already
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if (!MeshCache)
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MeshCache = new CMeshCache();
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else
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MeshCache->grab();
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// set scene parameters
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Parameters = new io::CAttributes();
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// create collision manager
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CollisionManager = new CSceneCollisionManager(this, Driver);
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// add file format loaders. add the least commonly used ones first,
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// as these are checked last
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// TODO: now that we have multiple scene managers, these should be
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// shallow copies from the previous manager if there is one.
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MeshLoaderList.push_back(new CXMeshFileLoader(this));
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MeshLoaderList.push_back(new COBJMeshFileLoader(this));
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MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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}
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//! destructor
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CSceneManager::~CSceneManager()
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{
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clearDeletionList();
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//! force to remove hardwareTextures from the driver
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//! because Scenes may hold internally data bounded to sceneNodes
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//! which may be destroyed twice
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if (Driver)
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Driver->removeAllHardwareBuffers();
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if (CursorControl)
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CursorControl->drop();
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if (CollisionManager)
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CollisionManager->drop();
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u32 i;
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for (i = 0; i < MeshLoaderList.size(); ++i)
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MeshLoaderList[i]->drop();
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if (ActiveCamera)
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ActiveCamera->drop();
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ActiveCamera = 0;
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if (MeshCache)
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MeshCache->drop();
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if (Parameters)
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Parameters->drop();
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// remove all nodes before dropping the driver
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// as render targets may be destroyed twice
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removeAll();
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if (Driver)
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Driver->drop();
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}
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//! gets an animatable mesh. loads it if needed. returned pointer must not be dropped.
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IAnimatedMesh *CSceneManager::getMesh(io::IReadFile *file)
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{
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if (!file)
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return 0;
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io::path name = file->getFileName();
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IAnimatedMesh *msh = MeshCache->getMeshByName(name);
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if (msh)
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return msh;
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msh = getUncachedMesh(file, name, name);
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return msh;
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}
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// load and create a mesh which we know already isn't in the cache and put it in there
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IAnimatedMesh *CSceneManager::getUncachedMesh(io::IReadFile *file, const io::path &filename, const io::path &cachename)
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{
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IAnimatedMesh *msh = 0;
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// iterate the list in reverse order so user-added loaders can override the built-in ones
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s32 count = MeshLoaderList.size();
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for (s32 i = count - 1; i >= 0; --i) {
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if (MeshLoaderList[i]->isALoadableFileExtension(filename)) {
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// reset file to avoid side effects of previous calls to createMesh
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file->seek(0);
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msh = MeshLoaderList[i]->createMesh(file);
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if (msh) {
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MeshCache->addMesh(cachename, msh);
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msh->drop();
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break;
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}
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}
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}
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if (!msh)
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os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
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else
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os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
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return msh;
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}
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//! returns the video driver
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video::IVideoDriver *CSceneManager::getVideoDriver()
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{
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return Driver;
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}
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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IMeshSceneNode *CSceneManager::addMeshSceneNode(IMesh *mesh, ISceneNode *parent, s32 id,
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const core::vector3df &position, const core::vector3df &rotation,
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const core::vector3df &scale, bool alsoAddIfMeshPointerZero)
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{
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if (!alsoAddIfMeshPointerZero && !mesh)
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return 0;
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if (!parent)
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parent = this;
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IMeshSceneNode *node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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node->drop();
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return node;
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}
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//! adds a scene node for rendering an animated mesh model
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IAnimatedMeshSceneNode *CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh *mesh, ISceneNode *parent, s32 id,
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const core::vector3df &position, const core::vector3df &rotation,
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const core::vector3df &scale, bool alsoAddIfMeshPointerZero)
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{
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if (!alsoAddIfMeshPointerZero && !mesh)
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return 0;
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if (!parent)
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parent = this;
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IAnimatedMeshSceneNode *node =
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new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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node->drop();
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return node;
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}
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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//! \param lookat: Position where the camera will look at. Also known as target.
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//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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//! the camera will move too.
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//! \return Returns pointer to interface to camera
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ICameraSceneNode *CSceneManager::addCameraSceneNode(ISceneNode *parent,
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const core::vector3df &position, const core::vector3df &lookat, s32 id,
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bool makeActive)
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{
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if (!parent)
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parent = this;
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ICameraSceneNode *node = new CCameraSceneNode(parent, this, id, position, lookat);
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if (makeActive)
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setActiveCamera(node);
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node->drop();
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return node;
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}
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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//! lensflares and things like that.
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IBillboardSceneNode *CSceneManager::addBillboardSceneNode(ISceneNode *parent,
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const core::dimension2d<f32> &size, const core::vector3df &position, s32 id,
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video::SColor colorTop, video::SColor colorBottom)
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{
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if (!parent)
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parent = this;
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IBillboardSceneNode *node = new CBillboardSceneNode(parent, this, id, position, size,
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colorTop, colorBottom);
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node->drop();
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return node;
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}
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//! Adds an empty scene node.
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ISceneNode *CSceneManager::addEmptySceneNode(ISceneNode *parent, s32 id)
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{
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if (!parent)
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parent = this;
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ISceneNode *node = new CEmptySceneNode(parent, this, id);
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node->drop();
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return node;
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}
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//! Adds a dummy transformation scene node to the scene graph.
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IDummyTransformationSceneNode *CSceneManager::addDummyTransformationSceneNode(
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ISceneNode *parent, s32 id)
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{
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if (!parent)
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parent = this;
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IDummyTransformationSceneNode *node = new CDummyTransformationSceneNode(
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parent, this, id);
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node->drop();
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return node;
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}
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//! Returns the root scene node. This is the scene node which is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Returns a pointer to the root scene node.
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ISceneNode *CSceneManager::getRootSceneNode()
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{
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return this;
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}
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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ICameraSceneNode *CSceneManager::getActiveCamera() const
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{
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return ActiveCamera;
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}
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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void CSceneManager::setActiveCamera(ICameraSceneNode *camera)
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{
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if (camera)
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camera->grab();
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if (ActiveCamera)
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ActiveCamera->drop();
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ActiveCamera = camera;
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}
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//! renders the node.
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void CSceneManager::render()
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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> &CSceneManager::getBoundingBox() const
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{
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_IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
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static const core::aabbox3d<f32> dummy;
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return dummy;
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}
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//! returns if node is culled
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bool CSceneManager::isCulled(const ISceneNode *node) const
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{
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const ICameraSceneNode *cam = getActiveCamera();
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if (!cam) {
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return false;
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}
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bool result = false;
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// has occlusion query information
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if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY) {
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result = (Driver->getOcclusionQueryResult(const_cast<ISceneNode *>(node)) == 0);
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}
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// can be seen by a bounding box ?
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if (!result && (node->getAutomaticCulling() & scene::EAC_BOX)) {
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core::aabbox3d<f32> tbox = node->getBoundingBox();
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node->getAbsoluteTransformation().transformBoxEx(tbox);
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result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox()));
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}
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// can be seen by a bounding sphere
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if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE)) {
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const core::aabbox3df nbox = node->getTransformedBoundingBox();
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const float rad = nbox.getRadius();
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const core::vector3df center = nbox.getCenter();
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const float camrad = cam->getViewFrustum()->getBoundingRadius();
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const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
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const float dist = (center - camcenter).getLengthSQ();
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const float maxdist = (rad + camrad) * (rad + camrad);
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result = dist > maxdist;
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}
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// can be seen by cam pyramid planes ?
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if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX)) {
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SViewFrustum frust = *cam->getViewFrustum();
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// transform the frustum to the node's current absolute transformation
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core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
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// invTrans.makeInverse();
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frust.transform(invTrans);
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core::vector3df edges[8];
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node->getBoundingBox().getEdges(edges);
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for (s32 i = 0; i < scene::SViewFrustum::VF_PLANE_COUNT; ++i) {
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bool boxInFrustum = false;
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for (u32 j = 0; j < 8; ++j) {
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if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT) {
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boxInFrustum = true;
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break;
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}
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}
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if (!boxInFrustum) {
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result = true;
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break;
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}
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}
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}
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return result;
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}
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//! registers a node for rendering it at a specific time.
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u32 CSceneManager::registerNodeForRendering(ISceneNode *node, E_SCENE_NODE_RENDER_PASS pass)
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{
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u32 taken = 0;
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switch (pass) {
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// take camera if it is not already registered
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case ESNRP_CAMERA: {
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taken = 1;
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for (u32 i = 0; i != CameraList.size(); ++i) {
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if (CameraList[i] == node) {
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taken = 0;
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break;
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}
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}
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if (taken) {
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CameraList.push_back(node);
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}
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} break;
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case ESNRP_SKY_BOX:
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SkyBoxList.push_back(node);
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taken = 1;
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break;
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case ESNRP_SOLID:
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if (!isCulled(node)) {
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SolidNodeList.push_back(node);
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taken = 1;
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}
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break;
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case ESNRP_TRANSPARENT:
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if (!isCulled(node)) {
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TransparentNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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taken = 1;
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}
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break;
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case ESNRP_TRANSPARENT_EFFECT:
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if (!isCulled(node)) {
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TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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taken = 1;
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}
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break;
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case ESNRP_AUTOMATIC:
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if (!isCulled(node)) {
|
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const u32 count = node->getMaterialCount();
|
||||
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taken = 0;
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for (u32 i = 0; i < count; ++i) {
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if (Driver->needsTransparentRenderPass(node->getMaterial(i))) {
|
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// register as transparent node
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TransparentNodeEntry e(node, camWorldPos);
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TransparentNodeList.push_back(e);
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taken = 1;
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||||
break;
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||||
}
|
||||
}
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||||
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||||
// not transparent, register as solid
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if (!taken) {
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SolidNodeList.push_back(node);
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taken = 1;
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||||
}
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}
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||||
break;
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case ESNRP_GUI:
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if (!isCulled(node)) {
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GuiNodeList.push_back(node);
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taken = 1;
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||||
}
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||||
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||||
// as of yet unused
|
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case ESNRP_LIGHT:
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case ESNRP_SHADOW:
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case ESNRP_NONE: // ignore this one
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break;
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||||
}
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||||
return taken;
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||||
}
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void CSceneManager::clearAllRegisteredNodesForRendering()
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{
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||||
CameraList.clear();
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||||
SkyBoxList.clear();
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||||
SolidNodeList.clear();
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||||
TransparentNodeList.clear();
|
||||
TransparentEffectNodeList.clear();
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GuiNodeList.clear();
|
||||
}
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||||
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||||
//! This method is called just before the rendering process of the whole scene.
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//! draws all scene nodes
|
||||
void CSceneManager::drawAll()
|
||||
{
|
||||
if (!Driver)
|
||||
return;
|
||||
|
||||
u32 i; // new ISO for scoping problem in some compilers
|
||||
|
||||
// reset all transforms
|
||||
Driver->setMaterial(video::SMaterial());
|
||||
Driver->setTransform(video::ETS_PROJECTION, core::IdentityMatrix);
|
||||
Driver->setTransform(video::ETS_VIEW, core::IdentityMatrix);
|
||||
Driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
|
||||
for (i = video::ETS_COUNT - 1; i >= video::ETS_TEXTURE_0; --i)
|
||||
Driver->setTransform((video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix);
|
||||
// TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
|
||||
Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
|
||||
|
||||
// do animations and other stuff.
|
||||
OnAnimate(os::Timer::getTime());
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||||
|
||||
/*!
|
||||
First Scene Node for prerendering should be the active camera
|
||||
consistent Camera is needed for culling
|
||||
*/
|
||||
camWorldPos.set(0, 0, 0);
|
||||
if (ActiveCamera) {
|
||||
ActiveCamera->render();
|
||||
camWorldPos = ActiveCamera->getAbsolutePosition();
|
||||
}
|
||||
|
||||
// let all nodes register themselves
|
||||
OnRegisterSceneNode();
|
||||
|
||||
// render camera scenes
|
||||
{
|
||||
CurrentRenderPass = ESNRP_CAMERA;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
for (i = 0; i < CameraList.size(); ++i)
|
||||
CameraList[i]->render();
|
||||
|
||||
CameraList.set_used(0);
|
||||
}
|
||||
|
||||
// render skyboxes
|
||||
{
|
||||
CurrentRenderPass = ESNRP_SKY_BOX;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
for (i = 0; i < SkyBoxList.size(); ++i)
|
||||
SkyBoxList[i]->render();
|
||||
|
||||
SkyBoxList.set_used(0);
|
||||
}
|
||||
|
||||
// render default objects
|
||||
{
|
||||
CurrentRenderPass = ESNRP_SOLID;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
SolidNodeList.sort(); // sort by textures
|
||||
|
||||
for (i = 0; i < SolidNodeList.size(); ++i)
|
||||
SolidNodeList[i].Node->render();
|
||||
|
||||
SolidNodeList.set_used(0);
|
||||
}
|
||||
|
||||
// render transparent objects.
|
||||
{
|
||||
CurrentRenderPass = ESNRP_TRANSPARENT;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
TransparentNodeList.sort(); // sort by distance from camera
|
||||
for (i = 0; i < TransparentNodeList.size(); ++i)
|
||||
TransparentNodeList[i].Node->render();
|
||||
|
||||
TransparentNodeList.set_used(0);
|
||||
}
|
||||
|
||||
// render transparent effect objects.
|
||||
{
|
||||
CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
TransparentEffectNodeList.sort(); // sort by distance from camera
|
||||
|
||||
for (i = 0; i < TransparentEffectNodeList.size(); ++i)
|
||||
TransparentEffectNodeList[i].Node->render();
|
||||
|
||||
TransparentEffectNodeList.set_used(0);
|
||||
}
|
||||
|
||||
// render custom gui nodes
|
||||
{
|
||||
CurrentRenderPass = ESNRP_GUI;
|
||||
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
|
||||
|
||||
for (i = 0; i < GuiNodeList.size(); ++i)
|
||||
GuiNodeList[i]->render();
|
||||
|
||||
GuiNodeList.set_used(0);
|
||||
}
|
||||
clearDeletionList();
|
||||
|
||||
CurrentRenderPass = ESNRP_NONE;
|
||||
}
|
||||
|
||||
//! Adds an external mesh loader.
|
||||
void CSceneManager::addExternalMeshLoader(IMeshLoader *externalLoader)
|
||||
{
|
||||
if (!externalLoader)
|
||||
return;
|
||||
|
||||
externalLoader->grab();
|
||||
MeshLoaderList.push_back(externalLoader);
|
||||
}
|
||||
|
||||
//! Returns the number of mesh loaders supported by Irrlicht at this time
|
||||
u32 CSceneManager::getMeshLoaderCount() const
|
||||
{
|
||||
return MeshLoaderList.size();
|
||||
}
|
||||
|
||||
//! Retrieve the given mesh loader
|
||||
IMeshLoader *CSceneManager::getMeshLoader(u32 index) const
|
||||
{
|
||||
if (index < MeshLoaderList.size())
|
||||
return MeshLoaderList[index];
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
//! 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();
|
||||
}
|
||||
|
||||
//! 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; i < DeletionList.size(); ++i) {
|
||||
DeletionList[i]->remove();
|
||||
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();
|
||||
|
||||
auto startName = start->getName();
|
||||
if (startName.has_value() && startName == name)
|
||||
return start;
|
||||
|
||||
ISceneNode *node = 0;
|
||||
|
||||
const ISceneNodeList &list = start->getChildren();
|
||||
ISceneNodeList::const_iterator 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 ISceneNodeList &list = start->getChildren();
|
||||
ISceneNodeList::const_iterator 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 ISceneNodeList &list = start->getChildren();
|
||||
ISceneNodeList::const_iterator 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<scene::ISceneNode *> &outNodes, ISceneNode *start)
|
||||
{
|
||||
if (start == 0)
|
||||
start = getRootSceneNode();
|
||||
|
||||
if (start->getType() == type || ESNT_ANY == type)
|
||||
outNodes.push_back(start);
|
||||
|
||||
const ISceneNodeList &list = start->getChildren();
|
||||
ISceneNodeList::const_iterator 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);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
//! Removes all children of this scene node
|
||||
void CSceneManager::removeAll()
|
||||
{
|
||||
ISceneNode::removeAll();
|
||||
setActiveCamera(0);
|
||||
// Make sure the driver is reset, might need a more complex method at some point
|
||||
if (Driver)
|
||||
Driver->setMaterial(video::SMaterial());
|
||||
}
|
||||
|
||||
//! 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 CurrentRenderPass;
|
||||
}
|
||||
|
||||
//! Returns an interface to the mesh cache which is shared between all existing scene managers.
|
||||
IMeshCache *CSceneManager::getMeshCache()
|
||||
{
|
||||
return MeshCache;
|
||||
}
|
||||
|
||||
//! Creates a new scene manager.
|
||||
ISceneManager *CSceneManager::createNewSceneManager(bool cloneContent)
|
||||
{
|
||||
CSceneManager *manager = new CSceneManager(Driver, CursorControl, MeshCache);
|
||||
|
||||
if (cloneContent)
|
||||
manager->cloneMembers(this, manager);
|
||||
|
||||
return manager;
|
||||
}
|
||||
|
||||
//! 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;
|
||||
}
|
||||
|
||||
//! Get a skinned mesh, which is not available as header-only code
|
||||
ISkinnedMesh *CSceneManager::createSkinnedMesh()
|
||||
{
|
||||
return new CSkinnedMesh();
|
||||
}
|
||||
|
||||
// creates a scenemanager
|
||||
ISceneManager *createSceneManager(video::IVideoDriver *driver, gui::ICursorControl *cursorcontrol)
|
||||
{
|
||||
return new CSceneManager(driver, cursorcontrol, nullptr);
|
||||
}
|
||||
|
||||
} // end namespace scene
|
||||
} // end namespace irr
|
Loading…
Add table
Add a link
Reference in a new issue