forked from Mirrorlandia_minetest/irrlicht
666 lines
31 KiB
C++
666 lines
31 KiB
C++
// 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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#ifndef __I_SCENE_MANAGER_H_INCLUDED__
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#define __I_SCENE_MANAGER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "path.h"
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#include "vector3d.h"
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#include "dimension2d.h"
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#include "SColor.h"
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#include "ESceneNodeTypes.h"
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#include "EMeshWriterEnums.h"
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#include "SceneParameters.h"
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#include "ISkinnedMesh.h"
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namespace irr
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{
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struct SKeyMap;
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struct SEvent;
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namespace io
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{
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class IReadFile;
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class IAttributes;
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class IWriteFile;
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class IFileSystem;
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} // end namespace io
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namespace gui
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{
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class IGUIFont;
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class IGUIEnvironment;
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} // end namespace gui
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namespace video
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{
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class IVideoDriver;
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class SMaterial;
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class IImage;
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class ITexture;
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} // end namespace video
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namespace scene
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{
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//! Enumeration for render passes.
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/** A parameter passed to the registerNodeForRendering() method of the ISceneManager,
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specifying when the node wants to be drawn in relation to the other nodes.
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Note: Despite the numbering this is not used as bit-field.
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*/
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enum E_SCENE_NODE_RENDER_PASS
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{
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//! No pass currently active
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ESNRP_NONE =0,
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//! Camera pass. The active view is set up here. The very first pass.
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ESNRP_CAMERA =1,
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//! In this pass, lights are transformed into camera space and added to the driver
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ESNRP_LIGHT =2,
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//! This is used for sky boxes.
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ESNRP_SKY_BOX =4,
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//! All normal objects can use this for registering themselves.
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/** This value will never be returned by
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ISceneManager::getSceneNodeRenderPass(). The scene manager
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will determine by itself if an object is transparent or solid
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and register the object as ESNRT_TRANSPARENT or ESNRP_SOLID
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automatically if you call registerNodeForRendering with this
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value (which is default). Note that it will register the node
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only as ONE type. If your scene node has both solid and
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transparent material types register it twice (one time as
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ESNRP_SOLID, the other time as ESNRT_TRANSPARENT) and in the
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render() method call getSceneNodeRenderPass() to find out the
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current render pass and render only the corresponding parts of
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the node. */
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ESNRP_AUTOMATIC =24,
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//! Solid scene nodes or special scene nodes without materials.
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ESNRP_SOLID =8,
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//! Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.
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ESNRP_TRANSPARENT =16,
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//! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
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ESNRP_TRANSPARENT_EFFECT =32,
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//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
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ESNRP_SHADOW =64,
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//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
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ESNRP_GUI = 128
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};
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class IAnimatedMesh;
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class IAnimatedMeshSceneNode;
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class IBillboardSceneNode;
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class ICameraSceneNode;
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class IDummyTransformationSceneNode;
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class IMesh;
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class IMeshBuffer;
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class IMeshCache;
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class ISceneCollisionManager;
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class IMeshLoader;
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class IMeshManipulator;
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class IMeshSceneNode;
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class IMeshWriter;
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class ISceneNode;
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class ISceneNodeFactory;
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//! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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/** All Scene nodes can be created only here.
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A scene node is a node in the hierarchical scene graph. Every scene node
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may have children, which are other scene nodes. Children move relative
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the their parents position. If the parent of a node is not visible, its
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children won't be visible, too. In this way, it is for example easily
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possible to attach a light to a moving car or to place a walking
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character on a moving platform on a moving ship.
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The SceneManager is also able to load 3d mesh files of different
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formats. Take a look at getMesh() to find out what formats are
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supported. If these formats are not enough, use
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addExternalMeshLoader() to add new formats to the engine.
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*/
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class ISceneManager : public virtual IReferenceCounted
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{
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public:
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//! Get pointer to an animateable mesh. Loads the file if not loaded already.
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/**
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* If you want to remove a loaded mesh from the cache again, use removeMesh().
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* Currently there are the following mesh formats supported:
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* <TABLE border="1" cellpadding="2" cellspacing="0">
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* <TR>
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* <TD>Format</TD>
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* <TD>Description</TD>
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* </TR>
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* <TR>
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* <TD>3D Studio (.3ds)</TD>
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* <TD>Loader for 3D-Studio files which lots of 3D packages
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* are able to export. Only static meshes are currently
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* supported by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>3D World Studio (.smf)</TD>
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* <TD>Loader for Leadwerks SMF mesh files, a simple mesh format
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* containing static geometry for games. The proprietary .STF texture format
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* is not supported yet. This loader was originally written by Joseph Ellis. </TD>
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* </TR>
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* <TR>
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* <TD>Bliz Basic B3D (.b3d)</TD>
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* <TD>Loader for blitz basic files, developed by Mark
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* Sibly. This is the ideal animated mesh format for game
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* characters as it is both rigidly defined and widely
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* supported by modeling and animation software.
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* As this format supports skeletal animations, an
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* ISkinnedMesh will be returned by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>Cartography shop 4 (.csm)</TD>
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* <TD>Cartography Shop is a modeling program for creating
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* architecture and calculating lighting. Irrlicht can
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* directly import .csm files thanks to the IrrCSM library
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* created by Saurav Mohapatra which is now integrated
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* directly in Irrlicht.
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* </TR>
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* <TR>
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* <TD>Delgine DeleD (.dmf)</TD>
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* <TD>DeleD (delgine.com) is a 3D editor and level-editor
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* combined into one and is specifically designed for 3D
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* game-development. With this loader, it is possible to
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* directly load all geometry is as well as textures and
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* lightmaps from .dmf files. To set texture and
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* material paths, see scene::DMF_USE_MATERIALS_DIRS.
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* It is also possible to flip the alpha texture by setting
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* scene::DMF_FLIP_ALPHA_TEXTURES to true and to set the
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* material transparent reference value by setting
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* scene::DMF_ALPHA_CHANNEL_REF to a float between 0 and
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* 1. The loader is based on Salvatore Russo's .dmf
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* loader, I just changed some parts of it. Thanks to
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* Salvatore for his work and for allowing me to use his
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* code in Irrlicht and put it under Irrlicht's license.
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* For newer and more enhanced versions of the loader,
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* take a look at delgine.com.
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* </TD>
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* </TR>
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* <TR>
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* <TD>DirectX (.x)</TD>
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* <TD>Platform independent importer (so not D3D-only) for
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* .x files. Most 3D packages can export these natively
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* and there are several tools for them available, e.g.
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* the Maya exporter included in the DX SDK.
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* .x files can include skeletal animations and Irrlicht
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* is able to play and display them, users can manipulate
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* the joints via the ISkinnedMesh interface. Currently,
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* Irrlicht only supports uncompressed .x files.</TD>
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* </TR>
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* <TR>
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* <TD>Half-Life model (.mdl)</TD>
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* <TD>This loader opens Half-life 1 models, it was contributed
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* by Fabio Concas and adapted by Thomas Alten.</TD>
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* </TR>
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* <TR>
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* <TD>LightWave (.lwo)</TD>
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* <TD>Native to NewTek's LightWave 3D, the LWO format is well
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* known and supported by many exporters. This loader will
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* import LWO2 models including lightmaps, bumpmaps and
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* reflection textures.</TD>
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* </TR>
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* <TR>
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* <TD>Maya (.obj)</TD>
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* <TD>Most 3D software can create .obj files which contain
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* static geometry without material data. The material
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* files .mtl are also supported. This importer for
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* Irrlicht can load them directly. </TD>
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* </TR>
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* <TR>
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* <TD>Milkshape (.ms3d)</TD>
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* <TD>.MS3D files contain models and sometimes skeletal
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* animations from the Milkshape 3D modeling and animation
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* software. Like the other skeletal mesh loaders, joints
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* are exposed via the ISkinnedMesh animated mesh type.</TD>
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* </TR>
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* <TR>
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* <TD>My3D (.my3d)</TD>
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* <TD>.my3D is a flexible 3D file format. The My3DTools
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* contains plug-ins to export .my3D files from several
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* 3D packages. With this built-in importer, Irrlicht
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* can read and display those files directly. This
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* loader was written by Zhuck Dimitry who also created
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* the whole My3DTools package.
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* </TD>
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* </TR>
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* <TR>
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* <TD>OCT (.oct)</TD>
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* <TD>The oct file format contains 3D geometry and
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* lightmaps and can be loaded directly by Irrlicht. OCT
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* files<br> can be created by FSRad, Paul Nette's
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* radiosity processor or exported from Blender using
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* OCTTools which can be found in the exporters/OCTTools
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* directory of the SDK. Thanks to Murphy McCauley for
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* creating all this.</TD>
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* </TR>
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* <TR>
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* <TD>OGRE Meshes (.mesh)</TD>
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* <TD>Ogre .mesh files contain 3D data for the OGRE 3D
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* engine. Irrlicht can read and display them directly
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* with this importer. To define materials for the mesh,
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* copy a .material file named like the corresponding
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* .mesh file where the .mesh file is. (For example
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* ogrehead.material for ogrehead.mesh). Thanks to
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* Christian Stehno who wrote and contributed this
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* loader.</TD>
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* </TR>
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* <TR>
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* <TD>Pulsar LMTools (.lmts)</TD>
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* <TD>LMTools is a set of tools (Windows & Linux) for
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* creating lightmaps. Irrlicht can directly read .lmts
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* files thanks to<br> the importer created by Jonas
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* Petersen.
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* Notes for<br> this version of the loader:<br>
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* - It does not recognize/support user data in the
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* *.lmts files.<br>
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* - The TGAs generated by LMTools don't work in
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* Irrlicht for some reason (the textures are upside
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* down). Opening and resaving them in a graphics app
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* will solve the problem.</TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 levels (.bsp)</TD>
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* <TD>Quake 3 is a popular game by IDSoftware, and .pk3
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* files contain .bsp files and textures/lightmaps
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* describing huge prelighted levels. Irrlicht can read
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* .pk3 and .bsp files directly and thus render Quake 3
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* levels directly. Written by Nikolaus Gebhardt
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* enhanced by Dean P. Macri with the curved surfaces
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* feature. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 2 models (.md2)</TD>
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* <TD>Quake 2 models are characters with morph target
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* animation. Irrlicht can read, display and animate
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* them directly with this importer. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 models (.md3)</TD>
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* <TD>Quake 3 models are characters with morph target
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* animation, they contain mount points for weapons and body
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* parts and are typically made of several sections which are
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* manually joined together.</TD>
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* </TR>
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* <TR>
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* <TD>Stanford Triangle (.ply)</TD>
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* <TD>Invented by Stanford University and known as the native
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* format of the infamous "Stanford Bunny" model, this is a
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* popular static mesh format used by 3D scanning hardware
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* and software. This loader supports extremely large models
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* in both ASCII and binary format, but only has rudimentary
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* material support in the form of vertex colors and texture
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* coordinates.</TD>
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* </TR>
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* <TR>
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* <TD>Stereolithography (.stl)</TD>
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* <TD>The STL format is used for rapid prototyping and
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* computer-aided manufacturing, thus has no support for
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* materials.</TD>
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* </TR>
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* </TABLE>
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*
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* To load and display a mesh quickly, just do this:
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* \code
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* SceneManager->addAnimatedMeshSceneNode(
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* SceneManager->getMesh("yourmesh.3ds"));
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* \endcode
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* If you would like to implement and add your own file format loader to Irrlicht,
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* see addExternalMeshLoader().
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* \param filename: Filename of the mesh to load.
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* \param alternativeCacheName: In case you want to have the mesh under another name in the cache (to create real copies)
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* \return Null if failed, otherwise pointer to the mesh.
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* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
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**/
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virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;
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//! Get pointer to an animateable mesh. Loads the file if not loaded already.
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/** Works just as getMesh(const char* filename). If you want to
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remove a loaded mesh from the cache again, use removeMesh().
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\param file File handle of the mesh to load.
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\return NULL if failed and pointer to the mesh if successful.
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This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
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//! Get interface to the mesh cache which is shared between all existing scene managers.
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/** With this interface, it is possible to manually add new loaded
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meshes (if ISceneManager::getMesh() is not sufficient), to remove them and to iterate
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through already loaded meshes. */
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virtual IMeshCache* getMeshCache() = 0;
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//! Get the video driver.
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/** \return Pointer to the video Driver.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual video::IVideoDriver* getVideoDriver() = 0;
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//! Get the active GUIEnvironment
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/** \return Pointer to the GUIEnvironment
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
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//! Get the active FileSystem
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/** \return Pointer to the FileSystem
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual io::IFileSystem* getFileSystem() = 0;
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//! Adds a scene node for rendering an animated mesh model.
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/** \param mesh: Pointer to the loaded animated mesh to be displayed.
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\param parent: Parent of the scene node. Can be NULL if no parent.
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\param id: Id of the node. This id can be used to identify the scene node.
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\param position: Position of the space relative to its parent where the
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scene node will be placed.
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\param rotation: Initial rotation of the scene node.
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\param scale: Initial scale of the scene node.
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\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
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\return Pointer to the created scene node.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh,
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ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) = 0;
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//! Adds a scene node for rendering a static mesh.
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/** \param mesh: Pointer to the loaded static mesh to be displayed.
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\param parent: Parent of the scene node. Can be NULL if no parent.
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\param id: Id of the node. This id can be used to identify the scene node.
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\param position: Position of the space relative to its parent where the
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scene node will be placed.
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\param rotation: Initial rotation of the scene node.
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\param scale: Initial scale of the scene node.
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\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
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\return Pointer to the created scene node.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) = 0;
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//! Adds a camera scene node to the scene graph and sets it as active camera.
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/** This camera does not react on user input.
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If you want to move or animate it, use ISceneNode::setPosition(),
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ICameraSceneNode::setTarget() etc methods.
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By default, a camera's look at position (set with setTarget()) and its scene node
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rotation (set with setRotation()) are independent. If you want to be able to
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control the direction that the camera looks by using setRotation() then call
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ICameraSceneNode::bindTargetAndRotation(true) on it.
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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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\param id: id of the camera. This id can be used to identify the camera.
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\param makeActive Flag whether this camera should become the active one.
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Make sure you always have one active camera.
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\return Pointer to interface to camera if successful, otherwise 0.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& lookat = core::vector3df(0,0,100),
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s32 id=-1, bool makeActive=true) = 0;
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//! Adds a billboard scene node to the scene graph.
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/** 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
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like explosions, fire, lensflares and things like that.
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\param parent Parent scene node of the billboard. Can be null.
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If the parent moves, the billboard will move too.
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\param size Size of the billboard. This size is 2 dimensional
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because a billboard only has width and height.
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\param position Position of the space relative to its parent
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where the billboard will be placed.
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\param id An id of the node. This id can be used to identify
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the node.
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\param colorTop The color of the vertices at the top of the
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billboard (default: white).
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\param colorBottom The color of the vertices at the bottom of
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the billboard (default: white).
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\return Pointer to the billboard if successful, otherwise NULL.
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This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
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//! Adds an empty scene node to the scene graph.
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/** Can be used for doing advanced transformations
|
|
or structuring the scene graph.
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|
\return Pointer to the created scene node.
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|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;
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|
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//! Adds a dummy transformation scene node to the scene graph.
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|
/** This scene node does not render itself, and does not respond to set/getPosition,
|
|
set/getRotation and set/getScale. Its just a simple scene node that takes a
|
|
matrix as relative transformation, making it possible to insert any transformation
|
|
anywhere into the scene graph.
|
|
\return Pointer to the created scene node.
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|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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ISceneNode* parent=0, s32 id=-1) = 0;
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|
|
|
//! Gets the root scene node.
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|
/** This is the scene node which is parent
|
|
of all scene nodes. The root scene node is a special scene node which
|
|
only exists to manage all scene nodes. It will not be rendered and cannot
|
|
be removed from the scene.
|
|
\return Pointer to the root scene node.
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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|
virtual ISceneNode* getRootSceneNode() = 0;
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|
|
|
//! Get the first scene node with the specified id.
|
|
/** \param id: The id to search for
|
|
\param start: Scene node to start from. All children of this scene
|
|
node are searched. If null is specified, the root scene node is
|
|
taken.
|
|
\return Pointer to the first scene node with this id,
|
|
and null if no scene node could be found.
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;
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|
|
|
//! Get the first scene node with the specified name.
|
|
/** \param name: The name to search for
|
|
\param start: Scene node to start from. All children of this scene
|
|
node are searched. If null is specified, the root scene node is
|
|
taken.
|
|
\return Pointer to the first scene node with this id,
|
|
and null if no scene node could be found.
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;
|
|
|
|
//! Get the first scene node with the specified type.
|
|
/** \param type: The type to search for
|
|
\param start: Scene node to start from. All children of this scene
|
|
node are searched. If null is specified, the root scene node is
|
|
taken.
|
|
\return Pointer to the first scene node with this type,
|
|
and null if no scene node could be found.
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;
|
|
|
|
//! Get scene nodes by type.
|
|
/** \param type: Type of scene node to find (ESNT_ANY will return all child nodes).
|
|
\param outNodes: results will be added to this array (outNodes is not cleared).
|
|
\param start: Scene node to start from. This node and all children of this scene
|
|
node are checked (recursively, so also children of children, etc). If null is specified,
|
|
the root scene node is taken as start-node. */
|
|
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
|
|
core::array<scene::ISceneNode*>& outNodes,
|
|
ISceneNode* start=0) = 0;
|
|
|
|
//! Get the current active camera.
|
|
/** \return The active camera is returned. Note that this can
|
|
be NULL, if there was no camera created yet.
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual ICameraSceneNode* getActiveCamera() const =0;
|
|
|
|
//! Sets the currently active camera.
|
|
/** The previous active camera will be deactivated.
|
|
\param camera: The new camera which should be active. */
|
|
virtual void setActiveCamera(ICameraSceneNode* camera) = 0;
|
|
|
|
//! Registers a node for rendering it at a specific time.
|
|
/** This method should only be used by SceneNodes when they get a
|
|
ISceneNode::OnRegisterSceneNode() call.
|
|
\param node: Node to register for drawing. Usually scene nodes would set 'this'
|
|
as parameter here because they want to be drawn.
|
|
\param pass: Specifies when the node wants to be drawn in relation to the other nodes.
|
|
For example, if the node is a shadow, it usually wants to be drawn after all other nodes
|
|
and will use ESNRP_SHADOW for this. See scene::E_SCENE_NODE_RENDER_PASS for details.
|
|
Note: This is _not_ a bitfield. If you want to register a note for several render passes, then
|
|
call this function once for each pass.
|
|
\return scene will be rendered ( passed culling ) */
|
|
virtual u32 registerNodeForRendering(ISceneNode* node,
|
|
E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;
|
|
|
|
//! Clear all nodes which are currently registered for rendering
|
|
/** Usually you don't have to care about this as drawAll will clear nodes
|
|
after rendering them. But sometimes you might have to manully reset this.
|
|
For example when you deleted nodes between registering and rendering. */
|
|
virtual void clearAllRegisteredNodesForRendering() = 0;
|
|
|
|
//! Draws all the scene nodes.
|
|
/** This can only be invoked between
|
|
IVideoDriver::beginScene() and IVideoDriver::endScene(). Please note that
|
|
the scene is not only drawn when calling this, but also animated
|
|
by existing scene node animators, culling of scene nodes is done, etc. */
|
|
virtual void drawAll() = 0;
|
|
|
|
//! Adds an external mesh loader for extending the engine with new file formats.
|
|
/** If you want the engine to be extended with
|
|
file formats it currently is not able to load (e.g. .cob), just implement
|
|
the IMeshLoader interface in your loading class and add it with this method.
|
|
Using this method it is also possible to override built-in mesh loaders with
|
|
newer or updated versions without the need to recompile the engine.
|
|
\param externalLoader: Implementation of a new mesh loader. */
|
|
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;
|
|
|
|
//! Returns the number of mesh loaders supported by Irrlicht at this time
|
|
virtual u32 getMeshLoaderCount() const = 0;
|
|
|
|
//! Retrieve the given mesh loader
|
|
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
|
array index.
|
|
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
|
virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
|
|
|
|
//! Get pointer to the scene collision manager.
|
|
/** \return Pointer to the collision manager
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual ISceneCollisionManager* getSceneCollisionManager() = 0;
|
|
|
|
//! Get pointer to the mesh manipulator.
|
|
/** \return Pointer to the mesh manipulator
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
virtual IMeshManipulator* getMeshManipulator() = 0;
|
|
|
|
//! Adds a scene node to the deletion queue.
|
|
/** The scene node is immediately
|
|
deleted when it's secure. Which means when the scene node does not
|
|
execute animators and things like that. This method is for example
|
|
used for deleting scene nodes by their scene node animators. In
|
|
most other cases, a ISceneNode::remove() call is enough, using this
|
|
deletion queue is not necessary.
|
|
See ISceneManager::createDeleteAnimator() for details.
|
|
\param node: Node to delete. */
|
|
virtual void addToDeletionQueue(ISceneNode* node) = 0;
|
|
|
|
//! Posts an input event to the environment.
|
|
/** Usually you do not have to
|
|
use this method, it is used by the internal engine. */
|
|
virtual bool postEventFromUser(const SEvent& event) = 0;
|
|
|
|
//! Clears the whole scene.
|
|
/** All scene nodes are removed. */
|
|
virtual void clear() = 0;
|
|
|
|
//! Get interface to the parameters set in this scene.
|
|
/** String parameters can be used by plugins and mesh loaders.
|
|
See COLLADA_CREATE_SCENE_INSTANCES and DMF_USE_MATERIALS_DIRS */
|
|
virtual io::IAttributes* getParameters() = 0;
|
|
|
|
//! Get current render pass.
|
|
/** All scene nodes are being rendered in a specific order.
|
|
First lights, cameras, sky boxes, solid geometry, and then transparent
|
|
stuff. During the rendering process, scene nodes may want to know what the scene
|
|
manager is rendering currently, because for example they registered for rendering
|
|
twice, once for transparent geometry and once for solid. When knowing what rendering
|
|
pass currently is active they can render the correct part of their geometry. */
|
|
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
|
|
|
|
//! Creates a new scene manager.
|
|
/** This can be used to easily draw and/or store two
|
|
independent scenes at the same time. The mesh cache will be
|
|
shared between all existing scene managers, which means if you
|
|
load a mesh in the original scene manager using for example
|
|
getMesh(), the mesh will be available in all other scene
|
|
managers too, without loading.
|
|
The original/main scene manager will still be there and
|
|
accessible via IrrlichtDevice::getSceneManager(). If you need
|
|
input event in this new scene manager, for example for FPS
|
|
cameras, you'll need to forward input to this manually: Just
|
|
implement an IEventReceiver and call
|
|
yourNewSceneManager->postEventFromUser(), and return true so
|
|
that the original scene manager doesn't get the event.
|
|
Otherwise, all input will go to the main scene manager
|
|
automatically.
|
|
If you no longer need the new scene manager, you should call
|
|
ISceneManager::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
|
|
|
|
//! Get a mesh writer implementation if available
|
|
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
|
|
for details. */
|
|
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
|
|
|
|
//! Get a skinned mesh, which is not available as header-only code
|
|
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
|
|
for details. */
|
|
virtual ISkinnedMesh* createSkinnedMesh() = 0;
|
|
|
|
//! Sets ambient color of the scene
|
|
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
|
|
|
|
//! Get ambient color of the scene
|
|
virtual const video::SColorf& getAmbientLight() const = 0;
|
|
|
|
//! Get current render pass.
|
|
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const =0;
|
|
|
|
//! Set current render pass.
|
|
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) =0;
|
|
|
|
//! Check if node is culled in current view frustum
|
|
/** Please note that depending on the used culling method this
|
|
check can be rather coarse, or slow. A positive result is
|
|
correct, though, i.e. if this method returns true the node is
|
|
positively not visible. The node might still be invisible even
|
|
if this method returns false.
|
|
\param node The scene node which is checked for culling.
|
|
\return True if node is not visible in the current scene, else
|
|
false. */
|
|
virtual bool isCulled(const ISceneNode* node) const =0;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|