forked from Mirrorlandia_minetest/irrlicht
1670db617b
Also updating ES&ES2 interface to work with removal of IMaterialRendererServices::setBasicRenderStates git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6487 dfc29bdd-3216-0410-991c-e03cc46cb475
915 lines
28 KiB
C++
915 lines
28 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 IRR_I_SCENE_NODE_H_INCLUDED
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#define IRR_I_SCENE_NODE_H_INCLUDED
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#include "IAttributeExchangingObject.h"
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#include "ESceneNodeTypes.h"
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#include "ESceneNodeUpdateAbs.h"
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#include "ECullingTypes.h"
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#include "EDebugSceneTypes.h"
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#include "ISceneNodeAnimator.h"
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#include "ITriangleSelector.h"
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#include "SMaterial.h"
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#include "irrString.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "irrList.h"
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#include "IAttributes.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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class ISceneManager;
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//! Typedef for list of scene nodes
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typedef core::list<ISceneNode*> ISceneNodeList;
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//! Typedef for list of scene node animators
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typedef core::list<ISceneNodeAnimator*> ISceneNodeAnimatorList;
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//! Scene node interface.
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/** A scene node is a node in the hierarchical scene graph. Every scene
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node may have children, which are also scene nodes. Children move
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relative to their parent's position. If the parent of a node is not
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visible, its children won't be visible either. In this way, it is for
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example easily possible to attach a light to a moving car, or to place
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a walking character on a moving platform on a moving ship.
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*/
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class ISceneNode : virtual public io::IAttributeExchangingObject
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{
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public:
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//! Constructor
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ISceneNode(ISceneNode* parent, ISceneManager* mgr, 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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: RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale),
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Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id),
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AbsPosUpdateBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX),
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DebugDataVisible(EDS_OFF),
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IsVisible(true), IsDebugObject(false)
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{
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if (parent)
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parent->addChild(this);
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updateAbsolutePosition();
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}
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//! Destructor
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virtual ~ISceneNode()
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{
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// delete all children
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removeAll();
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// delete all animators
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ISceneNodeAnimatorList::Iterator ait = Animators.begin();
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for (; ait != Animators.end(); ++ait)
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(*ait)->drop();
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if (TriangleSelector)
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TriangleSelector->drop();
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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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/** Nodes may register themselves in the render pipeline during this call,
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pre-calculate the geometry which should be rendered, and prevent their
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children from being able to register themselves if they are clipped by simply
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not calling their OnRegisterSceneNode method.
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If you are implementing your own scene node, you should overwrite this method
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with an implementation code looking like this:
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\code
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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ISceneNode::OnRegisterSceneNode();
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\endcode
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*/
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virtual void OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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ISceneNodeList::ConstIterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->OnRegisterSceneNode();
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}
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}
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//! OnAnimate() is called just before rendering the whole scene.
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/** Nodes may calculate or store animations here, and may do other useful things,
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depending on what they are. Also, OnAnimate() should be called for all
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child scene nodes here. This method will be called once per frame, independent
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of whether the scene node is visible or not.
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\param timeMs Current time in milliseconds. */
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virtual void OnAnimate(u32 timeMs)
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{
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if (IsVisible)
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{
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// animate this node with all animators
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ISceneNodeAnimatorList::ConstIterator ait = Animators.begin();
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while (ait != Animators.end())
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{
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// continue to the next node before calling animateNode()
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// so that the animator may remove itself from the scene
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// node without the iterator becoming invalid
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ISceneNodeAnimator* anim = *ait;
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++ait;
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if ( anim->isEnabled() )
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{
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anim->animateNode(this, timeMs);
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}
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}
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// update absolute position
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updateAbsolutePosition();
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// perform the post render process on all children
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ISceneNodeList::ConstIterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->OnAnimate(timeMs);
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}
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}
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//! Renders the node.
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virtual void render() = 0;
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//! Returns the name of the node.
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/** \return Name as character string. */
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virtual const c8* getName() const
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{
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return Name.c_str();
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}
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//! Sets the name of the node.
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/** \param name New name of the scene node. */
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virtual void setName(const c8* name)
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{
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Name = name;
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}
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//! Sets the name of the node.
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/** \param name New name of the scene node. */
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virtual void setName(const core::stringc& name)
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{
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Name = name;
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}
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//! Get the axis aligned, not transformed bounding box of this node.
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/** This means that if this node is an animated 3d character,
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moving in a room, the bounding box will always be around the
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origin. To get the box in real world coordinates, just
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transform it with the matrix you receive with
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getAbsoluteTransformation() or simply use
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getTransformedBoundingBox(), which does the same.
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\return The non-transformed bounding box. */
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virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
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//! Get the axis aligned, transformed and animated absolute bounding box of this node.
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/** Note: The result is still an axis-aligned bounding box, so it's size
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changes with rotation.
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\return The transformed bounding box. */
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virtual const core::aabbox3d<f32> getTransformedBoundingBox() const
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{
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core::aabbox3d<f32> box = getBoundingBox();
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AbsoluteTransformation.transformBoxEx(box);
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return box;
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}
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//! Get a the 8 corners of the original bounding box transformed and
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//! animated by the absolute transformation.
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/** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(),
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but getting an aabbox3d of these edges would then be identical.
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\param edges Receives an array with the transformed edges */
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virtual void getTransformedBoundingBoxEdges(core::array< core::vector3d<f32> >& edges) const
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{
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edges.set_used(8);
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getBoundingBox().getEdges( edges.pointer() );
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for ( u32 i=0; i<8; ++i )
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AbsoluteTransformation.transformVect( edges[i] );
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}
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//! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
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/** NOTE: For speed reasons the absolute transformation is not
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automatically recalculated on each change of the relative
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transformation or by a transformation change of an parent. Instead the
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update usually happens once per frame in OnAnimate. You can enforce
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an update with updateAbsolutePosition().
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\return The absolute transformation matrix. */
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virtual const core::matrix4& getAbsoluteTransformation() const
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{
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return AbsoluteTransformation;
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}
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//! Returns the relative transformation of the scene node.
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/** The relative transformation is stored internally as 3
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vectors: translation, rotation and scale. To get the relative
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transformation matrix, it is calculated from these values.
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\return The relative transformation matrix. */
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virtual core::matrix4 getRelativeTransformation() const
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{
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core::matrix4 mat;
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mat.setRotationDegrees(RelativeRotation);
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mat.setTranslation(RelativeTranslation);
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if (RelativeScale != core::vector3df(1.f,1.f,1.f))
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{
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core::matrix4 smat;
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smat.setScale(RelativeScale);
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mat *= smat;
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}
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return mat;
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}
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//! Returns whether the node should be visible (if all of its parents are visible).
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/** This is only an option set by the user, but has nothing to
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do with geometry culling
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\return The requested visibility of the node, true means
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visible (if all parents are also visible). */
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virtual bool isVisible() const
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{
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return IsVisible;
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}
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//! Check whether the node is truly visible, taking into accounts its parents' visibility
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/** \return true if the node and all its parents are visible,
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false if this or any parent node is invisible. */
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virtual bool isTrulyVisible() const
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{
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if(!IsVisible)
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return false;
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if(!Parent)
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return true;
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return Parent->isTrulyVisible();
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}
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//! Sets if the node should be visible or not.
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/** All children of this node won't be visible either, when set
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to false. Invisible nodes are not valid candidates for selection by
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collision manager bounding box methods.
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\param isVisible If the node shall be visible. */
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virtual void setVisible(bool isVisible)
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{
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IsVisible = isVisible;
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}
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//! Get the id of the scene node.
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/** This id can be used to identify the node.
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\return The id. */
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virtual s32 getID() const
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{
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return ID;
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}
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//! Sets the id of the scene node.
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/** This id can be used to identify the node.
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\param id The new id. */
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virtual void setID(s32 id)
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{
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ID = id;
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}
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//! Adds a child to this scene node.
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/** If the scene node already has a parent it is first removed
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from the other parent.
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\param child A pointer to the new child. */
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virtual void addChild(ISceneNode* child)
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{
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if (child && (child != this))
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{
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// Change scene manager?
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if (SceneManager != child->SceneManager)
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child->setSceneManager(SceneManager);
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child->grab();
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child->remove(); // remove from old parent
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Children.push_back(child);
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child->Parent = this;
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}
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}
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//! Removes a child from this scene node.
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/** If found in the children list, the child pointer is also
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dropped and might be deleted if no other grab exists.
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\param child A pointer to the child which shall be removed.
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\return True if the child was removed, and false if not,
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e.g. because it couldn't be found in the children list. */
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virtual bool removeChild(ISceneNode* child)
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{
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ISceneNodeList::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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if ((*it) == child)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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Children.erase(it);
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return true;
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}
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return false;
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}
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//! Removes all children of this scene node
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/** The scene nodes found in the children list are also dropped
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and might be deleted if no other grab exists on them.
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*/
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virtual void removeAll()
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{
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ISceneNodeList::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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{
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(*it)->Parent = 0;
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(*it)->drop();
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}
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Children.clear();
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}
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//! Removes this scene node from the scene
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/** If no other grab exists for this node, it will be deleted.
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*/
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virtual void remove()
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{
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if (Parent)
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Parent->removeChild(this);
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}
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//! Adds an animator which should animate this node.
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/** \param animator A pointer to the new animator. */
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virtual void addAnimator(ISceneNodeAnimator* animator)
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{
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if (animator)
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{
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Animators.push_back(animator);
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animator->grab();
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}
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}
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//! Get a list of all scene node animators.
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/** \return The list of animators attached to this node. */
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const core::list<ISceneNodeAnimator*>& getAnimators() const
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{
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return Animators;
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}
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//! Removes an animator from this scene node.
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/** If the animator is found, it is also dropped and might be
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deleted if not other grab exists for it.
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\param animator A pointer to the animator to be deleted. */
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virtual void removeAnimator(ISceneNodeAnimator* animator)
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{
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ISceneNodeAnimatorList::Iterator it = Animators.begin();
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for (; it != Animators.end(); ++it)
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{
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if ((*it) == animator)
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{
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(*it)->drop();
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Animators.erase(it);
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return;
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}
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}
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}
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//! Removes all animators from this scene node.
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/** The animators might also be deleted if no other grab exists
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for them. */
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virtual void removeAnimators()
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{
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ISceneNodeAnimatorList::Iterator it = Animators.begin();
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for (; it != Animators.end(); ++it)
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(*it)->drop();
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Animators.clear();
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}
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//! Returns the material based on the zero based index i.
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/** To get the amount of materials used by this scene node, use
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getMaterialCount(). This function is needed for inserting the
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node into the scene hierarchy at an optimal position for
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minimizing renderstate changes, but can also be used to
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directly modify the material of a scene node.
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\param num Zero based index. The maximal value is getMaterialCount() - 1.
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\return The material at that index. */
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virtual video::SMaterial& getMaterial(u32 num)
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{
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return video::IdentityMaterial;
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}
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//! Get amount of materials used by this scene node.
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/** \return Current amount of materials of this scene node. */
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virtual u32 getMaterialCount() const
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{
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return 0;
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}
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//! Sets all material flags at once to a new value.
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/** Useful, for example, if you want the whole mesh to be
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affected by light.
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\param flag Which flag of all materials to be set.
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\param newvalue New value of that flag. */
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).setFlag(flag, newvalue);
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}
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//! Sets the texture of the specified layer in all materials of this scene node to the new texture.
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/** \param textureLayer Layer of texture to be set. Must be a
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value smaller than MATERIAL_MAX_TEXTURES.
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\param texture New texture to be used. */
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void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
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{
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if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
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return;
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).setTexture(textureLayer, texture);
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}
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//! Sets the material type of all materials in this scene node to a new material type.
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/** \param newType New type of material to be set. */
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void setMaterialType(video::E_MATERIAL_TYPE newType)
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{
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).MaterialType = newType;
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}
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//! Gets the scale of the scene node relative to its parent.
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/** This is the scale of this node relative to its parent.
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If you want the absolute scale, use
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getAbsoluteTransformation().getScale()
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\return The scale of the scene node. */
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virtual const core::vector3df& getScale() const
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{
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return RelativeScale;
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}
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//! Sets the relative scale of the scene node.
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/** \param scale New scale of the node, relative to its parent. */
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virtual void setScale(const core::vector3df& scale)
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{
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RelativeScale = scale;
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}
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//! Gets the rotation of the node relative to its parent.
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/** Note that this is the relative rotation of the node.
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If you want the absolute rotation, use
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getAbsoluteTransformation().getRotation()
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\return Current relative rotation of the scene node. */
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virtual const core::vector3df& getRotation() const
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{
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return RelativeRotation;
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}
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//! Sets the rotation of the node relative to its parent.
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/** This only modifies the relative rotation of the node.
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\param rotation New rotation of the node in degrees. */
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virtual void setRotation(const core::vector3df& rotation)
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{
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RelativeRotation = rotation;
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}
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//! Gets the position of the node relative to its parent.
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/** Note that the position is relative to the parent. If you want
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the position in world coordinates, use getAbsolutePosition() instead.
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\return The current position of the node relative to the parent. */
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virtual const core::vector3df& getPosition() const
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{
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return RelativeTranslation;
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}
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//! Sets the position of the node relative to its parent.
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/** Note that the position is relative to the parent.
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\param newpos New relative position of the scene node. */
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virtual void setPosition(const core::vector3df& newpos)
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{
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RelativeTranslation = newpos;
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}
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//! Gets the absolute position of the node in world coordinates.
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/** If you want the position of the node relative to its parent,
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use getPosition() instead.
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NOTE: For speed reasons the absolute position is not
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automatically recalculated on each change of the relative
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position or by a position change of an parent. Instead the
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update usually happens once per frame in OnAnimate. You can enforce
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an update with updateAbsolutePosition().
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\return The current absolute position of the scene node (updated on last call of updateAbsolutePosition). */
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virtual core::vector3df getAbsolutePosition() const
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{
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return AbsoluteTransformation.getTranslation();
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}
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//! Set a culling style or disable culling completely.
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/** Box culling (EAC_BOX) is set by default. Note that not
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all SceneNodes support culling and that some nodes always cull
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their geometry because it is their only reason for existence,
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for example the OctreeSceneNode.
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|
\param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
|
|
void setAutomaticCulling( u32 state)
|
|
{
|
|
AutomaticCullingState = state;
|
|
}
|
|
|
|
|
|
//! Gets the automatic culling state.
|
|
/** \return The automatic culling state. */
|
|
u32 getAutomaticCulling() const
|
|
{
|
|
return AutomaticCullingState;
|
|
}
|
|
|
|
//! Set how updateAbsolutePosition calculates the absolute transformation matrix
|
|
void setUpdateAbsolutePosBehavior(ESCENE_NODE_UPDATE_ABS behavior)
|
|
{
|
|
AbsPosUpdateBehavior = behavior;
|
|
}
|
|
|
|
//! Get how updateAbsolutePosition calculates the absolute transformation matrix
|
|
ESCENE_NODE_UPDATE_ABS getUpdateAbsolutePosBehavior() const
|
|
{
|
|
return AbsPosUpdateBehavior;
|
|
}
|
|
|
|
|
|
//! Sets if debug data like bounding boxes should be drawn.
|
|
/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
|
|
Please note that not all scene nodes support all debug data types.
|
|
\param state The debug data visibility state to be used. */
|
|
virtual void setDebugDataVisible(u32 state)
|
|
{
|
|
DebugDataVisible = state;
|
|
}
|
|
|
|
//! Returns if debug data like bounding boxes are drawn.
|
|
/** \return A bitwise OR of the debug data values from
|
|
@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
|
|
u32 isDebugDataVisible() const
|
|
{
|
|
return DebugDataVisible;
|
|
}
|
|
|
|
|
|
//! Sets if this scene node is a debug object.
|
|
/** Debug objects have some special properties, for example they can be easily
|
|
excluded from collision detection or from serialization, etc. */
|
|
void setIsDebugObject(bool debugObject)
|
|
{
|
|
IsDebugObject = debugObject;
|
|
}
|
|
|
|
|
|
//! Returns if this scene node is a debug object.
|
|
/** Debug objects have some special properties, for example they can be easily
|
|
excluded from collision detection or from serialization, etc.
|
|
\return If this node is a debug object, true is returned. */
|
|
bool isDebugObject() const
|
|
{
|
|
return IsDebugObject;
|
|
}
|
|
|
|
|
|
//! Returns a const reference to the list of all children.
|
|
/** \return The list of all children of this node. */
|
|
const core::list<ISceneNode*>& getChildren() const
|
|
{
|
|
return Children;
|
|
}
|
|
|
|
|
|
//! Changes the parent of the scene node.
|
|
/** \param newParent The new parent to be used. */
|
|
virtual void setParent(ISceneNode* newParent)
|
|
{
|
|
grab();
|
|
remove();
|
|
|
|
Parent = newParent;
|
|
|
|
if (Parent)
|
|
Parent->addChild(this);
|
|
|
|
drop();
|
|
}
|
|
|
|
|
|
//! Returns the triangle selector attached to this scene node.
|
|
/** The Selector can be used by the engine for doing collision
|
|
detection. You can create a TriangleSelector with
|
|
ISceneManager::createTriangleSelector() or
|
|
ISceneManager::createOctreeTriangleSelector and set it with
|
|
ISceneNode::setTriangleSelector(). If a scene node got no triangle
|
|
selector, but collision tests should be done with it, a triangle
|
|
selector is created using the bounding box of the scene node.
|
|
\return A pointer to the TriangleSelector or 0, if there
|
|
is none. */
|
|
virtual ITriangleSelector* getTriangleSelector() const
|
|
{
|
|
return TriangleSelector;
|
|
}
|
|
|
|
|
|
//! Sets the triangle selector of the scene node.
|
|
/** The Selector can be used by the engine for doing collision
|
|
detection. You can create a TriangleSelector with
|
|
ISceneManager::createTriangleSelector() or
|
|
ISceneManager::createOctreeTriangleSelector(). Some nodes may
|
|
create their own selector by default, so it would be good to
|
|
check if there is already a selector in this node by calling
|
|
ISceneNode::getTriangleSelector().
|
|
\param selector New triangle selector for this scene node. */
|
|
virtual void setTriangleSelector(ITriangleSelector* selector)
|
|
{
|
|
if (TriangleSelector != selector)
|
|
{
|
|
if (TriangleSelector)
|
|
TriangleSelector->drop();
|
|
|
|
TriangleSelector = selector;
|
|
if (TriangleSelector)
|
|
TriangleSelector->grab();
|
|
}
|
|
}
|
|
|
|
|
|
//! Updates the absolute transformation or position based on the relative and the parents transformation
|
|
/** It's exact behavior can be controlled by setUpdateAbsolutePosBehavior.
|
|
Note: This does not recursively update the parents absolute positions, so if you have a deeper
|
|
hierarchy you might want to update the parents first.*/
|
|
virtual void updateAbsolutePosition()
|
|
{
|
|
if (Parent)
|
|
{
|
|
switch ( AbsPosUpdateBehavior )
|
|
{
|
|
case ESNUA_TRANSFORM_MATRIX:
|
|
{
|
|
AbsoluteTransformation =
|
|
Parent->getAbsoluteTransformation() * getRelativeTransformation();
|
|
}
|
|
break;
|
|
case ESNUA_TRANSFORM_POSITION:
|
|
{
|
|
AbsoluteTransformation = getRelativeTransformation();
|
|
Parent->getAbsoluteTransformation().transformVect(reinterpret_cast<irr::core::vector3df&>(AbsoluteTransformation[12]));
|
|
}
|
|
break;
|
|
case ESNUA_RELATIVE:
|
|
AbsoluteTransformation = getRelativeTransformation();
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
AbsoluteTransformation = getRelativeTransformation();
|
|
}
|
|
|
|
|
|
//! Returns the parent of this scene node
|
|
/** \return A pointer to the parent. */
|
|
scene::ISceneNode* getParent() const
|
|
{
|
|
return Parent;
|
|
}
|
|
|
|
|
|
//! Returns type of the scene node
|
|
/** \return The type of this node. */
|
|
virtual ESCENE_NODE_TYPE getType() const
|
|
{
|
|
return ESNT_UNKNOWN;
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
/** Implement this to expose the attributes of your scene node
|
|
for scripting languages, editors, debuggers or xml
|
|
serialization purposes.
|
|
\param out The attribute container to write into.
|
|
\param options Additional options which might influence the
|
|
serialization. */
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE
|
|
{
|
|
if (!out)
|
|
return;
|
|
out->addString("Name", Name.c_str());
|
|
out->addInt("Id", ID );
|
|
|
|
out->addVector3d("Position", getPosition() );
|
|
out->addVector3d("Rotation", getRotation() );
|
|
out->addVector3d("Scale", getScale() );
|
|
|
|
out->addBool("Visible", IsVisible );
|
|
out->addEnum("AbsPosUpdate", (s32)AbsPosUpdateBehavior, SceneNodeUpdateAbsNames);
|
|
out->addInt("AutomaticCulling", AutomaticCullingState);
|
|
out->addInt("DebugDataVisible", DebugDataVisible );
|
|
out->addBool("IsDebugObject", IsDebugObject );
|
|
}
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
|
/** Implement this to set the attributes of your scene node for
|
|
scripting languages, editors, debuggers or xml deserialization
|
|
purposes.
|
|
\param in The attribute container to read from.
|
|
\param options Additional options which might influence the
|
|
deserialization. */
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE
|
|
{
|
|
if (!in)
|
|
return;
|
|
Name = in->getAttributeAsString("Name", Name);
|
|
ID = in->getAttributeAsInt("Id", ID);
|
|
|
|
setPosition(in->getAttributeAsVector3d("Position", RelativeTranslation));
|
|
setRotation(in->getAttributeAsVector3d("Rotation", RelativeRotation));
|
|
setScale(in->getAttributeAsVector3d("Scale", RelativeScale));
|
|
|
|
IsVisible = in->getAttributeAsBool("Visible", IsVisible);
|
|
|
|
AbsPosUpdateBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)AbsPosUpdateBehavior);
|
|
|
|
if (in->existsAttribute("AutomaticCulling"))
|
|
{
|
|
// compatibility for older version, new one uses int's
|
|
const s32 tmpState = in->getAttributeAsEnumeration("AutomaticCulling",
|
|
scene::AutomaticCullingNames);
|
|
if (tmpState != -1)
|
|
AutomaticCullingState = (u32)tmpState;
|
|
else
|
|
AutomaticCullingState = in->getAttributeAsInt("AutomaticCulling");
|
|
}
|
|
|
|
DebugDataVisible = in->getAttributeAsInt("DebugDataVisible", DebugDataVisible);
|
|
IsDebugObject = in->getAttributeAsBool("IsDebugObject", IsDebugObject);
|
|
|
|
updateAbsolutePosition();
|
|
}
|
|
|
|
//! Creates a clone of this scene node and its children.
|
|
/** \param newParent An optional new parent.
|
|
\param newManager An optional new scene manager.
|
|
\return The newly created clone of this node. */
|
|
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0)
|
|
{
|
|
return 0; // to be implemented by derived classes
|
|
}
|
|
|
|
//! Retrieve the scene manager for this node.
|
|
/** \return The node's scene manager. */
|
|
virtual ISceneManager* getSceneManager(void) const { return SceneManager; }
|
|
|
|
protected:
|
|
|
|
//! A clone function for the ISceneNode members.
|
|
/** This method can be used by clone() implementations of
|
|
derived classes
|
|
\param toCopyFrom The node from which the values are copied
|
|
\param newManager The new scene manager. */
|
|
void cloneMembers(ISceneNode* toCopyFrom, ISceneManager* newManager)
|
|
{
|
|
Name = toCopyFrom->Name;
|
|
AbsoluteTransformation = toCopyFrom->AbsoluteTransformation;
|
|
RelativeTranslation = toCopyFrom->RelativeTranslation;
|
|
RelativeRotation = toCopyFrom->RelativeRotation;
|
|
RelativeScale = toCopyFrom->RelativeScale;
|
|
ID = toCopyFrom->ID;
|
|
setTriangleSelector(toCopyFrom->TriangleSelector);
|
|
AbsPosUpdateBehavior = toCopyFrom->AbsPosUpdateBehavior;
|
|
AutomaticCullingState = toCopyFrom->AutomaticCullingState;
|
|
DebugDataVisible = toCopyFrom->DebugDataVisible;
|
|
IsVisible = toCopyFrom->IsVisible;
|
|
IsDebugObject = toCopyFrom->IsDebugObject;
|
|
|
|
if (newManager)
|
|
SceneManager = newManager;
|
|
else
|
|
SceneManager = toCopyFrom->SceneManager;
|
|
|
|
// clone children
|
|
|
|
ISceneNodeList::ConstIterator it = toCopyFrom->Children.begin();
|
|
for (; it != toCopyFrom->Children.end(); ++it)
|
|
(*it)->clone(this, newManager);
|
|
|
|
// clone animators
|
|
|
|
ISceneNodeAnimatorList::Iterator ait = toCopyFrom->Animators.begin();
|
|
for (; ait != toCopyFrom->Animators.end(); ++ait)
|
|
{
|
|
ISceneNodeAnimator* anim = (*ait)->createClone(this, SceneManager);
|
|
if (anim)
|
|
{
|
|
addAnimator(anim);
|
|
anim->drop();
|
|
}
|
|
}
|
|
}
|
|
|
|
//! Sets the new scene manager for this node and all children.
|
|
//! Called by addChild when moving nodes between scene managers
|
|
void setSceneManager(ISceneManager* newManager)
|
|
{
|
|
SceneManager = newManager;
|
|
|
|
ISceneNodeList::Iterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
(*it)->setSceneManager(newManager);
|
|
}
|
|
|
|
//! Name of the scene node.
|
|
core::stringc Name;
|
|
|
|
//! Absolute transformation of the node.
|
|
core::matrix4 AbsoluteTransformation;
|
|
|
|
//! Relative translation of the scene node.
|
|
core::vector3df RelativeTranslation;
|
|
|
|
//! Relative rotation of the scene node.
|
|
core::vector3df RelativeRotation;
|
|
|
|
//! Relative scale of the scene node.
|
|
core::vector3df RelativeScale;
|
|
|
|
//! Pointer to the parent
|
|
ISceneNode* Parent;
|
|
|
|
//! List of all children of this node
|
|
core::list<ISceneNode*> Children;
|
|
|
|
//! List of all animator nodes
|
|
core::list<ISceneNodeAnimator*> Animators;
|
|
|
|
//! Pointer to the scene manager
|
|
ISceneManager* SceneManager;
|
|
|
|
//! Pointer to the triangle selector
|
|
ITriangleSelector* TriangleSelector;
|
|
|
|
//! ID of the node.
|
|
s32 ID;
|
|
|
|
//! How updateAbsolutePosition calculates AbsoluteTransformation
|
|
ESCENE_NODE_UPDATE_ABS AbsPosUpdateBehavior;
|
|
|
|
//! Automatic culling state
|
|
u32 AutomaticCullingState;
|
|
|
|
//! Flag if debug data should be drawn, such as Bounding Boxes.
|
|
u32 DebugDataVisible;
|
|
|
|
//! Is the node visible?
|
|
bool IsVisible;
|
|
|
|
//! Is debug object?
|
|
bool IsDebugObject;
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|