irrlicht/source/Irrlicht/CCubeSceneNode.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
#include "CCubeSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "SMeshBuffer.h"
#include "os.h"
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#else
#include "IShadowVolumeSceneNode.h"
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
namespace irr
{
namespace scene
{
/*
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/6,8------/5 y
/ | / | ^ z
/ | / | | /
010 3,9-------2 | |/
| 7- - -10,4 101 *---->x
| / | /
|/ | /
0------11,1/
000 100
*/
//! constructor
CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale,
ECUBE_MESH_TYPE type)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale),
Mesh(0), Shadow(0), Size(size), MeshType(type)
{
#ifdef _DEBUG
setDebugName("CCubeSceneNode");
#endif
setSize();
}
CCubeSceneNode::~CCubeSceneNode()
{
if (Shadow)
Shadow->drop();
if (Mesh)
Mesh->drop();
}
void CCubeSceneNode::setSize()
{
if (Mesh)
Mesh->drop();
Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size), MeshType);
}
//! renders the node.
void CCubeSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
if (Shadow)
Shadow->updateShadowVolumes();
for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
{
const scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
{
// for debug purposes only:
if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
{
// overwrite half transparency
video::SMaterial mat = mb->getMaterial();
mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
driver->setMaterial(mat);
}
else
{
const video::SMaterial& mat = mb->getMaterial();
driver->setMaterial(mat);
}
driver->drawMeshBuffer(mb);
}
}
// for debug purposes only:
if (DebugDataVisible)
{
video::SMaterial m;
m.Lighting = false;
m.AntiAliasing=0;
driver->setMaterial(m);
if (DebugDataVisible & scene::EDS_BBOX)
{
driver->draw3DBox(Mesh->getBoundingBox(), video::SColor(255,255,255,255));
}
if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
{
driver->draw3DBox(Mesh->getBoundingBox(), video::SColor(255,190,128,128));
}
if (DebugDataVisible & scene::EDS_NORMALS)
{
// draw normals
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
for (u32 i=0; i < Mesh->getMeshBufferCount(); ++i)
{
driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
}
}
// show mesh
if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
{
m.Wireframe = true;
driver->setMaterial(m);
for (u32 i=0; i < Mesh->getMeshBufferCount(); ++i)
{
driver->drawMeshBuffer(Mesh->getMeshBuffer(i));
}
}
}
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
{
return Mesh->getBoundingBox();
}
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached child.
bool CCubeSceneNode::removeChild(ISceneNode* child)
{
if (child && Shadow == child)
{
Shadow->drop();
Shadow = 0;
}
return ISceneNode::removeChild(child);
}
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
IShadowVolumeSceneNode* CCubeSceneNode::addShadowVolumeSceneNode(
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
{
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
return 0;
if (!shadowMesh)
shadowMesh = Mesh; // if null is given, use the mesh of node
if (Shadow)
Shadow->drop();
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
return Shadow;
#else
return 0;
#endif
}
void CCubeSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
//! returns the material based on the zero based index i.
video::SMaterial& CCubeSceneNode::getMaterial(u32 i)
{
return Mesh->getMeshBuffer(i)->getMaterial();
}
//! returns amount of materials used by this scene node.
u32 CCubeSceneNode::getMaterialCount() const
{
if ( Mesh )
return Mesh->getMeshBufferCount();
return 0;
}
//! Writes attributes of the scene node.
void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("Size", Size);
out->addEnum("MeshType", (irr::s32)MeshType, CubeMeshTypeNames);
}
//! Reads attributes of the scene node.
void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
f32 newSize = in->getAttributeAsFloat("Size", Size);
ECUBE_MESH_TYPE newMeshType = (ECUBE_MESH_TYPE)in->getAttributeAsEnumeration("MeshType", CubeMeshTypeNames, (irr::s32)MeshType);
newSize = core::max_(newSize, 0.0001f);
if (newSize != Size || newMeshType != MeshType)
{
Size = newSize;
MeshType = newMeshType;
setSize();
}
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale, MeshType);
nb->cloneMembers(this, newManager);
for ( irr::u32 i=0; i < getMaterialCount(); ++i )
nb->getMaterial(i) = getMaterial(i);
nb->Shadow = Shadow;
if ( nb->Shadow )
nb->Shadow->grab();
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_CUBE_SCENENODE_