// 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 #ifndef IRR_I_SCENE_NODE_H_INCLUDED #define IRR_I_SCENE_NODE_H_INCLUDED #include "IAttributeExchangingObject.h" #include "ESceneNodeTypes.h" #include "ESceneNodeUpdateAbs.h" #include "ECullingTypes.h" #include "EDebugSceneTypes.h" #include "ISceneNodeAnimator.h" #include "ITriangleSelector.h" #include "SMaterial.h" #include "irrString.h" #include "aabbox3d.h" #include "matrix4.h" #include "irrList.h" #include "IAttributes.h" namespace irr { namespace scene { class ISceneManager; //! Typedef for list of scene nodes typedef core::list ISceneNodeList; //! Typedef for list of scene node animators typedef core::list ISceneNodeAnimatorList; //! Scene node interface. /** A scene node is a node in the hierarchical scene graph. Every scene node may have children, which are also scene nodes. Children move relative to their parent's position. If the parent of a node is not visible, its children won't be visible either. In this way, it is for example easily possible to attach a light to a moving car, or to place a walking character on a moving platform on a moving ship. */ class ISceneNode : virtual public io::IAttributeExchangingObject { public: //! Constructor ISceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1, const core::vector3df& position = core::vector3df(0,0,0), const core::vector3df& rotation = core::vector3df(0,0,0), const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) : RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale), Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id), AbsPosUpdateBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF), IsVisible(true), IsDebugObject(false) { if (parent) parent->addChild(this); updateAbsolutePosition(); } //! Destructor virtual ~ISceneNode() { // delete all children removeAll(); // delete all animators ISceneNodeAnimatorList::Iterator ait = Animators.begin(); for (; ait != Animators.end(); ++ait) (*ait)->drop(); if (TriangleSelector) TriangleSelector->drop(); } //! This method is called just before the rendering process of the whole scene. /** Nodes may register themselves in the render pipeline during this call, precalculate the geometry which should be renderered, and prevent their children from being able to register themselves if they are clipped by simply not calling their OnRegisterSceneNode method. If you are implementing your own scene node, you should overwrite this method with an implementation code looking like this: \code if (IsVisible) SceneManager->registerNodeForRendering(this); ISceneNode::OnRegisterSceneNode(); \endcode */ virtual void OnRegisterSceneNode() { if (IsVisible) { ISceneNodeList::Iterator it = Children.begin(); for (; it != Children.end(); ++it) (*it)->OnRegisterSceneNode(); } } //! OnAnimate() is called just before rendering the whole scene. /** Nodes may calculate or store animations here, and may do other useful things, depending on what they are. Also, OnAnimate() should be called for all child scene nodes here. This method will be called once per frame, independent of whether the scene node is visible or not. \param timeMs Current time in milliseconds. */ virtual void OnAnimate(u32 timeMs) { if (IsVisible) { // animate this node with all animators ISceneNodeAnimatorList::Iterator ait = Animators.begin(); while (ait != Animators.end()) { // continue to the next node before calling animateNode() // so that the animator may remove itself from the scene // node without the iterator becoming invalid ISceneNodeAnimator* anim = *ait; ++ait; if ( anim->isEnabled() ) { anim->animateNode(this, timeMs); } } // update absolute position updateAbsolutePosition(); // perform the post render process on all children ISceneNodeList::Iterator it = Children.begin(); for (; it != Children.end(); ++it) (*it)->OnAnimate(timeMs); } } //! Renders the node. virtual void render() = 0; //! Returns the name of the node. /** \return Name as character string. */ virtual const c8* getName() const { return Name.c_str(); } //! Sets the name of the node. /** \param name New name of the scene node. */ virtual void setName(const c8* name) { Name = name; } //! Sets the name of the node. /** \param name New name of the scene node. */ virtual void setName(const core::stringc& name) { Name = name; } //! Get the axis aligned, not transformed bounding box of this node. /** This means that if this node is an animated 3d character, moving in a room, the bounding box will always be around the origin. To get the box in real world coordinates, just transform it with the matrix you receive with getAbsoluteTransformation() or simply use getTransformedBoundingBox(), which does the same. \return The non-transformed bounding box. */ virtual const core::aabbox3d& getBoundingBox() const = 0; //! Get the axis aligned, transformed and animated absolute bounding box of this node. /** Note: The result is still an axis-aligned bounding box, so it's size changes with rotation. \return The transformed bounding box. */ virtual const core::aabbox3d getTransformedBoundingBox() const { core::aabbox3d box = getBoundingBox(); AbsoluteTransformation.transformBoxEx(box); return box; } //! Get a the 8 corners of the original bounding box transformed and //! animated by the absolute transformation. /** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(), but getting an aabbox3d of these edges would then be identical. \param edges Receives an array with the transformed edges */ virtual void getTransformedBoundingBoxEdges(core::array< core::vector3d >& edges) const { edges.set_used(8); getBoundingBox().getEdges( edges.pointer() ); for ( u32 i=0; i<8; ++i ) AbsoluteTransformation.transformVect( edges[i] ); } //! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. /** NOTE: For speed reasons the absolute transformation is not automatically recalculated on each change of the relative transformation or by a transformation change of an parent. Instead the update usually happens once per frame in OnAnimate. You can enforce an update with updateAbsolutePosition(). \return The absolute transformation matrix. */ virtual const core::matrix4& getAbsoluteTransformation() const { return AbsoluteTransformation; } //! Returns the relative transformation of the scene node. /** The relative transformation is stored internally as 3 vectors: translation, rotation and scale. To get the relative transformation matrix, it is calculated from these values. \return The relative transformation matrix. */ virtual core::matrix4 getRelativeTransformation() const { core::matrix4 mat; mat.setRotationDegrees(RelativeRotation); mat.setTranslation(RelativeTranslation); if (RelativeScale != core::vector3df(1.f,1.f,1.f)) { core::matrix4 smat; smat.setScale(RelativeScale); mat *= smat; } return mat; } //! Returns whether the node should be visible (if all of its parents are visible). /** This is only an option set by the user, but has nothing to do with geometry culling \return The requested visibility of the node, true means visible (if all parents are also visible). */ virtual bool isVisible() const { return IsVisible; } //! Check whether the node is truly visible, taking into accounts its parents' visibility /** \return true if the node and all its parents are visible, false if this or any parent node is invisible. */ virtual bool isTrulyVisible() const { if(!IsVisible) return false; if(!Parent) return true; return Parent->isTrulyVisible(); } //! Sets if the node should be visible or not. /** All children of this node won't be visible either, when set to false. Invisible nodes are not valid candidates for selection by collision manager bounding box methods. \param isVisible If the node shall be visible. */ virtual void setVisible(bool isVisible) { IsVisible = isVisible; } //! Get the id of the scene node. /** This id can be used to identify the node. \return The id. */ virtual s32 getID() const { return ID; } //! Sets the id of the scene node. /** This id can be used to identify the node. \param id The new id. */ virtual void setID(s32 id) { ID = id; } //! Adds a child to this scene node. /** If the scene node already has a parent it is first removed from the other parent. \param child A pointer to the new child. */ virtual void addChild(ISceneNode* child) { if (child && (child != this)) { // Change scene manager? if (SceneManager != child->SceneManager) child->setSceneManager(SceneManager); child->grab(); child->remove(); // remove from old parent Children.push_back(child); child->Parent = this; } } //! Removes a child from this scene node. /** If found in the children list, the child pointer is also dropped and might be deleted if no other grab exists. \param child A pointer to the child which shall be removed. \return True if the child was removed, and false if not, e.g. because it couldn't be found in the children list. */ virtual bool removeChild(ISceneNode* child) { ISceneNodeList::Iterator it = Children.begin(); for (; it != Children.end(); ++it) if ((*it) == child) { (*it)->Parent = 0; (*it)->drop(); Children.erase(it); return true; } return false; } //! Removes all children of this scene node /** The scene nodes found in the children list are also dropped and might be deleted if no other grab exists on them. */ virtual void removeAll() { ISceneNodeList::Iterator it = Children.begin(); for (; it != Children.end(); ++it) { (*it)->Parent = 0; (*it)->drop(); } Children.clear(); } //! Removes this scene node from the scene /** If no other grab exists for this node, it will be deleted. */ virtual void remove() { if (Parent) Parent->removeChild(this); } //! Adds an animator which should animate this node. /** \param animator A pointer to the new animator. */ virtual void addAnimator(ISceneNodeAnimator* animator) { if (animator) { Animators.push_back(animator); animator->grab(); } } //! Get a list of all scene node animators. /** \return The list of animators attached to this node. */ const core::list& getAnimators() const { return Animators; } //! Removes an animator from this scene node. /** If the animator is found, it is also dropped and might be deleted if not other grab exists for it. \param animator A pointer to the animator to be deleted. */ virtual void removeAnimator(ISceneNodeAnimator* animator) { ISceneNodeAnimatorList::Iterator it = Animators.begin(); for (; it != Animators.end(); ++it) { if ((*it) == animator) { (*it)->drop(); Animators.erase(it); return; } } } //! Removes all animators from this scene node. /** The animators might also be deleted if no other grab exists for them. */ virtual void removeAnimators() { ISceneNodeAnimatorList::Iterator it = Animators.begin(); for (; it != Animators.end(); ++it) (*it)->drop(); Animators.clear(); } //! Returns the material based on the zero based index i. /** To get the amount of materials used by this scene node, use getMaterialCount(). This function is needed for inserting the node into the scene hierarchy at an optimal position for minimizing renderstate changes, but can also be used to directly modify the material of a scene node. \param num Zero based index. The maximal value is getMaterialCount() - 1. \return The material at that index. */ virtual video::SMaterial& getMaterial(u32 num) { return video::IdentityMaterial; } //! Get amount of materials used by this scene node. /** \return Current amount of materials of this scene node. */ virtual u32 getMaterialCount() const { return 0; } //! Sets all material flags at once to a new value. /** Useful, for example, if you want the whole mesh to be affected by light. \param flag Which flag of all materials to be set. \param newvalue New value of that flag. */ void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) { for (u32 i=0; i= video::MATERIAL_MAX_TEXTURES) return; for (u32 i=0; i& 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 tranformation 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) { if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_MATRIX ) { AbsoluteTransformation = Parent->getAbsoluteTransformation() * getRelativeTransformation(); } else if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_POSITION ) { AbsoluteTransformation = getRelativeTransformation(); Parent->getAbsoluteTransformation().transformVect(reinterpret_cast(AbsoluteTransformation[12])); } } 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::Iterator 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 Children; //! List of all animator nodes core::list 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