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9e0189019e
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
652 lines
19 KiB
C++
652 lines
19 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_NODE_H_INCLUDED__
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#define __I_SCENE_NODE_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "ESceneNodeTypes.h"
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#include "ECullingTypes.h"
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#include "EDebugSceneTypes.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 "IAttributes.h"
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#include <list>
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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 ISceneNode;
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class ISceneManager;
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//! Typedef for list of scene nodes
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typedef std::list<ISceneNode*> ISceneNodeList;
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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 IReferenceCounted
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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), ID(id),
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AutomaticCullingState(EAC_BOX), 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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}
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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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precalculate the geometry which should be renderered, 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::iterator 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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// 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::iterator 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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//! 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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//! Execute a function on all materials of this scene node.
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/** Useful for setting material properties, e.g. if you want the whole
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mesh to be affected by light. */
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template <typename F>
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void forEachMaterial(F &&fn) {
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for (u32 i = 0; i < getMaterialCount(); i++) {
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fn(getMaterial(i));
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}
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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 cullling (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.*/
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void setAutomaticCulling( u32 state)
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{
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AutomaticCullingState = state;
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}
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//! Gets the automatic culling state.
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/** \return The automatic culling state. */
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u32 getAutomaticCulling() const
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{
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return AutomaticCullingState;
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}
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//! Sets if debug data like bounding boxes should be drawn.
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/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
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Please note that not all scene nodes support all debug data types.
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\param state The debug data visibility state to be used. */
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virtual void setDebugDataVisible(u32 state)
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{
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DebugDataVisible = state;
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}
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//! Returns if debug data like bounding boxes are drawn.
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/** \return A bitwise OR of the debug data values from
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@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
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u32 isDebugDataVisible() const
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{
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return DebugDataVisible;
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}
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//! Sets if this scene node is a debug object.
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/** Debug objects have some special properties, for example they can be easily
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excluded from collision detection or from serialization, etc. */
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void setIsDebugObject(bool debugObject)
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{
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IsDebugObject = debugObject;
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}
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//! Returns if this scene node is a debug object.
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/** Debug objects have some special properties, for example they can be easily
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excluded from collision detection or from serialization, etc.
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\return If this node is a debug object, true is returned. */
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bool isDebugObject() const
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{
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return IsDebugObject;
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}
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//! Returns a const reference to the list of all children.
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/** \return The list of all children of this node. */
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const std::list<ISceneNode*>& getChildren() const
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{
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return Children;
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}
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//! Changes the parent of the scene node.
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/** \param newParent The new parent to be used. */
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virtual void setParent(ISceneNode* newParent)
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{
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grab();
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remove();
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Parent = newParent;
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if (Parent)
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Parent->addChild(this);
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drop();
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}
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//! Updates the absolute position based on the relative and the parents position
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/** Note: This does not recursively update the parents absolute positions, so if you have a deeper
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hierarchy you might want to update the parents first.*/
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virtual void updateAbsolutePosition()
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{
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if (Parent)
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{
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AbsoluteTransformation =
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Parent->getAbsoluteTransformation() * getRelativeTransformation();
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}
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else
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AbsoluteTransformation = getRelativeTransformation();
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}
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//! Returns the parent of this scene node
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/** \return A pointer to the parent. */
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scene::ISceneNode* getParent() const
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{
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return Parent;
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}
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//! Returns type of the scene node
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/** \return The type of this node. */
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virtual ESCENE_NODE_TYPE getType() const
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{
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return ESNT_UNKNOWN;
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}
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//! Creates a clone of this scene node and its children.
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/** \param newParent An optional new parent.
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\param newManager An optional new scene manager.
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\return The newly created clone of this node. */
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0)
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{
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return 0; // to be implemented by derived classes
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}
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//! Retrieve the scene manager for this node.
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/** \return The node's scene manager. */
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virtual ISceneManager* getSceneManager(void) const { return SceneManager; }
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protected:
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//! A clone function for the ISceneNode members.
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/** This method can be used by clone() implementations of
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derived classes
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\param toCopyFrom The node from which the values are copied
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\param newManager The new scene manager. */
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void cloneMembers(ISceneNode* toCopyFrom, ISceneManager* newManager)
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{
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Name = toCopyFrom->Name;
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AbsoluteTransformation = toCopyFrom->AbsoluteTransformation;
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RelativeTranslation = toCopyFrom->RelativeTranslation;
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RelativeRotation = toCopyFrom->RelativeRotation;
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RelativeScale = toCopyFrom->RelativeScale;
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ID = toCopyFrom->ID;
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AutomaticCullingState = toCopyFrom->AutomaticCullingState;
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DebugDataVisible = toCopyFrom->DebugDataVisible;
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IsVisible = toCopyFrom->IsVisible;
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IsDebugObject = toCopyFrom->IsDebugObject;
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if (newManager)
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SceneManager = newManager;
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else
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SceneManager = toCopyFrom->SceneManager;
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// clone children
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ISceneNodeList::iterator it = toCopyFrom->Children.begin();
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for (; it != toCopyFrom->Children.end(); ++it)
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(*it)->clone(this, newManager);
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}
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//! Sets the new scene manager for this node and all children.
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//! Called by addChild when moving nodes between scene managers
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void setSceneManager(ISceneManager* newManager)
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{
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SceneManager = newManager;
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ISceneNodeList::iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->setSceneManager(newManager);
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}
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//! Name of the scene node.
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core::stringc Name;
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//! Absolute transformation of the node.
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core::matrix4 AbsoluteTransformation;
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//! Relative translation of the scene node.
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core::vector3df RelativeTranslation;
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//! Relative rotation of the scene node.
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core::vector3df RelativeRotation;
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//! Relative scale of the scene node.
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core::vector3df RelativeScale;
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//! Pointer to the parent
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ISceneNode* Parent;
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//! List of all children of this node
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std::list<ISceneNode*> Children;
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//! Pointer to the scene manager
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ISceneManager* SceneManager;
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//! ID of the node.
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s32 ID;
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//! Automatic culling state
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u32 AutomaticCullingState;
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//! Flag if debug data should be drawn, such as Bounding Boxes.
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u32 DebugDataVisible;
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//! Is the node visible?
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bool IsVisible;
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//! Is debug object?
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bool IsDebugObject;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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