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a67b616fc9
UI and scenenodes are often connected. And while it was possible to work around this already by using custom draw functions or deriving from gui and scene-nodes at the same time, it did already lead a few times to uglier code for me. So I guess adding one more pass to the engine has it's uses. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6107 dfc29bdd-3216-0410-991c-e03cc46cb475
677 lines
31 KiB
C++
677 lines
31 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_SCENE_MANAGER_H_INCLUDED__
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#define __C_SCENE_MANAGER_H_INCLUDED__
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#include "ISceneManager.h"
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#include "ISceneNode.h"
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#include "ICursorControl.h"
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#include "irrString.h"
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#include "irrArray.h"
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#include "IMeshLoader.h"
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#include "CAttributes.h"
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#include "ILightManager.h"
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namespace irr
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{
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namespace io
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{
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class IFileSystem;
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}
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namespace scene
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{
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class IMeshCache;
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class IGeometryCreator;
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/*!
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The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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*/
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class CSceneManager : public ISceneManager, public ISceneNode
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{
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public:
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//! constructor
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CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
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gui::IGUIEnvironment *guiEnvironment = 0);
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//! destructor
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) _IRR_OVERRIDE_;
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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//! Returns an interface to the mesh cache which is shared between all existing scene managers.
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virtual IMeshCache* getMeshCache() _IRR_OVERRIDE_;
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//! returns the video driver
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virtual video::IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;
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//! return the gui environment
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virtual gui::IGUIEnvironment* getGUIEnvironment() _IRR_OVERRIDE_;
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//! return the filesystem
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virtual io::IFileSystem* getFileSystem() _IRR_OVERRIDE_;
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//! adds Volume Lighting Scene Node.
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//! the returned pointer must not be dropped.
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virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
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const u32 subdivU = 32, const u32 subdivV = 32,
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const video::SColor foot = video::SColor(51, 0, 230, 180),
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const video::SColor tail = video::SColor(0, 0, 0, 0),
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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)) _IRR_OVERRIDE_;
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//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
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//! the returned pointer must not be dropped.
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virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
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//! Adds a sphere scene node to the scene.
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virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
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//! adds a scene node for rendering an animated mesh model
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virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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//! Adds a scene node for rendering a animated water surface mesh.
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virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlength, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
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//! renders the node.
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virtual void render() _IRR_OVERRIDE_;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
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//! registers a node for rendering it at a specific time.
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virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) _IRR_OVERRIDE_;
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//! Clear all nodes which are currently registered for rendering
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virtual void clearAllRegisteredNodesForRendering() _IRR_OVERRIDE_;
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//! draws all scene nodes
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virtual void drawAll() _IRR_OVERRIDE_;
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//! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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//! Adss a scene node for rendering using a octree. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false) _IRR_OVERRIDE_;
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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//! \param lookat: Position where the camera will look at. Also known as target.
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//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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//! the camera will move too.
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//! \return Pointer to interface to camera
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virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& lookat = core::vector3df(0,0,100),
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s32 id=-1, bool makeActive=true) _IRR_OVERRIDE_;
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//! Adds a camera scene node which is able to be controlle with the mouse similar
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//! like in the 3D Software Maya by Alias Wavefront.
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//! The returned pointer must not be dropped.
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virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
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f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
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f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
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bool makeActive=true) _IRR_OVERRIDE_;
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//! Adds a camera scene node which is able to be controled with the mouse and keys
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//! like in most first person shooters (FPS):
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virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
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f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
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SKeyMap* keyMapArray=0, s32 keyMapSize=0,
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bool noVerticalMovement=false, f32 jumpSpeed = 0.f,
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bool invertMouseY=false, bool makeActive=true) _IRR_OVERRIDE_;
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//! Adds a dynamic light scene node. The light will cast dynamic light on all
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//! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
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//! turned on. (This is the default setting in most scene nodes).
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virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
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f32 range=100.0f, s32 id=-1) _IRR_OVERRIDE_;
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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//! lensflares and things like that.
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virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
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//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
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//! is drawn around the camera position.
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virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
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video::ITexture* left, video::ITexture* right, video::ITexture* front,
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video::ITexture* back, ISceneNode* parent = 0, s32 id=-1) _IRR_OVERRIDE_;
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//! Adds a skydome scene node. A skydome is a large (half-) sphere with a
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//! panoramic texture on it and is drawn around the camera position.
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virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
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u32 horiRes=16, u32 vertRes=8,
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f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
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ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
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//! Adds a text scene node, which is able to display
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//! 2d text at a position in three dimensional space
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virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
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video::SColor color=video::SColor(100,255,255,255),
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ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
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s32 id=-1) _IRR_OVERRIDE_;
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//! Adds a text scene node, which uses billboards
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virtual IBillboardTextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
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ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) _IRR_OVERRIDE_;
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//! Adds a scene node, which can render a quake3 shader
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virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
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ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
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//! Adds a Hill Plane mesh to the mesh pool. The mesh is
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//! generated on the fly and looks like a plane with some hills
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//! on it. You can specify how many hills should be on the plane
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//! and how high they should be. Also you must specify a name
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//! for the mesh because the mesh is added to the mesh pool and
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//! can be retrieved back using ISceneManager::getMesh with the
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//! name as parameter.
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virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
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const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
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video::SMaterial* material = 0, f32 hillHeight = 0.0f,
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const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
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const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) _IRR_OVERRIDE_;
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//! Adds a terrain mesh to the mesh pool.
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virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname, video::IImage* texture, video::IImage* heightmap,
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const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
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f32 maxHeight=200.0f,
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const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64)) _IRR_OVERRIDE_;
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//! Add a arrow mesh to the mesh pool
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virtual IAnimatedMesh* addArrowMesh(const io::path& name,
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video::SColor vtxColor0, video::SColor vtxColor1,
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u32 tesselationCylinder, u32 tesselationCone,
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f32 height, f32 cylinderHeight, f32 width0,
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f32 width1) _IRR_OVERRIDE_;
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//! Adds a static sphere mesh to the mesh pool.
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virtual IAnimatedMesh* addSphereMesh(const io::path& name,
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f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16) _IRR_OVERRIDE_;
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//! Adds a static volume light mesh to the mesh pool.
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virtual IAnimatedMesh* addVolumeLightMesh(const io::path& name,
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const u32 SubdivideU = 32, const u32 SubdivideV = 32,
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const video::SColor FootColor = video::SColor(51, 0, 230, 180),
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const video::SColor TailColor = video::SColor(0, 0, 0, 0)) _IRR_OVERRIDE_;
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//! Adds a particle system scene node.
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virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
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bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) _IRR_OVERRIDE_;
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//! Adds a terrain scene node to the scene graph.
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virtual ITerrainSceneNode* addTerrainSceneNode(
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const io::path& heightMapFileName,
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ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
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video::SColor vertexColor = video::SColor(255,255,255,255),
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s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
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bool addAlsoIfHeightmapEmpty = false) _IRR_OVERRIDE_;
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//! Adds a terrain scene node to the scene graph.
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virtual ITerrainSceneNode* addTerrainSceneNode(
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io::IReadFile* heightMap,
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ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
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video::SColor vertexColor = video::SColor(255,255,255,255),
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s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
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bool addAlsoIfHeightmapEmpty=false) _IRR_OVERRIDE_;
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//! Adds a dummy transformation scene node to the scene graph.
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virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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ISceneNode* parent=0, s32 id=-1) _IRR_OVERRIDE_;
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//! Adds an empty scene node.
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virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) _IRR_OVERRIDE_;
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//! Returns the root scene node. This is the scene node which is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Pointer to the root scene node.
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virtual ISceneNode* getRootSceneNode() _IRR_OVERRIDE_;
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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virtual ICameraSceneNode* getActiveCamera() const _IRR_OVERRIDE_;
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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virtual void setActiveCamera(ICameraSceneNode* camera) _IRR_OVERRIDE_;
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//! creates a rotation animator, which rotates the attached scene node around itself.
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//! \param rotationPerSecond: Specifies the speed of the animation
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//! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
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//! and the animator will animate it.
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virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond) _IRR_OVERRIDE_;
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//! creates a fly circle animator
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/** Lets the attached scene node fly around a center.
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\param center Center relative to node origin
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\param speed: The orbital speed, in radians per millisecond.
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\param direction: Specifies the upvector used for alignment of the mesh.
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\param startPosition: The position on the circle where the animator will
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begin. Value is in multiples of a circle, i.e. 0.5 is half way around.
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\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
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*/
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virtual ISceneNodeAnimator* createFlyCircleAnimator(
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const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
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f32 radius=100.f, f32 speed=0.001f,
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const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
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f32 startPosition = 0.f,
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f32 radiusEllipsoid = 0.f) _IRR_OVERRIDE_;
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//! Creates a fly straight animator, which lets the attached scene node
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//! fly or move along a line between two points.
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virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
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const core::vector3df& endPoint, u32 timeForWay, bool loop=false,bool pingpong = false) _IRR_OVERRIDE_;
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//! Creates a texture animator, which switches the textures of the target scene
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//! node based on a list of textures.
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virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
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s32 timePerFrame, bool loop) _IRR_OVERRIDE_;
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//! Creates a scene node animator, which deletes the scene node after
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//! some time automatically.
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virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS) _IRR_OVERRIDE_;
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//! Creates a special scene node animator for doing automatic collision detection
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//! and response.
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virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
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ITriangleSelector* world, ISceneNode* sceneNode,
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const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
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const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
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const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
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f32 slidingValue = 0.0005f) _IRR_OVERRIDE_;
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//! Creates a follow spline animator.
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virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed, f32 tightness, bool loop, bool pingpong) _IRR_OVERRIDE_;
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//! Creates a simple ITriangleSelector, based on a mesh.
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virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
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//! Creates a simple ITriangleSelector, based on a meshbuffer.
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virtual ITriangleSelector* createTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node) _IRR_OVERRIDE_;
|
|
|
|
//! Creates a simple ITriangleSelector, based on an animated mesh scene node.
|
|
//! Details of the mesh associated with the node will be extracted internally.
|
|
//! Call ITriangleSelector::update() to have the triangle selector updated based
|
|
//! on the current frame of the animated mesh scene node.
|
|
//! \param: The animated mesh scene node from which to build the selector
|
|
virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers) _IRR_OVERRIDE_;
|
|
|
|
//! Creates a simple ITriangleSelector, based on a mesh.
|
|
virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
|
|
ISceneNode* node, s32 minimalPolysPerNode) _IRR_OVERRIDE_;
|
|
|
|
//! Creates a simple ITriangleSelector, based on a meshbuffer.
|
|
virtual ITriangleSelector* createOctreeTriangleSelector(IMeshBuffer* meshBuffer, irr::u32 materialIndex,
|
|
ISceneNode* node, s32 minimalPolysPerNode=32) _IRR_OVERRIDE_;
|
|
|
|
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
|
|
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
|
|
ISceneNode* node) _IRR_OVERRIDE_;
|
|
|
|
//! Creates a meta triangle selector.
|
|
virtual IMetaTriangleSelector* createMetaTriangleSelector() _IRR_OVERRIDE_;
|
|
|
|
//! Creates a triangle selector which can select triangles from a terrain scene node
|
|
//! \param: Pointer to the created terrain scene node
|
|
//! \param: Level of detail, 0 for highest detail.
|
|
virtual ITriangleSelector* createTerrainTriangleSelector(
|
|
ITerrainSceneNode* node, s32 LOD=0) _IRR_OVERRIDE_;
|
|
|
|
//! Adds an external mesh loader.
|
|
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the number of mesh loaders supported by Irrlicht at this time
|
|
virtual u32 getMeshLoaderCount() const _IRR_OVERRIDE_;
|
|
|
|
//! Retrieve the given mesh loader
|
|
virtual IMeshLoader* getMeshLoader(u32 index) const _IRR_OVERRIDE_;
|
|
|
|
//! Adds an external scene loader.
|
|
virtual void addExternalSceneLoader(ISceneLoader* externalLoader) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the number of scene loaders supported by Irrlicht at this time
|
|
virtual u32 getSceneLoaderCount() const _IRR_OVERRIDE_;
|
|
|
|
//! Retrieve the given scene loader
|
|
virtual ISceneLoader* getSceneLoader(u32 index) const _IRR_OVERRIDE_;
|
|
|
|
//! Returns a pointer to the scene collision manager.
|
|
virtual ISceneCollisionManager* getSceneCollisionManager() _IRR_OVERRIDE_;
|
|
|
|
//! Returns a pointer to the mesh manipulator.
|
|
virtual IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;
|
|
|
|
//! Sets the color of stencil buffers shadows drawn by the scene manager.
|
|
virtual void setShadowColor(video::SColor color) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the current color of shadows.
|
|
virtual video::SColor getShadowColor() const _IRR_OVERRIDE_;
|
|
|
|
//! Create a shadow volume scene node to be used with custom nodes
|
|
virtual IShadowVolumeSceneNode* createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity) _IRR_OVERRIDE_;
|
|
|
|
//! Adds a scene node to the deletion queue.
|
|
virtual void addToDeletionQueue(ISceneNode* node) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the first scene node with the specified id.
|
|
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the first scene node with the specified name.
|
|
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the first scene node with the specified type.
|
|
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) _IRR_OVERRIDE_;
|
|
|
|
//! returns scene nodes by type.
|
|
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) _IRR_OVERRIDE_;
|
|
|
|
//! Posts an input event to the environment. Usually you do not have to
|
|
//! use this method, it is used by the internal engine.
|
|
virtual bool postEventFromUser(const SEvent& event) _IRR_OVERRIDE_;
|
|
|
|
//! Clears the whole scene. All scene nodes are removed.
|
|
virtual void clear() _IRR_OVERRIDE_;
|
|
|
|
//! Removes all children of this scene node
|
|
virtual void removeAll() _IRR_OVERRIDE_;
|
|
|
|
//! Returns interface to the parameters set in this scene.
|
|
virtual io::IAttributes* getParameters() _IRR_OVERRIDE_;
|
|
|
|
//! Returns current render pass.
|
|
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const _IRR_OVERRIDE_;
|
|
|
|
//! Creates a new scene manager.
|
|
virtual ISceneManager* createNewSceneManager(bool cloneContent) _IRR_OVERRIDE_;
|
|
|
|
//! Returns type of the scene node
|
|
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SCENE_MANAGER; }
|
|
|
|
//! Returns the default scene node factory which can create all built in scene nodes
|
|
virtual ISceneNodeFactory* getDefaultSceneNodeFactory() _IRR_OVERRIDE_;
|
|
|
|
//! Adds a scene node factory to the scene manager.
|
|
/** Use this to extend the scene manager with new scene node types which it should be
|
|
able to create automatically, for example when loading data from xml files. */
|
|
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) _IRR_OVERRIDE_;
|
|
|
|
//! Returns amount of registered scene node factories.
|
|
virtual u32 getRegisteredSceneNodeFactoryCount() const _IRR_OVERRIDE_;
|
|
|
|
//! Returns a scene node factory by index
|
|
virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) _IRR_OVERRIDE_;
|
|
|
|
//! Returns a typename from a scene node type or null if not found
|
|
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) _IRR_OVERRIDE_;
|
|
|
|
//! Returns a typename from a scene node animator type or null if not found
|
|
virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) _IRR_OVERRIDE_;
|
|
|
|
//! Adds a scene node to the scene by name
|
|
virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) _IRR_OVERRIDE_;
|
|
|
|
//! creates a scene node animator based on its type name
|
|
virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the default scene node animator factory which can create all built-in scene node animators
|
|
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() _IRR_OVERRIDE_;
|
|
|
|
//! Adds a scene node animator factory to the scene manager.
|
|
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) _IRR_OVERRIDE_;
|
|
|
|
//! Returns amount of registered scene node animator factories.
|
|
virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const _IRR_OVERRIDE_;
|
|
|
|
//! Returns a scene node animator factory by index
|
|
virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) _IRR_OVERRIDE_;
|
|
|
|
//! Saves the current scene into a file.
|
|
virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
|
|
|
|
//! Saves the current scene into a file.
|
|
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
|
|
|
|
//! Saves the current scene into a file.
|
|
virtual bool saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) _IRR_OVERRIDE_;
|
|
|
|
//! Loads a scene. Note that the current scene is not cleared before.
|
|
virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) _IRR_OVERRIDE_;
|
|
|
|
//! Loads a scene. Note that the current scene is not cleared before.
|
|
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) _IRR_OVERRIDE_;
|
|
|
|
//! Writes attributes of the scene node.
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
|
|
|
|
//! Reads attributes of the scene node.
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
|
|
|
|
//! Returns a mesh writer implementation if available
|
|
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) _IRR_OVERRIDE_;
|
|
|
|
//! Get a skinned mesh, which is not available as header-only code
|
|
virtual ISkinnedMesh* createSkinnedMesh() _IRR_OVERRIDE_;
|
|
|
|
//! Sets ambient color of the scene
|
|
virtual void setAmbientLight(const video::SColorf &ambientColor) _IRR_OVERRIDE_;
|
|
|
|
//! Returns ambient color of the scene
|
|
virtual const video::SColorf& getAmbientLight() const _IRR_OVERRIDE_;
|
|
|
|
//! Register a custom callbacks manager which gets callbacks during scene rendering.
|
|
virtual void setLightManager(ILightManager* lightManager) _IRR_OVERRIDE_;
|
|
|
|
//! Get current render time.
|
|
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const _IRR_OVERRIDE_ { return CurrentRenderPass; }
|
|
|
|
//! Set current render time.
|
|
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) _IRR_OVERRIDE_ { CurrentRenderPass = nextPass; }
|
|
|
|
//! Get an instance of a geometry creator.
|
|
virtual const IGeometryCreator* getGeometryCreator(void) const _IRR_OVERRIDE_ { return GeometryCreator; }
|
|
|
|
//! returns if node is culled
|
|
virtual bool isCulled(const ISceneNode* node) const _IRR_OVERRIDE_;
|
|
|
|
private:
|
|
|
|
// load and create a mesh which we know already isn't in the cache and put it in there
|
|
IAnimatedMesh* getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename);
|
|
|
|
//! clears the deletion list
|
|
void clearDeletionList();
|
|
|
|
//! writes a scene node
|
|
void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer, const fschar_t* currentPath=0, bool init=false);
|
|
|
|
struct DefaultNodeEntry
|
|
{
|
|
DefaultNodeEntry(ISceneNode* n) :
|
|
Node(n), TextureValue(0)
|
|
{
|
|
if (n->getMaterialCount())
|
|
TextureValue = (n->getMaterial(0).getTexture(0));
|
|
}
|
|
|
|
bool operator < (const DefaultNodeEntry& other) const
|
|
{
|
|
return (TextureValue < other.TextureValue);
|
|
}
|
|
|
|
ISceneNode* Node;
|
|
private:
|
|
void* TextureValue;
|
|
};
|
|
|
|
//! sort on distance (center) to camera
|
|
struct TransparentNodeEntry
|
|
{
|
|
TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
|
|
: Node(n)
|
|
{
|
|
Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
|
|
}
|
|
|
|
bool operator < (const TransparentNodeEntry& other) const
|
|
{
|
|
return Distance > other.Distance;
|
|
}
|
|
|
|
ISceneNode* Node;
|
|
private:
|
|
f64 Distance;
|
|
};
|
|
|
|
//! sort on distance (sphere) to camera
|
|
struct DistanceNodeEntry
|
|
{
|
|
DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
|
|
: Node(n)
|
|
{
|
|
setNodeAndDistanceFromPosition(n, cameraPos);
|
|
}
|
|
|
|
bool operator < (const DistanceNodeEntry& other) const
|
|
{
|
|
return Distance < other.Distance;
|
|
}
|
|
|
|
void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
|
|
{
|
|
Node = n;
|
|
Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
|
|
Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
|
|
}
|
|
|
|
ISceneNode* Node;
|
|
private:
|
|
f64 Distance;
|
|
};
|
|
|
|
//! video driver
|
|
video::IVideoDriver* Driver;
|
|
|
|
//! file system
|
|
io::IFileSystem* FileSystem;
|
|
|
|
//! GUI Enviroment ( Debug Purpose )
|
|
gui::IGUIEnvironment* GUIEnvironment;
|
|
|
|
//! cursor control
|
|
gui::ICursorControl* CursorControl;
|
|
|
|
//! collision manager
|
|
ISceneCollisionManager* CollisionManager;
|
|
|
|
//! render pass lists
|
|
core::array<ISceneNode*> CameraList;
|
|
core::array<ISceneNode*> LightList;
|
|
core::array<ISceneNode*> ShadowNodeList;
|
|
core::array<ISceneNode*> SkyBoxList;
|
|
core::array<DefaultNodeEntry> SolidNodeList;
|
|
core::array<TransparentNodeEntry> TransparentNodeList;
|
|
core::array<TransparentNodeEntry> TransparentEffectNodeList;
|
|
core::array<ISceneNode*> GuiNodeList;
|
|
|
|
core::array<IMeshLoader*> MeshLoaderList;
|
|
core::array<ISceneLoader*> SceneLoaderList;
|
|
core::array<ISceneNode*> DeletionList;
|
|
core::array<ISceneNodeFactory*> SceneNodeFactoryList;
|
|
core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;
|
|
|
|
//! current active camera
|
|
ICameraSceneNode* ActiveCamera;
|
|
core::vector3df camWorldPos; // Position of camera for transparent nodes.
|
|
|
|
video::SColor ShadowColor;
|
|
video::SColorf AmbientLight;
|
|
|
|
//! String parameters
|
|
// NOTE: Attributes are slow and should only be used for debug-info and not in release
|
|
io::CAttributes* Parameters;
|
|
|
|
//! Mesh cache
|
|
IMeshCache* MeshCache;
|
|
|
|
E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
|
|
|
|
//! An optional callbacks manager to allow the user app finer control
|
|
//! over the scene lighting and rendering.
|
|
ILightManager* LightManager;
|
|
|
|
//! constants for reading and writing XML.
|
|
//! Not made static due to portability problems.
|
|
const core::stringw IRR_XML_FORMAT_SCENE;
|
|
const core::stringw IRR_XML_FORMAT_NODE;
|
|
const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
|
|
|
|
IGeometryCreator* GeometryCreator;
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace scene
|
|
|
|
#endif
|
|
|