mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
598 lines
18 KiB
C++
598 lines
18 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "ESceneNodeTypes.h"
|
|
#include "ECullingTypes.h"
|
|
#include "EDebugSceneTypes.h"
|
|
#include "SMaterial.h"
|
|
#include "irrString.h"
|
|
#include "aabbox3d.h"
|
|
#include "matrix4.h"
|
|
#include "IAttributes.h"
|
|
|
|
#include <list>
|
|
#include <optional>
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
class ISceneNode;
|
|
class ISceneManager;
|
|
|
|
//! Typedef for list of scene nodes
|
|
typedef std::list<ISceneNode *> ISceneNodeList;
|
|
|
|
//! Scene node interface.
|
|
/** A scene node is a node in the hierarchical scene graph. Every scene
|
|
node may have children, which are also scene nodes. Children move
|
|
relative to their parent's position. If the parent of a node is not
|
|
visible, its children won't be visible either. In this way, it is for
|
|
example easily possible to attach a light to a moving car, or to place
|
|
a walking character on a moving platform on a moving ship.
|
|
*/
|
|
class ISceneNode : virtual public IReferenceCounted
|
|
{
|
|
public:
|
|
//! Constructor
|
|
ISceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id = -1,
|
|
const core::vector3df &position = core::vector3df(0, 0, 0),
|
|
const core::vector3df &rotation = core::vector3df(0, 0, 0),
|
|
const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)) :
|
|
RelativeTranslation(position),
|
|
RelativeRotation(rotation), RelativeScale(scale),
|
|
Parent(0), SceneManager(mgr), ID(id),
|
|
AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF),
|
|
IsVisible(true), IsDebugObject(false)
|
|
{
|
|
if (parent)
|
|
parent->addChild(this);
|
|
|
|
updateAbsolutePosition();
|
|
}
|
|
|
|
//! Destructor
|
|
virtual ~ISceneNode()
|
|
{
|
|
// delete all children
|
|
removeAll();
|
|
}
|
|
|
|
//! This method is called just before the rendering process of the whole scene.
|
|
/** Nodes may register themselves in the render pipeline during this call,
|
|
precalculate the geometry which should be rendered, and prevent their
|
|
children from being able to register themselves if they are clipped by simply
|
|
not calling their OnRegisterSceneNode method.
|
|
If you are implementing your own scene node, you should overwrite this method
|
|
with an implementation code looking like this:
|
|
\code
|
|
if (IsVisible)
|
|
SceneManager->registerNodeForRendering(this);
|
|
|
|
ISceneNode::OnRegisterSceneNode();
|
|
\endcode
|
|
*/
|
|
virtual void OnRegisterSceneNode()
|
|
{
|
|
if (IsVisible) {
|
|
ISceneNodeList::iterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
(*it)->OnRegisterSceneNode();
|
|
}
|
|
}
|
|
|
|
//! OnAnimate() is called just before rendering the whole scene.
|
|
/** Nodes may calculate or store animations here, and may do other useful things,
|
|
depending on what they are. Also, OnAnimate() should be called for all
|
|
child scene nodes here. This method will be called once per frame, independent
|
|
of whether the scene node is visible or not.
|
|
\param timeMs Current time in milliseconds. */
|
|
virtual void OnAnimate(u32 timeMs)
|
|
{
|
|
if (IsVisible) {
|
|
// update absolute position
|
|
updateAbsolutePosition();
|
|
|
|
// perform the post render process on all children
|
|
|
|
ISceneNodeList::iterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
(*it)->OnAnimate(timeMs);
|
|
}
|
|
}
|
|
|
|
//! Renders the node.
|
|
virtual void render() = 0;
|
|
|
|
//! Returns the name of the node.
|
|
/** \return Name as character string. */
|
|
virtual const std::optional<std::string> &getName() const
|
|
{
|
|
return Name;
|
|
}
|
|
|
|
//! Sets the name of the node.
|
|
/** \param name New name of the scene node. */
|
|
virtual void setName(const std::optional<std::string> &name)
|
|
{
|
|
Name = name;
|
|
}
|
|
|
|
//! Get the axis aligned, not transformed bounding box of this node.
|
|
/** This means that if this node is an animated 3d character,
|
|
moving in a room, the bounding box will always be around the
|
|
origin. To get the box in real world coordinates, just
|
|
transform it with the matrix you receive with
|
|
getAbsoluteTransformation() or simply use
|
|
getTransformedBoundingBox(), which does the same.
|
|
\return The non-transformed bounding box. */
|
|
virtual const core::aabbox3d<f32> &getBoundingBox() const = 0;
|
|
|
|
//! Get the axis aligned, transformed and animated absolute bounding box of this node.
|
|
/** Note: The result is still an axis-aligned bounding box, so it's size
|
|
changes with rotation.
|
|
\return The transformed bounding box. */
|
|
virtual const core::aabbox3d<f32> getTransformedBoundingBox() const
|
|
{
|
|
core::aabbox3d<f32> box = getBoundingBox();
|
|
AbsoluteTransformation.transformBoxEx(box);
|
|
return box;
|
|
}
|
|
|
|
//! Get a the 8 corners of the original bounding box transformed and
|
|
//! animated by the absolute transformation.
|
|
/** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(),
|
|
but getting an aabbox3d of these edges would then be identical.
|
|
\param edges Receives an array with the transformed edges */
|
|
virtual void getTransformedBoundingBoxEdges(core::array<core::vector3d<f32>> &edges) const
|
|
{
|
|
edges.set_used(8);
|
|
getBoundingBox().getEdges(edges.pointer());
|
|
for (u32 i = 0; i < 8; ++i)
|
|
AbsoluteTransformation.transformVect(edges[i]);
|
|
}
|
|
|
|
//! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
|
|
/** NOTE: For speed reasons the absolute transformation is not
|
|
automatically recalculated on each change of the relative
|
|
transformation or by a transformation change of an parent. Instead the
|
|
update usually happens once per frame in OnAnimate. You can enforce
|
|
an update with updateAbsolutePosition().
|
|
\return The absolute transformation matrix. */
|
|
virtual const core::matrix4 &getAbsoluteTransformation() const
|
|
{
|
|
return AbsoluteTransformation;
|
|
}
|
|
|
|
//! Returns the relative transformation of the scene node.
|
|
/** The relative transformation is stored internally as 3
|
|
vectors: translation, rotation and scale. To get the relative
|
|
transformation matrix, it is calculated from these values.
|
|
\return The relative transformation matrix. */
|
|
virtual core::matrix4 getRelativeTransformation() const
|
|
{
|
|
core::matrix4 mat;
|
|
mat.setRotationDegrees(RelativeRotation);
|
|
mat.setTranslation(RelativeTranslation);
|
|
|
|
if (RelativeScale != core::vector3df(1.f, 1.f, 1.f)) {
|
|
core::matrix4 smat;
|
|
smat.setScale(RelativeScale);
|
|
mat *= smat;
|
|
}
|
|
|
|
return mat;
|
|
}
|
|
|
|
//! Returns whether the node should be visible (if all of its parents are visible).
|
|
/** This is only an option set by the user, but has nothing to
|
|
do with geometry culling
|
|
\return The requested visibility of the node, true means
|
|
visible (if all parents are also visible). */
|
|
virtual bool isVisible() const
|
|
{
|
|
return IsVisible;
|
|
}
|
|
|
|
//! Check whether the node is truly visible, taking into accounts its parents' visibility
|
|
/** \return true if the node and all its parents are visible,
|
|
false if this or any parent node is invisible. */
|
|
virtual bool isTrulyVisible() const
|
|
{
|
|
if (!IsVisible)
|
|
return false;
|
|
|
|
if (!Parent)
|
|
return true;
|
|
|
|
return Parent->isTrulyVisible();
|
|
}
|
|
|
|
//! Sets if the node should be visible or not.
|
|
/** All children of this node won't be visible either, when set
|
|
to false. Invisible nodes are not valid candidates for selection by
|
|
collision manager bounding box methods.
|
|
\param isVisible If the node shall be visible. */
|
|
virtual void setVisible(bool isVisible)
|
|
{
|
|
IsVisible = isVisible;
|
|
}
|
|
|
|
//! Get the id of the scene node.
|
|
/** This id can be used to identify the node.
|
|
\return The id. */
|
|
virtual s32 getID() const
|
|
{
|
|
return ID;
|
|
}
|
|
|
|
//! Sets the id of the scene node.
|
|
/** This id can be used to identify the node.
|
|
\param id The new id. */
|
|
virtual void setID(s32 id)
|
|
{
|
|
ID = id;
|
|
}
|
|
|
|
//! Adds a child to this scene node.
|
|
/** If the scene node already has a parent it is first removed
|
|
from the other parent.
|
|
\param child A pointer to the new child. */
|
|
virtual void addChild(ISceneNode *child)
|
|
{
|
|
if (child && (child != this)) {
|
|
// Change scene manager?
|
|
if (SceneManager != child->SceneManager)
|
|
child->setSceneManager(SceneManager);
|
|
|
|
child->grab();
|
|
child->remove(); // remove from old parent
|
|
// Note: This iterator is not invalidated until we erase it.
|
|
child->ThisIterator = Children.insert(Children.end(), child);
|
|
child->Parent = this;
|
|
}
|
|
}
|
|
|
|
//! Removes a child from this scene node.
|
|
/**
|
|
\param child A pointer to the child which shall be removed.
|
|
\return True if the child was removed, and false if not,
|
|
e.g. because it belongs to a different parent or no parent. */
|
|
virtual bool removeChild(ISceneNode *child)
|
|
{
|
|
if (child->Parent != this)
|
|
return false;
|
|
|
|
// The iterator must be set since the parent is not null.
|
|
_IRR_DEBUG_BREAK_IF(!child->ThisIterator.has_value());
|
|
auto it = *child->ThisIterator;
|
|
child->ThisIterator = std::nullopt;
|
|
child->Parent = nullptr;
|
|
child->drop();
|
|
Children.erase(it);
|
|
return true;
|
|
}
|
|
|
|
//! Removes all children of this scene node
|
|
/** The scene nodes found in the children list are also dropped
|
|
and might be deleted if no other grab exists on them.
|
|
*/
|
|
virtual void removeAll()
|
|
{
|
|
for (auto &child : Children) {
|
|
child->Parent = nullptr;
|
|
child->ThisIterator = std::nullopt;
|
|
child->drop();
|
|
}
|
|
Children.clear();
|
|
}
|
|
|
|
//! Removes this scene node from the scene
|
|
/** If no other grab exists for this node, it will be deleted.
|
|
*/
|
|
virtual void remove()
|
|
{
|
|
if (Parent)
|
|
Parent->removeChild(this);
|
|
}
|
|
|
|
//! Returns the material based on the zero based index i.
|
|
/** To get the amount of materials used by this scene node, use
|
|
getMaterialCount(). This function is needed for inserting the
|
|
node into the scene hierarchy at an optimal position for
|
|
minimizing renderstate changes, but can also be used to
|
|
directly modify the material of a scene node.
|
|
\param num Zero based index. The maximal value is getMaterialCount() - 1.
|
|
\return The material at that index. */
|
|
virtual video::SMaterial &getMaterial(u32 num)
|
|
{
|
|
return video::IdentityMaterial;
|
|
}
|
|
|
|
//! Get amount of materials used by this scene node.
|
|
/** \return Current amount of materials of this scene node. */
|
|
virtual u32 getMaterialCount() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//! Execute a function on all materials of this scene node.
|
|
/** Useful for setting material properties, e.g. if you want the whole
|
|
mesh to be affected by light. */
|
|
template <typename F>
|
|
void forEachMaterial(F &&fn)
|
|
{
|
|
for (u32 i = 0; i < getMaterialCount(); i++) {
|
|
fn(getMaterial(i));
|
|
}
|
|
}
|
|
|
|
//! Gets the scale of the scene node relative to its parent.
|
|
/** This is the scale of this node relative to its parent.
|
|
If you want the absolute scale, use
|
|
getAbsoluteTransformation().getScale()
|
|
\return The scale of the scene node. */
|
|
virtual const core::vector3df &getScale() const
|
|
{
|
|
return RelativeScale;
|
|
}
|
|
|
|
//! Sets the relative scale of the scene node.
|
|
/** \param scale New scale of the node, relative to its parent. */
|
|
virtual void setScale(const core::vector3df &scale)
|
|
{
|
|
RelativeScale = scale;
|
|
}
|
|
|
|
//! Gets the rotation of the node relative to its parent.
|
|
/** Note that this is the relative rotation of the node.
|
|
If you want the absolute rotation, use
|
|
getAbsoluteTransformation().getRotation()
|
|
\return Current relative rotation of the scene node. */
|
|
virtual const core::vector3df &getRotation() const
|
|
{
|
|
return RelativeRotation;
|
|
}
|
|
|
|
//! Sets the rotation of the node relative to its parent.
|
|
/** This only modifies the relative rotation of the node.
|
|
\param rotation New rotation of the node in degrees. */
|
|
virtual void setRotation(const core::vector3df &rotation)
|
|
{
|
|
RelativeRotation = rotation;
|
|
}
|
|
|
|
//! Gets the position of the node relative to its parent.
|
|
/** Note that the position is relative to the parent. If you want
|
|
the position in world coordinates, use getAbsolutePosition() instead.
|
|
\return The current position of the node relative to the parent. */
|
|
virtual const core::vector3df &getPosition() const
|
|
{
|
|
return RelativeTranslation;
|
|
}
|
|
|
|
//! Sets the position of the node relative to its parent.
|
|
/** Note that the position is relative to the parent.
|
|
\param newpos New relative position of the scene node. */
|
|
virtual void setPosition(const core::vector3df &newpos)
|
|
{
|
|
RelativeTranslation = newpos;
|
|
}
|
|
|
|
//! Gets the absolute position of the node in world coordinates.
|
|
/** If you want the position of the node relative to its parent,
|
|
use getPosition() instead.
|
|
NOTE: For speed reasons the absolute position is not
|
|
automatically recalculated on each change of the relative
|
|
position or by a position change of an parent. Instead the
|
|
update usually happens once per frame in OnAnimate. You can enforce
|
|
an update with updateAbsolutePosition().
|
|
\return The current absolute position of the scene node (updated on last call of updateAbsolutePosition). */
|
|
virtual core::vector3df getAbsolutePosition() const
|
|
{
|
|
return AbsoluteTransformation.getTranslation();
|
|
}
|
|
|
|
//! Set a culling style or disable culling completely.
|
|
/** Box cullling (EAC_BOX) is set by default. Note that not
|
|
all SceneNodes support culling and that some nodes always cull
|
|
their geometry because it is their only reason for existence,
|
|
for example the OctreeSceneNode.
|
|
\param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
|
|
void setAutomaticCulling(u32 state)
|
|
{
|
|
AutomaticCullingState = state;
|
|
}
|
|
|
|
//! Gets the automatic culling state.
|
|
/** \return The automatic culling state. */
|
|
u32 getAutomaticCulling() const
|
|
{
|
|
return AutomaticCullingState;
|
|
}
|
|
|
|
//! Sets if debug data like bounding boxes should be drawn.
|
|
/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
|
|
Please note that not all scene nodes support all debug data types.
|
|
\param state The debug data visibility state to be used. */
|
|
virtual void setDebugDataVisible(u32 state)
|
|
{
|
|
DebugDataVisible = state;
|
|
}
|
|
|
|
//! Returns if debug data like bounding boxes are drawn.
|
|
/** \return A bitwise OR of the debug data values from
|
|
@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
|
|
u32 isDebugDataVisible() const
|
|
{
|
|
return DebugDataVisible;
|
|
}
|
|
|
|
//! Sets if this scene node is a debug object.
|
|
/** Debug objects have some special properties, for example they can be easily
|
|
excluded from collision detection or from serialization, etc. */
|
|
void setIsDebugObject(bool debugObject)
|
|
{
|
|
IsDebugObject = debugObject;
|
|
}
|
|
|
|
//! Returns if this scene node is a debug object.
|
|
/** Debug objects have some special properties, for example they can be easily
|
|
excluded from collision detection or from serialization, etc.
|
|
\return If this node is a debug object, true is returned. */
|
|
bool isDebugObject() const
|
|
{
|
|
return IsDebugObject;
|
|
}
|
|
|
|
//! Returns a const reference to the list of all children.
|
|
/** \return The list of all children of this node. */
|
|
const std::list<ISceneNode *> &getChildren() const
|
|
{
|
|
return Children;
|
|
}
|
|
|
|
//! Changes the parent of the scene node.
|
|
/** \param newParent The new parent to be used. */
|
|
virtual void setParent(ISceneNode *newParent)
|
|
{
|
|
grab();
|
|
remove();
|
|
|
|
if (newParent)
|
|
newParent->addChild(this);
|
|
|
|
drop();
|
|
}
|
|
|
|
//! Updates the absolute position based on the relative and the parents position
|
|
/** Note: This does not recursively update the parents absolute positions, so if you have a deeper
|
|
hierarchy you might want to update the parents first.*/
|
|
virtual void updateAbsolutePosition()
|
|
{
|
|
if (Parent) {
|
|
AbsoluteTransformation =
|
|
Parent->getAbsoluteTransformation() * getRelativeTransformation();
|
|
} else
|
|
AbsoluteTransformation = getRelativeTransformation();
|
|
}
|
|
|
|
//! Returns the parent of this scene node
|
|
/** \return A pointer to the parent. */
|
|
scene::ISceneNode *getParent() const
|
|
{
|
|
return Parent;
|
|
}
|
|
|
|
//! Returns type of the scene node
|
|
/** \return The type of this node. */
|
|
virtual ESCENE_NODE_TYPE getType() const
|
|
{
|
|
return ESNT_UNKNOWN;
|
|
}
|
|
|
|
//! Creates a clone of this scene node and its children.
|
|
/** \param newParent An optional new parent.
|
|
\param newManager An optional new scene manager.
|
|
\return The newly created clone of this node. */
|
|
virtual ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0)
|
|
{
|
|
return 0; // to be implemented by derived classes
|
|
}
|
|
|
|
//! Retrieve the scene manager for this node.
|
|
/** \return The node's scene manager. */
|
|
virtual ISceneManager *getSceneManager(void) const { return SceneManager; }
|
|
|
|
protected:
|
|
//! A clone function for the ISceneNode members.
|
|
/** This method can be used by clone() implementations of
|
|
derived classes
|
|
\param toCopyFrom The node from which the values are copied
|
|
\param newManager The new scene manager. */
|
|
void cloneMembers(ISceneNode *toCopyFrom, ISceneManager *newManager)
|
|
{
|
|
Name = toCopyFrom->Name;
|
|
AbsoluteTransformation = toCopyFrom->AbsoluteTransformation;
|
|
RelativeTranslation = toCopyFrom->RelativeTranslation;
|
|
RelativeRotation = toCopyFrom->RelativeRotation;
|
|
RelativeScale = toCopyFrom->RelativeScale;
|
|
ID = toCopyFrom->ID;
|
|
AutomaticCullingState = toCopyFrom->AutomaticCullingState;
|
|
DebugDataVisible = toCopyFrom->DebugDataVisible;
|
|
IsVisible = toCopyFrom->IsVisible;
|
|
IsDebugObject = toCopyFrom->IsDebugObject;
|
|
|
|
if (newManager)
|
|
SceneManager = newManager;
|
|
else
|
|
SceneManager = toCopyFrom->SceneManager;
|
|
|
|
// clone children
|
|
|
|
ISceneNodeList::iterator it = toCopyFrom->Children.begin();
|
|
for (; it != toCopyFrom->Children.end(); ++it)
|
|
(*it)->clone(this, newManager);
|
|
}
|
|
|
|
//! Sets the new scene manager for this node and all children.
|
|
//! Called by addChild when moving nodes between scene managers
|
|
void setSceneManager(ISceneManager *newManager)
|
|
{
|
|
SceneManager = newManager;
|
|
|
|
ISceneNodeList::iterator it = Children.begin();
|
|
for (; it != Children.end(); ++it)
|
|
(*it)->setSceneManager(newManager);
|
|
}
|
|
|
|
//! Name of the scene node.
|
|
std::optional<std::string> Name;
|
|
|
|
//! Absolute transformation of the node.
|
|
core::matrix4 AbsoluteTransformation;
|
|
|
|
//! Relative translation of the scene node.
|
|
core::vector3df RelativeTranslation;
|
|
|
|
//! Relative rotation of the scene node.
|
|
core::vector3df RelativeRotation;
|
|
|
|
//! Relative scale of the scene node.
|
|
core::vector3df RelativeScale;
|
|
|
|
//! List of all children of this node
|
|
std::list<ISceneNode *> Children;
|
|
|
|
//! Iterator pointing to this node in the parent's child list.
|
|
std::optional<ISceneNodeList::iterator> ThisIterator;
|
|
|
|
//! Pointer to the parent
|
|
ISceneNode *Parent;
|
|
|
|
//! Pointer to the scene manager
|
|
ISceneManager *SceneManager;
|
|
|
|
//! ID of the node.
|
|
s32 ID;
|
|
|
|
//! Automatic culling state
|
|
u32 AutomaticCullingState;
|
|
|
|
//! Flag if debug data should be drawn, such as Bounding Boxes.
|
|
u32 DebugDataVisible;
|
|
|
|
//! Is the node visible?
|
|
bool IsVisible;
|
|
|
|
//! Is debug object?
|
|
bool IsDebugObject;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|