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|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "CSceneManager.h"
#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "SAnimatedMesh.h"
#include "CMeshCache.h"
#include "ISceneUserDataSerializer.h"
#include "IGUIEnvironment.h"
#include "IMaterialRenderer.h"
#include "IReadFile.h"
#include "IWriteFile.h"
#include "ISceneLoader.h"
#include "EProfileIDs.h"
#include "IProfiler.h"
#include "os.h"
// We need this include for the case of skinned mesh support without
// any such loader
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
#include "CSkinnedMesh.h"
#endif
#ifdef _IRR_COMPILE_WITH_X_LOADER_
#include "CXMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
#include "COBJMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
#include "CB3DMeshFileLoader.h"
#endif
#ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#include "CBillboardSceneNode.h"
#endif // _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
#include "CAnimatedMeshSceneNode.h"
#include "CCameraSceneNode.h"
#include "CMeshSceneNode.h"
#include "CDummyTransformationSceneNode.h"
#include "CEmptySceneNode.h"
#include "CDefaultSceneNodeFactory.h"
#include "CSceneCollisionManager.h"
#include <locale.h>
namespace irr
{
namespace scene
{
//! constructor
CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorControl, IMeshCache* cache,
gui::IGUIEnvironment* gui)
: ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
CursorControl(cursorControl),
ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
{
#ifdef _DEBUG
ISceneManager::setDebugName("CSceneManager ISceneManager");
ISceneNode::setDebugName("CSceneManager ISceneNode");
#endif
// root node's scene manager
SceneManager = this;
if (Driver)
Driver->grab();
if (FileSystem)
FileSystem->grab();
if (CursorControl)
CursorControl->grab();
if (GUIEnvironment)
GUIEnvironment->grab();
// create mesh cache if not there already
if (!MeshCache)
MeshCache = new CMeshCache();
else
MeshCache->grab();
// set scene parameters
Parameters = new io::CAttributes();
Parameters->setAttribute(DEBUG_NORMAL_LENGTH, 1.f);
Parameters->setAttribute(DEBUG_NORMAL_COLOR, video::SColor(255, 34, 221, 221));
// create collision manager
CollisionManager = new CSceneCollisionManager(this, Driver);
// add file format loaders. add the least commonly used ones first,
// as these are checked last
// TODO: now that we have multiple scene managers, these should be
// shallow copies from the previous manager if there is one.
#ifdef _IRR_COMPILE_WITH_X_LOADER_
MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem));
#endif
#ifdef _IRR_COMPILE_WITH_B3D_LOADER_
MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
#endif
// factories
ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
registerSceneNodeFactory(factory);
factory->drop();
IRR_PROFILE(
static bool initProfile = false;
if (!initProfile )
{
initProfile = true;
getProfiler().add(EPID_SM_DRAW_ALL, L"drawAll", L"Irrlicht scene");
getProfiler().add(EPID_SM_ANIMATE, L"animate", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_CAMERAS, L"cameras", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_LIGHTS, L"lights", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_SKYBOXES, L"skyboxes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_DEFAULT, L"defaultnodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_SHADOWS, L"shadows", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_TRANSPARENT, L"transp.nodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_EFFECT, L"effectnodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_RENDER_GUI_NODES, L"guinodes", L"Irrlicht scene");
getProfiler().add(EPID_SM_REGISTER, L"reg.render.node", L"Irrlicht scene");
}
)
}
//! destructor
CSceneManager::~CSceneManager()
{
clearDeletionList();
//! force to remove hardwareTextures from the driver
//! because Scenes may hold internally data bounded to sceneNodes
//! which may be destroyed twice
if (Driver)
Driver->removeAllHardwareBuffers();
if (FileSystem)
FileSystem->drop();
if (CursorControl)
CursorControl->drop();
if (CollisionManager)
CollisionManager->drop();
if (GUIEnvironment)
GUIEnvironment->drop();
u32 i;
for (i=0; i<MeshLoaderList.size(); ++i)
MeshLoaderList[i]->drop();
for (i=0; i<SceneLoaderList.size(); ++i)
SceneLoaderList[i]->drop();
if (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = 0;
if (MeshCache)
MeshCache->drop();
if (Parameters)
Parameters->drop();
for (i=0; i<SceneNodeFactoryList.size(); ++i)
SceneNodeFactoryList[i]->drop();
// remove all nodes before dropping the driver
// as render targets may be destroyed twice
removeAll();
if (Driver)
Driver->drop();
}
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
{
io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
if (msh)
return msh;
io::IReadFile* file = FileSystem->createAndOpenFile(filename);
if (!file)
{
os::Printer::log("Could not load mesh, because file could not be opened: ", filename, ELL_ERROR);
return 0;
}
msh = getUncachedMesh(file, filename, cacheName);
file->drop();
return msh;
}
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
{
if (!file)
return 0;
io::path name = file->getFileName();
IAnimatedMesh* msh = MeshCache->getMeshByName(name);
if (msh)
return msh;
msh = getUncachedMesh(file, name, name);
return msh;
}
// load and create a mesh which we know already isn't in the cache and put it in there
IAnimatedMesh* CSceneManager::getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename)
{
IAnimatedMesh* msh = 0;
// iterate the list in reverse order so user-added loaders can override the built-in ones
s32 count = MeshLoaderList.size();
for (s32 i=count-1; i>=0; --i)
{
if (MeshLoaderList[i]->isALoadableFileExtension(filename))
{
// reset file to avoid side effects of previous calls to createMesh
file->seek(0);
msh = MeshLoaderList[i]->createMesh(file);
if (msh)
{
MeshCache->addMesh(cachename, msh);
msh->drop();
break;
}
}
}
if (!msh)
os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
else
os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
return msh;
}
//! returns the video driver
video::IVideoDriver* CSceneManager::getVideoDriver()
{
return Driver;
}
//! returns the GUI Environment
gui::IGUIEnvironment* CSceneManager::getGUIEnvironment()
{
return GUIEnvironment;
}
//! Get the active FileSystem
/** \return Pointer to the FileSystem
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
io::IFileSystem* CSceneManager::getFileSystem()
{
return FileSystem;
}
//! adds a scene node for rendering a static mesh
//! the returned pointer must not be dropped.
IMeshSceneNode* CSceneManager::addMeshSceneNode(IMesh* mesh, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
IMeshSceneNode* node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! adds a scene node for rendering an animated mesh model
IAnimatedMeshSceneNode* CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id,
const core::vector3df& position, const core::vector3df& rotation,
const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
{
if (!alsoAddIfMeshPointerZero && !mesh)
return 0;
if (!parent)
parent = this;
IAnimatedMeshSceneNode* node =
new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
node->drop();
return node;
}
//! Adds a camera scene node to the tree and sets it as active camera.
//! \param position: Position of the space relative to its parent where the camera will be placed.
//! \param lookat: Position where the camera will look at. Also known as target.
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
//! the camera will move too.
//! \return Returns pointer to interface to camera
ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
const core::vector3df& position, const core::vector3df& lookat, s32 id,
bool makeActive)
{
if (!parent)
parent = this;
ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
if (makeActive)
setActiveCamera(node);
node->drop();
return node;
}
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
//! which always looks to the camera. It is usually used for things like explosions, fire,
//! lensflares and things like that.
IBillboardSceneNode* CSceneManager::addBillboardSceneNode(ISceneNode* parent,
const core::dimension2d<f32>& size, const core::vector3df& position, s32 id,
video::SColor colorTop, video::SColor colorBottom
)
{
#ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
if (!parent)
parent = this;
IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
colorTop, colorBottom);
node->drop();
return node;
#else
return 0;
#endif
}
//! Adds an empty scene node.
ISceneNode* CSceneManager::addEmptySceneNode(ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
ISceneNode* node = new CEmptySceneNode(parent, this, id);
node->drop();
return node;
}
//! Adds a dummy transformation scene node to the scene graph.
IDummyTransformationSceneNode* CSceneManager::addDummyTransformationSceneNode(
ISceneNode* parent, s32 id)
{
if (!parent)
parent = this;
IDummyTransformationSceneNode* node = new CDummyTransformationSceneNode(
parent, this, id);
node->drop();
return node;
}
//! Returns the root scene node. This is the scene node which is parent
//! of all scene nodes. The root scene node is a special scene node which
//! only exists to manage all scene nodes. It is not rendered and cannot
//! be removed from the scene.
//! \return Returns a pointer to the root scene node.
ISceneNode* CSceneManager::getRootSceneNode()
{
return this;
}
//! Returns the current active camera.
//! \return The active camera is returned. Note that this can be NULL, if there
//! was no camera created yet.
ICameraSceneNode* CSceneManager::getActiveCamera() const
{
return ActiveCamera;
}
//! Sets the active camera. The previous active camera will be deactivated.
//! \param camera: The new camera which should be active.
void CSceneManager::setActiveCamera(ICameraSceneNode* camera)
{
if (camera)
camera->grab();
if (ActiveCamera)
ActiveCamera->drop();
ActiveCamera = camera;
}
//! renders the node.
void CSceneManager::render()
{
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CSceneManager::getBoundingBox() const
{
_IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
static const core::aabbox3d<f32> dummy;
return dummy;
}
//! returns if node is culled
bool CSceneManager::isCulled(const ISceneNode* node) const
{
const ICameraSceneNode* cam = getActiveCamera();
if (!cam)
{
return false;
}
bool result = false;
// has occlusion query information
if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY)
{
result = (Driver->getOcclusionQueryResult(const_cast<ISceneNode*>(node))==0);
}
// can be seen by a bounding box ?
if (!result && (node->getAutomaticCulling() & scene::EAC_BOX))
{
core::aabbox3d<f32> tbox = node->getBoundingBox();
node->getAbsoluteTransformation().transformBoxEx(tbox);
result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
}
// can be seen by a bounding sphere
if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE))
{
const core::aabbox3df nbox = node->getTransformedBoundingBox();
const float rad = nbox.getRadius();
const core::vector3df center = nbox.getCenter();
const float camrad = cam->getViewFrustum()->getBoundingRadius();
const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
const float dist = (center - camcenter).getLengthSQ();
const float maxdist = (rad + camrad) * (rad + camrad);
result = dist > maxdist;
}
// can be seen by cam pyramid planes ?
if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX))
{
SViewFrustum frust = *cam->getViewFrustum();
//transform the frustum to the node's current absolute transformation
core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
//invTrans.makeInverse();
frust.transform(invTrans);
core::vector3df edges[8];
node->getBoundingBox().getEdges(edges);
for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
{
bool boxInFrustum=false;
for (u32 j=0; j<8; ++j)
{
if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
{
boxInFrustum=true;
break;
}
}
if (!boxInFrustum)
{
result = true;
break;
}
}
}
return result;
}
//! registers a node for rendering it at a specific time.
u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass)
{
IRR_PROFILE(CProfileScope p1(EPID_SM_REGISTER);)
u32 taken = 0;
switch(pass)
{
// take camera if it is not already registered
case ESNRP_CAMERA:
{
taken = 1;
for (u32 i = 0; i != CameraList.size(); ++i)
{
if (CameraList[i] == node)
{
taken = 0;
break;
}
}
if (taken)
{
CameraList.push_back(node);
}
}
break;
case ESNRP_SKY_BOX:
SkyBoxList.push_back(node);
taken = 1;
break;
case ESNRP_SOLID:
if (!isCulled(node))
{
SolidNodeList.push_back(node);
taken = 1;
}
break;
case ESNRP_TRANSPARENT:
if (!isCulled(node))
{
TransparentNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
taken = 1;
}
break;
case ESNRP_TRANSPARENT_EFFECT:
if (!isCulled(node))
{
TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
taken = 1;
}
break;
case ESNRP_AUTOMATIC:
if (!isCulled(node))
{
const u32 count = node->getMaterialCount();
taken = 0;
for (u32 i=0; i<count; ++i)
{
if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
{
// register as transparent node
TransparentNodeEntry e(node, camWorldPos);
TransparentNodeList.push_back(e);
taken = 1;
break;
}
}
// not transparent, register as solid
if (!taken)
{
SolidNodeList.push_back(node);
taken = 1;
}
}
break;
case ESNRP_GUI:
if (!isCulled(node))
{
GuiNodeList.push_back(node);
taken = 1;
}
case ESNRP_NONE: // ignore this one
break;
}
#ifdef _IRR_SCENEMANAGER_DEBUG
s32 index = Parameters->findAttribute("calls");
Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
if (!taken)
{
index = Parameters->findAttribute("culled");
Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
}
#endif
return taken;
}
void CSceneManager::clearAllRegisteredNodesForRendering()
{
CameraList.clear();
SkyBoxList.clear();
SolidNodeList.clear();
TransparentNodeList.clear();
TransparentEffectNodeList.clear();
GuiNodeList.clear();
}
//! This method is called just before the rendering process of the whole scene.
//! draws all scene nodes
void CSceneManager::drawAll()
{
IRR_PROFILE(CProfileScope psAll(EPID_SM_DRAW_ALL);)
if (!Driver)
return;
#ifdef _IRR_SCENEMANAGER_DEBUG
// reset attributes
Parameters->setAttribute("culled", 0);
Parameters->setAttribute("calls", 0);
Parameters->setAttribute("drawn_solid", 0);
Parameters->setAttribute("drawn_transparent", 0);
Parameters->setAttribute("drawn_transparent_effect", 0);
#endif
u32 i; // new ISO for scoping problem in some compilers
// reset all transforms
Driver->setMaterial(video::SMaterial());
Driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix );
Driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix );
Driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix );
for (i=video::ETS_COUNT-1; i>=video::ETS_TEXTURE_0; --i)
Driver->setTransform ( (video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix );
// TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
// do animations and other stuff.
IRR_PROFILE(getProfiler().start(EPID_SM_ANIMATE));
OnAnimate(os::Timer::getTime());
IRR_PROFILE(getProfiler().stop(EPID_SM_ANIMATE));
/*!
First Scene Node for prerendering should be the active camera
consistent Camera is needed for culling
*/
IRR_PROFILE(getProfiler().start(EPID_SM_RENDER_CAMERAS));
camWorldPos.set(0,0,0);
if (ActiveCamera)
{
ActiveCamera->render();
camWorldPos = ActiveCamera->getAbsolutePosition();
}
IRR_PROFILE(getProfiler().stop(EPID_SM_RENDER_CAMERAS));
// let all nodes register themselves
OnRegisterSceneNode();
//render camera scenes
{
IRR_PROFILE(CProfileScope psCam(EPID_SM_RENDER_CAMERAS);)
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<CameraList.size(); ++i)
CameraList[i]->render();
CameraList.set_used(0);
}
// render skyboxes
{
IRR_PROFILE(CProfileScope psSkyBox(EPID_SM_RENDER_SKYBOXES);)
CurrentRenderPass = ESNRP_SKY_BOX;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<SkyBoxList.size(); ++i)
SkyBoxList[i]->render();
SkyBoxList.set_used(0);
}
// render default objects
{
IRR_PROFILE(CProfileScope psDefault(EPID_SM_RENDER_DEFAULT);)
CurrentRenderPass = ESNRP_SOLID;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
SolidNodeList.sort(); // sort by textures
for (i=0; i<SolidNodeList.size(); ++i)
SolidNodeList[i].Node->render();
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_solid", (s32) SolidNodeList.size() );
#endif
SolidNodeList.set_used(0);
}
// render transparent objects.
{
IRR_PROFILE(CProfileScope psTrans(EPID_SM_RENDER_TRANSPARENT);)
CurrentRenderPass = ESNRP_TRANSPARENT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentNodeList.sort(); // sort by distance from camera
for (i=0; i<TransparentNodeList.size(); ++i)
TransparentNodeList[i].Node->render();
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute ( "drawn_transparent", (s32) TransparentNodeList.size() );
#endif
TransparentNodeList.set_used(0);
}
// render transparent effect objects.
{
IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_EFFECT);)
CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentEffectNodeList.sort(); // sort by distance from camera
for (i=0; i<TransparentEffectNodeList.size(); ++i)
TransparentEffectNodeList[i].Node->render();
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_transparent_effect", (s32) TransparentEffectNodeList.size());
#endif
TransparentEffectNodeList.set_used(0);
}
// render custom gui nodes
{
IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_GUI_NODES);)
CurrentRenderPass = ESNRP_GUI;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
for (i=0; i<GuiNodeList.size(); ++i)
GuiNodeList[i]->render();
#ifdef _IRR_SCENEMANAGER_DEBUG
Parameters->setAttribute("drawn_gui_nodes", (s32) GuiNodeList.size());
#endif
GuiNodeList.set_used(0);
}
clearDeletionList();
CurrentRenderPass = ESNRP_NONE;
}
//! Adds an external mesh loader.
void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
{
if (!externalLoader)
return;
externalLoader->grab();
MeshLoaderList.push_back(externalLoader);
}
//! Returns the number of mesh loaders supported by Irrlicht at this time
u32 CSceneManager::getMeshLoaderCount() const
{
return MeshLoaderList.size();
}
//! Retrieve the given mesh loader
IMeshLoader* CSceneManager::getMeshLoader(u32 index) const
{
if (index < MeshLoaderList.size())
return MeshLoaderList[index];
else
return 0;
}
//! Adds an external scene loader.
void CSceneManager::addExternalSceneLoader(ISceneLoader* externalLoader)
{
if (!externalLoader)
return;
externalLoader->grab();
SceneLoaderList.push_back(externalLoader);
}
//! Returns the number of scene loaders
u32 CSceneManager::getSceneLoaderCount() const
{
return SceneLoaderList.size();
}
//! Retrieve the given scene loader
ISceneLoader* CSceneManager::getSceneLoader(u32 index) const
{
if (index < SceneLoaderList.size())
return SceneLoaderList[index];
else
return 0;
}
//! Returns a pointer to the scene collision manager.
ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
{
return CollisionManager;
}
//! Returns a pointer to the mesh manipulator.
IMeshManipulator* CSceneManager::getMeshManipulator()
{
return Driver->getMeshManipulator();
}
//! Adds a scene node to the deletion queue.
void CSceneManager::addToDeletionQueue(ISceneNode* node)
{
if (!node)
return;
node->grab();
DeletionList.push_back(node);
}
//! clears the deletion list
void CSceneManager::clearDeletionList()
{
if (DeletionList.empty())
return;
for (u32 i=0; i<DeletionList.size(); ++i)
{
DeletionList[i]->remove();
DeletionList[i]->drop();
}
DeletionList.clear();
}
//! Returns the first scene node with the specified name.
ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (!strcmp(start->getName(),name))
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromName(name, *it);
if (node)
return node;
}
return 0;
}
//! Returns the first scene node with the specified id.
ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getID() == id)
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromId(id, *it);
if (node)
return node;
}
return 0;
}
//! Returns the first scene node with the specified type.
ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getType() == type || ESNT_ANY == type)
return start;
ISceneNode* node = 0;
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromType(type, *it);
if (node)
return node;
}
return 0;
}
//! returns scene nodes by type.
void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start)
{
if (start == 0)
start = getRootSceneNode();
if (start->getType() == type || ESNT_ANY == type)
outNodes.push_back(start);
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
getSceneNodesFromType(type, outNodes, *it);
}
}
//! Posts an input event to the environment. Usually you do not have to
//! use this method, it is used by the internal engine.
bool CSceneManager::postEventFromUser(const SEvent& event)
{
bool ret = false;
ICameraSceneNode* cam = getActiveCamera();
if (cam)
ret = cam->OnEvent(event);
return ret;
}
//! Removes all children of this scene node
void CSceneManager::removeAll()
{
ISceneNode::removeAll();
setActiveCamera(0);
// Make sure the driver is reset, might need a more complex method at some point
if (Driver)
Driver->setMaterial(video::SMaterial());
}
//! Clears the whole scene. All scene nodes are removed.
void CSceneManager::clear()
{
removeAll();
}
//! Returns interface to the parameters set in this scene.
io::IAttributes* CSceneManager::getParameters()
{
return Parameters;
}
//! Returns current render pass.
E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
{
return CurrentRenderPass;
}
//! Returns an interface to the mesh cache which is shared between all existing scene managers.
IMeshCache* CSceneManager::getMeshCache()
{
return MeshCache;
}
//! Creates a new scene manager.
ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
{
CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache, GUIEnvironment);
if (cloneContent)
manager->cloneMembers(this, manager);
return manager;
}
//! Returns the default scene node factory which can create all built in scene nodes
ISceneNodeFactory* CSceneManager::getDefaultSceneNodeFactory()
{
return getSceneNodeFactory(0);
}
//! Adds a scene node factory to the scene manager.
void CSceneManager::registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd)
{
if (factoryToAdd)
{
factoryToAdd->grab();
SceneNodeFactoryList.push_back(factoryToAdd);
}
}
//! Returns amount of registered scene node factories.
u32 CSceneManager::getRegisteredSceneNodeFactoryCount() const
{
return SceneNodeFactoryList.size();
}
//! Returns a scene node factory by index
ISceneNodeFactory* CSceneManager::getSceneNodeFactory(u32 index)
{
if (index < SceneNodeFactoryList.size())
return SceneNodeFactoryList[index];
return 0;
}
//! Saves the current scene into a file.
//! \param filename: Name of the file .
bool CSceneManager::saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node)
{
bool ret = false;
io::IWriteFile* file = FileSystem->createAndWriteFile(filename);
if (file)
{
ret = saveScene(file, userDataSerializer, node);
file->drop();
}
else
os::Printer::log("Unable to open file", filename, ELL_ERROR);
return ret;
}
//! Saves the current scene into a file.
bool CSceneManager::saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node)
{
return false;
}
//! Loads a scene.
bool CSceneManager::loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer, ISceneNode* rootNode)
{
io::IReadFile* file = FileSystem->createAndOpenFile(filename);
if (!file)
{
os::Printer::log("Unable to open scene file", filename.c_str(), ELL_ERROR);
return false;
}
const bool ret = loadScene(file, userDataSerializer, rootNode);
file->drop();
return ret;
}
//! Loads a scene. Note that the current scene is not cleared before.
bool CSceneManager::loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer, ISceneNode* rootNode)
{
if (!file)
{
os::Printer::log("Unable to open scene file", ELL_ERROR);
return false;
}
bool ret = false;
// try scene loaders in reverse order
s32 i = SceneLoaderList.size()-1;
for (; i >= 0 && !ret; --i)
if (SceneLoaderList[i]->isALoadableFileFormat(file))
ret = SceneLoaderList[i]->loadScene(file, userDataSerializer, rootNode);
if (!ret)
os::Printer::log("Could not load scene file, perhaps the format is unsupported: ", file->getFileName().c_str(), ELL_ERROR);
return ret;
}
//! Returns a typename from a scene node type or null if not found
const c8* CSceneManager::getSceneNodeTypeName(ESCENE_NODE_TYPE type)
{
const char* name = 0;
for (s32 i=(s32)SceneNodeFactoryList.size()-1; !name && i>=0; --i)
name = SceneNodeFactoryList[i]->getCreateableSceneNodeTypeName(type);
return name;
}
//! Adds a scene node to the scene by name
ISceneNode* CSceneManager::addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent)
{
ISceneNode* node = 0;
for (s32 i=(s32)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
node = SceneNodeFactoryList[i]->addSceneNode(sceneNodeTypeName, parent);
return node;
}
//! Writes attributes of the scene node.
void CSceneManager::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addString ("Name", Name.c_str());
out->addInt ("Id", ID );
out->addColorf ("AmbientLight", AmbientLight);
// fog attributes from video driver
video::SColor color;
video::E_FOG_TYPE fogType;
f32 start, end, density;
bool pixelFog, rangeFog;
Driver->getFog(color, fogType, start, end, density, pixelFog, rangeFog);
out->addEnum("FogType", fogType, video::FogTypeNames);
out->addColorf("FogColor", color);
out->addFloat("FogStart", start);
out->addFloat("FogEnd", end);
out->addFloat("FogDensity", density);
out->addBool("FogPixel", pixelFog);
out->addBool("FogRange", rangeFog);
}
//! Reads attributes of the scene node.
void CSceneManager::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Name = in->getAttributeAsString("Name");
ID = in->getAttributeAsInt("Id");
AmbientLight = in->getAttributeAsColorf("AmbientLight");
// fog attributes
video::SColor color;
video::E_FOG_TYPE fogType;
f32 start, end, density;
bool pixelFog, rangeFog;
if (in->existsAttribute("FogType"))
{
fogType = (video::E_FOG_TYPE) in->getAttributeAsEnumeration("FogType", video::FogTypeNames);
color = in->getAttributeAsColorf("FogColor").toSColor();
start = in->getAttributeAsFloat("FogStart");
end = in->getAttributeAsFloat("FogEnd");
density = in->getAttributeAsFloat("FogDensity");
pixelFog = in->getAttributeAsBool("FogPixel");
rangeFog = in->getAttributeAsBool("FogRange");
Driver->setFog(color, fogType, start, end, density, pixelFog, rangeFog);
}
RelativeTranslation.set(0,0,0);
RelativeRotation.set(0,0,0);
RelativeScale.set(1,1,1);
IsVisible = true;
AutomaticCullingState = scene::EAC_BOX;
DebugDataVisible = scene::EDS_OFF;
IsDebugObject = false;
updateAbsolutePosition();
}
//! Sets ambient color of the scene
void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
{
AmbientLight = ambientColor;
}
//! Returns ambient color of the scene
const video::SColorf& CSceneManager::getAmbientLight() const
{
return AmbientLight;
}
//! Get a skinned mesh, which is not available as header-only code
ISkinnedMesh* CSceneManager::createSkinnedMesh()
{
#ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
return new CSkinnedMesh();
#else
return 0;
#endif
}
//! Returns a mesh writer implementation if available
IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
{
switch(type)
{
case EMWT_IRR_MESH:
case EMWT_COLLADA:
return 0;
case EMWT_STL:
#ifdef _IRR_COMPILE_WITH_STL_WRITER_
return new CSTLMeshWriter(this);
#else
return 0;
#endif
case EMWT_OBJ:
#ifdef _IRR_COMPILE_WITH_OBJ_WRITER_
return new COBJMeshWriter(this, FileSystem);
#else
return 0;
#endif
case EMWT_PLY:
#ifdef _IRR_COMPILE_WITH_PLY_WRITER_
return new CPLYMeshWriter();
#else
return 0;
#endif
case EMWT_B3D:
#ifdef _IRR_COMPILE_WITH_B3D_WRITER_
return new CB3DMeshWriter();
#else
return 0;
#endif
}
return 0;
}
// creates a scenemanager
ISceneManager* createSceneManager(video::IVideoDriver* driver,
io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,
gui::IGUIEnvironment *guiEnvironment)
{
return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
}
} // end namespace scene
} // end namespace irr
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