// 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 "IXMLWriter.h" #include "ISceneUserDataSerializer.h" #include "IGUIEnvironment.h" #include "IMaterialRenderer.h" #include "IReadFile.h" #include "IWriteFile.h" #include "ISceneLoader.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 #include "CCubeSceneNode.h" #include "CSphereSceneNode.h" #include "CAnimatedMeshSceneNode.h" #include "COctreeSceneNode.h" #include "CCameraSceneNode.h" #include "CLightSceneNode.h" #include "CBillboardSceneNode.h" #include "CMeshSceneNode.h" #include "CSkyBoxSceneNode.h" #include "CSkyDomeSceneNode.h" #include "CParticleSystemSceneNode.h" #include "CDummyTransformationSceneNode.h" #include "CWaterSurfaceSceneNode.h" #include "CTerrainSceneNode.h" #include "CEmptySceneNode.h" #include "CTextSceneNode.h" #include "CDefaultSceneNodeFactory.h" #include "CSceneCollisionManager.h" #include "CTriangleSelector.h" #include "COctreeTriangleSelector.h" #include "CTriangleBBSelector.h" #include "CMetaTriangleSelector.h" #include "CTerrainTriangleSelector.h" #include "CSceneNodeAnimatorRotation.h" #include "CSceneNodeAnimatorFlyCircle.h" #include "CSceneNodeAnimatorFlyStraight.h" #include "CSceneNodeAnimatorTexture.h" #include "CSceneNodeAnimatorCollisionResponse.h" #include "CSceneNodeAnimatorDelete.h" #include "CSceneNodeAnimatorFollowSpline.h" #include "CSceneNodeAnimatorCameraFPS.h" #include "CSceneNodeAnimatorCameraMaya.h" #include "CDefaultSceneNodeAnimatorFactory.h" #include "CGeometryCreator.h" //! Enable debug features #define SCENEMANAGER_DEBUG 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), CollisionManager(0), ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), MeshCache(cache), CurrentRendertime(ESNRP_NONE), LightManager(0), IRR_XML_FORMAT_SCENE(L"irr_scene"), IRR_XML_FORMAT_NODE(L"node"), IRR_XML_FORMAT_NODE_ATTR_TYPE(L"type") { #ifdef _DEBUG ISceneManager::setDebugName("CSceneManager ISceneManager"); ISceneNode::setDebugName("CSceneManager ISceneNode"); #endif // root node's scene manager SceneManager = this; // set scene parameters Parameters.setAttribute( DEBUG_NORMAL_LENGTH, 1.f ); Parameters.setAttribute( DEBUG_NORMAL_COLOR, video::SColor(255, 34, 221, 221)); 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(); // create collision manager CollisionManager = new CSceneCollisionManager(this, Driver); // create geometry creator GeometryCreator = new CGeometryCreator(); // factories ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this); registerSceneNodeFactory(factory); factory->drop(); ISceneNodeAnimatorFactory* animatorFactory = new CDefaultSceneNodeAnimatorFactory(this, CursorControl); registerSceneNodeAnimatorFactory(animatorFactory); animatorFactory->drop(); } //! 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 (GeometryCreator) GeometryCreator->drop(); if (GUIEnvironment) GUIEnvironment->drop(); u32 i; for (i=0; idrop(); for (i=0; idrop(); if (ActiveCamera) ActiveCamera->drop(); ActiveCamera = 0; if (MeshCache) MeshCache->drop(); for (i=0; idrop(); for (i=0; idrop(); if (LightManager) LightManager->drop(); // remove all nodes and animators before dropping the driver // as render targets may be destroyed twice removeAll(); removeAnimators(); 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) { IAnimatedMesh* msh = MeshCache->getMeshByName(filename); 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; } // 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(filename, msh); msh->drop(); break; } } } file->drop(); 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_INFORMATION); 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(file->getFileName()); if (msh) return msh; // 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(name)) { // reset file to avoid side effects of previous calls to createMesh file->seek(0); msh = MeshLoaderList[i]->createMesh(file); if (msh) { MeshCache->addMesh(file->getFileName(), msh); msh->drop(); break; } } } if (!msh) os::Printer::log("Could not load mesh, file format seems to be unsupported", file->getFileName(), ELL_ERROR); else os::Printer::log("Loaded mesh", file->getFileName(), ELL_INFORMATION); 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 text scene node, which is able to display //! 2d text at a position in three dimensional space ITextSceneNode* CSceneManager::addTextSceneNode(gui::IGUIFont* font, const wchar_t* text, video::SColor color, ISceneNode* parent, const core::vector3df& position, s32 id) { if (!font) return 0; if (!parent) parent = this; ITextSceneNode* t = new CTextSceneNode(parent, this, id, font, getSceneCollisionManager(), position, text, color); t->drop(); return t; } //! Adds a text scene node, which uses billboards IBillboardTextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text, ISceneNode* parent, const core::dimension2d& size, const core::vector3df& position, s32 id, video::SColor colorTop, video::SColor colorBottom) { if (!font && GUIEnvironment) font = GUIEnvironment->getBuiltInFont(); if (!font) return 0; if (!parent) parent = this; IBillboardTextSceneNode* node = new CBillboardTextSceneNode(parent, this, id, font, text, position, size, colorTop, colorBottom); node->drop(); return node; } //! adds a test scene node for test purposes to the scene. It is a simple cube of (1,1,1) size. //! the returned pointer must not be dropped. IMeshSceneNode* CSceneManager::addCubeSceneNode(f32 size, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) { if (!parent) parent = this; IMeshSceneNode* node = new CCubeSceneNode(size, parent, this, id, position, rotation, scale); node->drop(); return node; } //! Adds a sphere scene node for test purposes to the scene. IMeshSceneNode* CSceneManager::addSphereSceneNode(f32 radius, s32 polyCount, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) { if (!parent) parent = this; IMeshSceneNode* node = new CSphereSceneNode(radius, polyCount, polyCount, parent, this, id, position, rotation, scale); node->drop(); return node; } //! 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 a animated water surface mesh. ISceneNode* CSceneManager::addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 waveLength, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) { if (!parent) parent = this; ISceneNode* node = new CWaterSurfaceSceneNode(waveHeight, waveSpeed, waveLength, 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(); node->setMesh(mesh); return node; } //! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much //! faster then a bsp tree. IMeshSceneNode* CSceneManager::addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id, s32 minimalPolysPerNode, bool alsoAddIfMeshPointerZero) { if (!alsoAddIfMeshPointerZero && (!mesh || !mesh->getFrameCount())) return 0; return addOctreeSceneNode(mesh ? mesh->getMesh(0) : 0, parent, id, minimalPolysPerNode, alsoAddIfMeshPointerZero); } //! Adds a scene node for rendering using a octree. This a good method for rendering //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much //! faster then a bsp tree. IMeshSceneNode* CSceneManager::addOctreeSceneNode(IMesh* mesh, ISceneNode* parent, s32 id, s32 minimalPolysPerNode, bool alsoAddIfMeshPointerZero) { if (!alsoAddIfMeshPointerZero && !mesh) return 0; if (!parent) parent = this; COctreeSceneNode* node = new COctreeSceneNode(parent, this, id, minimalPolysPerNode); if (node) { node->setMesh(mesh); 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 camera scene node which is able to be controlled with the mouse similar //! to in the 3D Software Maya by Alias Wavefront. //! The returned pointer must not be dropped. ICameraSceneNode* CSceneManager::addCameraSceneNodeMaya(ISceneNode* parent, f32 rotateSpeed, f32 zoomSpeed, f32 translationSpeed, s32 id, f32 distance, bool makeActive) { ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(), core::vector3df(0,0,100), id, makeActive); if (node) { ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraMaya(CursorControl, rotateSpeed, zoomSpeed, translationSpeed, distance); node->addAnimator(anm); anm->drop(); } return node; } //! Adds a camera scene node which is able to be controlled with the mouse and keys //! like in most first person shooters (FPS): ICameraSceneNode* CSceneManager::addCameraSceneNodeFPS(ISceneNode* parent, f32 rotateSpeed, f32 moveSpeed, s32 id, SKeyMap* keyMapArray, s32 keyMapSize, bool noVerticalMovement, f32 jumpSpeed, bool invertMouseY, bool makeActive) { ICameraSceneNode* node = addCameraSceneNode(parent, core::vector3df(), core::vector3df(0,0,100), id, makeActive); if (node) { ISceneNodeAnimator* anm = new CSceneNodeAnimatorCameraFPS(CursorControl, rotateSpeed, moveSpeed, jumpSpeed, keyMapArray, keyMapSize, noVerticalMovement, invertMouseY); // Bind the node's rotation to its target. This is consistent with 1.4.2 and below. node->bindTargetAndRotation(true); node->addAnimator(anm); anm->drop(); } return node; } //! Adds a dynamic light scene node. The light will cast dynamic light on all //! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING //! turned on. (This is the default setting in most scene nodes). ILightSceneNode* CSceneManager::addLightSceneNode(ISceneNode* parent, const core::vector3df& position, video::SColorf color, f32 range, s32 id) { if (!parent) parent = this; ILightSceneNode* node = new CLightSceneNode(parent, this, id, position, color, range); 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& size, const core::vector3df& position, s32 id, video::SColor colorTop, video::SColor colorBottom ) { if (!parent) parent = this; IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size, colorTop, colorBottom); node->drop(); return node; } //! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and //! is drawn around the camera position. ISceneNode* CSceneManager::addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom, video::ITexture* left, video::ITexture* right, video::ITexture* front, video::ITexture* back, ISceneNode* parent, s32 id) { if (!parent) parent = this; ISceneNode* node = new CSkyBoxSceneNode(top, bottom, left, right, front, back, parent, this, id); node->drop(); return node; } //! Adds a skydome scene node. A skydome is a large (half-) sphere with a //! panoramic texture on it and is drawn around the camera position. ISceneNode* CSceneManager::addSkyDomeSceneNode(video::ITexture* texture, u32 horiRes, u32 vertRes, f32 texturePercentage,f32 spherePercentage, f32 radius, ISceneNode* parent, s32 id) { if (!parent) parent = this; ISceneNode* node = new CSkyDomeSceneNode(texture, horiRes, vertRes, texturePercentage, spherePercentage, radius, parent, this, id); node->drop(); return node; } //! Adds a particle system scene node. IParticleSystemSceneNode* CSceneManager::addParticleSystemSceneNode( bool withDefaultEmitter, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) { if (!parent) parent = this; IParticleSystemSceneNode* node = new CParticleSystemSceneNode(withDefaultEmitter, parent, this, id, position, rotation, scale); node->drop(); return node; } //! Adds a terrain scene node to the scene graph. ITerrainSceneNode* CSceneManager::addTerrainSceneNode( const io::path& heightMapFileName, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale, video::SColor vertexColor, s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize, s32 smoothFactor, bool addAlsoIfHeightmapEmpty) { io::IReadFile* file = FileSystem->createAndOpenFile(heightMapFileName); if (!file && !addAlsoIfHeightmapEmpty) { os::Printer::log("Could not load terrain, because file could not be opened.", heightMapFileName, ELL_ERROR); return 0; } ITerrainSceneNode* terrain = addTerrainSceneNode(file, parent, id, position, rotation, scale, vertexColor, maxLOD, patchSize, smoothFactor, addAlsoIfHeightmapEmpty); if (file) file->drop(); return terrain; } //! Adds a terrain scene node to the scene graph. ITerrainSceneNode* CSceneManager::addTerrainSceneNode( io::IReadFile* heightMapFile, ISceneNode* parent, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale, video::SColor vertexColor, s32 maxLOD, E_TERRAIN_PATCH_SIZE patchSize, s32 smoothFactor, bool addAlsoIfHeightmapEmpty) { if (!parent) parent = this; if (!heightMapFile && !addAlsoIfHeightmapEmpty) { os::Printer::log("Could not load terrain, because file could not be opened.", ELL_ERROR); return 0; } CTerrainSceneNode* node = new CTerrainSceneNode(parent, this, FileSystem, id, maxLOD, patchSize, position, rotation, scale); if (!node->loadHeightMap(heightMapFile, vertexColor, smoothFactor)) { if (!addAlsoIfHeightmapEmpty) { node->remove(); node->drop(); return 0; } } node->drop(); return node; } //! 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; } //! Adds a Hill Plane mesh to the mesh pool. The mesh is generated on the fly //! and looks like a plane with some hills on it. You can specify how many hills //! there should be on the plane and how high they should be. Also you must //! specify a name for the mesh, because the mesh is added to the mesh pool, //! and can be retrieved again using ISceneManager::getMesh with the name as //! parameter. IAnimatedMesh* CSceneManager::addHillPlaneMesh(const io::path& name, const core::dimension2d& tileSize, const core::dimension2d& tileCount, video::SMaterial* material, f32 hillHeight, const core::dimension2d& countHills, const core::dimension2d& textureRepeatCount) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByName(name); IMesh* mesh = GeometryCreator->createHillPlaneMesh(tileSize, tileCount, material, hillHeight, countHills, textureRepeatCount); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds a terrain mesh to the mesh pool. IAnimatedMesh* CSceneManager::addTerrainMesh(const io::path& name, video::IImage* texture, video::IImage* heightmap, const core::dimension2d& stretchSize, f32 maxHeight, const core::dimension2d& defaultVertexBlockSize) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByName(name); const bool debugBorders=false; IMesh* mesh = GeometryCreator->createTerrainMesh(texture, heightmap, stretchSize, maxHeight, Driver, defaultVertexBlockSize, debugBorders); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds an arrow mesh to the mesh pool. IAnimatedMesh* CSceneManager::addArrowMesh(const io::path& name, video::SColor vtxColor0, video::SColor vtxColor1, u32 tesselationCylinder, u32 tesselationCone, f32 height, f32 cylinderHeight, f32 width0,f32 width1) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByName(name); IMesh* mesh = GeometryCreator->createArrowMesh( tesselationCylinder, tesselationCone, height, cylinderHeight, width0,width1, vtxColor0, vtxColor1); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds a static sphere mesh to the mesh pool. IAnimatedMesh* CSceneManager::addSphereMesh(const io::path& name, f32 radius, u32 polyCountX, u32 polyCountY) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByName(name); IMesh* mesh = GeometryCreator->createSphereMesh(radius, polyCountX, polyCountY); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Adds a static volume light mesh to the mesh pool. IAnimatedMesh* CSceneManager::addVolumeLightMesh(const io::path& name, const u32 SubdivideU, const u32 SubdivideV, const video::SColor FootColor, const video::SColor TailColor) { if (MeshCache->isMeshLoaded(name)) return MeshCache->getMeshByName(name); IMesh* mesh = GeometryCreator->createVolumeLightMesh(SubdivideU, SubdivideV, FootColor, TailColor); if (!mesh) return 0; SAnimatedMesh* animatedMesh = new SAnimatedMesh(); if (!animatedMesh) { mesh->drop(); return 0; } animatedMesh->addMesh(mesh); mesh->drop(); animatedMesh->recalculateBoundingBox(); MeshCache->addMesh(name, animatedMesh); animatedMesh->drop(); return animatedMesh; } //! Returns the root scene node. This is the scene node wich 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& CSceneManager::getBoundingBox() const { _IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager wanted. // should never be used. return *((core::aabbox3d*)0); } //! returns if node is culled bool CSceneManager::isCulled(const ISceneNode* node) const { const ICameraSceneNode* cam = getActiveCamera(); if (!cam) { _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return false; } bool result = false; // has occlusion query information if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY) { result = (Driver->getOcclusionQueryResult(const_cast(node))==0); } // can be seen by a bounding box ? if (!result && (node->getAutomaticCulling() & scene::EAC_BOX)) { core::aabbox3d 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)) { // requires bbox diameter } // 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; igetMaterialCount(); taken = 0; for (u32 i=0; igetMaterialRenderer(node->getMaterial(i).MaterialType); if (rnd && rnd->isTransparent()) { // 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_SHADOW: if (!isCulled(node)) { ShadowNodeList.push_back(node); taken = 1; } break; case ESNRP_NONE: // ignore this one break; } #ifdef 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; } //! This method is called just before the rendering process of the whole scene. //! draws all scene nodes void CSceneManager::drawAll(u32 flags) { if (!Driver) return; // 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 ); 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 ); Driver->setAllowZWriteOnTransparent(Parameters.getAttributeAsBool( ALLOW_ZWRITE_ON_TRANSPARENT) ); // do animations and other stuff. OnAnimate(os::Timer::getTime()); /*! First Scene Node for prerendering should be the active camera consistent Camera is needed for culling */ camWorldPos.set(0,0,0); if (ActiveCamera) { ActiveCamera->render(); camWorldPos = ActiveCamera->getAbsolutePosition(); } // let all nodes register themselves OnRegisterSceneNode(); //Disable unwanted render passes if ( flags != 0xFFFFFFFF ) { //Disable all but the specified passes if ((flags & ESNRP_CAMERA) != ESNRP_CAMERA ) { CameraList.clear(); } if ((flags & ESNRP_LIGHT) != ESNRP_LIGHT ) { LightList.clear(); } if ((flags & ESNRP_SKY_BOX) != ESNRP_SKY_BOX ) { SkyBoxList.clear(); } if ((flags & ESNRP_SOLID) != ESNRP_SOLID ) { SolidNodeList.clear(); } if ((flags & ESNRP_TRANSPARENT) != ESNRP_TRANSPARENT ) { TransparentNodeList.clear(); } if ((flags & ESNRP_TRANSPARENT_EFFECT) != ESNRP_TRANSPARENT_EFFECT ) { TransparentEffectNodeList.clear(); } if ((flags & ESNRP_SHADOW) != ESNRP_SHADOW ) { ShadowNodeList.clear(); } } if (LightManager) LightManager->OnPreRender(LightList); //render camera scenes { CurrentRendertime = ESNRP_CAMERA; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if (LightManager) LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; irender(); CameraList.set_used(0); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } //render lights scenes { CurrentRendertime = ESNRP_LIGHT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); } else { // Sort the lights by distance from the camera core::vector3df camWorldPos(0, 0, 0); if (ActiveCamera) camWorldPos = ActiveCamera->getAbsolutePosition(); core::array SortedLights; SortedLights.set_used(LightList.size()); for (s32 light = (s32)LightList.size() - 1; light >= 0; --light) SortedLights[light].setNodeAndDistanceFromPosition(LightList[light], camWorldPos); SortedLights.set_sorted(false); SortedLights.sort(); for(s32 light = (s32)LightList.size() - 1; light >= 0; --light) LightList[light] = SortedLights[light].Node; } Driver->deleteAllDynamicLights(); Driver->setAmbientLight(AmbientLight); u32 maxLights = LightList.size(); if (!LightManager) maxLights = core::min_ ( Driver->getMaximalDynamicLightAmount(), maxLights); for (i=0; i< maxLights; ++i) LightList[i]->render(); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render skyboxes { CurrentRendertime = ESNRP_SKY_BOX; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } SkyBoxList.set_used(0); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render default objects { CurrentRendertime = ESNRP_SOLID; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); SolidNodeList.sort(); // sort by textures if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute("drawn_solid", (s32) SolidNodeList.size() ); SolidNodeList.set_used(0); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render shadows { CurrentRendertime = ESNRP_SHADOW; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } if (!ShadowNodeList.empty()) Driver->drawStencilShadow(true,ShadowColor, ShadowColor, ShadowColor, ShadowColor); ShadowNodeList.set_used(0); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render transparent objects. { CurrentRendertime = ESNRP_TRANSPARENT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); TransparentNodeList.sort(); // sort by distance from camera if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute ( "drawn_transparent", (s32) TransparentNodeList.size() ); TransparentNodeList.set_used(0); if (LightManager) LightManager->OnRenderPassPostRender(CurrentRendertime); } // render transparent effect objects. { CurrentRendertime = ESNRP_TRANSPARENT_EFFECT; Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0); TransparentEffectNodeList.sort(); // sort by distance from camera if (LightManager) { LightManager->OnRenderPassPreRender(CurrentRendertime); for (i=0; iOnNodePreRender(node); node->render(); LightManager->OnNodePostRender(node); } } else { for (i=0; irender(); } Parameters.setAttribute ( "drawn_transparent_effect", (s32) TransparentEffectNodeList.size() ); TransparentEffectNodeList.set_used(0); } if (LightManager) LightManager->OnPostRender(); LightList.set_used(0); clearDeletionList(); CurrentRendertime = ESNRP_NONE; } void CSceneManager::setLightManager(ILightManager* lightManager) { LightManager = lightManager; } //! Sets the color of stencil buffers shadows drawn by the scene manager. void CSceneManager::setShadowColor(video::SColor color) { ShadowColor = color; } //! Returns the current color of shadows. video::SColor CSceneManager::getShadowColor() const { return ShadowColor; } //! creates a rotation animator, which rotates the attached scene node around itself. ISceneNodeAnimator* CSceneManager::createRotationAnimator(const core::vector3df& rotationPerSecond) { ISceneNodeAnimator* anim = new CSceneNodeAnimatorRotation(os::Timer::getTime(), rotationPerSecond); return anim; } //! creates a fly circle animator, which lets the attached scene node fly around a center. ISceneNodeAnimator* CSceneManager::createFlyCircleAnimator( const core::vector3df& center, f32 radius, f32 speed, const core::vector3df& direction, f32 startPosition, f32 radiusEllipsoid) { const f32 orbitDurationMs = (core::DEGTORAD * 360.f) / speed; const u32 effectiveTime = os::Timer::getTime() + (u32)(orbitDurationMs * startPosition); ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyCircle( effectiveTime, center, radius, speed, direction,radiusEllipsoid); return anim; } //! Creates a fly straight animator, which lets the attached scene node //! fly or move along a line between two points. ISceneNodeAnimator* CSceneManager::createFlyStraightAnimator(const core::vector3df& startPoint, const core::vector3df& endPoint, u32 timeForWay, bool loop,bool pingpong) { ISceneNodeAnimator* anim = new CSceneNodeAnimatorFlyStraight(startPoint, endPoint, timeForWay, loop, os::Timer::getTime(), pingpong); return anim; } //! Creates a texture animator, which switches the textures of the target scene //! node based on a list of textures. ISceneNodeAnimator* CSceneManager::createTextureAnimator(const core::array& textures, s32 timePerFrame, bool loop) { ISceneNodeAnimator* anim = new CSceneNodeAnimatorTexture(textures, timePerFrame, loop, os::Timer::getTime()); return anim; } //! Creates a scene node animator, which deletes the scene node after //! some time automaticly. ISceneNodeAnimator* CSceneManager::createDeleteAnimator(u32 when) { return new CSceneNodeAnimatorDelete(this, os::Timer::getTime() + when); } //! Creates a special scene node animator for doing automatic collision detection //! and response. ISceneNodeAnimatorCollisionResponse* CSceneManager::createCollisionResponseAnimator( ITriangleSelector* world, ISceneNode* sceneNode, const core::vector3df& ellipsoidRadius, const core::vector3df& gravityPerSecond, const core::vector3df& ellipsoidTranslation, f32 slidingValue) { ISceneNodeAnimatorCollisionResponse* anim = new CSceneNodeAnimatorCollisionResponse(this, world, sceneNode, ellipsoidRadius, gravityPerSecond, ellipsoidTranslation, slidingValue); return anim; } //! Creates a follow spline animator. ISceneNodeAnimator* CSceneManager::createFollowSplineAnimator(s32 startTime, const core::array< core::vector3df >& points, f32 speed, f32 tightness, bool loop, bool pingpong) { ISceneNodeAnimator* a = new CSceneNodeAnimatorFollowSpline(startTime, points, speed, tightness, loop, pingpong); return a; } //! 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(); } //! Creates a simple ITriangleSelector, based on a mesh. ITriangleSelector* CSceneManager::createTriangleSelector(IMesh* mesh, ISceneNode* node) { if (!mesh) return 0; return new CTriangleSelector(mesh, node); } //! Creates a simple and updatable ITriangleSelector, based on a the mesh owned by an //! animated scene node ITriangleSelector* CSceneManager::createTriangleSelector(IAnimatedMeshSceneNode* node) { if (!node || !node->getMesh()) return 0; return new CTriangleSelector(node); } //! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box. ITriangleSelector* CSceneManager::createTriangleSelectorFromBoundingBox(ISceneNode* node) { if (!node) return 0; return new CTriangleBBSelector(node); } //! Creates a simple ITriangleSelector, based on a mesh. ITriangleSelector* CSceneManager::createOctreeTriangleSelector(IMesh* mesh, ISceneNode* node, s32 minimalPolysPerNode) { if (!mesh) return 0; return new COctreeTriangleSelector(mesh, node, minimalPolysPerNode); } //! Creates a meta triangle selector. IMetaTriangleSelector* CSceneManager::createMetaTriangleSelector() { return new CMetaTriangleSelector(); } //! Creates a triangle selector which can select triangles from a terrain scene node ITriangleSelector* CSceneManager::createTerrainTriangleSelector( ITerrainSceneNode* node, s32 LOD) { return new CTerrainTriangleSelector(node, LOD); } //! 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; iremove(); 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& 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); _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; 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 CurrentRendertime; } //! Returns an interface to the mesh cache which is shared beween 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; } //! Returns the default scene node animator factory which can create all built-in scene node animators ISceneNodeAnimatorFactory* CSceneManager::getDefaultSceneNodeAnimatorFactory() { return getSceneNodeAnimatorFactory(0); } //! Adds a scene node animator factory to the scene manager. void CSceneManager::registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) { if (factoryToAdd) { factoryToAdd->grab(); SceneNodeAnimatorFactoryList.push_back(factoryToAdd); } } //! Returns amount of registered scene node animator factories. u32 CSceneManager::getRegisteredSceneNodeAnimatorFactoryCount() const { return SceneNodeAnimatorFactoryList.size(); } //! Returns a scene node animator factory by index ISceneNodeAnimatorFactory* CSceneManager::getSceneNodeAnimatorFactory(u32 index) { if (index < SceneNodeAnimatorFactoryList.size()) return SceneNodeAnimatorFactoryList[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); _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; return ret; } //! Saves the current scene into a file. bool CSceneManager::saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node) { if (!file) { return false; } bool result=false; io::IXMLWriter* writer = FileSystem->createXMLWriter(file); if (!writer) { os::Printer::log("Unable to create XML writer", file->getFileName(), ELL_ERROR); } else { result = saveScene(writer, FileSystem->getFileDir(FileSystem->getAbsolutePath(file->getFileName())), userDataSerializer, node); writer->drop(); } return result; } //! Saves the current scene into a file. bool CSceneManager::saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer, ISceneNode* node) { if (!writer) return false; if (!node) node=this; writer->writeXMLHeader(); writeSceneNode(writer, node, userDataSerializer, currentPath.c_str(), true); return true; } //! 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; } //! writes a scene node void CSceneManager::writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer, const fschar_t* currentPath, bool init) { if (!writer || !node || node->isDebugObject()) return; const wchar_t* name; ISceneNode* tmpNode=node; if (init) { name = IRR_XML_FORMAT_SCENE.c_str(); writer->writeElement(name, false); node=this; } else { name = IRR_XML_FORMAT_NODE.c_str(); writer->writeElement(name, false, IRR_XML_FORMAT_NODE_ATTR_TYPE.c_str(), core::stringw(getSceneNodeTypeName(node->getType())).c_str()); } writer->writeLineBreak(); // write properties io::IAttributes* attr = FileSystem->createEmptyAttributes(Driver); io::SAttributeReadWriteOptions options; if (currentPath) { options.Filename=currentPath; options.Flags|=io::EARWF_USE_RELATIVE_PATHS; } node->serializeAttributes(attr, &options); if (attr->getAttributeCount() != 0) { attr->write(writer); writer->writeLineBreak(); } // write materials if (node->getMaterialCount() && Driver) { const wchar_t* materialElement = L"materials"; writer->writeElement(materialElement); writer->writeLineBreak(); for (u32 i=0; i < node->getMaterialCount(); ++i) { io::IAttributes* tmp_attr = Driver->createAttributesFromMaterial(node->getMaterial(i), &options); tmp_attr->write(writer); tmp_attr->drop(); } writer->writeClosingTag(materialElement); writer->writeLineBreak(); } // write animators if (!node->getAnimators().empty()) { const wchar_t* animatorElement = L"animators"; writer->writeElement(animatorElement); writer->writeLineBreak(); ISceneNodeAnimatorList::ConstIterator it = node->getAnimators().begin(); for (; it != node->getAnimators().end(); ++it) { attr->clear(); attr->addString("Type", getAnimatorTypeName((*it)->getType())); (*it)->serializeAttributes(attr); attr->write(writer); } writer->writeClosingTag(animatorElement); writer->writeLineBreak(); } // write possible user data if (userDataSerializer) { io::IAttributes* userData = userDataSerializer->createUserData(node); if (userData) { const wchar_t* userDataElement = L"userData"; writer->writeLineBreak(); writer->writeElement(userDataElement); writer->writeLineBreak(); userData->write(writer); writer->writeClosingTag(userDataElement); writer->writeLineBreak(); writer->writeLineBreak(); userData->drop(); } } // reset to actual root node if (init) node=tmpNode; // write children once root node is written // if parent is not scene manager, we need to write out node first if (init && (node != this)) { writeSceneNode(writer, node, userDataSerializer, currentPath); } else { ISceneNodeList::ConstIterator it = node->getChildren().begin(); for (; it != node->getChildren().end(); ++it) writeSceneNode(writer, (*it), userDataSerializer, currentPath); } attr->drop(); writer->writeClosingTag(name); writer->writeLineBreak(); writer->writeLineBreak(); } //! 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; } ISceneNodeAnimator* CSceneManager::createSceneNodeAnimator(const char* typeName, ISceneNode* target) { ISceneNodeAnimator *animator = 0; for (s32 i=(s32)SceneNodeAnimatorFactoryList.size()-1; i>=0 && !animator; --i) animator = SceneNodeAnimatorFactoryList[i]->createSceneNodeAnimator(typeName, target); return animator; } //! Returns a typename from a scene node animator type or null if not found const c8* CSceneManager::getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) { const char* name = 0; for (s32 i=SceneNodeAnimatorFactoryList.size()-1; !name && i >= 0; --i) name = SceneNodeAnimatorFactoryList[i]->getCreateableSceneNodeAnimatorTypeName(type); return name; } //! 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: case EMWT_STL: case EMWT_OBJ: case EMWT_PLY: return 0; } 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