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