stk-code_catmod/src/graphics/lod_node.hpp
2015-03-30 11:42:50 +11:00

133 lines
3.9 KiB
C++

// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2011-2015 Marianne Gagnon
// based on code Copyright 2002-2010 Nikolaus Gebhardt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_LOD_NODE_HPP
#define HEADER_LOD_NODE_HPP
#include <aabbox3d.h>
#include <matrix4.h>
#include <ISceneNode.h>
#include <vector>
#include <string>
namespace irr
{
namespace scene { class ISceneManager; class ISceneNode; }
}
using namespace irr;
#include <set>
namespace irr
{
namespace scene
{
const int ESNT_LOD_NODE = MAKE_IRR_ID('l','o','d','n');
}
}
/**
* \brief manages level-of-detail
* \ingroup graphics
*/
class LODNode : public scene::ISceneNode
{
private:
core::matrix4 RelativeTransformationMatrix;
core::aabbox3d<f32> Box;
std::vector<int> m_detail;
std::vector<irr::scene::ISceneNode*> m_nodes;
std::set<scene::ISceneNode*> m_nodes_set;
std::string m_group_name;
/** The normal level of detail can be overwritten. If
* m_forced_lod is >=0, only this level is be used. */
int m_forced_lod;
enum PreviousVisibility
{
FIRST_PASS,
WAS_SHOWN,
WAS_HIDDEN
};
PreviousVisibility m_previous_visibility;
u32 m_last_tick;
public:
LODNode(std::string group_name, scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id=-1);
virtual ~LODNode();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const { return Box; }
int getLevel();
void updateVisibility(bool* shown = NULL);
/*
//! Returns a reference to the current relative transformation matrix.
//! This is the matrix, this scene node uses instead of scale, translation
//! and rotation.
virtual core::matrix4& getRelativeTransformationMatrix() { return RelativeTransformationMatrix; }
//! Returns the relative transformation of the scene node.
virtual core::matrix4 getRelativeTransformation() const { return RelativeTransformationMatrix; }
*/
/**
* Adds a node associated with a level of detail.
* \note The LOD levels must be added in ascending order.
* \param level Distance (number of units) from which this level of detail kicks in
* \param node The node to show at this level
* \param reparent If true, node will be removed from its current parent first
*/
void add(int level, scene::ISceneNode* node, bool reparent);
void forceLevelOfDetail(int n);
/** Get the highest level of detail node */
scene::ISceneNode* getFirstNode()
{
if (m_nodes.size() > 0) return m_nodes[0];
else return NULL;
}
std::vector<scene::ISceneNode*>& getAllNodes() { return m_nodes; }
//! OnAnimate() is called just before rendering the whole scene.
/** This method will be called once per frame, independent
of whether the scene node is visible or not. */
virtual void OnAnimate(u32 timeMs);
virtual void OnRegisterSceneNode();
virtual void render();
virtual scene::ESCENE_NODE_TYPE getType() const { return (scene::ESCENE_NODE_TYPE)scene::ESNT_LOD_NODE; }
const std::string& getGroupName() const { return m_group_name; }
};
#endif