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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __C_SCENE_MANAGER_H_INCLUDED__
6#define __C_SCENE_MANAGER_H_INCLUDED__
7
8#include "ISceneManager.h"
9#include "ISceneNode.h"
10#include "ICursorControl.h"
11#include "irrString.h"
12#include "irrArray.h"
13#include "IMeshLoader.h"
14#include "CAttributes.h"
15#include "ILightManager.h"
16
17namespace irr
18{
19namespace io
20{
21 class IXMLWriter;
22 class IFileSystem;
23}
24namespace scene
25{
26 class IMeshCache;
27 class IGeometryCreator;
28
29 /*!
30 The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
31 */
32 class CSceneManager : public ISceneManager, public ISceneNode
33 {
34 public:
35
36 //! constructor
37 CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
38 gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
39 gui::IGUIEnvironment *guiEnvironment = 0);
40
41 //! destructor
42 virtual ~CSceneManager();
43
44 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
45 virtual IAnimatedMesh* getMesh(const io::path& filename);
46
47 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
48 virtual IAnimatedMesh* getMesh(io::IReadFile* file);
49
50 //! Returns an interface to the mesh cache which is shared beween all existing scene managers.
51 virtual IMeshCache* getMeshCache();
52
53 //! returns the video driver
54 virtual video::IVideoDriver* getVideoDriver();
55
56 //! return the gui environment
57 virtual gui::IGUIEnvironment* getGUIEnvironment();
58
59 //! return the filesystem
60 virtual io::IFileSystem* getFileSystem();
61
62 //! adds Volume Lighting Scene Node.
63 //! the returned pointer must not be dropped.
64 virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
65 const u32 subdivU = 32, const u32 subdivV = 32,
66 const video::SColor foot = video::SColor(51, 0, 230, 180),
67 const video::SColor tail = video::SColor(0, 0, 0, 0),
68 const core::vector3df& position = core::vector3df(0,0,0),
69 const core::vector3df& rotation = core::vector3df(0,0,0),
70 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
71
72 //! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
73 //! the returned pointer must not be dropped.
74 virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
75 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));
76
77 //! Adds a sphere scene node to the scene.
78 virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
79 const core::vector3df& position = core::vector3df(0,0,0),
80 const core::vector3df& rotation = core::vector3df(0,0,0),
81 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
82
83 //! adds a scene node for rendering an animated mesh model
84 virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
85 const core::vector3df& position = core::vector3df(0,0,0),
86 const core::vector3df& rotation = core::vector3df(0,0,0),
87 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
88 bool alsoAddIfMeshPointerZero=false);
89
90 //! adds a scene node for rendering a static mesh
91 //! the returned pointer must not be dropped.
92 virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
93 const core::vector3df& position = core::vector3df(0,0,0),
94 const core::vector3df& rotation = core::vector3df(0,0,0),
95 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
96 bool alsoAddIfMeshPointerZero=false);
97
98 //! Adds a scene node for rendering a animated water surface mesh.
99 virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlenght, ISceneNode* parent=0, s32 id=-1,
100 const core::vector3df& position = core::vector3df(0,0,0),
101 const core::vector3df& rotation = core::vector3df(0,0,0),
102 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
103
104 //! renders the node.
105 virtual void render();
106
107 //! returns the axis aligned bounding box of this node
108 virtual const core::aabbox3d<f32>& getBoundingBox() const;
109
110 //! registers a node for rendering it at a specific time.
111 virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC);
112
113 //! draws all scene nodes
114 virtual void drawAll();
115
116 //! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering
117 //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
118 //! faster then a bsp tree.
119 virtual IMeshSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
120 s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false);
121
122 //! Adss a scene node for rendering using a octree. This a good method for rendering
123 //! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
124 //! faster then a bsp tree.
125 virtual IMeshSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
126 s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
127
128 //! Adds a camera scene node to the tree and sets it as active camera.
129 //! \param position: Position of the space relative to its parent where the camera will be placed.
130 //! \param lookat: Position where the camera will look at. Also known as target.
131 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
132 //! the camera will move too.
133 //! \return Pointer to interface to camera
134 virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
135 const core::vector3df& position = core::vector3df(0,0,0),
136 const core::vector3df& lookat = core::vector3df(0,0,100),
137 s32 id=-1, bool makeActive=true);
138
139 //! Adds a camera scene node which is able to be controlle with the mouse similar
140 //! like in the 3D Software Maya by Alias Wavefront.
141 //! The returned pointer must not be dropped.
142 virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
143 f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
144 f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
145 bool makeActive=true);
146
147 //! Adds a camera scene node which is able to be controled with the mouse and keys
148 //! like in most first person shooters (FPS):
149 virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
150 f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
151 SKeyMap* keyMapArray=0, s32 keyMapSize=0,
152 bool noVerticalMovement=false, f32 jumpSpeed = 0.f,
153 bool invertMouseY=false, bool makeActive=true);
154
155 //! Adds a dynamic light scene node. The light will cast dynamic light on all
156 //! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
157 //! turned on. (This is the default setting in most scene nodes).
158 virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
159 const core::vector3df& position = core::vector3df(0,0,0),
160 video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
161 f32 range=100.0f, s32 id=-1);
162
163 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
164 //! which always looks to the camera. It is usually used for things like explosions, fire,
165 //! lensflares and things like that.
166 virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
167 const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
168 const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
169 video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF);
170
171 //! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
172 //! is drawn around the camera position.
173 virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
174 video::ITexture* left, video::ITexture* right, video::ITexture* front,
175 video::ITexture* back, ISceneNode* parent = 0, s32 id=-1);
176
177 //! Adds a skydome scene node. A skydome is a large (half-) sphere with a
178 //! panoramic texture on it and is drawn around the camera position.
179 virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
180 u32 horiRes=16, u32 vertRes=8,
181 f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
182 ISceneNode* parent=0, s32 id=-1);
183
184 //! Adds a text scene node, which is able to display
185 //! 2d text at a position in three dimensional space
186 virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
187 video::SColor color=video::SColor(100,255,255,255),
188 ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
189 s32 id=-1);
190
191 //! Adds a text scene node, which uses billboards
192 virtual IBillboardTextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
193 ISceneNode* parent = 0,
194 const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
195 const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
196 video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF);
197
198 //! Adds a scene node, which can render a quake3 shader
199 virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
200 ISceneNode* parent=0, s32 id=-1
201 );
202
203
204 //! Adds a Hill Plane mesh to the mesh pool. The mesh is
205 //! generated on the fly and looks like a plane with some hills
206 //! on it. You can specify how many hills should be on the plane
207 //! and how high they should be. Also you must specify a name
208 //! for the mesh because the mesh is added to the mesh pool and
209 //! can be retrieved back using ISceneManager::getMesh with the
210 //! name as parameter.
211 virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
212 const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
213 video::SMaterial* material = 0, f32 hillHeight = 0.0f,
214 const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
215 const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f));
216
217 //! Adds a terrain mesh to the mesh pool.
218 virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname, video::IImage* texture, video::IImage* heightmap,
219 const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
220 f32 maxHeight=200.0f,
221 const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64));
222
223 //! Add a arrow mesh to the mesh pool
224 virtual IAnimatedMesh* addArrowMesh(const io::path& name,
225 video::SColor vtxColor0, video::SColor vtxColor1,
226 u32 tesselationCylinder, u32 tesselationCone,
227 f32 height, f32 cylinderHeight, f32 width0,
228 f32 width1);
229
230 //! Adds a static sphere mesh to the mesh pool.
231 IAnimatedMesh* addSphereMesh(const io::path& name,
232 f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16);
233
234 //! Adds a static volume light mesh to the mesh pool.
235 IAnimatedMesh* addVolumeLightMesh(const io::path& name,
236 const u32 SubdivideU = 32, const u32 SubdivideV = 32,
237 const video::SColor FootColor = video::SColor(51, 0, 230, 180),
238 const video::SColor TailColor = video::SColor(0, 0, 0, 0));
239
240 //! Adds a particle system scene node.
241 virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
242 bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
243 const core::vector3df& position = core::vector3df(0,0,0),
244 const core::vector3df& rotation = core::vector3df(0,0,0),
245 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
246
247 //! Adds a terrain scene node to the scene graph.
248 virtual ITerrainSceneNode* addTerrainSceneNode(
249 const io::path& heightMapFileName,
250 ISceneNode* parent=0, s32 id=-1,
251 const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
252 const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
253 const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
254 video::SColor vertexColor = video::SColor(255,255,255,255),
255 s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
256 bool addAlsoIfHeightmapEmpty = false);
257
258 //! Adds a terrain scene node to the scene graph.
259 virtual ITerrainSceneNode* addTerrainSceneNode(
260 io::IReadFile* heightMap,
261 ISceneNode* parent=0, s32 id=-1,
262 const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
263 const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
264 const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
265 video::SColor vertexColor = video::SColor(255,255,255,255),
266 s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
267 bool addAlsoIfHeightmapEmpty=false);
268
269 //! Adds a dummy transformation scene node to the scene graph.
270 virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
271 ISceneNode* parent=0, s32 id=-1);
272
273 //! Adds an empty scene node.
274 virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1);
275
276 //! Returns the root scene node. This is the scene node wich is parent
277 //! of all scene nodes. The root scene node is a special scene node which
278 //! only exists to manage all scene nodes. It is not rendered and cannot
279 //! be removed from the scene.
280 //! \return Pointer to the root scene node.
281 virtual ISceneNode* getRootSceneNode();
282
283 //! Returns the current active camera.
284 //! \return The active camera is returned. Note that this can be NULL, if there
285 //! was no camera created yet.
286 virtual ICameraSceneNode* getActiveCamera() const;
287
288 //! Sets the active camera. The previous active camera will be deactivated.
289 //! \param camera: The new camera which should be active.
290 virtual void setActiveCamera(ICameraSceneNode* camera);
291
292 //! creates a rotation animator, which rotates the attached scene node around itself.
293 //! \param rotationPerSecond: Specifies the speed of the animation
294 //! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
295 //! and the animator will animate it.
296 virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
297
298 //! creates a fly circle animator
299 /** Lets the attached scene node fly around a center.
300 \param center Center relative to node origin
301 \param speed: The orbital speed, in radians per millisecond.
302 \param direction: Specifies the upvector used for alignment of the mesh.
303 \param startPosition: The position on the circle where the animator will
304 begin. Value is in multiples of a circle, i.e. 0.5 is half way around.
305 \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
306 */
307 virtual ISceneNodeAnimator* createFlyCircleAnimator(
308 const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
309 f32 radius=100.f, f32 speed=0.001f,
310 const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
311 f32 startPosition = 0.f,
312 f32 radiusEllipsoid = 0.f);
313
314 //! Creates a fly straight animator, which lets the attached scene node
315 //! fly or move along a line between two points.
316 virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
317 const core::vector3df& endPoint, u32 timeForWay, bool loop=false,bool pingpong = false);
318
319 //! Creates a texture animator, which switches the textures of the target scene
320 //! node based on a list of textures.
321 virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
322 s32 timePerFrame, bool loop);
323
324 //! Creates a scene node animator, which deletes the scene node after
325 //! some time automaticly.
326 virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS);
327
328
329 //! Creates a special scene node animator for doing automatic collision detection
330 //! and response.
331 virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
332 ITriangleSelector* world, ISceneNode* sceneNode,
333 const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
334 const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
335 const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
336 f32 slidingValue = 0.0005f);
337
338 //! Creates a follow spline animator.
339 virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
340 const core::array< core::vector3df >& points,
341 f32 speed, f32 tightness, bool loop, bool pingpong);
342
343
344 //! Creates a simple ITriangleSelector, based on a mesh.
345 virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node);
346
347 //! Creates a simple ITriangleSelector, based on an animated mesh scene node.
348 //! Details of the mesh associated with the node will be extracted internally.
349 //! Call ITriangleSelector::update() to have the triangle selector updated based
350 //! on the current frame of the animated mesh scene node.
351 //! \param: The animated mesh scene node from which to build the selector
352 virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node);
353
354 //! Creates a simple ITriangleSelector, based on a mesh.
355 virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
356 ISceneNode* node, s32 minimalPolysPerNode);
357
358 //! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
359 virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
360 ISceneNode* node);
361
362 //! Creates a meta triangle selector.
363 virtual IMetaTriangleSelector* createMetaTriangleSelector();
364
365 //! Creates a triangle selector which can select triangles from a terrain scene node
366 //! \param: Pointer to the created terrain scene node
367 //! \param: Level of detail, 0 for highest detail.
368 virtual ITriangleSelector* createTerrainTriangleSelector(
369 ITerrainSceneNode* node, s32 LOD=0);
370
371 //! Adds an external mesh loader.
372 virtual void addExternalMeshLoader(IMeshLoader* externalLoader);
373
374 //! Returns the number of mesh loaders supported by Irrlicht at this time
375 virtual u32 getMeshLoaderCount() const;
376
377 //! Retrieve the given mesh loader
378 virtual IMeshLoader* getMeshLoader(u32 index) const;
379
380 //! Adds an external scene loader.
381 virtual void addExternalSceneLoader(ISceneLoader* externalLoader);
382
383 //! Returns the number of scene loaders supported by Irrlicht at this time
384 virtual u32 getSceneLoaderCount() const;
385
386 //! Retrieve the given scene loader
387 virtual ISceneLoader* getSceneLoader(u32 index) const;
388
389 //! Returns a pointer to the scene collision manager.
390 virtual ISceneCollisionManager* getSceneCollisionManager();
391
392 //! Returns a pointer to the mesh manipulator.
393 virtual IMeshManipulator* getMeshManipulator();
394
395 //! Sets the color of stencil buffers shadows drawn by the scene manager.
396 virtual void setShadowColor(video::SColor color);
397
398 //! Returns the current color of shadows.
399 virtual video::SColor getShadowColor() const;
400
401 //! Adds a scene node to the deletion queue.
402 virtual void addToDeletionQueue(ISceneNode* node);
403
404 //! Returns the first scene node with the specified id.
405 virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0);
406
407 //! Returns the first scene node with the specified name.
408 virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0);
409
410 //! Returns the first scene node with the specified type.
411 virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0);
412
413 //! returns scene nodes by type.
414 virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0);
415
416 //! Posts an input event to the environment. Usually you do not have to
417 //! use this method, it is used by the internal engine.
418 virtual bool postEventFromUser(const SEvent& event);
419
420 //! Clears the whole scene. All scene nodes are removed.
421 virtual void clear();
422
423 //! Removes all children of this scene node
424 virtual void removeAll();
425
426 //! Returns interface to the parameters set in this scene.
427 virtual io::IAttributes* getParameters();
428
429 //! Returns current render pass.
430 virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const;
431
432 //! Creates a new scene manager.
433 virtual ISceneManager* createNewSceneManager(bool cloneContent);
434
435 //! Returns type of the scene node
436 virtual ESCENE_NODE_TYPE getType() const { return ESNT_SCENE_MANAGER; }
437
438 //! Returns the default scene node factory which can create all built in scene nodes
439 virtual ISceneNodeFactory* getDefaultSceneNodeFactory();
440
441 //! Adds a scene node factory to the scene manager.
442 /** Use this to extend the scene manager with new scene node types which it should be
443 able to create automaticly, for example when loading data from xml files. */
444 virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd);
445
446 //! Returns amount of registered scene node factories.
447 virtual u32 getRegisteredSceneNodeFactoryCount() const;
448
449 //! Returns a scene node factory by index
450 virtual ISceneNodeFactory* getSceneNodeFactory(u32 index);
451
452 //! Returns a typename from a scene node type or null if not found
453 virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type);
454
455 //! Returns a typename from a scene node animator type or null if not found
456 virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);
457
458 //! Adds a scene node to the scene by name
459 virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0);
460
461 //! creates a scene node animator based on its type name
462 virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0);
463
464 //! Returns the default scene node animator factory which can create all built-in scene node animators
465 virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory();
466
467 //! Adds a scene node animator factory to the scene manager.
468 virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd);
469
470 //! Returns amount of registered scene node animator factories.
471 virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const;
472
473 //! Returns a scene node animator factory by index
474 virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index);
475
476 //! Saves the current scene into a file.
477 virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0);
478
479 //! Saves the current scene into a file.
480 virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0);
481
482 //! Saves the current scene into a file.
483 virtual bool saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0);
484
485 //! Loads a scene. Note that the current scene is not cleared before.
486 virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0);
487
488 //! Loads a scene. Note that the current scene is not cleared before.
489 virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0);
490
491 //! Writes attributes of the scene node.
492 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
493
494 //! Reads attributes of the scene node.
495 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
496
497 //! Returns a mesh writer implementation if available
498 virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type);
499
500 //! Get a skinned mesh, which is not available as header-only code
501 virtual ISkinnedMesh* createSkinnedMesh();
502
503 //! Sets ambient color of the scene
504 virtual void setAmbientLight(const video::SColorf &ambientColor);
505
506 //! Returns ambient color of the scene
507 virtual const video::SColorf& getAmbientLight() const;
508
509 //! Register a custom callbacks manager which gets callbacks during scene rendering.
510 virtual void setLightManager(ILightManager* lightManager);
511
512 //! Get current render time.
513 virtual E_SCENE_NODE_RENDER_PASS getCurrentRendertime() const { return CurrentRendertime; }
514
515 //! Set current render time.
516 virtual void setCurrentRendertime(E_SCENE_NODE_RENDER_PASS currentRendertime) { CurrentRendertime = currentRendertime; }
517
518 //! Get an instance of a geometry creator.
519 virtual const IGeometryCreator* getGeometryCreator(void) const { return GeometryCreator; }
520
521 //! returns if node is culled
522 virtual bool isCulled(const ISceneNode* node) const;
523
524 private:
525
526 //! clears the deletion list
527 void clearDeletionList();
528
529 //! writes a scene node
530 void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer, const fschar_t* currentPath=0, bool init=false);
531
532 struct DefaultNodeEntry
533 {
534 DefaultNodeEntry(ISceneNode* n) :
535 Node(n), TextureValue(0)
536 {
537 if (n->getMaterialCount())
538 TextureValue = (n->getMaterial(0).getTexture(0));
539 }
540
541 bool operator < (const DefaultNodeEntry& other) const
542 {
543 return (TextureValue < other.TextureValue);
544 }
545
546 ISceneNode* Node;
547 private:
548 void* TextureValue;
549 };
550
551 //! sort on distance (center) to camera
552 struct TransparentNodeEntry
553 {
554 TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
555 : Node(n)
556 {
557 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
558 }
559
560 bool operator < (const TransparentNodeEntry& other) const
561 {
562 return Distance > other.Distance;
563 }
564
565 ISceneNode* Node;
566 private:
567 f64 Distance;
568 };
569
570 //! sort on distance (sphere) to camera
571 struct DistanceNodeEntry
572 {
573 DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
574 : Node(n)
575 {
576 setNodeAndDistanceFromPosition(n, cameraPos);
577 }
578
579 bool operator < (const DistanceNodeEntry& other) const
580 {
581 return Distance < other.Distance;
582 }
583
584 void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
585 {
586 Node = n;
587 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
588 Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
589 }
590
591 ISceneNode* Node;
592 private:
593 f64 Distance;
594 };
595
596 //! video driver
597 video::IVideoDriver* Driver;
598
599 //! file system
600 io::IFileSystem* FileSystem;
601
602 //! GUI Enviroment ( Debug Purpose )
603 gui::IGUIEnvironment* GUIEnvironment;
604
605 //! cursor control
606 gui::ICursorControl* CursorControl;
607
608 //! collision manager
609 ISceneCollisionManager* CollisionManager;
610
611 //! render pass lists
612 core::array<ISceneNode*> CameraList;
613 core::array<ISceneNode*> LightList;
614 core::array<ISceneNode*> ShadowNodeList;
615 core::array<ISceneNode*> SkyBoxList;
616 core::array<DefaultNodeEntry> SolidNodeList;
617 core::array<TransparentNodeEntry> TransparentNodeList;
618 core::array<TransparentNodeEntry> TransparentEffectNodeList;
619
620 core::array<IMeshLoader*> MeshLoaderList;
621 core::array<ISceneLoader*> SceneLoaderList;
622 core::array<ISceneNode*> DeletionList;
623 core::array<ISceneNodeFactory*> SceneNodeFactoryList;
624 core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;
625
626 //! current active camera
627 ICameraSceneNode* ActiveCamera;
628 core::vector3df camWorldPos; // Position of camera for transparent nodes.
629
630 video::SColor ShadowColor;
631 video::SColorf AmbientLight;
632
633 //! String parameters
634 // NODE: Attributes are slow and should only be used for debug-info and not in release
635 io::CAttributes Parameters;
636
637 //! Mesh cache
638 IMeshCache* MeshCache;
639
640 E_SCENE_NODE_RENDER_PASS CurrentRendertime;
641
642 //! An optional callbacks manager to allow the user app finer control
643 //! over the scene lighting and rendering.
644 ILightManager* LightManager;
645
646 //! constants for reading and writing XML.
647 //! Not made static due to portability problems.
648 const core::stringw IRR_XML_FORMAT_SCENE;
649 const core::stringw IRR_XML_FORMAT_NODE;
650 const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
651
652 IGeometryCreator* GeometryCreator;
653 };
654
655} // end namespace video
656} // end namespace scene
657
658#endif
659