From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- libraries/irrlicht-1.8/include/ISceneNode.h | 858 ++++++++++++++++++++++++++++ 1 file changed, 858 insertions(+) create mode 100644 libraries/irrlicht-1.8/include/ISceneNode.h (limited to 'libraries/irrlicht-1.8/include/ISceneNode.h') diff --git a/libraries/irrlicht-1.8/include/ISceneNode.h b/libraries/irrlicht-1.8/include/ISceneNode.h new file mode 100644 index 0000000..ecaad4a --- /dev/null +++ b/libraries/irrlicht-1.8/include/ISceneNode.h @@ -0,0 +1,858 @@ +// 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 __I_SCENE_NODE_H_INCLUDED__ +#define __I_SCENE_NODE_H_INCLUDED__ + +#include "IAttributeExchangingObject.h" +#include "ESceneNodeTypes.h" +#include "ECullingTypes.h" +#include "EDebugSceneTypes.h" +#include "ISceneNodeAnimator.h" +#include "ITriangleSelector.h" +#include "SMaterial.h" +#include "irrString.h" +#include "aabbox3d.h" +#include "matrix4.h" +#include "irrList.h" +#include "IAttributes.h" + +namespace irr +{ +namespace scene +{ + class ISceneManager; + + //! Typedef for list of scene nodes + typedef core::list ISceneNodeList; + //! Typedef for list of scene node animators + typedef core::list ISceneNodeAnimatorList; + + //! Scene node interface. + /** A scene node is a node in the hierarchical scene graph. Every scene + node may have children, which are also scene nodes. Children move + relative to their parent's position. If the parent of a node is not + visible, its children won't be visible either. In this way, it is for + example easily possible to attach a light to a moving car, or to place + a walking character on a moving platform on a moving ship. + */ + class ISceneNode : virtual public io::IAttributeExchangingObject + { + public: + + //! Constructor + ISceneNode(ISceneNode* parent, ISceneManager* mgr, 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)) + : RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale), + Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id), + AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF), + IsVisible(true), IsDebugObject(false) + { + if (parent) + parent->addChild(this); + + updateAbsolutePosition(); + } + + + //! Destructor + virtual ~ISceneNode() + { + // delete all children + removeAll(); + + // delete all animators + ISceneNodeAnimatorList::Iterator ait = Animators.begin(); + for (; ait != Animators.end(); ++ait) + (*ait)->drop(); + + if (TriangleSelector) + TriangleSelector->drop(); + } + + + //! This method is called just before the rendering process of the whole scene. + /** Nodes may register themselves in the render pipeline during this call, + precalculate the geometry which should be renderered, and prevent their + children from being able to register themselves if they are clipped by simply + not calling their OnRegisterSceneNode method. + If you are implementing your own scene node, you should overwrite this method + with an implementation code looking like this: + \code + if (IsVisible) + SceneManager->registerNodeForRendering(this); + + ISceneNode::OnRegisterSceneNode(); + \endcode + */ + virtual void OnRegisterSceneNode() + { + if (IsVisible) + { + ISceneNodeList::Iterator it = Children.begin(); + for (; it != Children.end(); ++it) + (*it)->OnRegisterSceneNode(); + } + } + + + //! OnAnimate() is called just before rendering the whole scene. + /** Nodes may calculate or store animations here, and may do other useful things, + depending on what they are. Also, OnAnimate() should be called for all + child scene nodes here. This method will be called once per frame, independent + of whether the scene node is visible or not. + \param timeMs Current time in milliseconds. */ + virtual void OnAnimate(u32 timeMs) + { + if (IsVisible) + { + // animate this node with all animators + + ISceneNodeAnimatorList::Iterator ait = Animators.begin(); + while (ait != Animators.end()) + { + // continue to the next node before calling animateNode() + // so that the animator may remove itself from the scene + // node without the iterator becoming invalid + ISceneNodeAnimator* anim = *ait; + ++ait; + anim->animateNode(this, timeMs); + } + + // update absolute position + updateAbsolutePosition(); + + // perform the post render process on all children + + ISceneNodeList::Iterator it = Children.begin(); + for (; it != Children.end(); ++it) + (*it)->OnAnimate(timeMs); + } + } + + + //! Renders the node. + virtual void render() = 0; + + + //! Returns the name of the node. + /** \return Name as character string. */ + virtual const c8* getName() const + { + return Name.c_str(); + } + + + //! Sets the name of the node. + /** \param name New name of the scene node. */ + virtual void setName(const c8* name) + { + Name = name; + } + + + //! Sets the name of the node. + /** \param name New name of the scene node. */ + virtual void setName(const core::stringc& name) + { + Name = name; + } + + + //! Get the axis aligned, not transformed bounding box of this node. + /** This means that if this node is an animated 3d character, + moving in a room, the bounding box will always be around the + origin. To get the box in real world coordinates, just + transform it with the matrix you receive with + getAbsoluteTransformation() or simply use + getTransformedBoundingBox(), which does the same. + \return The non-transformed bounding box. */ + virtual const core::aabbox3d& getBoundingBox() const = 0; + + + //! Get the axis aligned, transformed and animated absolute bounding box of this node. + /** \return The transformed bounding box. */ + virtual const core::aabbox3d getTransformedBoundingBox() const + { + core::aabbox3d box = getBoundingBox(); + AbsoluteTransformation.transformBoxEx(box); + return box; + } + + + //! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. + /** NOTE: For speed reasons the absolute transformation is not + automatically recalculated on each change of the relative + transformation or by a transformation change of an parent. Instead the + update usually happens once per frame in OnAnimate. You can enforce + an update with updateAbsolutePosition(). + \return The absolute transformation matrix. */ + virtual const core::matrix4& getAbsoluteTransformation() const + { + return AbsoluteTransformation; + } + + + //! Returns the relative transformation of the scene node. + /** The relative transformation is stored internally as 3 + vectors: translation, rotation and scale. To get the relative + transformation matrix, it is calculated from these values. + \return The relative transformation matrix. */ + virtual core::matrix4 getRelativeTransformation() const + { + core::matrix4 mat; + mat.setRotationDegrees(RelativeRotation); + mat.setTranslation(RelativeTranslation); + + if (RelativeScale != core::vector3df(1.f,1.f,1.f)) + { + core::matrix4 smat; + smat.setScale(RelativeScale); + mat *= smat; + } + + return mat; + } + + + //! Returns whether the node should be visible (if all of its parents are visible). + /** This is only an option set by the user, but has nothing to + do with geometry culling + \return The requested visibility of the node, true means + visible (if all parents are also visible). */ + virtual bool isVisible() const + { + _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; + return IsVisible; + } + + //! Check whether the node is truly visible, taking into accounts its parents' visibility + /** \return true if the node and all its parents are visible, + false if this or any parent node is invisible. */ + virtual bool isTrulyVisible() const + { + _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; + if(!IsVisible) + return false; + + if(!Parent) + return true; + + return Parent->isTrulyVisible(); + } + + //! Sets if the node should be visible or not. + /** All children of this node won't be visible either, when set + to false. Invisible nodes are not valid candidates for selection by + collision manager bounding box methods. + \param isVisible If the node shall be visible. */ + virtual void setVisible(bool isVisible) + { + IsVisible = isVisible; + } + + + //! Get the id of the scene node. + /** This id can be used to identify the node. + \return The id. */ + virtual s32 getID() const + { + return ID; + } + + + //! Sets the id of the scene node. + /** This id can be used to identify the node. + \param id The new id. */ + virtual void setID(s32 id) + { + ID = id; + } + + + //! Adds a child to this scene node. + /** If the scene node already has a parent it is first removed + from the other parent. + \param child A pointer to the new child. */ + virtual void addChild(ISceneNode* child) + { + if (child && (child != this)) + { + // Change scene manager? + if (SceneManager != child->SceneManager) + child->setSceneManager(SceneManager); + + child->grab(); + child->remove(); // remove from old parent + Children.push_back(child); + child->Parent = this; + } + } + + + //! Removes a child from this scene node. + /** If found in the children list, the child pointer is also + dropped and might be deleted if no other grab exists. + \param child A pointer to the child which shall be removed. + \return True if the child was removed, and false if not, + e.g. because it couldn't be found in the children list. */ + virtual bool removeChild(ISceneNode* child) + { + ISceneNodeList::Iterator it = Children.begin(); + for (; it != Children.end(); ++it) + if ((*it) == child) + { + (*it)->Parent = 0; + (*it)->drop(); + Children.erase(it); + return true; + } + + _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX; + return false; + } + + + //! Removes all children of this scene node + /** The scene nodes found in the children list are also dropped + and might be deleted if no other grab exists on them. + */ + virtual void removeAll() + { + ISceneNodeList::Iterator it = Children.begin(); + for (; it != Children.end(); ++it) + { + (*it)->Parent = 0; + (*it)->drop(); + } + + Children.clear(); + } + + + //! Removes this scene node from the scene + /** If no other grab exists for this node, it will be deleted. + */ + virtual void remove() + { + if (Parent) + Parent->removeChild(this); + } + + + //! Adds an animator which should animate this node. + /** \param animator A pointer to the new animator. */ + virtual void addAnimator(ISceneNodeAnimator* animator) + { + if (animator) + { + Animators.push_back(animator); + animator->grab(); + } + } + + + //! Get a list of all scene node animators. + /** \return The list of animators attached to this node. */ + const core::list& getAnimators() const + { + return Animators; + } + + + //! Removes an animator from this scene node. + /** If the animator is found, it is also dropped and might be + deleted if not other grab exists for it. + \param animator A pointer to the animator to be deleted. */ + virtual void removeAnimator(ISceneNodeAnimator* animator) + { + ISceneNodeAnimatorList::Iterator it = Animators.begin(); + for (; it != Animators.end(); ++it) + { + if ((*it) == animator) + { + (*it)->drop(); + Animators.erase(it); + return; + } + } + } + + + //! Removes all animators from this scene node. + /** The animators might also be deleted if no other grab exists + for them. */ + virtual void removeAnimators() + { + ISceneNodeAnimatorList::Iterator it = Animators.begin(); + for (; it != Animators.end(); ++it) + (*it)->drop(); + + Animators.clear(); + } + + + //! Returns the material based on the zero based index i. + /** To get the amount of materials used by this scene node, use + getMaterialCount(). This function is needed for inserting the + node into the scene hierarchy at an optimal position for + minimizing renderstate changes, but can also be used to + directly modify the material of a scene node. + \param num Zero based index. The maximal value is getMaterialCount() - 1. + \return The material at that index. */ + virtual video::SMaterial& getMaterial(u32 num) + { + return video::IdentityMaterial; + } + + + //! Get amount of materials used by this scene node. + /** \return Current amount of materials of this scene node. */ + virtual u32 getMaterialCount() const + { + return 0; + } + + + //! Sets all material flags at once to a new value. + /** Useful, for example, if you want the whole mesh to be + affected by light. + \param flag Which flag of all materials to be set. + \param newvalue New value of that flag. */ + void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) + { + for (u32 i=0; i= video::MATERIAL_MAX_TEXTURES) + return; + + for (u32 i=0; i& getChildren() const + { + return Children; + } + + + //! Changes the parent of the scene node. + /** \param newParent The new parent to be used. */ + virtual void setParent(ISceneNode* newParent) + { + grab(); + remove(); + + Parent = newParent; + + if (Parent) + Parent->addChild(this); + + drop(); + } + + + //! Returns the triangle selector attached to this scene node. + /** The Selector can be used by the engine for doing collision + detection. You can create a TriangleSelector with + ISceneManager::createTriangleSelector() or + ISceneManager::createOctreeTriangleSelector and set it with + ISceneNode::setTriangleSelector(). If a scene node got no triangle + selector, but collision tests should be done with it, a triangle + selector is created using the bounding box of the scene node. + \return A pointer to the TriangleSelector or 0, if there + is none. */ + virtual ITriangleSelector* getTriangleSelector() const + { + return TriangleSelector; + } + + + //! Sets the triangle selector of the scene node. + /** The Selector can be used by the engine for doing collision + detection. You can create a TriangleSelector with + ISceneManager::createTriangleSelector() or + ISceneManager::createOctreeTriangleSelector(). Some nodes may + create their own selector by default, so it would be good to + check if there is already a selector in this node by calling + ISceneNode::getTriangleSelector(). + \param selector New triangle selector for this scene node. */ + virtual void setTriangleSelector(ITriangleSelector* selector) + { + if (TriangleSelector != selector) + { + if (TriangleSelector) + TriangleSelector->drop(); + + TriangleSelector = selector; + if (TriangleSelector) + TriangleSelector->grab(); + } + } + + + //! Updates the absolute position based on the relative and the parents position + /** Note: This does not recursively update the parents absolute positions, so if you have a deeper + hierarchy you might want to update the parents first.*/ + virtual void updateAbsolutePosition() + { + if (Parent) + { + AbsoluteTransformation = + Parent->getAbsoluteTransformation() * getRelativeTransformation(); + } + else + AbsoluteTransformation = getRelativeTransformation(); + } + + + //! Returns the parent of this scene node + /** \return A pointer to the parent. */ + scene::ISceneNode* getParent() const + { + return Parent; + } + + + //! Returns type of the scene node + /** \return The type of this node. */ + virtual ESCENE_NODE_TYPE getType() const + { + return ESNT_UNKNOWN; + } + + + //! Writes attributes of the scene node. + /** Implement this to expose the attributes of your scene node + for scripting languages, editors, debuggers or xml + serialization purposes. + \param out The attribute container to write into. + \param options Additional options which might influence the + serialization. */ + virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const + { + if (!out) + return; + out->addString ("Name", Name.c_str()); + out->addInt ("Id", ID ); + + out->addVector3d("Position", getPosition() ); + out->addVector3d("Rotation", getRotation() ); + out->addVector3d("Scale", getScale() ); + + out->addBool ("Visible", IsVisible ); + out->addInt ("AutomaticCulling", AutomaticCullingState); + out->addInt ("DebugDataVisible", DebugDataVisible ); + out->addBool ("IsDebugObject", IsDebugObject ); + } + + + //! Reads attributes of the scene node. + /** Implement this to set the attributes of your scene node for + scripting languages, editors, debuggers or xml deserialization + purposes. + \param in The attribute container to read from. + \param options Additional options which might influence the + deserialization. */ + virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) + { + if (!in) + return; + Name = in->getAttributeAsString("Name"); + ID = in->getAttributeAsInt("Id"); + + setPosition(in->getAttributeAsVector3d("Position")); + setRotation(in->getAttributeAsVector3d("Rotation")); + setScale(in->getAttributeAsVector3d("Scale")); + + IsVisible = in->getAttributeAsBool("Visible"); + s32 tmpState = in->getAttributeAsEnumeration("AutomaticCulling", + scene::AutomaticCullingNames); + if (tmpState != -1) + AutomaticCullingState = (u32)tmpState; + else + AutomaticCullingState = in->getAttributeAsInt("AutomaticCulling"); + + DebugDataVisible = in->getAttributeAsInt("DebugDataVisible"); + IsDebugObject = in->getAttributeAsBool("IsDebugObject"); + + updateAbsolutePosition(); + } + + //! Creates a clone of this scene node and its children. + /** \param newParent An optional new parent. + \param newManager An optional new scene manager. + \return The newly created clone of this node. */ + virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) + { + return 0; // to be implemented by derived classes + } + + //! Retrieve the scene manager for this node. + /** \return The node's scene manager. */ + virtual ISceneManager* getSceneManager(void) const { return SceneManager; } + + protected: + + //! A clone function for the ISceneNode members. + /** This method can be used by clone() implementations of + derived classes + \param toCopyFrom The node from which the values are copied + \param newManager The new scene manager. */ + void cloneMembers(ISceneNode* toCopyFrom, ISceneManager* newManager) + { + Name = toCopyFrom->Name; + AbsoluteTransformation = toCopyFrom->AbsoluteTransformation; + RelativeTranslation = toCopyFrom->RelativeTranslation; + RelativeRotation = toCopyFrom->RelativeRotation; + RelativeScale = toCopyFrom->RelativeScale; + ID = toCopyFrom->ID; + setTriangleSelector(toCopyFrom->TriangleSelector); + AutomaticCullingState = toCopyFrom->AutomaticCullingState; + DebugDataVisible = toCopyFrom->DebugDataVisible; + IsVisible = toCopyFrom->IsVisible; + IsDebugObject = toCopyFrom->IsDebugObject; + + if (newManager) + SceneManager = newManager; + else + SceneManager = toCopyFrom->SceneManager; + + // clone children + + ISceneNodeList::Iterator it = toCopyFrom->Children.begin(); + for (; it != toCopyFrom->Children.end(); ++it) + (*it)->clone(this, newManager); + + // clone animators + + ISceneNodeAnimatorList::Iterator ait = toCopyFrom->Animators.begin(); + for (; ait != toCopyFrom->Animators.end(); ++ait) + { + ISceneNodeAnimator* anim = (*ait)->createClone(this, SceneManager); + if (anim) + { + addAnimator(anim); + anim->drop(); + } + } + } + + //! Sets the new scene manager for this node and all children. + //! Called by addChild when moving nodes between scene managers + void setSceneManager(ISceneManager* newManager) + { + SceneManager = newManager; + + ISceneNodeList::Iterator it = Children.begin(); + for (; it != Children.end(); ++it) + (*it)->setSceneManager(newManager); + } + + //! Name of the scene node. + core::stringc Name; + + //! Absolute transformation of the node. + core::matrix4 AbsoluteTransformation; + + //! Relative translation of the scene node. + core::vector3df RelativeTranslation; + + //! Relative rotation of the scene node. + core::vector3df RelativeRotation; + + //! Relative scale of the scene node. + core::vector3df RelativeScale; + + //! Pointer to the parent + ISceneNode* Parent; + + //! List of all children of this node + core::list Children; + + //! List of all animator nodes + core::list Animators; + + //! Pointer to the scene manager + ISceneManager* SceneManager; + + //! Pointer to the triangle selector + ITriangleSelector* TriangleSelector; + + //! ID of the node. + s32 ID; + + //! Automatic culling state + u32 AutomaticCullingState; + + //! Flag if debug data should be drawn, such as Bounding Boxes. + u32 DebugDataVisible; + + //! Is the node visible? + bool IsVisible; + + //! Is debug object? + bool IsDebugObject; + }; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1