// 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 "CWaterSurfaceSceneNode.h" #include "ISceneManager.h" #include "IMeshManipulator.h" #include "IMeshCache.h" #include "S3DVertex.h" #include "SMesh.h" #include "os.h" namespace irr { namespace scene { //! constructor CWaterSurfaceSceneNode::CWaterSurfaceSceneNode(f32 waveHeight, f32 waveSpeed, f32 waveLength, IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale) : CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale), WaveLength(waveLength), WaveSpeed(waveSpeed), WaveHeight(waveHeight), OriginalMesh(0) { #ifdef _DEBUG setDebugName("CWaterSurfaceSceneNode"); #endif setMesh(mesh); } //! destructor CWaterSurfaceSceneNode::~CWaterSurfaceSceneNode() { // Mesh is dropped in CMeshSceneNode destructor if (OriginalMesh) OriginalMesh->drop(); } //! frame void CWaterSurfaceSceneNode::OnRegisterSceneNode() { CMeshSceneNode::OnRegisterSceneNode(); } void CWaterSurfaceSceneNode::OnAnimate(u32 timeMs) { if (Mesh && IsVisible) { const u32 meshBufferCount = Mesh->getMeshBufferCount(); const f32 time = timeMs / WaveSpeed; for (u32 b=0; bgetMeshBuffer(b)->getVertexCount(); for (u32 i=0; igetMeshBuffer(b)->getPosition(i).Y = addWave( OriginalMesh->getMeshBuffer(b)->getPosition(i), time); }// end for all mesh buffers Mesh->setDirty(scene::EBT_VERTEX); SceneManager->getMeshManipulator()->recalculateNormals(Mesh); } CMeshSceneNode::OnAnimate(timeMs); } void CWaterSurfaceSceneNode::setMesh(IMesh* mesh) { CMeshSceneNode::setMesh(mesh); if (!mesh) return; if (OriginalMesh) OriginalMesh->drop(); IMesh* clone = SceneManager->getMeshManipulator()->createMeshCopy(mesh); OriginalMesh = mesh; Mesh = clone; Mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_INDEX); // Mesh->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_VERTEX); } //! Writes attributes of the scene node. void CWaterSurfaceSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { out->addFloat("WaveLength", WaveLength); out->addFloat("WaveSpeed", WaveSpeed); out->addFloat("WaveHeight", WaveHeight); CMeshSceneNode::serializeAttributes(out, options); // serialize original mesh out->setAttribute("Mesh", SceneManager->getMeshCache()->getMeshName(OriginalMesh).getPath().c_str()); } //! Reads attributes of the scene node. void CWaterSurfaceSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { WaveLength = in->getAttributeAsFloat("WaveLength"); WaveSpeed = in->getAttributeAsFloat("WaveSpeed"); WaveHeight = in->getAttributeAsFloat("WaveHeight"); if (Mesh) { Mesh->drop(); Mesh = OriginalMesh; OriginalMesh = 0; } // deserialize original mesh CMeshSceneNode::deserializeAttributes(in, options); if (Mesh) { IMesh* clone = SceneManager->getMeshManipulator()->createMeshCopy(Mesh); OriginalMesh = Mesh; Mesh = clone; } } f32 CWaterSurfaceSceneNode::addWave(const core::vector3df &source, f32 time) const { return source.Y + (sinf(((source.X/WaveLength) + time)) * WaveHeight) + (cosf(((source.Z/WaveLength) + time)) * WaveHeight); } } // end namespace scene } // end namespace irr