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// 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 "CSphereSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "os.h"
#include "CShadowVolumeSceneNode.h"
namespace irr
{
namespace scene
{
//! constructor
CSphereSceneNode::CSphereSceneNode(f32 radius, u32 polyCountX, u32 polyCountY, ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
Radius(radius), PolyCountX(polyCountX), PolyCountY(polyCountY)
{
#ifdef _DEBUG
setDebugName("CSphereSceneNode");
#endif
Mesh = SceneManager->getGeometryCreator()->createSphereMesh(radius, polyCountX, polyCountY);
}
//! destructor
CSphereSceneNode::~CSphereSceneNode()
{
if (Shadow)
Shadow->drop();
if (Mesh)
Mesh->drop();
}
//! renders the node.
void CSphereSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (Mesh && driver)
{
driver->setMaterial(Mesh->getMeshBuffer(0)->getMaterial());
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
if (Shadow)
Shadow->updateShadowVolumes();
driver->drawMeshBuffer(Mesh->getMeshBuffer(0));
if ( DebugDataVisible & scene::EDS_BBOX )
{
video::SMaterial m;
m.Lighting = false;
driver->setMaterial(m);
driver->draw3DBox(Mesh->getMeshBuffer(0)->getBoundingBox(), video::SColor(255,255,255,255));
}
}
}
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached childs.
bool CSphereSceneNode::removeChild(ISceneNode* child)
{
if (child && Shadow == child)
{
Shadow->drop();
Shadow = 0;
}
return ISceneNode::removeChild(child);
}
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
IShadowVolumeSceneNode* CSphereSceneNode::addShadowVolumeSceneNode(
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
{
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
return 0;
if (!shadowMesh)
shadowMesh = Mesh; // if null is given, use the mesh of node
if (Shadow)
Shadow->drop();
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
return Shadow;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CSphereSceneNode::getBoundingBox() const
{
return Mesh ? Mesh->getBoundingBox() : Box;
}
void CSphereSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
//! 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 hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CSphereSceneNode::getMaterial(u32 i)
{
if (i>0 || !Mesh)
return ISceneNode::getMaterial(i);
else
return Mesh->getMeshBuffer(i)->getMaterial();
}
//! returns amount of materials used by this scene node.
u32 CSphereSceneNode::getMaterialCount() const
{
return 1;
}
//! Writes attributes of the scene node.
void CSphereSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("Radius", Radius);
out->addInt("PolyCountX", PolyCountX);
out->addInt("PolyCountY", PolyCountY);
}
//! Reads attributes of the scene node.
void CSphereSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
f32 oldRadius = Radius;
u32 oldPolyCountX = PolyCountX;
u32 oldPolyCountY = PolyCountY;
Radius = in->getAttributeAsFloat("Radius");
PolyCountX = in->getAttributeAsInt("PolyCountX");
PolyCountY = in->getAttributeAsInt("PolyCountY");
// legacy values read for compatibility with older versions
u32 polyCount = in->getAttributeAsInt("PolyCount");
if (PolyCountX ==0 && PolyCountY == 0)
PolyCountX = PolyCountY = polyCount;
Radius = core::max_(Radius, 0.0001f);
if ( !core::equals(Radius, oldRadius) || PolyCountX != oldPolyCountX || PolyCountY != oldPolyCountY)
{
if (Mesh)
Mesh->drop();
Mesh = SceneManager->getGeometryCreator()->createSphereMesh(Radius, PolyCountX, PolyCountY);
}
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CSphereSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent)
newParent = Parent;
if (!newManager)
newManager = SceneManager;
CSphereSceneNode* nb = new CSphereSceneNode(Radius, PolyCountX, PolyCountY, newParent,
newManager, ID, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->getMaterial(0) = Mesh->getMeshBuffer(0)->getMaterial();
nb->Shadow = Shadow;
nb->Shadow->grab();
if ( newParent )
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr
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