Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CSceneManager.h :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __C_SCENE_MANAGER_H_INCLUDED__
#define __C_SCENE_MANAGER_H_INCLUDED__

#include "ISceneManager.h"
#include "ISceneNode.h"
#include "ICursorControl.h"
#include "irrString.h"
#include "irrArray.h"
#include "IMeshLoader.h"
#include "CAttributes.h"
#include "ILightManager.h"

namespace irr
{
namespace io
{
	class IXMLWriter;
	class IFileSystem;
}
namespace scene
{
	class IMeshCache;
	class IGeometryCreator;

	/*!
		The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
	*/
	class CSceneManager : public ISceneManager, public ISceneNode
	{
	public:

		//! constructor

		CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
			gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
			gui::IGUIEnvironment *guiEnvironment = 0);

		//! destructor

		virtual ~CSceneManager();

		//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.

		virtual IAnimatedMesh* getMesh(const io::path& filename);

		//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.

		virtual IAnimatedMesh* getMesh(io::IReadFile* file);

		//! Returns an interface to the mesh cache which is shared beween all existing scene managers.

		virtual IMeshCache* getMeshCache();

		//! returns the video driver

		virtual video::IVideoDriver* getVideoDriver();

		//! return the gui environment

		virtual gui::IGUIEnvironment* getGUIEnvironment();

		//! return the filesystem

		virtual io::IFileSystem* getFileSystem();

		//! adds Volume Lighting Scene Node.

		//! the returned pointer must not be dropped.

		virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
			const u32 subdivU = 32, const u32 subdivV = 32,
			const video::SColor foot = video::SColor(51, 0, 230, 180),
			const video::SColor tail = video::SColor(0, 0, 0, 0),
			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));

		//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.

		//! the returned pointer must not be dropped.

		virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, 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));

		//! Adds a sphere scene node to the scene.

		virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, 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));

		//! adds a scene node for rendering an animated mesh model

		virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, 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),
			bool alsoAddIfMeshPointerZero=false);

		//! adds a scene node for rendering a static mesh

		//! the returned pointer must not be dropped.

		virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, 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),
			bool alsoAddIfMeshPointerZero=false);

		//! Adds a scene node for rendering a animated water surface mesh.

		virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlenght, ISceneNode* parent=0, 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));

		//! renders the node.

		virtual void render();

		//! returns the axis aligned bounding box of this node

		virtual const core::aabbox3d<f32>& getBoundingBox() const;

		//! registers a node for rendering it at a specific time.

		virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC);

		//! draws all scene nodes

		virtual void drawAll();
/*! -- AIP ---
		//! Adds a scene node for rendering using a octree to the scene graph. This a good method for rendering

		//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much

		//! faster then a bsp tree.

		virtual IMeshSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
			s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false);

		//! Adss a scene node for rendering using a octree. This a good method for rendering

		//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much

		//! faster then a bsp tree.

		virtual IMeshSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
			s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
*/
		//! Adds a camera scene node to the tree and sets it as active camera.

		//! \param position: Position of the space relative to its parent where the camera will be placed.

		//! \param lookat: Position where the camera will look at. Also known as target.

		//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,

		//! the camera will move too.

		//! \return Pointer to interface to camera

		virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& lookat = core::vector3df(0,0,100),
			s32 id=-1, bool makeActive=true);

		//! Adds a camera scene node which is able to be controlle with the mouse similar

		//! like in the 3D Software Maya by Alias Wavefront.

		//! The returned pointer must not be dropped.

		virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent = 0,
			f32 rotateSpeed = -1500.0f, f32 zoomSpeed = 200.0f,
			f32 translationSpeed = 1500.0f, s32 id=-1,
			bool makeActive=true);

		//! Adds a camera scene node which is able to be controled with the mouse and keys

		//! like in most first person shooters (FPS):

		virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
			f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, s32 id=-1,
			SKeyMap* keyMapArray=0, s32 keyMapSize=0,
			bool noVerticalMovement=false, f32 jumpSpeed = 0.f,
			bool invertMouseY=false, bool makeActive=true);

		//! Adds a dynamic light scene node. The light will cast dynamic light on all

		//! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING

		//! turned on. (This is the default setting in most scene nodes).

		virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
			const core::vector3df& position = core::vector3df(0,0,0),
			video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
			f32 range=100.0f, s32 id=-1);

		//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,

		//! which always looks to the camera. It is usually used for things like explosions, fire,

		//! lensflares and things like that.

		virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
			const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
			const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
			video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF);

		//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and

		//! is drawn around the camera position.

		virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
			video::ITexture* left, video::ITexture* right, video::ITexture* front,
			video::ITexture* back, ISceneNode* parent = 0, s32 id=-1);

		//! Adds a skydome scene node. A skydome is a large (half-) sphere with a

		//! panoramic texture on it and is drawn around the camera position.

		virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
			u32 horiRes=16, u32 vertRes=8,
			f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
			ISceneNode* parent=0, s32 id=-1);

		//! Adds a text scene node, which is able to display

		//! 2d text at a position in three dimensional space

		virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
			video::SColor color=video::SColor(100,255,255,255),
			ISceneNode* parent = 0,	const core::vector3df& position = core::vector3df(0,0,0),
			s32 id=-1);

		//! Adds a text scene node, which uses billboards

		virtual IBillboardTextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
			ISceneNode* parent = 0,
			const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
			const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
			video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF);
/*! -- AIP ---
		//! Adds a scene node, which can render a quake3 shader

		virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
												ISceneNode* parent=0, s32 id=-1
												);
*/

		//! Adds a Hill Plane mesh to the mesh pool. The mesh is

		//! generated on the fly and looks like a plane with some hills

		//! on it. You can specify how many hills should be on the plane

		//! and how high they should be. Also you must specify a name

		//! for the mesh because the mesh is added to the mesh pool and

		//! can be retrieved back using ISceneManager::getMesh with the

		//! name as parameter.

		virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
			const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
			video::SMaterial* material = 0,	f32 hillHeight = 0.0f,
			const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
			const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f));

		//! Adds a terrain mesh to the mesh pool.

		virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname,	video::IImage* texture, video::IImage* heightmap,
			const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
			f32 maxHeight=200.0f,
			const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64));

		//! Add a arrow mesh to the mesh pool

		virtual IAnimatedMesh* addArrowMesh(const io::path& name,
				video::SColor vtxColor0, video::SColor vtxColor1,
				u32 tesselationCylinder, u32 tesselationCone,
				f32 height, f32 cylinderHeight, f32 width0,
				f32 width1);

		//! Adds a static sphere mesh to the mesh pool.

		IAnimatedMesh* addSphereMesh(const io::path& name,
				f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16);

		//! Adds a static volume light mesh to the mesh pool.

		IAnimatedMesh* addVolumeLightMesh(const io::path& name,
			const u32 SubdivideU = 32, const u32 SubdivideV = 32,
			const video::SColor FootColor = video::SColor(51, 0, 230, 180),
			const video::SColor TailColor = video::SColor(0, 0, 0, 0));

		//! Adds a particle system scene node.

		virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
			bool withDefaultEmitter=true, ISceneNode* parent=0, 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));

		//! Adds a terrain scene node to the scene graph.

		virtual ITerrainSceneNode* addTerrainSceneNode(
			const io::path& heightMapFileName,
			ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
			video::SColor vertexColor = video::SColor(255,255,255,255),
			s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
			bool addAlsoIfHeightmapEmpty = false);

		//! Adds a terrain scene node to the scene graph.

		virtual ITerrainSceneNode* addTerrainSceneNode(
			io::IReadFile* heightMap,
			ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
			video::SColor vertexColor = video::SColor(255,255,255,255),
			s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
			bool addAlsoIfHeightmapEmpty=false);

		//! Adds a dummy transformation scene node to the scene graph.

		virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
			ISceneNode* parent=0, s32 id=-1);

		//! Adds an empty scene node.

		virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1);

		//! Returns the root scene node. This is the scene node wich is parent

		//! of all scene nodes. The root scene node is a special scene node which

		//! only exists to manage all scene nodes. It is not rendered and cannot

		//! be removed from the scene.

		//! \return Pointer to the root scene node.

		virtual ISceneNode* getRootSceneNode();

		//! Returns the current active camera.

		//! \return The active camera is returned. Note that this can be NULL, if there

		//! was no camera created yet.

		virtual ICameraSceneNode* getActiveCamera() const;

		//! Sets the active camera. The previous active camera will be deactivated.

		//! \param camera: The new camera which should be active.

		virtual void setActiveCamera(ICameraSceneNode* camera);

		//! creates a rotation animator, which rotates the attached scene node around itself.

		//! \param rotationPerSecond: Specifies the speed of the animation

		//! \return The animator. Attach it to a scene node with ISceneNode::addAnimator()

		//! and the animator will animate it.

		virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);

		//! creates a fly circle animator

		/** Lets the attached scene node fly around a center.
		\param center Center relative to node origin
		 \param speed: The orbital speed, in radians per millisecond.
		 \param direction: Specifies the upvector used for alignment of the mesh.
		 \param startPosition: The position on the circle where the animator will
			begin. Value is in multiples  of a circle, i.e. 0.5 is half way around.
		 \return The animator. Attach it to a scene node with ISceneNode::addAnimator()
		 */
		virtual ISceneNodeAnimator* createFlyCircleAnimator(
				const core::vector3df& center=core::vector3df(0.f, 0.f, 0.f),
				f32 radius=100.f, f32 speed=0.001f,
				const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
				f32 startPosition = 0.f,
				f32 radiusEllipsoid = 0.f);

		//! Creates a fly straight animator, which lets the attached scene node

		//! fly or move along a line between two points.

		virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
			const core::vector3df& endPoint, u32 timeForWay, bool loop=false,bool pingpong = false);

		//! Creates a texture animator, which switches the textures of the target scene

		//! node based on a list of textures.

		virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
			s32 timePerFrame, bool loop);

		//! Creates a scene node animator, which deletes the scene node after

		//! some time automaticly.

		virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS);


		//! Creates a special scene node animator for doing automatic collision detection

		//! and response.

		virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
			ITriangleSelector* world, ISceneNode* sceneNode,
			const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
			const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
			const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
			f32 slidingValue = 0.0005f);

		//! Creates a follow spline animator.

		virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
			const core::array< core::vector3df >& points,
			f32 speed, f32 tightness, bool loop, bool pingpong);


		//! Creates a simple ITriangleSelector, based on a mesh.

		virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node);

		//! Creates a simple ITriangleSelector, based on an animated mesh scene node.

		//! Details of the mesh associated with the node will be extracted internally.

		//! Call ITriangleSelector::update() to have the triangle selector updated based

		//! on the current frame of the animated mesh scene node.

		//! \param: The animated mesh scene node from which to build the selector

		virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node);

		//! Creates a simple ITriangleSelector, based on a mesh.

		virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
			ISceneNode* node, s32 minimalPolysPerNode);

		//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.

		virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
			ISceneNode* node);

		//! Creates a meta triangle selector.

		virtual IMetaTriangleSelector* createMetaTriangleSelector();

		//! Creates a triangle selector which can select triangles from a terrain scene node

		//! \param: Pointer to the created terrain scene node

		//! \param: Level of detail, 0 for highest detail.

		virtual ITriangleSelector* createTerrainTriangleSelector(
			ITerrainSceneNode* node, s32 LOD=0);

		//! Adds an external mesh loader.

		virtual void addExternalMeshLoader(IMeshLoader* externalLoader);

		//! Returns the number of mesh loaders supported by Irrlicht at this time

		virtual u32 getMeshLoaderCount() const;

		//! Retrieve the given mesh loader

		virtual IMeshLoader* getMeshLoader(u32 index) const;

		//! Adds an external scene loader.

		virtual void addExternalSceneLoader(ISceneLoader* externalLoader);

		//! Returns the number of scene loaders supported by Irrlicht at this time

		virtual u32 getSceneLoaderCount() const;

		//! Retrieve the given scene loader

		virtual ISceneLoader* getSceneLoader(u32 index) const;

		//! Returns a pointer to the scene collision manager.

		virtual ISceneCollisionManager* getSceneCollisionManager();

		//! Returns a pointer to the mesh manipulator.

		virtual IMeshManipulator* getMeshManipulator();

		//! Sets the color of stencil buffers shadows drawn by the scene manager.

		virtual void setShadowColor(video::SColor color);

		//! Returns the current color of shadows.

		virtual video::SColor getShadowColor() const;

		//! Adds a scene node to the deletion queue.

		virtual void addToDeletionQueue(ISceneNode* node);

		//! Returns the first scene node with the specified id.

		virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0);

		//! Returns the first scene node with the specified name.

		virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0);

		//! Returns the first scene node with the specified type.

		virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0);

		//! returns scene nodes by type.

		virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0);

		//! Posts an input event to the environment. Usually you do not have to

		//! use this method, it is used by the internal engine.

		virtual bool postEventFromUser(const SEvent& event);

		//! Clears the whole scene. All scene nodes are removed.

		virtual void clear();

		//! Removes all children of this scene node

		virtual void removeAll();

		//! Returns interface to the parameters set in this scene.

		virtual io::IAttributes* getParameters();

		//! Returns current render pass.

		virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const;

		//! Creates a new scene manager.

		virtual ISceneManager* createNewSceneManager(bool cloneContent);

		//! Returns type of the scene node

		virtual ESCENE_NODE_TYPE getType() const { return ESNT_UNKNOWN; }

		//! Returns the default scene node factory which can create all built in scene nodes

		virtual ISceneNodeFactory* getDefaultSceneNodeFactory();

		//! Adds a scene node factory to the scene manager.

		/** Use this to extend the scene manager with new scene node types which it should be
		able to create automaticly, for example when loading data from xml files. */
		virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd);

		//! Returns amount of registered scene node factories.

		virtual u32 getRegisteredSceneNodeFactoryCount() const;

		//! Returns a scene node factory by index

		virtual ISceneNodeFactory* getSceneNodeFactory(u32 index);

		//! Returns a typename from a scene node type or null if not found

		virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type);

		//! Returns a typename from a scene node animator type or null if not found

		virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);

		//! Adds a scene node to the scene by name

		virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0);

		//! Returns the default scene node animator factory which can create all built-in scene node animators

		virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory();

		//! Adds a scene node animator factory to the scene manager.

		virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd);

		//! Returns amount of registered scene node animator factories.

		virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const;

		//! Returns a scene node animator factory by index

		virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index);

		//! Saves the current scene into a file.

		virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0);

		//! Saves the current scene into a file.

		virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0);

		//! Loads a scene. Note that the current scene is not cleared before.

		virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0);

		//! Loads a scene. Note that the current scene is not cleared before.

		virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0);

		//! Writes attributes of the scene node.

		virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;

		//! Reads attributes of the scene node.

		virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);

		//! Returns a mesh writer implementation if available

		virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type);

		//! Get a skinned mesh, which is not available as header-only code

		virtual ISkinnedMesh* createSkinnedMesh();

		//! Sets ambient color of the scene

		virtual void setAmbientLight(const video::SColorf &ambientColor);

		//! Returns ambient color of the scene

		virtual const video::SColorf& getAmbientLight() const;

/*! -- AIP ---
		//! Register a custom callbacks manager which gets callbacks during scene rendering.

		virtual void setLightManager(ILightManager* lightManager);
*/
		//! Get an instance of a geometry creator.

		virtual const IGeometryCreator* getGeometryCreator(void) const { return GeometryCreator; }

		//! returns if node is culled

		virtual bool isCulled(const ISceneNode* node) const;

	private:

		//! clears the deletion list

		void clearDeletionList();

		//! writes a scene node

		void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer, const c8* currentPath=0, bool init=false);

		struct DefaultNodeEntry
		{
			DefaultNodeEntry(ISceneNode* n) :
				Node(n), TextureValue(0)
			{
				if (n->getMaterialCount())
					TextureValue = (n->getMaterial(0).getTexture(0));
			}

			bool operator < (const DefaultNodeEntry& other) const
			{
				return (TextureValue < other.TextureValue);
			}

			ISceneNode* Node;
			private:
			void* TextureValue;
		};

		//! sort on distance (center) to camera

		struct TransparentNodeEntry
		{
			TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
				: Node(n)
			{
				Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
			}

			bool operator < (const TransparentNodeEntry& other) const
			{
				return Distance > other.Distance;
			}

			ISceneNode* Node;
			private:
				f64 Distance;
		};

		//! sort on distance (sphere) to camera

		struct DistanceNodeEntry
		{
			DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
				: Node(n)
			{
				setNodeAndDistanceFromPosition(n, cameraPos);
			}

			bool operator < (const DistanceNodeEntry& other) const
			{
				return Distance < other.Distance;
			}

			void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
			{
				Node = n;
				Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
				Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
			}

			ISceneNode* Node;
			private:
			f64 Distance;
		};

		//! video driver

		video::IVideoDriver* Driver;

		//! file system

		io::IFileSystem* FileSystem;

		//! GUI Enviroment ( Debug Purpose )

		gui::IGUIEnvironment* GUIEnvironment;

		//! cursor control

		gui::ICursorControl* CursorControl;

		//! collision manager

		ISceneCollisionManager* CollisionManager;

		//! render pass lists

		core::array<ISceneNode*> CameraList;
		core::array<ILightSceneNode*> LightList;
		core::array<ISceneNode*> ShadowNodeList;
		core::array<ISceneNode*> SkyBoxList;
		core::array<DefaultNodeEntry> SolidNodeList;
		core::array<TransparentNodeEntry> TransparentNodeList;
		core::array<TransparentNodeEntry> TransparentEffectNodeList;

		core::array<IMeshLoader*> MeshLoaderList;
		core::array<ISceneLoader*> SceneLoaderList;
		core::array<ISceneNode*> DeletionList;
		core::array<ISceneNodeFactory*> SceneNodeFactoryList;
		core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;

		//! current active camera

		ICameraSceneNode* ActiveCamera;
		core::vector3df camWorldPos; // Position of camera for transparent nodes.


		video::SColor ShadowColor;
		video::SColorf AmbientLight;

		//! String parameters

		io::CAttributes Parameters;

		//! Mesh cache

		IMeshCache* MeshCache;

		E_SCENE_NODE_RENDER_PASS CurrentRendertime;

/*! -- AIP ---
		//! An optional callbacks manager to allow the user app finer control

		//! over the scene lighting and rendering.

		ILightManager* LightManager;
*/
		//! constants for reading and writing XML.

		//! Not made static due to portability problems.

		const core::stringw IRR_XML_FORMAT_SCENE;
		const core::stringw IRR_XML_FORMAT_NODE;
		const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;

		IGeometryCreator* GeometryCreator;
	};

} // end namespace video

} // end namespace scene


#endif

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
81 invités en ligne
Aucun membre connecté
RSS Feed