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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 "CMeshSceneNode.h"
- #include "IVideoDriver.h"
- #include "ISceneManager.h"
- #include "S3DVertex.h"
- #include "ICameraSceneNode.h"
- #include "IMeshCache.h"
- #include "IAnimatedMesh.h"
- #include "IMaterialRenderer.h"
- #include "IFileSystem.h"
- namespace irr
- {
- namespace scene
- {
- //! constructor
- CMeshSceneNode::CMeshSceneNode(IMesh* mesh, 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),
- PassCount(0), ReadOnlyMaterials(false)
- {
- #ifdef _DEBUG
- setDebugName("CMeshSceneNode");
- #endif
- setMesh(mesh);
- }
- //! destructor
- CMeshSceneNode::~CMeshSceneNode()
- {
- if (Mesh)
- Mesh->drop();
- }
- //! frame
- void CMeshSceneNode::OnRegisterSceneNode()
- {
- if (IsVisible)
- {
- // because this node supports rendering of mixed mode meshes consisting of
- // transparent and solid material at the same time, we need to go through all
- // materials, check of what type they are and register this node for the right
- // render pass according to that.
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- PassCount = 0;
- int transparentCount = 0;
- int solidCount = 0;
- // count transparent and solid materials in this scene node
- if (ReadOnlyMaterials && Mesh)
- {
- // count mesh materials
- for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
- {
- scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
- video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0;
- if (rnd && rnd->isTransparent())
- ++transparentCount;
- else
- ++solidCount;
- if (solidCount && transparentCount)
- break;
- }
- }
- else
- {
- // count copied materials
- for (u32 i=0; i<Materials.size(); ++i)
- {
- video::IMaterialRenderer* rnd =
- driver->getMaterialRenderer(Materials[i].MaterialType);
- if (rnd && rnd->isTransparent())
- ++transparentCount;
- else
- ++solidCount;
- if (solidCount && transparentCount)
- break;
- }
- }
- // register according to material types counted
- if (solidCount)
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
- if (transparentCount)
- SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- ISceneNode::OnRegisterSceneNode();
- }
- }
- //! renders the node.
- void CMeshSceneNode::render()
- {
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- if (!Mesh || !driver)
- return;
- bool isTransparentPass =
- SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
- ++PassCount;
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
- Box = Mesh->getBoundingBox();
- // for debug purposes only:
- bool renderMeshes = true;
- video::SMaterial mat;
- if (DebugDataVisible && PassCount==1)
- {
- // overwrite half transparency
- if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
- {
- for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
- {
- mat = Materials[g];
- mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
- driver->setMaterial(mat);
- driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
- }
- renderMeshes = false;
- }
- }
- // render original meshes
- if (renderMeshes)
- {
- for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
- {
- scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
- if (mb)
- {
- const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
- video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
- bool transparent = (rnd && rnd->isTransparent());
- // only render transparent buffer if this is the transparent render pass
- // and solid only in solid pass
- if (transparent == isTransparentPass)
- {
- driver->setMaterial(material);
- driver->drawMeshBuffer(mb);
- }
- }
- }
- }
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
- // for debug purposes only:
- if (DebugDataVisible && PassCount==1)
- {
- video::SMaterial m;
- m.Lighting = false;
- m.AntiAliasing=0;
- driver->setMaterial(m);
- if (DebugDataVisible & scene::EDS_BBOX)
- {
- driver->draw3DBox(Box, video::SColor(255,255,255,255));
- }
- if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
- {
- for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
- {
- driver->draw3DBox(
- Mesh->getMeshBuffer(g)->getBoundingBox(),
- video::SColor(255,190,128,128));
- }
- }
- if (DebugDataVisible & scene::EDS_NORMALS)
- {
- // draw normals
- const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
- const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
- const u32 count = Mesh->getMeshBufferCount();
- for (u32 i=0; i != count; ++i)
- {
- driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
- }
- }
- // show mesh
- if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
- {
- m.Wireframe = true;
- driver->setMaterial(m);
- for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
- {
- driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
- }
- }
- }
- }
- //! 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 CMeshSceneNode::removeChild(ISceneNode* child)
- {
- return ISceneNode::removeChild(child);
- }
- //! returns the axis aligned bounding box of this node
- const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
- {
- return Mesh ? Mesh->getBoundingBox() : Box;
- }
- //! 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 on a
- //! optimal position for minimizing renderstate changes, but can also be used
- //! to directly modify the material of a scene node.
- video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
- {
- if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
- {
- ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
- return ReadOnlyMaterial;
- }
- if (i >= Materials.size())
- return ISceneNode::getMaterial(i);
- return Materials[i];
- }
- //! returns amount of materials used by this scene node.
- u32 CMeshSceneNode::getMaterialCount() const
- {
- if (Mesh && ReadOnlyMaterials)
- return Mesh->getMeshBufferCount();
- return Materials.size();
- }
- //! Sets a new mesh
- void CMeshSceneNode::setMesh(IMesh* mesh)
- {
- if (mesh)
- {
- mesh->grab();
- if (Mesh)
- Mesh->drop();
- Mesh = mesh;
- copyMaterials();
- }
- }
- void CMeshSceneNode::copyMaterials()
- {
- Materials.clear();
- if (Mesh)
- {
- video::SMaterial mat;
- for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
- {
- IMeshBuffer* mb = Mesh->getMeshBuffer(i);
- if (mb)
- mat = mb->getMaterial();
- Materials.push_back(mat);
- }
- }
- }
- //! Writes attributes of the scene node.
- void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
- {
- IMeshSceneNode::serializeAttributes(out, options);
- if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
- {
- const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
- SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
- options->Filename);
- out->addString("Mesh", path.c_str());
- }
- else
- out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
- out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
- }
- //! Reads attributes of the scene node.
- void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
- {
- io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
- io::path newMeshStr = in->getAttributeAsString("Mesh");
- ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
- if (newMeshStr != "" && oldMeshStr != newMeshStr)
- {
- IMesh* newMesh = 0;
- IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
- if (newAnimatedMesh)
- newMesh = newAnimatedMesh->getMesh(0);
- if (newMesh)
- setMesh(newMesh);
- }
- // optional attribute to assign the hint to the whole mesh
- if (in->existsAttribute("HardwareMappingHint") &&
- in->existsAttribute("HardwareMappingBufferType"))
- {
- scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER;
- scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE;
- core::stringc smapping = in->getAttributeAsString("HardwareMappingHint");
- if (smapping.equals_ignore_case("static"))
- mapping = scene::EHM_STATIC;
- else if (smapping.equals_ignore_case("dynamic"))
- mapping = scene::EHM_DYNAMIC;
- else if (smapping.equals_ignore_case("stream"))
- mapping = scene::EHM_STREAM;
- core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType");
- if (sbufferType.equals_ignore_case("vertex"))
- bufferType = scene::EBT_VERTEX;
- else if (sbufferType.equals_ignore_case("index"))
- bufferType = scene::EBT_INDEX;
- else if (sbufferType.equals_ignore_case("vertexindex"))
- bufferType = scene::EBT_VERTEX_AND_INDEX;
- IMesh* mesh = getMesh();
- if (mesh)
- mesh->setHardwareMappingHint(mapping, bufferType);
- }
- IMeshSceneNode::deserializeAttributes(in, options);
- }
- //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
- /* In this way it is possible to change the materials a mesh causing all mesh scene nodes
- referencing this mesh to change too. */
- void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
- {
- ReadOnlyMaterials = readonly;
- }
- //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
- bool CMeshSceneNode::isReadOnlyMaterials() const
- {
- return ReadOnlyMaterials;
- }
- //! Creates a clone of this scene node and its children.
- ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
- {
- if (!newParent)
- newParent = Parent;
- if (!newManager)
- newManager = SceneManager;
- CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
- newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
- nb->cloneMembers(this, newManager);
- nb->ReadOnlyMaterials = ReadOnlyMaterials;
- nb->Materials = Materials;
- if (newParent)
- nb->drop();
- return nb;
- }
- } // end namespace scene
- } // end namespace irr
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