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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
- #pragma once
- #include "IReferenceCounted.h"
- #include "ESceneNodeTypes.h"
- #include "ECullingTypes.h"
- #include "EDebugSceneTypes.h"
- #include "SMaterial.h"
- #include "irrString.h"
- #include "irrArray.h"
- #include "aabbox3d.h"
- #include "matrix4.h"
- #include "IAttributes.h"
- #include <list>
- #include <optional>
- namespace irr
- {
- namespace scene
- {
- class ISceneNode;
- class ISceneManager;
- //! Typedef for list of scene nodes
- typedef std::list<ISceneNode *> ISceneNodeList;
- //! 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 IReferenceCounted
- {
- 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), 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();
- }
- //! 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 rendered, 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) {
- // 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 std::optional<std::string> &getName() const
- {
- return Name;
- }
- //! Sets the name of the node.
- /** \param name New name of the scene node. */
- virtual void setName(const std::optional<std::string> &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<f32> &getBoundingBox() const = 0;
- //! Get the axis aligned, transformed and animated absolute bounding box of this node.
- /** Note: The result is still an axis-aligned bounding box, so it's size
- changes with rotation.
- \return The transformed bounding box. */
- virtual const core::aabbox3d<f32> getTransformedBoundingBox() const
- {
- core::aabbox3d<f32> box = getBoundingBox();
- AbsoluteTransformation.transformBoxEx(box);
- return box;
- }
- //! Get a the 8 corners of the original bounding box transformed and
- //! animated by the absolute transformation.
- /** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(),
- but getting an aabbox3d of these edges would then be identical.
- \param edges Receives an array with the transformed edges */
- virtual void getTransformedBoundingBoxEdges(core::array<core::vector3d<f32>> &edges) const
- {
- edges.set_used(8);
- getBoundingBox().getEdges(edges.pointer());
- for (u32 i = 0; i < 8; ++i)
- AbsoluteTransformation.transformVect(edges[i]);
- }
- //! 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
- {
- 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
- {
- 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
- // Note: This iterator is not invalidated until we erase it.
- child->ThisIterator = Children.insert(Children.end(), child);
- child->Parent = this;
- }
- }
- //! Removes a child from this scene node.
- /**
- \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 belongs to a different parent or no parent. */
- virtual bool removeChild(ISceneNode *child)
- {
- if (child->Parent != this)
- return false;
- // The iterator must be set since the parent is not null.
- _IRR_DEBUG_BREAK_IF(!child->ThisIterator.has_value());
- auto it = *child->ThisIterator;
- child->ThisIterator = std::nullopt;
- child->Parent = nullptr;
- child->drop();
- Children.erase(it);
- return true;
- }
- //! 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()
- {
- for (auto &child : Children) {
- child->Parent = nullptr;
- child->ThisIterator = std::nullopt;
- child->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);
- }
- //! 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;
- }
- //! Execute a function on all materials of this scene node.
- /** Useful for setting material properties, e.g. if you want the whole
- mesh to be affected by light. */
- template <typename F>
- void forEachMaterial(F &&fn)
- {
- for (u32 i = 0; i < getMaterialCount(); i++) {
- fn(getMaterial(i));
- }
- }
- //! Gets the scale of the scene node relative to its parent.
- /** This is the scale of this node relative to its parent.
- If you want the absolute scale, use
- getAbsoluteTransformation().getScale()
- \return The scale of the scene node. */
- virtual const core::vector3df &getScale() const
- {
- return RelativeScale;
- }
- //! Sets the relative scale of the scene node.
- /** \param scale New scale of the node, relative to its parent. */
- virtual void setScale(const core::vector3df &scale)
- {
- RelativeScale = scale;
- }
- //! Gets the rotation of the node relative to its parent.
- /** Note that this is the relative rotation of the node.
- If you want the absolute rotation, use
- getAbsoluteTransformation().getRotation()
- \return Current relative rotation of the scene node. */
- virtual const core::vector3df &getRotation() const
- {
- return RelativeRotation;
- }
- //! Sets the rotation of the node relative to its parent.
- /** This only modifies the relative rotation of the node.
- \param rotation New rotation of the node in degrees. */
- virtual void setRotation(const core::vector3df &rotation)
- {
- RelativeRotation = rotation;
- }
- //! Gets the position of the node relative to its parent.
- /** Note that the position is relative to the parent. If you want
- the position in world coordinates, use getAbsolutePosition() instead.
- \return The current position of the node relative to the parent. */
- virtual const core::vector3df &getPosition() const
- {
- return RelativeTranslation;
- }
- //! Sets the position of the node relative to its parent.
- /** Note that the position is relative to the parent.
- \param newpos New relative position of the scene node. */
- virtual void setPosition(const core::vector3df &newpos)
- {
- RelativeTranslation = newpos;
- }
- //! Gets the absolute position of the node in world coordinates.
- /** If you want the position of the node relative to its parent,
- use getPosition() instead.
- NOTE: For speed reasons the absolute position is not
- automatically recalculated on each change of the relative
- position or by a position change of an parent. Instead the
- update usually happens once per frame in OnAnimate. You can enforce
- an update with updateAbsolutePosition().
- \return The current absolute position of the scene node (updated on last call of updateAbsolutePosition). */
- virtual core::vector3df getAbsolutePosition() const
- {
- return AbsoluteTransformation.getTranslation();
- }
- //! Set a culling style or disable culling completely.
- /** Box cullling (EAC_BOX) is set by default. Note that not
- all SceneNodes support culling and that some nodes always cull
- their geometry because it is their only reason for existence,
- for example the OctreeSceneNode.
- \param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
- void setAutomaticCulling(u32 state)
- {
- AutomaticCullingState = state;
- }
- //! Gets the automatic culling state.
- /** \return The automatic culling state. */
- u32 getAutomaticCulling() const
- {
- return AutomaticCullingState;
- }
- //! Sets if debug data like bounding boxes should be drawn.
- /** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
- Please note that not all scene nodes support all debug data types.
- \param state The debug data visibility state to be used. */
- virtual void setDebugDataVisible(u32 state)
- {
- DebugDataVisible = state;
- }
- //! Returns if debug data like bounding boxes are drawn.
- /** \return A bitwise OR of the debug data values from
- @ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
- u32 isDebugDataVisible() const
- {
- return DebugDataVisible;
- }
- //! Sets if this scene node is a debug object.
- /** Debug objects have some special properties, for example they can be easily
- excluded from collision detection or from serialization, etc. */
- void setIsDebugObject(bool debugObject)
- {
- IsDebugObject = debugObject;
- }
- //! Returns if this scene node is a debug object.
- /** Debug objects have some special properties, for example they can be easily
- excluded from collision detection or from serialization, etc.
- \return If this node is a debug object, true is returned. */
- bool isDebugObject() const
- {
- return IsDebugObject;
- }
- //! Returns a const reference to the list of all children.
- /** \return The list of all children of this node. */
- const std::list<ISceneNode *> &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();
- if (newParent)
- newParent->addChild(this);
- drop();
- }
- //! 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;
- }
- //! 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;
- 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);
- }
- //! 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.
- std::optional<std::string> 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;
- //! List of all children of this node
- std::list<ISceneNode *> Children;
- //! Iterator pointing to this node in the parent's child list.
- std::optional<ISceneNodeList::iterator> ThisIterator;
- //! Pointer to the parent
- ISceneNode *Parent;
- //! Pointer to the scene manager
- ISceneManager *SceneManager;
- //! 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
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