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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 "IMeshCache.h"
- #include "IMeshBuffer.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)
- {
- setMesh(mesh);
- }
- //! destructor
- CMeshSceneNode::~CMeshSceneNode()
- {
- if (Mesh)
- Mesh->drop();
- }
- //! frame
- void CMeshSceneNode::OnRegisterSceneNode()
- {
- if (IsVisible && Mesh) {
- // 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
- const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
- for (u32 i = 0; i < numMaterials; ++i) {
- const video::SMaterial &material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
- if (driver->needsTransparentRenderPass(material))
- ++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;
- const bool isTransparentPass =
- SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
- ++PassCount;
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
- Box = Mesh->getBoundingBox();
- 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];
- const bool transparent = driver->needsTransparentRenderPass(material);
- // 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);
- }
- }
- }
- // for debug purposes only:
- if (DebugDataVisible && PassCount == 1) {
- video::SMaterial m;
- 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 = 1.f;
- const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
- 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);
- }
- }
- }
- //! 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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