1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #include "CSceneManager.h"
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6 #include "IVideoDriver.h"
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7 #include "IFileSystem.h"
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8 #include "SAnimatedMesh.h"
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9 #include "CMeshCache.h"
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10 #include "IGUIEnvironment.h"
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11 #include "IMaterialRenderer.h"
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12 #include "IReadFile.h"
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13 #include "IWriteFile.h"
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17 #include "CSkinnedMesh.h"
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18 #include "CXMeshFileLoader.h"
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19 #include "COBJMeshFileLoader.h"
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20 #include "CB3DMeshFileLoader.h"
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21 #include "CBillboardSceneNode.h"
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22 #include "CAnimatedMeshSceneNode.h"
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23 #include "CCameraSceneNode.h"
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24 #include "CMeshSceneNode.h"
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25 #include "CDummyTransformationSceneNode.h"
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26 #include "CEmptySceneNode.h"
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28 #include "CSceneCollisionManager.h"
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36 CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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37 gui::ICursorControl* cursorControl, IMeshCache* cache)
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38 : ISceneNode(0, 0), Driver(driver), FileSystem(fs),
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39 CursorControl(cursorControl),
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40 ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
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41 MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
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44 ISceneManager::setDebugName("CSceneManager ISceneManager");
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45 ISceneNode::setDebugName("CSceneManager ISceneNode");
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48 // root node's scene manager
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49 SceneManager = this;
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58 CursorControl->grab();
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60 // create mesh cache if not there already
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62 MeshCache = new CMeshCache();
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66 // set scene parameters
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67 Parameters = new io::CAttributes();
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69 // create collision manager
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70 CollisionManager = new CSceneCollisionManager(this, Driver);
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72 // add file format loaders. add the least commonly used ones first,
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73 // as these are checked last
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75 // TODO: now that we have multiple scene managers, these should be
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76 // shallow copies from the previous manager if there is one.
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78 MeshLoaderList.push_back(new CXMeshFileLoader(this));
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79 MeshLoaderList.push_back(new COBJMeshFileLoader(this));
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80 MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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85 CSceneManager::~CSceneManager()
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87 clearDeletionList();
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89 //! force to remove hardwareTextures from the driver
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90 //! because Scenes may hold internally data bounded to sceneNodes
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91 //! which may be destroyed twice
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93 Driver->removeAllHardwareBuffers();
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99 CursorControl->drop();
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101 if (CollisionManager)
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102 CollisionManager->drop();
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105 for (i=0; i<MeshLoaderList.size(); ++i)
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106 MeshLoaderList[i]->drop();
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109 ActiveCamera->drop();
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116 Parameters->drop();
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118 // remove all nodes before dropping the driver
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119 // as render targets may be destroyed twice
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128 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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129 IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
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131 io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
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132 IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
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136 io::IReadFile* file = FileSystem->createAndOpenFile(filename);
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139 os::Printer::log("Could not load mesh, because file could not be opened: ", filename, ELL_ERROR);
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143 msh = getUncachedMesh(file, filename, cacheName);
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151 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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152 IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
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157 io::path name = file->getFileName();
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158 IAnimatedMesh* msh = MeshCache->getMeshByName(name);
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162 msh = getUncachedMesh(file, name, name);
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167 // load and create a mesh which we know already isn't in the cache and put it in there
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168 IAnimatedMesh* CSceneManager::getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename)
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170 IAnimatedMesh* msh = 0;
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172 // iterate the list in reverse order so user-added loaders can override the built-in ones
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173 s32 count = MeshLoaderList.size();
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174 for (s32 i=count-1; i>=0; --i)
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176 if (MeshLoaderList[i]->isALoadableFileExtension(filename))
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178 // reset file to avoid side effects of previous calls to createMesh
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180 msh = MeshLoaderList[i]->createMesh(file);
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183 MeshCache->addMesh(cachename, msh);
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191 os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
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193 os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
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198 //! returns the video driver
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199 video::IVideoDriver* CSceneManager::getVideoDriver()
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205 //! Get the active FileSystem
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206 /** \return Pointer to the FileSystem
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207 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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208 io::IFileSystem* CSceneManager::getFileSystem()
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214 //! adds a scene node for rendering a static mesh
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215 //! the returned pointer must not be dropped.
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216 IMeshSceneNode* CSceneManager::addMeshSceneNode(IMesh* mesh, ISceneNode* parent, s32 id,
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217 const core::vector3df& position, const core::vector3df& rotation,
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218 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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220 if (!alsoAddIfMeshPointerZero && !mesh)
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226 IMeshSceneNode* node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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233 //! adds a scene node for rendering an animated mesh model
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234 IAnimatedMeshSceneNode* CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id,
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235 const core::vector3df& position, const core::vector3df& rotation,
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236 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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238 if (!alsoAddIfMeshPointerZero && !mesh)
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244 IAnimatedMeshSceneNode* node =
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245 new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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252 //! Adds a camera scene node to the tree and sets it as active camera.
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253 //! \param position: Position of the space relative to its parent where the camera will be placed.
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254 //! \param lookat: Position where the camera will look at. Also known as target.
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255 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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256 //! the camera will move too.
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257 //! \return Returns pointer to interface to camera
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258 ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
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259 const core::vector3df& position, const core::vector3df& lookat, s32 id,
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265 ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
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268 setActiveCamera(node);
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275 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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276 //! which always looks to the camera. It is usually used for things like explosions, fire,
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277 //! lensflares and things like that.
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278 IBillboardSceneNode* CSceneManager::addBillboardSceneNode(ISceneNode* parent,
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279 const core::dimension2d<f32>& size, const core::vector3df& position, s32 id,
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280 video::SColor colorTop, video::SColor colorBottom
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286 IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
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287 colorTop, colorBottom);
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294 //! Adds an empty scene node.
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295 ISceneNode* CSceneManager::addEmptySceneNode(ISceneNode* parent, s32 id)
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300 ISceneNode* node = new CEmptySceneNode(parent, this, id);
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307 //! Adds a dummy transformation scene node to the scene graph.
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308 IDummyTransformationSceneNode* CSceneManager::addDummyTransformationSceneNode(
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309 ISceneNode* parent, s32 id)
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314 IDummyTransformationSceneNode* node = new CDummyTransformationSceneNode(
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322 //! Returns the root scene node. This is the scene node which is parent
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323 //! of all scene nodes. The root scene node is a special scene node which
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324 //! only exists to manage all scene nodes. It is not rendered and cannot
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325 //! be removed from the scene.
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326 //! \return Returns a pointer to the root scene node.
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327 ISceneNode* CSceneManager::getRootSceneNode()
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333 //! Returns the current active camera.
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334 //! \return The active camera is returned. Note that this can be NULL, if there
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335 //! was no camera created yet.
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336 ICameraSceneNode* CSceneManager::getActiveCamera() const
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338 return ActiveCamera;
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342 //! Sets the active camera. The previous active camera will be deactivated.
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343 //! \param camera: The new camera which should be active.
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344 void CSceneManager::setActiveCamera(ICameraSceneNode* camera)
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349 ActiveCamera->drop();
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351 ActiveCamera = camera;
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355 //! renders the node.
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356 void CSceneManager::render()
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361 //! returns the axis aligned bounding box of this node
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362 const core::aabbox3d<f32>& CSceneManager::getBoundingBox() const
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364 _IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
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366 static const core::aabbox3d<f32> dummy;
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371 //! returns if node is culled
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372 bool CSceneManager::isCulled(const ISceneNode* node) const
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374 const ICameraSceneNode* cam = getActiveCamera();
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379 bool result = false;
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381 // has occlusion query information
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382 if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY)
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384 result = (Driver->getOcclusionQueryResult(const_cast<ISceneNode*>(node))==0);
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387 // can be seen by a bounding box ?
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388 if (!result && (node->getAutomaticCulling() & scene::EAC_BOX))
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390 core::aabbox3d<f32> tbox = node->getBoundingBox();
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391 node->getAbsoluteTransformation().transformBoxEx(tbox);
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392 result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
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395 // can be seen by a bounding sphere
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396 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE))
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398 const core::aabbox3df nbox = node->getTransformedBoundingBox();
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399 const float rad = nbox.getRadius();
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400 const core::vector3df center = nbox.getCenter();
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402 const float camrad = cam->getViewFrustum()->getBoundingRadius();
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403 const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
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405 const float dist = (center - camcenter).getLengthSQ();
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406 const float maxdist = (rad + camrad) * (rad + camrad);
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408 result = dist > maxdist;
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411 // can be seen by cam pyramid planes ?
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412 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX))
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414 SViewFrustum frust = *cam->getViewFrustum();
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416 //transform the frustum to the node's current absolute transformation
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417 core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
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418 //invTrans.makeInverse();
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419 frust.transform(invTrans);
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421 core::vector3df edges[8];
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422 node->getBoundingBox().getEdges(edges);
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424 for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
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426 bool boxInFrustum=false;
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427 for (u32 j=0; j<8; ++j)
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429 if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
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448 //! registers a node for rendering it at a specific time.
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449 u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass)
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455 // take camera if it is not already registered
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459 for (u32 i = 0; i != CameraList.size(); ++i)
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461 if (CameraList[i] == node)
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469 CameraList.push_back(node);
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473 case ESNRP_SKY_BOX:
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474 SkyBoxList.push_back(node);
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478 if (!isCulled(node))
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480 SolidNodeList.push_back(node);
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484 case ESNRP_TRANSPARENT:
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485 if (!isCulled(node))
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487 TransparentNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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491 case ESNRP_TRANSPARENT_EFFECT:
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492 if (!isCulled(node))
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494 TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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498 case ESNRP_AUTOMATIC:
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499 if (!isCulled(node))
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501 const u32 count = node->getMaterialCount();
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504 for (u32 i=0; i<count; ++i)
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506 if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
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508 // register as transparent node
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509 TransparentNodeEntry e(node, camWorldPos);
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510 TransparentNodeList.push_back(e);
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516 // not transparent, register as solid
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519 SolidNodeList.push_back(node);
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525 if (!isCulled(node))
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527 GuiNodeList.push_back(node);
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531 // as of yet unused
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534 case ESNRP_NONE: // ignore this one
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541 void CSceneManager::clearAllRegisteredNodesForRendering()
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543 CameraList.clear();
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544 SkyBoxList.clear();
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545 SolidNodeList.clear();
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546 TransparentNodeList.clear();
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547 TransparentEffectNodeList.clear();
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548 GuiNodeList.clear();
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551 //! This method is called just before the rendering process of the whole scene.
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552 //! draws all scene nodes
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553 void CSceneManager::drawAll()
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558 u32 i; // new ISO for scoping problem in some compilers
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560 // reset all transforms
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561 Driver->setMaterial(video::SMaterial());
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562 Driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix );
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563 Driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix );
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564 Driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix );
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565 for (i=video::ETS_COUNT-1; i>=video::ETS_TEXTURE_0; --i)
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566 Driver->setTransform ( (video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix );
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567 // TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
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568 Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
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570 // do animations and other stuff.
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571 OnAnimate(os::Timer::getTime());
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574 First Scene Node for prerendering should be the active camera
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575 consistent Camera is needed for culling
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577 camWorldPos.set(0,0,0);
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580 ActiveCamera->render();
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581 camWorldPos = ActiveCamera->getAbsolutePosition();
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584 // let all nodes register themselves
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585 OnRegisterSceneNode();
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587 //render camera scenes
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589 CurrentRenderPass = ESNRP_CAMERA;
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590 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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592 for (i=0; i<CameraList.size(); ++i)
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593 CameraList[i]->render();
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595 CameraList.set_used(0);
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600 CurrentRenderPass = ESNRP_SKY_BOX;
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601 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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603 for (i=0; i<SkyBoxList.size(); ++i)
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604 SkyBoxList[i]->render();
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606 SkyBoxList.set_used(0);
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609 // render default objects
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611 CurrentRenderPass = ESNRP_SOLID;
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612 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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614 SolidNodeList.sort(); // sort by textures
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616 for (i=0; i<SolidNodeList.size(); ++i)
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617 SolidNodeList[i].Node->render();
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619 SolidNodeList.set_used(0);
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622 // render transparent objects.
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624 CurrentRenderPass = ESNRP_TRANSPARENT;
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625 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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627 TransparentNodeList.sort(); // sort by distance from camera
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628 for (i=0; i<TransparentNodeList.size(); ++i)
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629 TransparentNodeList[i].Node->render();
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631 TransparentNodeList.set_used(0);
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634 // render transparent effect objects.
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636 CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
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637 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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639 TransparentEffectNodeList.sort(); // sort by distance from camera
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641 for (i=0; i<TransparentEffectNodeList.size(); ++i)
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642 TransparentEffectNodeList[i].Node->render();
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644 TransparentEffectNodeList.set_used(0);
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647 // render custom gui nodes
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649 CurrentRenderPass = ESNRP_GUI;
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650 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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652 for (i=0; i<GuiNodeList.size(); ++i)
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653 GuiNodeList[i]->render();
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655 GuiNodeList.set_used(0);
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657 clearDeletionList();
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659 CurrentRenderPass = ESNRP_NONE;
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663 //! Adds an external mesh loader.
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664 void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
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666 if (!externalLoader)
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669 externalLoader->grab();
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670 MeshLoaderList.push_back(externalLoader);
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674 //! Returns the number of mesh loaders supported by Irrlicht at this time
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675 u32 CSceneManager::getMeshLoaderCount() const
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677 return MeshLoaderList.size();
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681 //! Retrieve the given mesh loader
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682 IMeshLoader* CSceneManager::getMeshLoader(u32 index) const
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684 if (index < MeshLoaderList.size())
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685 return MeshLoaderList[index];
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691 //! Returns a pointer to the scene collision manager.
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692 ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
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694 return CollisionManager;
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698 //! Returns a pointer to the mesh manipulator.
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699 IMeshManipulator* CSceneManager::getMeshManipulator()
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701 return Driver->getMeshManipulator();
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705 //! Adds a scene node to the deletion queue.
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706 void CSceneManager::addToDeletionQueue(ISceneNode* node)
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712 DeletionList.push_back(node);
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716 //! clears the deletion list
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717 void CSceneManager::clearDeletionList()
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719 if (DeletionList.empty())
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722 for (u32 i=0; i<DeletionList.size(); ++i)
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724 DeletionList[i]->remove();
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725 DeletionList[i]->drop();
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728 DeletionList.clear();
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732 //! Returns the first scene node with the specified name.
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733 ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* start)
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736 start = getRootSceneNode();
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738 if (!strcmp(start->getName(),name))
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741 ISceneNode* node = 0;
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743 const ISceneNodeList& list = start->getChildren();
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744 ISceneNodeList::const_iterator it = list.begin();
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745 for (; it!=list.end(); ++it)
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747 node = getSceneNodeFromName(name, *it);
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756 //! Returns the first scene node with the specified id.
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757 ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
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760 start = getRootSceneNode();
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762 if (start->getID() == id)
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765 ISceneNode* node = 0;
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767 const ISceneNodeList& list = start->getChildren();
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768 ISceneNodeList::const_iterator it = list.begin();
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769 for (; it!=list.end(); ++it)
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771 node = getSceneNodeFromId(id, *it);
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780 //! Returns the first scene node with the specified type.
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781 ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start)
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784 start = getRootSceneNode();
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786 if (start->getType() == type || ESNT_ANY == type)
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789 ISceneNode* node = 0;
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791 const ISceneNodeList& list = start->getChildren();
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792 ISceneNodeList::const_iterator it = list.begin();
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793 for (; it!=list.end(); ++it)
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795 node = getSceneNodeFromType(type, *it);
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804 //! returns scene nodes by type.
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805 void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start)
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808 start = getRootSceneNode();
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810 if (start->getType() == type || ESNT_ANY == type)
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811 outNodes.push_back(start);
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813 const ISceneNodeList& list = start->getChildren();
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814 ISceneNodeList::const_iterator it = list.begin();
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816 for (; it!=list.end(); ++it)
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818 getSceneNodesFromType(type, outNodes, *it);
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823 //! Posts an input event to the environment. Usually you do not have to
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824 //! use this method, it is used by the internal engine.
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825 bool CSceneManager::postEventFromUser(const SEvent& event)
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828 ICameraSceneNode* cam = getActiveCamera();
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830 ret = cam->OnEvent(event);
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836 //! Removes all children of this scene node
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837 void CSceneManager::removeAll()
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839 ISceneNode::removeAll();
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840 setActiveCamera(0);
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841 // Make sure the driver is reset, might need a more complex method at some point
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843 Driver->setMaterial(video::SMaterial());
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847 //! Clears the whole scene. All scene nodes are removed.
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848 void CSceneManager::clear()
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854 //! Returns interface to the parameters set in this scene.
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855 io::IAttributes* CSceneManager::getParameters()
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861 //! Returns current render pass.
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862 E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
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864 return CurrentRenderPass;
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868 //! Returns an interface to the mesh cache which is shared between all existing scene managers.
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869 IMeshCache* CSceneManager::getMeshCache()
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875 //! Creates a new scene manager.
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876 ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
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878 CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache);
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881 manager->cloneMembers(this, manager);
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887 //! Sets ambient color of the scene
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888 void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
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890 AmbientLight = ambientColor;
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894 //! Returns ambient color of the scene
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895 const video::SColorf& CSceneManager::getAmbientLight() const
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897 return AmbientLight;
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901 //! Get a skinned mesh, which is not available as header-only code
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902 ISkinnedMesh* CSceneManager::createSkinnedMesh()
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904 return new CSkinnedMesh();
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907 //! Returns a mesh writer implementation if available
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908 IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
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914 // creates a scenemanager
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915 ISceneManager* createSceneManager(video::IVideoDriver* driver,
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916 io::IFileSystem* fs, gui::ICursorControl* cursorcontrol)
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918 return new CSceneManager(driver, fs, cursorcontrol, nullptr);
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922 } // end namespace scene
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923 } // end namespace irr
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