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 gui::IGUIEnvironment* gui)
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39 : ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
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40 CursorControl(cursorControl),
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41 ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
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42 MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
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45 ISceneManager::setDebugName("CSceneManager ISceneManager");
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46 ISceneNode::setDebugName("CSceneManager ISceneNode");
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49 // root node's scene manager
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50 SceneManager = this;
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59 CursorControl->grab();
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62 GUIEnvironment->grab();
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64 // create mesh cache if not there already
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66 MeshCache = new CMeshCache();
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70 // set scene parameters
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71 Parameters = new io::CAttributes();
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73 // create collision manager
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74 CollisionManager = new CSceneCollisionManager(this, Driver);
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76 // add file format loaders. add the least commonly used ones first,
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77 // as these are checked last
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79 // TODO: now that we have multiple scene managers, these should be
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80 // shallow copies from the previous manager if there is one.
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82 MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem));
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83 MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem));
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84 MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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89 CSceneManager::~CSceneManager()
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91 clearDeletionList();
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93 //! force to remove hardwareTextures from the driver
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94 //! because Scenes may hold internally data bounded to sceneNodes
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95 //! which may be destroyed twice
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97 Driver->removeAllHardwareBuffers();
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100 FileSystem->drop();
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103 CursorControl->drop();
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105 if (CollisionManager)
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106 CollisionManager->drop();
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108 if (GUIEnvironment)
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109 GUIEnvironment->drop();
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112 for (i=0; i<MeshLoaderList.size(); ++i)
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113 MeshLoaderList[i]->drop();
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116 ActiveCamera->drop();
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123 Parameters->drop();
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125 // remove all nodes before dropping the driver
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126 // as render targets may be destroyed twice
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135 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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136 IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
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138 io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
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139 IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
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143 io::IReadFile* file = FileSystem->createAndOpenFile(filename);
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146 os::Printer::log("Could not load mesh, because file could not be opened: ", filename, ELL_ERROR);
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150 msh = getUncachedMesh(file, filename, cacheName);
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158 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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159 IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
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164 io::path name = file->getFileName();
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165 IAnimatedMesh* msh = MeshCache->getMeshByName(name);
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169 msh = getUncachedMesh(file, name, name);
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174 // load and create a mesh which we know already isn't in the cache and put it in there
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175 IAnimatedMesh* CSceneManager::getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename)
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177 IAnimatedMesh* msh = 0;
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179 // iterate the list in reverse order so user-added loaders can override the built-in ones
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180 s32 count = MeshLoaderList.size();
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181 for (s32 i=count-1; i>=0; --i)
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183 if (MeshLoaderList[i]->isALoadableFileExtension(filename))
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185 // reset file to avoid side effects of previous calls to createMesh
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187 msh = MeshLoaderList[i]->createMesh(file);
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190 MeshCache->addMesh(cachename, msh);
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198 os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
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200 os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
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205 //! returns the video driver
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206 video::IVideoDriver* CSceneManager::getVideoDriver()
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212 //! returns the GUI Environment
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213 gui::IGUIEnvironment* CSceneManager::getGUIEnvironment()
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215 return GUIEnvironment;
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218 //! Get the active FileSystem
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219 /** \return Pointer to the FileSystem
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220 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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221 io::IFileSystem* CSceneManager::getFileSystem()
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227 //! adds a scene node for rendering a static mesh
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228 //! the returned pointer must not be dropped.
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229 IMeshSceneNode* CSceneManager::addMeshSceneNode(IMesh* mesh, ISceneNode* parent, s32 id,
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230 const core::vector3df& position, const core::vector3df& rotation,
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231 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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233 if (!alsoAddIfMeshPointerZero && !mesh)
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239 IMeshSceneNode* node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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246 //! adds a scene node for rendering an animated mesh model
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247 IAnimatedMeshSceneNode* CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id,
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248 const core::vector3df& position, const core::vector3df& rotation,
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249 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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251 if (!alsoAddIfMeshPointerZero && !mesh)
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257 IAnimatedMeshSceneNode* node =
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258 new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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265 //! Adds a camera scene node to the tree and sets it as active camera.
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266 //! \param position: Position of the space relative to its parent where the camera will be placed.
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267 //! \param lookat: Position where the camera will look at. Also known as target.
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268 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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269 //! the camera will move too.
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270 //! \return Returns pointer to interface to camera
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271 ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
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272 const core::vector3df& position, const core::vector3df& lookat, s32 id,
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278 ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
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281 setActiveCamera(node);
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288 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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289 //! which always looks to the camera. It is usually used for things like explosions, fire,
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290 //! lensflares and things like that.
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291 IBillboardSceneNode* CSceneManager::addBillboardSceneNode(ISceneNode* parent,
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292 const core::dimension2d<f32>& size, const core::vector3df& position, s32 id,
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293 video::SColor colorTop, video::SColor colorBottom
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299 IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
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300 colorTop, colorBottom);
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307 //! Adds an empty scene node.
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308 ISceneNode* CSceneManager::addEmptySceneNode(ISceneNode* parent, s32 id)
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313 ISceneNode* node = new CEmptySceneNode(parent, this, id);
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320 //! Adds a dummy transformation scene node to the scene graph.
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321 IDummyTransformationSceneNode* CSceneManager::addDummyTransformationSceneNode(
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322 ISceneNode* parent, s32 id)
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327 IDummyTransformationSceneNode* node = new CDummyTransformationSceneNode(
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335 //! Returns the root scene node. This is the scene node which is parent
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336 //! of all scene nodes. The root scene node is a special scene node which
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337 //! only exists to manage all scene nodes. It is not rendered and cannot
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338 //! be removed from the scene.
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339 //! \return Returns a pointer to the root scene node.
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340 ISceneNode* CSceneManager::getRootSceneNode()
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346 //! Returns the current active camera.
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347 //! \return The active camera is returned. Note that this can be NULL, if there
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348 //! was no camera created yet.
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349 ICameraSceneNode* CSceneManager::getActiveCamera() const
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351 return ActiveCamera;
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355 //! Sets the active camera. The previous active camera will be deactivated.
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356 //! \param camera: The new camera which should be active.
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357 void CSceneManager::setActiveCamera(ICameraSceneNode* camera)
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362 ActiveCamera->drop();
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364 ActiveCamera = camera;
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368 //! renders the node.
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369 void CSceneManager::render()
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374 //! returns the axis aligned bounding box of this node
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375 const core::aabbox3d<f32>& CSceneManager::getBoundingBox() const
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377 _IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
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379 static const core::aabbox3d<f32> dummy;
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384 //! returns if node is culled
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385 bool CSceneManager::isCulled(const ISceneNode* node) const
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387 const ICameraSceneNode* cam = getActiveCamera();
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392 bool result = false;
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394 // has occlusion query information
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395 if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY)
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397 result = (Driver->getOcclusionQueryResult(const_cast<ISceneNode*>(node))==0);
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400 // can be seen by a bounding box ?
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401 if (!result && (node->getAutomaticCulling() & scene::EAC_BOX))
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403 core::aabbox3d<f32> tbox = node->getBoundingBox();
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404 node->getAbsoluteTransformation().transformBoxEx(tbox);
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405 result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
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408 // can be seen by a bounding sphere
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409 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE))
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411 const core::aabbox3df nbox = node->getTransformedBoundingBox();
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412 const float rad = nbox.getRadius();
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413 const core::vector3df center = nbox.getCenter();
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415 const float camrad = cam->getViewFrustum()->getBoundingRadius();
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416 const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
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418 const float dist = (center - camcenter).getLengthSQ();
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419 const float maxdist = (rad + camrad) * (rad + camrad);
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421 result = dist > maxdist;
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424 // can be seen by cam pyramid planes ?
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425 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX))
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427 SViewFrustum frust = *cam->getViewFrustum();
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429 //transform the frustum to the node's current absolute transformation
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430 core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
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431 //invTrans.makeInverse();
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432 frust.transform(invTrans);
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434 core::vector3df edges[8];
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435 node->getBoundingBox().getEdges(edges);
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437 for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
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439 bool boxInFrustum=false;
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440 for (u32 j=0; j<8; ++j)
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442 if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
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461 //! registers a node for rendering it at a specific time.
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462 u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass)
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468 // take camera if it is not already registered
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472 for (u32 i = 0; i != CameraList.size(); ++i)
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474 if (CameraList[i] == node)
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482 CameraList.push_back(node);
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486 case ESNRP_SKY_BOX:
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487 SkyBoxList.push_back(node);
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491 if (!isCulled(node))
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493 SolidNodeList.push_back(node);
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497 case ESNRP_TRANSPARENT:
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498 if (!isCulled(node))
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500 TransparentNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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504 case ESNRP_TRANSPARENT_EFFECT:
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505 if (!isCulled(node))
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507 TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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511 case ESNRP_AUTOMATIC:
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512 if (!isCulled(node))
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514 const u32 count = node->getMaterialCount();
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517 for (u32 i=0; i<count; ++i)
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519 if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
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521 // register as transparent node
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522 TransparentNodeEntry e(node, camWorldPos);
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523 TransparentNodeList.push_back(e);
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529 // not transparent, register as solid
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532 SolidNodeList.push_back(node);
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538 if (!isCulled(node))
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540 GuiNodeList.push_back(node);
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544 // as of yet unused
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547 case ESNRP_NONE: // ignore this one
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554 void CSceneManager::clearAllRegisteredNodesForRendering()
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556 CameraList.clear();
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557 SkyBoxList.clear();
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558 SolidNodeList.clear();
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559 TransparentNodeList.clear();
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560 TransparentEffectNodeList.clear();
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561 GuiNodeList.clear();
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564 //! This method is called just before the rendering process of the whole scene.
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565 //! draws all scene nodes
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566 void CSceneManager::drawAll()
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571 u32 i; // new ISO for scoping problem in some compilers
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573 // reset all transforms
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574 Driver->setMaterial(video::SMaterial());
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575 Driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix );
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576 Driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix );
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577 Driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix );
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578 for (i=video::ETS_COUNT-1; i>=video::ETS_TEXTURE_0; --i)
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579 Driver->setTransform ( (video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix );
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580 // TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
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581 Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
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583 // do animations and other stuff.
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584 OnAnimate(os::Timer::getTime());
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587 First Scene Node for prerendering should be the active camera
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588 consistent Camera is needed for culling
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590 camWorldPos.set(0,0,0);
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593 ActiveCamera->render();
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594 camWorldPos = ActiveCamera->getAbsolutePosition();
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597 // let all nodes register themselves
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598 OnRegisterSceneNode();
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600 //render camera scenes
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602 CurrentRenderPass = ESNRP_CAMERA;
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603 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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605 for (i=0; i<CameraList.size(); ++i)
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606 CameraList[i]->render();
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608 CameraList.set_used(0);
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613 CurrentRenderPass = ESNRP_SKY_BOX;
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614 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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616 for (i=0; i<SkyBoxList.size(); ++i)
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617 SkyBoxList[i]->render();
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619 SkyBoxList.set_used(0);
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622 // render default objects
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624 CurrentRenderPass = ESNRP_SOLID;
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625 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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627 SolidNodeList.sort(); // sort by textures
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629 for (i=0; i<SolidNodeList.size(); ++i)
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630 SolidNodeList[i].Node->render();
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632 SolidNodeList.set_used(0);
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635 // render transparent objects.
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637 CurrentRenderPass = ESNRP_TRANSPARENT;
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638 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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640 TransparentNodeList.sort(); // sort by distance from camera
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641 for (i=0; i<TransparentNodeList.size(); ++i)
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642 TransparentNodeList[i].Node->render();
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644 TransparentNodeList.set_used(0);
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647 // render transparent effect objects.
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649 CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
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650 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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652 TransparentEffectNodeList.sort(); // sort by distance from camera
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654 for (i=0; i<TransparentEffectNodeList.size(); ++i)
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655 TransparentEffectNodeList[i].Node->render();
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657 TransparentEffectNodeList.set_used(0);
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660 // render custom gui nodes
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662 CurrentRenderPass = ESNRP_GUI;
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663 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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665 for (i=0; i<GuiNodeList.size(); ++i)
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666 GuiNodeList[i]->render();
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668 GuiNodeList.set_used(0);
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670 clearDeletionList();
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672 CurrentRenderPass = ESNRP_NONE;
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676 //! Adds an external mesh loader.
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677 void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
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679 if (!externalLoader)
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682 externalLoader->grab();
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683 MeshLoaderList.push_back(externalLoader);
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687 //! Returns the number of mesh loaders supported by Irrlicht at this time
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688 u32 CSceneManager::getMeshLoaderCount() const
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690 return MeshLoaderList.size();
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694 //! Retrieve the given mesh loader
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695 IMeshLoader* CSceneManager::getMeshLoader(u32 index) const
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697 if (index < MeshLoaderList.size())
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698 return MeshLoaderList[index];
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704 //! Returns a pointer to the scene collision manager.
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705 ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
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707 return CollisionManager;
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711 //! Returns a pointer to the mesh manipulator.
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712 IMeshManipulator* CSceneManager::getMeshManipulator()
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714 return Driver->getMeshManipulator();
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718 //! Adds a scene node to the deletion queue.
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719 void CSceneManager::addToDeletionQueue(ISceneNode* node)
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725 DeletionList.push_back(node);
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729 //! clears the deletion list
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730 void CSceneManager::clearDeletionList()
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732 if (DeletionList.empty())
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735 for (u32 i=0; i<DeletionList.size(); ++i)
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737 DeletionList[i]->remove();
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738 DeletionList[i]->drop();
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741 DeletionList.clear();
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745 //! Returns the first scene node with the specified name.
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746 ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* start)
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749 start = getRootSceneNode();
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751 if (!strcmp(start->getName(),name))
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754 ISceneNode* node = 0;
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756 const ISceneNodeList& list = start->getChildren();
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757 ISceneNodeList::const_iterator it = list.begin();
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758 for (; it!=list.end(); ++it)
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760 node = getSceneNodeFromName(name, *it);
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769 //! Returns the first scene node with the specified id.
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770 ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
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773 start = getRootSceneNode();
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775 if (start->getID() == id)
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778 ISceneNode* node = 0;
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780 const ISceneNodeList& list = start->getChildren();
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781 ISceneNodeList::const_iterator it = list.begin();
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782 for (; it!=list.end(); ++it)
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784 node = getSceneNodeFromId(id, *it);
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793 //! Returns the first scene node with the specified type.
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794 ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start)
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797 start = getRootSceneNode();
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799 if (start->getType() == type || ESNT_ANY == type)
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802 ISceneNode* node = 0;
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804 const ISceneNodeList& list = start->getChildren();
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805 ISceneNodeList::const_iterator it = list.begin();
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806 for (; it!=list.end(); ++it)
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808 node = getSceneNodeFromType(type, *it);
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817 //! returns scene nodes by type.
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818 void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start)
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821 start = getRootSceneNode();
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823 if (start->getType() == type || ESNT_ANY == type)
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824 outNodes.push_back(start);
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826 const ISceneNodeList& list = start->getChildren();
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827 ISceneNodeList::const_iterator it = list.begin();
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829 for (; it!=list.end(); ++it)
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831 getSceneNodesFromType(type, outNodes, *it);
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836 //! Posts an input event to the environment. Usually you do not have to
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837 //! use this method, it is used by the internal engine.
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838 bool CSceneManager::postEventFromUser(const SEvent& event)
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841 ICameraSceneNode* cam = getActiveCamera();
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843 ret = cam->OnEvent(event);
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849 //! Removes all children of this scene node
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850 void CSceneManager::removeAll()
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852 ISceneNode::removeAll();
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853 setActiveCamera(0);
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854 // Make sure the driver is reset, might need a more complex method at some point
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856 Driver->setMaterial(video::SMaterial());
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860 //! Clears the whole scene. All scene nodes are removed.
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861 void CSceneManager::clear()
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867 //! Returns interface to the parameters set in this scene.
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868 io::IAttributes* CSceneManager::getParameters()
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874 //! Returns current render pass.
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875 E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
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877 return CurrentRenderPass;
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881 //! Returns an interface to the mesh cache which is shared between all existing scene managers.
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882 IMeshCache* CSceneManager::getMeshCache()
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888 //! Creates a new scene manager.
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889 ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
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891 CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache, GUIEnvironment);
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894 manager->cloneMembers(this, manager);
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900 //! Sets ambient color of the scene
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901 void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
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903 AmbientLight = ambientColor;
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907 //! Returns ambient color of the scene
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908 const video::SColorf& CSceneManager::getAmbientLight() const
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910 return AmbientLight;
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914 //! Get a skinned mesh, which is not available as header-only code
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915 ISkinnedMesh* CSceneManager::createSkinnedMesh()
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917 return new CSkinnedMesh();
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920 //! Returns a mesh writer implementation if available
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921 IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
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927 // creates a scenemanager
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928 ISceneManager* createSceneManager(video::IVideoDriver* driver,
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929 io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,
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930 gui::IGUIEnvironment *guiEnvironment)
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932 return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
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936 } // end namespace scene
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937 } // end namespace irr
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