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 "IrrCompileConfig.h"
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6 #include "CSceneManager.h"
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7 #include "IVideoDriver.h"
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8 #include "IFileSystem.h"
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9 #include "SAnimatedMesh.h"
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10 #include "CMeshCache.h"
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11 #include "IGUIEnvironment.h"
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12 #include "IMaterialRenderer.h"
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13 #include "IReadFile.h"
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14 #include "IWriteFile.h"
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15 #include "EProfileIDs.h"
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16 #include "IProfiler.h"
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20 // We need this include for the case of skinned mesh support without
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22 #ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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23 #include "CSkinnedMesh.h"
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26 #ifdef _IRR_COMPILE_WITH_X_LOADER_
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27 #include "CXMeshFileLoader.h"
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30 #ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
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31 #include "COBJMeshFileLoader.h"
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34 #ifdef _IRR_COMPILE_WITH_B3D_LOADER_
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35 #include "CB3DMeshFileLoader.h"
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38 #ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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39 #include "CBillboardSceneNode.h"
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40 #endif // _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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41 #include "CAnimatedMeshSceneNode.h"
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42 #include "CCameraSceneNode.h"
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43 #include "CMeshSceneNode.h"
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44 #include "CDummyTransformationSceneNode.h"
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45 #include "CEmptySceneNode.h"
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47 #include "CDefaultSceneNodeFactory.h"
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49 #include "CSceneCollisionManager.h"
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57 CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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58 gui::ICursorControl* cursorControl, IMeshCache* cache,
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59 gui::IGUIEnvironment* gui)
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60 : ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
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61 CursorControl(cursorControl),
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62 ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
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63 MeshCache(cache), CurrentRenderPass(ESNRP_NONE)
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66 ISceneManager::setDebugName("CSceneManager ISceneManager");
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67 ISceneNode::setDebugName("CSceneManager ISceneNode");
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70 // root node's scene manager
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71 SceneManager = this;
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80 CursorControl->grab();
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83 GUIEnvironment->grab();
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85 // create mesh cache if not there already
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87 MeshCache = new CMeshCache();
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91 // set scene parameters
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92 Parameters = new io::CAttributes();
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94 // create collision manager
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95 CollisionManager = new CSceneCollisionManager(this, Driver);
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97 // add file format loaders. add the least commonly used ones first,
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98 // as these are checked last
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100 // TODO: now that we have multiple scene managers, these should be
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101 // shallow copies from the previous manager if there is one.
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103 #ifdef _IRR_COMPILE_WITH_X_LOADER_
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104 MeshLoaderList.push_back(new CXMeshFileLoader(this, FileSystem));
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106 #ifdef _IRR_COMPILE_WITH_OBJ_LOADER_
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107 MeshLoaderList.push_back(new COBJMeshFileLoader(this, FileSystem));
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109 #ifdef _IRR_COMPILE_WITH_B3D_LOADER_
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110 MeshLoaderList.push_back(new CB3DMeshFileLoader(this));
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114 ISceneNodeFactory* factory = new CDefaultSceneNodeFactory(this);
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115 registerSceneNodeFactory(factory);
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119 static bool initProfile = false;
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122 initProfile = true;
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123 getProfiler().add(EPID_SM_DRAW_ALL, L"drawAll", L"Irrlicht scene");
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124 getProfiler().add(EPID_SM_ANIMATE, L"animate", L"Irrlicht scene");
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125 getProfiler().add(EPID_SM_RENDER_CAMERAS, L"cameras", L"Irrlicht scene");
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126 getProfiler().add(EPID_SM_RENDER_LIGHTS, L"lights", L"Irrlicht scene");
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127 getProfiler().add(EPID_SM_RENDER_SKYBOXES, L"skyboxes", L"Irrlicht scene");
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128 getProfiler().add(EPID_SM_RENDER_DEFAULT, L"defaultnodes", L"Irrlicht scene");
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129 getProfiler().add(EPID_SM_RENDER_SHADOWS, L"shadows", L"Irrlicht scene");
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130 getProfiler().add(EPID_SM_RENDER_TRANSPARENT, L"transp.nodes", L"Irrlicht scene");
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131 getProfiler().add(EPID_SM_RENDER_EFFECT, L"effectnodes", L"Irrlicht scene");
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132 getProfiler().add(EPID_SM_RENDER_GUI_NODES, L"guinodes", L"Irrlicht scene");
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133 getProfiler().add(EPID_SM_REGISTER, L"reg.render.node", L"Irrlicht scene");
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140 CSceneManager::~CSceneManager()
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142 clearDeletionList();
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144 //! force to remove hardwareTextures from the driver
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145 //! because Scenes may hold internally data bounded to sceneNodes
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146 //! which may be destroyed twice
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148 Driver->removeAllHardwareBuffers();
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151 FileSystem->drop();
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154 CursorControl->drop();
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156 if (CollisionManager)
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157 CollisionManager->drop();
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159 if (GUIEnvironment)
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160 GUIEnvironment->drop();
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163 for (i=0; i<MeshLoaderList.size(); ++i)
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164 MeshLoaderList[i]->drop();
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167 ActiveCamera->drop();
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174 Parameters->drop();
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176 for (i=0; i<SceneNodeFactoryList.size(); ++i)
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177 SceneNodeFactoryList[i]->drop();
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179 // remove all nodes before dropping the driver
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180 // as render targets may be destroyed twice
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189 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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190 IAnimatedMesh* CSceneManager::getMesh(const io::path& filename, const io::path& alternativeCacheName)
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192 io::path cacheName = alternativeCacheName.empty() ? filename : alternativeCacheName;
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193 IAnimatedMesh* msh = MeshCache->getMeshByName(cacheName);
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197 io::IReadFile* file = FileSystem->createAndOpenFile(filename);
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200 os::Printer::log("Could not load mesh, because file could not be opened: ", filename, ELL_ERROR);
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204 msh = getUncachedMesh(file, filename, cacheName);
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212 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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213 IAnimatedMesh* CSceneManager::getMesh(io::IReadFile* file)
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218 io::path name = file->getFileName();
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219 IAnimatedMesh* msh = MeshCache->getMeshByName(name);
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223 msh = getUncachedMesh(file, name, name);
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228 // load and create a mesh which we know already isn't in the cache and put it in there
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229 IAnimatedMesh* CSceneManager::getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename)
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231 IAnimatedMesh* msh = 0;
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233 // iterate the list in reverse order so user-added loaders can override the built-in ones
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234 s32 count = MeshLoaderList.size();
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235 for (s32 i=count-1; i>=0; --i)
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237 if (MeshLoaderList[i]->isALoadableFileExtension(filename))
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239 // reset file to avoid side effects of previous calls to createMesh
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241 msh = MeshLoaderList[i]->createMesh(file);
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244 MeshCache->addMesh(cachename, msh);
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252 os::Printer::log("Could not load mesh, file format seems to be unsupported", filename, ELL_ERROR);
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254 os::Printer::log("Loaded mesh", filename, ELL_DEBUG);
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259 //! returns the video driver
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260 video::IVideoDriver* CSceneManager::getVideoDriver()
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266 //! returns the GUI Environment
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267 gui::IGUIEnvironment* CSceneManager::getGUIEnvironment()
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269 return GUIEnvironment;
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272 //! Get the active FileSystem
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273 /** \return Pointer to the FileSystem
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274 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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275 io::IFileSystem* CSceneManager::getFileSystem()
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281 //! adds a scene node for rendering a static mesh
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282 //! the returned pointer must not be dropped.
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283 IMeshSceneNode* CSceneManager::addMeshSceneNode(IMesh* mesh, ISceneNode* parent, s32 id,
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284 const core::vector3df& position, const core::vector3df& rotation,
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285 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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287 if (!alsoAddIfMeshPointerZero && !mesh)
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293 IMeshSceneNode* node = new CMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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300 //! adds a scene node for rendering an animated mesh model
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301 IAnimatedMeshSceneNode* CSceneManager::addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent, s32 id,
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302 const core::vector3df& position, const core::vector3df& rotation,
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303 const core::vector3df& scale, bool alsoAddIfMeshPointerZero)
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305 if (!alsoAddIfMeshPointerZero && !mesh)
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311 IAnimatedMeshSceneNode* node =
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312 new CAnimatedMeshSceneNode(mesh, parent, this, id, position, rotation, scale);
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319 //! Adds a camera scene node to the tree and sets it as active camera.
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320 //! \param position: Position of the space relative to its parent where the camera will be placed.
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321 //! \param lookat: Position where the camera will look at. Also known as target.
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322 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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323 //! the camera will move too.
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324 //! \return Returns pointer to interface to camera
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325 ICameraSceneNode* CSceneManager::addCameraSceneNode(ISceneNode* parent,
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326 const core::vector3df& position, const core::vector3df& lookat, s32 id,
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332 ICameraSceneNode* node = new CCameraSceneNode(parent, this, id, position, lookat);
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335 setActiveCamera(node);
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342 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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343 //! which always looks to the camera. It is usually used for things like explosions, fire,
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344 //! lensflares and things like that.
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345 IBillboardSceneNode* CSceneManager::addBillboardSceneNode(ISceneNode* parent,
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346 const core::dimension2d<f32>& size, const core::vector3df& position, s32 id,
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347 video::SColor colorTop, video::SColor colorBottom
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350 #ifdef _IRR_COMPILE_WITH_BILLBOARD_SCENENODE_
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354 IBillboardSceneNode* node = new CBillboardSceneNode(parent, this, id, position, size,
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355 colorTop, colorBottom);
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365 //! Adds an empty scene node.
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366 ISceneNode* CSceneManager::addEmptySceneNode(ISceneNode* parent, s32 id)
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371 ISceneNode* node = new CEmptySceneNode(parent, this, id);
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378 //! Adds a dummy transformation scene node to the scene graph.
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379 IDummyTransformationSceneNode* CSceneManager::addDummyTransformationSceneNode(
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380 ISceneNode* parent, s32 id)
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385 IDummyTransformationSceneNode* node = new CDummyTransformationSceneNode(
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393 //! Returns the root scene node. This is the scene node which is parent
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394 //! of all scene nodes. The root scene node is a special scene node which
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395 //! only exists to manage all scene nodes. It is not rendered and cannot
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396 //! be removed from the scene.
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397 //! \return Returns a pointer to the root scene node.
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398 ISceneNode* CSceneManager::getRootSceneNode()
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404 //! Returns the current active camera.
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405 //! \return The active camera is returned. Note that this can be NULL, if there
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406 //! was no camera created yet.
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407 ICameraSceneNode* CSceneManager::getActiveCamera() const
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409 return ActiveCamera;
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413 //! Sets the active camera. The previous active camera will be deactivated.
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414 //! \param camera: The new camera which should be active.
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415 void CSceneManager::setActiveCamera(ICameraSceneNode* camera)
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420 ActiveCamera->drop();
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422 ActiveCamera = camera;
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426 //! renders the node.
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427 void CSceneManager::render()
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432 //! returns the axis aligned bounding box of this node
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433 const core::aabbox3d<f32>& CSceneManager::getBoundingBox() const
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435 _IRR_DEBUG_BREAK_IF(true) // Bounding Box of Scene Manager should never be used.
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437 static const core::aabbox3d<f32> dummy;
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442 //! returns if node is culled
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443 bool CSceneManager::isCulled(const ISceneNode* node) const
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445 const ICameraSceneNode* cam = getActiveCamera();
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450 bool result = false;
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452 // has occlusion query information
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453 if (node->getAutomaticCulling() & scene::EAC_OCC_QUERY)
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455 result = (Driver->getOcclusionQueryResult(const_cast<ISceneNode*>(node))==0);
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458 // can be seen by a bounding box ?
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459 if (!result && (node->getAutomaticCulling() & scene::EAC_BOX))
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461 core::aabbox3d<f32> tbox = node->getBoundingBox();
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462 node->getAbsoluteTransformation().transformBoxEx(tbox);
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463 result = !(tbox.intersectsWithBox(cam->getViewFrustum()->getBoundingBox() ));
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466 // can be seen by a bounding sphere
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467 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_SPHERE))
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469 const core::aabbox3df nbox = node->getTransformedBoundingBox();
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470 const float rad = nbox.getRadius();
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471 const core::vector3df center = nbox.getCenter();
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473 const float camrad = cam->getViewFrustum()->getBoundingRadius();
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474 const core::vector3df camcenter = cam->getViewFrustum()->getBoundingCenter();
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476 const float dist = (center - camcenter).getLengthSQ();
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477 const float maxdist = (rad + camrad) * (rad + camrad);
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479 result = dist > maxdist;
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482 // can be seen by cam pyramid planes ?
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483 if (!result && (node->getAutomaticCulling() & scene::EAC_FRUSTUM_BOX))
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485 SViewFrustum frust = *cam->getViewFrustum();
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487 //transform the frustum to the node's current absolute transformation
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488 core::matrix4 invTrans(node->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
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489 //invTrans.makeInverse();
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490 frust.transform(invTrans);
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492 core::vector3df edges[8];
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493 node->getBoundingBox().getEdges(edges);
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495 for (s32 i=0; i<scene::SViewFrustum::VF_PLANE_COUNT; ++i)
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497 bool boxInFrustum=false;
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498 for (u32 j=0; j<8; ++j)
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500 if (frust.planes[i].classifyPointRelation(edges[j]) != core::ISREL3D_FRONT)
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519 //! registers a node for rendering it at a specific time.
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520 u32 CSceneManager::registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass)
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522 IRR_PROFILE(CProfileScope p1(EPID_SM_REGISTER);)
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527 // take camera if it is not already registered
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531 for (u32 i = 0; i != CameraList.size(); ++i)
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533 if (CameraList[i] == node)
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541 CameraList.push_back(node);
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545 case ESNRP_SKY_BOX:
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546 SkyBoxList.push_back(node);
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550 if (!isCulled(node))
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552 SolidNodeList.push_back(node);
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556 case ESNRP_TRANSPARENT:
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557 if (!isCulled(node))
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559 TransparentNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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563 case ESNRP_TRANSPARENT_EFFECT:
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564 if (!isCulled(node))
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566 TransparentEffectNodeList.push_back(TransparentNodeEntry(node, camWorldPos));
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570 case ESNRP_AUTOMATIC:
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571 if (!isCulled(node))
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573 const u32 count = node->getMaterialCount();
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576 for (u32 i=0; i<count; ++i)
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578 if (Driver->needsTransparentRenderPass(node->getMaterial(i)))
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580 // register as transparent node
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581 TransparentNodeEntry e(node, camWorldPos);
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582 TransparentNodeList.push_back(e);
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588 // not transparent, register as solid
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591 SolidNodeList.push_back(node);
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597 if (!isCulled(node))
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599 GuiNodeList.push_back(node);
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603 // as of yet unused
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606 case ESNRP_NONE: // ignore this one
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610 #ifdef _IRR_SCENEMANAGER_DEBUG
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611 s32 index = Parameters->findAttribute("calls");
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612 Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
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616 index = Parameters->findAttribute("culled");
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617 Parameters->setAttribute(index, Parameters->getAttributeAsInt(index)+1);
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624 void CSceneManager::clearAllRegisteredNodesForRendering()
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626 CameraList.clear();
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627 SkyBoxList.clear();
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628 SolidNodeList.clear();
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629 TransparentNodeList.clear();
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630 TransparentEffectNodeList.clear();
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631 GuiNodeList.clear();
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634 //! This method is called just before the rendering process of the whole scene.
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635 //! draws all scene nodes
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636 void CSceneManager::drawAll()
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638 IRR_PROFILE(CProfileScope psAll(EPID_SM_DRAW_ALL);)
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643 #ifdef _IRR_SCENEMANAGER_DEBUG
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644 // reset attributes
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645 Parameters->setAttribute("culled", 0);
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646 Parameters->setAttribute("calls", 0);
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647 Parameters->setAttribute("drawn_solid", 0);
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648 Parameters->setAttribute("drawn_transparent", 0);
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649 Parameters->setAttribute("drawn_transparent_effect", 0);
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652 u32 i; // new ISO for scoping problem in some compilers
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654 // reset all transforms
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655 Driver->setMaterial(video::SMaterial());
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656 Driver->setTransform ( video::ETS_PROJECTION, core::IdentityMatrix );
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657 Driver->setTransform ( video::ETS_VIEW, core::IdentityMatrix );
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658 Driver->setTransform ( video::ETS_WORLD, core::IdentityMatrix );
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659 for (i=video::ETS_COUNT-1; i>=video::ETS_TEXTURE_0; --i)
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660 Driver->setTransform ( (video::E_TRANSFORMATION_STATE)i, core::IdentityMatrix );
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661 // TODO: This should not use an attribute here but a real parameter when necessary (too slow!)
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662 Driver->setAllowZWriteOnTransparent(Parameters->getAttributeAsBool(ALLOW_ZWRITE_ON_TRANSPARENT));
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664 // do animations and other stuff.
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665 IRR_PROFILE(getProfiler().start(EPID_SM_ANIMATE));
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666 OnAnimate(os::Timer::getTime());
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667 IRR_PROFILE(getProfiler().stop(EPID_SM_ANIMATE));
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670 First Scene Node for prerendering should be the active camera
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671 consistent Camera is needed for culling
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673 IRR_PROFILE(getProfiler().start(EPID_SM_RENDER_CAMERAS));
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674 camWorldPos.set(0,0,0);
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677 ActiveCamera->render();
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678 camWorldPos = ActiveCamera->getAbsolutePosition();
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680 IRR_PROFILE(getProfiler().stop(EPID_SM_RENDER_CAMERAS));
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682 // let all nodes register themselves
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683 OnRegisterSceneNode();
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685 //render camera scenes
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687 IRR_PROFILE(CProfileScope psCam(EPID_SM_RENDER_CAMERAS);)
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688 CurrentRenderPass = ESNRP_CAMERA;
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689 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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691 for (i=0; i<CameraList.size(); ++i)
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692 CameraList[i]->render();
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694 CameraList.set_used(0);
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699 IRR_PROFILE(CProfileScope psSkyBox(EPID_SM_RENDER_SKYBOXES);)
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700 CurrentRenderPass = ESNRP_SKY_BOX;
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701 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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703 for (i=0; i<SkyBoxList.size(); ++i)
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704 SkyBoxList[i]->render();
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706 SkyBoxList.set_used(0);
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709 // render default objects
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711 IRR_PROFILE(CProfileScope psDefault(EPID_SM_RENDER_DEFAULT);)
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712 CurrentRenderPass = ESNRP_SOLID;
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713 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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715 SolidNodeList.sort(); // sort by textures
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717 for (i=0; i<SolidNodeList.size(); ++i)
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718 SolidNodeList[i].Node->render();
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720 #ifdef _IRR_SCENEMANAGER_DEBUG
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721 Parameters->setAttribute("drawn_solid", (s32) SolidNodeList.size() );
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723 SolidNodeList.set_used(0);
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726 // render transparent objects.
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728 IRR_PROFILE(CProfileScope psTrans(EPID_SM_RENDER_TRANSPARENT);)
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729 CurrentRenderPass = ESNRP_TRANSPARENT;
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730 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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732 TransparentNodeList.sort(); // sort by distance from camera
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733 for (i=0; i<TransparentNodeList.size(); ++i)
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734 TransparentNodeList[i].Node->render();
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736 #ifdef _IRR_SCENEMANAGER_DEBUG
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737 Parameters->setAttribute ( "drawn_transparent", (s32) TransparentNodeList.size() );
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739 TransparentNodeList.set_used(0);
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742 // render transparent effect objects.
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744 IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_EFFECT);)
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745 CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
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746 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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748 TransparentEffectNodeList.sort(); // sort by distance from camera
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750 for (i=0; i<TransparentEffectNodeList.size(); ++i)
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751 TransparentEffectNodeList[i].Node->render();
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752 #ifdef _IRR_SCENEMANAGER_DEBUG
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753 Parameters->setAttribute("drawn_transparent_effect", (s32) TransparentEffectNodeList.size());
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755 TransparentEffectNodeList.set_used(0);
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758 // render custom gui nodes
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760 IRR_PROFILE(CProfileScope psEffect(EPID_SM_RENDER_GUI_NODES);)
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761 CurrentRenderPass = ESNRP_GUI;
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762 Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
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764 for (i=0; i<GuiNodeList.size(); ++i)
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765 GuiNodeList[i]->render();
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766 #ifdef _IRR_SCENEMANAGER_DEBUG
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767 Parameters->setAttribute("drawn_gui_nodes", (s32) GuiNodeList.size());
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769 GuiNodeList.set_used(0);
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771 clearDeletionList();
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773 CurrentRenderPass = ESNRP_NONE;
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777 //! Adds an external mesh loader.
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778 void CSceneManager::addExternalMeshLoader(IMeshLoader* externalLoader)
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780 if (!externalLoader)
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783 externalLoader->grab();
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784 MeshLoaderList.push_back(externalLoader);
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788 //! Returns the number of mesh loaders supported by Irrlicht at this time
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789 u32 CSceneManager::getMeshLoaderCount() const
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791 return MeshLoaderList.size();
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795 //! Retrieve the given mesh loader
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796 IMeshLoader* CSceneManager::getMeshLoader(u32 index) const
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798 if (index < MeshLoaderList.size())
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799 return MeshLoaderList[index];
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805 //! Returns a pointer to the scene collision manager.
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806 ISceneCollisionManager* CSceneManager::getSceneCollisionManager()
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808 return CollisionManager;
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812 //! Returns a pointer to the mesh manipulator.
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813 IMeshManipulator* CSceneManager::getMeshManipulator()
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815 return Driver->getMeshManipulator();
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819 //! Adds a scene node to the deletion queue.
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820 void CSceneManager::addToDeletionQueue(ISceneNode* node)
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826 DeletionList.push_back(node);
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830 //! clears the deletion list
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831 void CSceneManager::clearDeletionList()
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833 if (DeletionList.empty())
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836 for (u32 i=0; i<DeletionList.size(); ++i)
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838 DeletionList[i]->remove();
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839 DeletionList[i]->drop();
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842 DeletionList.clear();
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846 //! Returns the first scene node with the specified name.
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847 ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* start)
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850 start = getRootSceneNode();
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852 if (!strcmp(start->getName(),name))
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855 ISceneNode* node = 0;
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857 const ISceneNodeList& list = start->getChildren();
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858 ISceneNodeList::const_iterator it = list.begin();
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859 for (; it!=list.end(); ++it)
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861 node = getSceneNodeFromName(name, *it);
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870 //! Returns the first scene node with the specified id.
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871 ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
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874 start = getRootSceneNode();
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876 if (start->getID() == id)
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879 ISceneNode* node = 0;
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881 const ISceneNodeList& list = start->getChildren();
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882 ISceneNodeList::const_iterator it = list.begin();
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883 for (; it!=list.end(); ++it)
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885 node = getSceneNodeFromId(id, *it);
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894 //! Returns the first scene node with the specified type.
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895 ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start)
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898 start = getRootSceneNode();
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900 if (start->getType() == type || ESNT_ANY == type)
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903 ISceneNode* node = 0;
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905 const ISceneNodeList& list = start->getChildren();
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906 ISceneNodeList::const_iterator it = list.begin();
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907 for (; it!=list.end(); ++it)
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909 node = getSceneNodeFromType(type, *it);
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918 //! returns scene nodes by type.
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919 void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start)
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922 start = getRootSceneNode();
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924 if (start->getType() == type || ESNT_ANY == type)
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925 outNodes.push_back(start);
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927 const ISceneNodeList& list = start->getChildren();
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928 ISceneNodeList::const_iterator it = list.begin();
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930 for (; it!=list.end(); ++it)
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932 getSceneNodesFromType(type, outNodes, *it);
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937 //! Posts an input event to the environment. Usually you do not have to
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938 //! use this method, it is used by the internal engine.
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939 bool CSceneManager::postEventFromUser(const SEvent& event)
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942 ICameraSceneNode* cam = getActiveCamera();
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944 ret = cam->OnEvent(event);
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950 //! Removes all children of this scene node
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951 void CSceneManager::removeAll()
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953 ISceneNode::removeAll();
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954 setActiveCamera(0);
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955 // Make sure the driver is reset, might need a more complex method at some point
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957 Driver->setMaterial(video::SMaterial());
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961 //! Clears the whole scene. All scene nodes are removed.
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962 void CSceneManager::clear()
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968 //! Returns interface to the parameters set in this scene.
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969 io::IAttributes* CSceneManager::getParameters()
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975 //! Returns current render pass.
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976 E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
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978 return CurrentRenderPass;
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982 //! Returns an interface to the mesh cache which is shared between all existing scene managers.
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983 IMeshCache* CSceneManager::getMeshCache()
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989 //! Creates a new scene manager.
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990 ISceneManager* CSceneManager::createNewSceneManager(bool cloneContent)
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992 CSceneManager* manager = new CSceneManager(Driver, FileSystem, CursorControl, MeshCache, GUIEnvironment);
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995 manager->cloneMembers(this, manager);
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1001 //! Returns the default scene node factory which can create all built in scene nodes
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1002 ISceneNodeFactory* CSceneManager::getDefaultSceneNodeFactory()
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1004 return getSceneNodeFactory(0);
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1008 //! Adds a scene node factory to the scene manager.
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1009 void CSceneManager::registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd)
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1013 factoryToAdd->grab();
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1014 SceneNodeFactoryList.push_back(factoryToAdd);
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1019 //! Returns amount of registered scene node factories.
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1020 u32 CSceneManager::getRegisteredSceneNodeFactoryCount() const
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1022 return SceneNodeFactoryList.size();
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1026 //! Returns a scene node factory by index
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1027 ISceneNodeFactory* CSceneManager::getSceneNodeFactory(u32 index)
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1029 if (index < SceneNodeFactoryList.size())
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1030 return SceneNodeFactoryList[index];
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1035 //! Returns a typename from a scene node type or null if not found
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1036 const c8* CSceneManager::getSceneNodeTypeName(ESCENE_NODE_TYPE type)
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1038 const char* name = 0;
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1040 for (s32 i=(s32)SceneNodeFactoryList.size()-1; !name && i>=0; --i)
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1041 name = SceneNodeFactoryList[i]->getCreateableSceneNodeTypeName(type);
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1046 //! Adds a scene node to the scene by name
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1047 ISceneNode* CSceneManager::addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent)
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1049 ISceneNode* node = 0;
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1051 for (s32 i=(s32)SceneNodeFactoryList.size()-1; i>=0 && !node; --i)
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1052 node = SceneNodeFactoryList[i]->addSceneNode(sceneNodeTypeName, parent);
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1057 //! Sets ambient color of the scene
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1058 void CSceneManager::setAmbientLight(const video::SColorf &ambientColor)
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1060 AmbientLight = ambientColor;
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1064 //! Returns ambient color of the scene
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1065 const video::SColorf& CSceneManager::getAmbientLight() const
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1067 return AmbientLight;
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1071 //! Get a skinned mesh, which is not available as header-only code
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1072 ISkinnedMesh* CSceneManager::createSkinnedMesh()
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1074 #ifdef _IRR_COMPILE_WITH_SKINNED_MESH_SUPPORT_
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1075 return new CSkinnedMesh();
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1081 //! Returns a mesh writer implementation if available
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1082 IMeshWriter* CSceneManager::createMeshWriter(EMESH_WRITER_TYPE type)
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1086 case EMWT_IRR_MESH:
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1087 case EMWT_COLLADA:
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1090 #ifdef _IRR_COMPILE_WITH_STL_WRITER_
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1091 return new CSTLMeshWriter(this);
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1096 #ifdef _IRR_COMPILE_WITH_OBJ_WRITER_
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1097 return new COBJMeshWriter(this, FileSystem);
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1103 #ifdef _IRR_COMPILE_WITH_PLY_WRITER_
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1104 return new CPLYMeshWriter();
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1110 #ifdef _IRR_COMPILE_WITH_B3D_WRITER_
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1111 return new CB3DMeshWriter();
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1121 // creates a scenemanager
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1122 ISceneManager* createSceneManager(video::IVideoDriver* driver,
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1123 io::IFileSystem* fs, gui::ICursorControl* cursorcontrol,
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1124 gui::IGUIEnvironment *guiEnvironment)
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1126 return new CSceneManager(driver, fs, cursorcontrol, 0, guiEnvironment );
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1130 } // end namespace scene
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1131 } // end namespace irr
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