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 #ifndef __C_SCENE_MANAGER_H_INCLUDED__
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6 #define __C_SCENE_MANAGER_H_INCLUDED__
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8 #include "ISceneManager.h"
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9 #include "ISceneNode.h"
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10 #include "ICursorControl.h"
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11 #include "irrString.h"
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12 #include "irrArray.h"
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13 #include "IMeshLoader.h"
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14 #include "CAttributes.h"
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27 The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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29 class CSceneManager : public ISceneManager, public ISceneNode
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34 CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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35 gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
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36 gui::IGUIEnvironment *guiEnvironment = 0);
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39 virtual ~CSceneManager();
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41 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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42 IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName) override;
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44 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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45 IAnimatedMesh* getMesh(io::IReadFile* file) override;
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47 //! Returns an interface to the mesh cache which is shared between all existing scene managers.
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48 IMeshCache* getMeshCache() override;
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50 //! returns the video driver
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51 video::IVideoDriver* getVideoDriver() override;
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53 //! return the gui environment
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54 gui::IGUIEnvironment* getGUIEnvironment() override;
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56 //! return the filesystem
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57 io::IFileSystem* getFileSystem() override;
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59 //! adds a scene node for rendering an animated mesh model
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60 virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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61 const core::vector3df& position = core::vector3df(0,0,0),
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62 const core::vector3df& rotation = core::vector3df(0,0,0),
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63 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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64 bool alsoAddIfMeshPointerZero=false) override;
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66 //! adds a scene node for rendering a static mesh
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67 //! the returned pointer must not be dropped.
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68 virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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69 const core::vector3df& position = core::vector3df(0,0,0),
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70 const core::vector3df& rotation = core::vector3df(0,0,0),
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71 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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72 bool alsoAddIfMeshPointerZero=false) override;
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74 //! renders the node.
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75 void render() override;
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77 //! returns the axis aligned bounding box of this node
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78 const core::aabbox3d<f32>& getBoundingBox() const override;
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80 //! registers a node for rendering it at a specific time.
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81 u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) override;
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83 //! Clear all nodes which are currently registered for rendering
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84 void clearAllRegisteredNodesForRendering() override;
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86 //! draws all scene nodes
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87 void drawAll() override;
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89 //! Adds a camera scene node to the tree and sets it as active camera.
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90 //! \param position: Position of the space relative to its parent where the camera will be placed.
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91 //! \param lookat: Position where the camera will look at. Also known as target.
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92 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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93 //! the camera will move too.
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94 //! \return Pointer to interface to camera
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95 virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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96 const core::vector3df& position = core::vector3df(0,0,0),
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97 const core::vector3df& lookat = core::vector3df(0,0,100),
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98 s32 id=-1, bool makeActive=true) override;
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100 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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101 //! which always looks to the camera. It is usually used for things like explosions, fire,
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102 //! lensflares and things like that.
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103 virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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104 const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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105 const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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106 video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) override;
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108 //! Adds a dummy transformation scene node to the scene graph.
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109 virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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110 ISceneNode* parent=0, s32 id=-1) override;
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112 //! Adds an empty scene node.
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113 ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) override;
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115 //! Returns the root scene node. This is the scene node which is parent
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116 //! of all scene nodes. The root scene node is a special scene node which
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117 //! only exists to manage all scene nodes. It is not rendered and cannot
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118 //! be removed from the scene.
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119 //! \return Pointer to the root scene node.
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120 ISceneNode* getRootSceneNode() override;
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122 //! Returns the current active camera.
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123 //! \return The active camera is returned. Note that this can be NULL, if there
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124 //! was no camera created yet.
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125 ICameraSceneNode* getActiveCamera() const override;
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127 //! Sets the active camera. The previous active camera will be deactivated.
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128 //! \param camera: The new camera which should be active.
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129 void setActiveCamera(ICameraSceneNode* camera) override;
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131 //! Adds an external mesh loader.
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132 void addExternalMeshLoader(IMeshLoader* externalLoader) override;
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134 //! Returns the number of mesh loaders supported by Irrlicht at this time
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135 u32 getMeshLoaderCount() const override;
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137 //! Retrieve the given mesh loader
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138 IMeshLoader* getMeshLoader(u32 index) const override;
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140 //! Returns a pointer to the scene collision manager.
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141 ISceneCollisionManager* getSceneCollisionManager() override;
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143 //! Returns a pointer to the mesh manipulator.
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144 IMeshManipulator* getMeshManipulator() override;
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146 //! Adds a scene node to the deletion queue.
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147 void addToDeletionQueue(ISceneNode* node) override;
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149 //! Returns the first scene node with the specified id.
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150 ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) override;
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152 //! Returns the first scene node with the specified name.
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153 ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) override;
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155 //! Returns the first scene node with the specified type.
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156 ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) override;
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158 //! returns scene nodes by type.
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159 void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) override;
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161 //! Posts an input event to the environment. Usually you do not have to
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162 //! use this method, it is used by the internal engine.
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163 bool postEventFromUser(const SEvent& event) override;
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165 //! Clears the whole scene. All scene nodes are removed.
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166 void clear() override;
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168 //! Removes all children of this scene node
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169 void removeAll() override;
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171 //! Returns interface to the parameters set in this scene.
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172 io::IAttributes* getParameters() override;
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174 //! Returns current render pass.
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175 E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const override;
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177 //! Creates a new scene manager.
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178 ISceneManager* createNewSceneManager(bool cloneContent) override;
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180 //! Returns type of the scene node
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181 ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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183 //! Returns a mesh writer implementation if available
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184 IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) override;
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186 //! Get a skinned mesh, which is not available as header-only code
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187 ISkinnedMesh* createSkinnedMesh() override;
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189 //! Sets ambient color of the scene
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190 void setAmbientLight(const video::SColorf &ambientColor) override;
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192 //! Returns ambient color of the scene
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193 const video::SColorf& getAmbientLight() const override;
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195 //! Get current render time.
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196 E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const override { return CurrentRenderPass; }
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198 //! Set current render time.
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199 void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
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201 //! returns if node is culled
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202 bool isCulled(const ISceneNode* node) const override;
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206 // load and create a mesh which we know already isn't in the cache and put it in there
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207 IAnimatedMesh* getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename);
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209 //! clears the deletion list
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210 void clearDeletionList();
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212 struct DefaultNodeEntry
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217 DefaultNodeEntry(ISceneNode* n) :
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218 Node(n), TextureValue(0)
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220 if (n->getMaterialCount())
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221 TextureValue = (n->getMaterial(0).getTexture(0));
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224 bool operator < (const DefaultNodeEntry& other) const
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226 return (TextureValue < other.TextureValue);
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231 void* TextureValue;
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234 //! sort on distance (center) to camera
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235 struct TransparentNodeEntry
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237 TransparentNodeEntry()
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240 TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
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243 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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246 bool operator < (const TransparentNodeEntry& other) const
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248 return Distance > other.Distance;
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256 //! sort on distance (sphere) to camera
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257 struct DistanceNodeEntry
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259 DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
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262 setNodeAndDistanceFromPosition(n, cameraPos);
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265 bool operator < (const DistanceNodeEntry& other) const
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267 return Distance < other.Distance;
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270 void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
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273 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
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274 Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
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283 video::IVideoDriver* Driver;
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286 io::IFileSystem* FileSystem;
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288 //! GUI Enviroment ( Debug Purpose )
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289 gui::IGUIEnvironment* GUIEnvironment;
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292 gui::ICursorControl* CursorControl;
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294 //! collision manager
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295 ISceneCollisionManager* CollisionManager;
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297 //! render pass lists
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298 core::array<ISceneNode*> CameraList;
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299 core::array<ISceneNode*> SkyBoxList;
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300 core::array<DefaultNodeEntry> SolidNodeList;
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301 core::array<TransparentNodeEntry> TransparentNodeList;
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302 core::array<TransparentNodeEntry> TransparentEffectNodeList;
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303 core::array<ISceneNode*> GuiNodeList;
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305 core::array<IMeshLoader*> MeshLoaderList;
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306 core::array<ISceneNode*> DeletionList;
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308 //! current active camera
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309 ICameraSceneNode* ActiveCamera;
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310 core::vector3df camWorldPos; // Position of camera for transparent nodes.
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312 video::SColor ShadowColor;
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313 video::SColorf AmbientLight;
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315 //! String parameters
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316 // NOTE: Attributes are slow and should only be used for debug-info and not in release
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317 io::CAttributes* Parameters;
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320 IMeshCache* MeshCache;
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322 E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
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325 } // end namespace video
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326 } // end namespace scene
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