Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CMeshSceneNode.cpp :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#include "CMeshSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "ICameraSceneNode.h"
#include "IMeshCache.h"
#include "IAnimatedMesh.h"
#include "IMaterialRenderer.h"

namespace irr
{
namespace scene
{



//! constructor

CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
			const core::vector3df& position, const core::vector3df& rotation,
			const core::vector3df& scale)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), PassCount(0),
	ReadOnlyMaterials(false)
{
	#ifdef _DEBUG
	setDebugName("CMeshSceneNode");
	#endif

	setMesh(mesh);
}


//! destructor

CMeshSceneNode::~CMeshSceneNode()
{
	if (Mesh)
		Mesh->drop();
}


//! frame

void CMeshSceneNode::OnRegisterSceneNode()
{
	if (IsVisible)
	{
		// because this node supports rendering of mixed mode meshes consisting of

		// transparent and solid material at the same time, we need to go through all

		// materials, check of what type they are and register this node for the right

		// render pass according to that.


		video::IVideoDriver* driver = SceneManager->getVideoDriver();

		PassCount = 0;
		int transparentCount = 0;
		int solidCount = 0;

		// count transparent and solid materials in this scene node

		if (ReadOnlyMaterials && Mesh)
		{
			// count mesh materials


			for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
			{
				scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
				video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0;

				if (rnd && rnd->isTransparent())
					++transparentCount;
				else
					++solidCount;

				if (solidCount && transparentCount)
					break;
			}
		}
		else
		{
			// count copied materials


			for (u32 i=0; i<Materials.size(); ++i)
			{
				video::IMaterialRenderer* rnd =
					driver->getMaterialRenderer(Materials[i].MaterialType);

				if (rnd && rnd->isTransparent())
					++transparentCount;
				else
					++solidCount;

				if (solidCount && transparentCount)
					break;
			}
		}

		// register according to material types counted


		if (solidCount)
			SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);

		if (transparentCount)
			SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);

		ISceneNode::OnRegisterSceneNode();
	}
}


//! renders the node.

void CMeshSceneNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();

	if (!Mesh || !driver)
		return;

	bool isTransparentPass =
		SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;

	++PassCount;

	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
	Box = Mesh->getBoundingBox();

	// for debug purposes only:


	bool renderMeshes = true;
	video::SMaterial mat;
	if (DebugDataVisible && PassCount==1)
	{
		// overwrite half transparency

		if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
		{
			for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
			{
				mat = Materials[g];
				mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
				driver->setMaterial(mat);
				driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
			}
			renderMeshes = false;
		}
	}

	// render original meshes

	if (renderMeshes)
	{
		for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
		{
			scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
			if (mb)
			{
				const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];

				video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
				bool transparent = (rnd && rnd->isTransparent());

				// only render transparent buffer if this is the transparent render pass

				// and solid only in solid pass

				if (transparent == isTransparentPass)
				{
					driver->setMaterial(material);
					driver->drawMeshBuffer(mb);
				}
			}
		}
	}

	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

	// for debug purposes only:

	if (DebugDataVisible && PassCount==1)
	{
		video::SMaterial m;
		m.Lighting = false;
		m.AntiAliasing=0;
		driver->setMaterial(m);

		if (DebugDataVisible & scene::EDS_BBOX)
		{
			driver->draw3DBox(Box, video::SColor(255,255,255,255));
		}
		if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
		{
			for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
			{
				driver->draw3DBox(
					Mesh->getMeshBuffer(g)->getBoundingBox(),
					video::SColor(255,190,128,128));
			}
		}

		if (DebugDataVisible & scene::EDS_NORMALS)
		{

			// draw normals

			core::vector3df normalizedNormal;
			const f32 DebugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
			const video::SColor DebugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);

			for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
			{
				const scene::IMeshBuffer* mb = Mesh->getMeshBuffer(g);
				const u32 vSize = video::getVertexPitchFromType(mb->getVertexType());
				const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices();
				const bool normalize = mb->getMaterial().NormalizeNormals;

				for (u32 i=0; i != mb->getVertexCount(); ++i)
				{
					normalizedNormal = v->Normal;
					if (normalize)
						normalizedNormal.normalize();

					driver->draw3DLine(v->Pos, v->Pos + (normalizedNormal * DebugNormalLength), DebugNormalColor);

					v = (const video::S3DVertex*) ( (u8*) v+vSize );
				}
			}
			driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		}

		// show mesh

		if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
		{
			m.Wireframe = true;
			driver->setMaterial(m);

			for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
			{
				driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
			}
		}
	}
}


//! returns the axis aligned bounding box of this node

const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
{
	return Mesh ? Mesh->getBoundingBox() : Box;
}


//! returns the material based on the zero based index i. To get the amount

//! of materials used by this scene node, use getMaterialCount().

//! This function is needed for inserting the node into the scene hierarchy on a

//! optimal position for minimizing renderstate changes, but can also be used

//! to directly modify the material of a scene node.

video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
{
	if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
	{
		ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
		return ReadOnlyMaterial;
	}

	if (i >= Materials.size())
		return ISceneNode::getMaterial(i);

	return Materials[i];
}


//! returns amount of materials used by this scene node.

u32 CMeshSceneNode::getMaterialCount() const
{
	if (Mesh && ReadOnlyMaterials)
		return Mesh->getMeshBufferCount();

	return Materials.size();
}


//! Sets a new mesh

void CMeshSceneNode::setMesh(IMesh* mesh)
{
	if (mesh)
	{
		mesh->grab();
		if (Mesh)
			Mesh->drop();

		Mesh = mesh;
		copyMaterials();
	}
}


void CMeshSceneNode::copyMaterials()
{
	Materials.clear();

	if (Mesh)
	{
		video::SMaterial mat;

		for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
		{
			IMeshBuffer* mb = Mesh->getMeshBuffer(i);
			if (mb)
				mat = mb->getMaterial();

			Materials.push_back(mat);
		}
	}
}


//! Writes attributes of the scene node.

void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
	IMeshSceneNode::serializeAttributes(out, options);

	out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
	out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
}


//! Reads attributes of the scene node.

void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
	io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
	io::path newMeshStr = in->getAttributeAsString("Mesh");
	ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");

	if (newMeshStr != "" && oldMeshStr != newMeshStr)
	{
		IMesh* newMesh = 0;
		IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());

		if (newAnimatedMesh)
			newMesh = newAnimatedMesh->getMesh(0);

		if (newMesh)
			setMesh(newMesh);
	}

	// optional attribute to assign the hint to the whole mesh

	if (in->existsAttribute("HardwareMappingHint") &&
		in->existsAttribute("HardwareMappingBufferType"))
	{
		scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER;
		scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE;

		core::stringc smapping = in->getAttributeAsString("HardwareMappingHint");
		if (smapping.equals_ignore_case("static"))
			mapping = scene::EHM_STATIC;
		else if (smapping.equals_ignore_case("dynamic"))
			mapping = scene::EHM_DYNAMIC;
		else if (smapping.equals_ignore_case("stream"))
			mapping = scene::EHM_STREAM;

		core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType");
		if (sbufferType.equals_ignore_case("vertex"))
			bufferType = scene::EBT_VERTEX;
		else if (sbufferType.equals_ignore_case("index"))
			bufferType = scene::EBT_INDEX;
		else if (sbufferType.equals_ignore_case("vertexindex"))
			bufferType = scene::EBT_VERTEX_AND_INDEX;

		IMesh* mesh = getMesh();
		if (mesh)
			mesh->setHardwareMappingHint(mapping, bufferType);
	}

	IMeshSceneNode::deserializeAttributes(in, options);
}


//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.

/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
{
	ReadOnlyMaterials = readonly;
}


//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style

bool CMeshSceneNode::isReadOnlyMaterials() const
{
	return ReadOnlyMaterials;
}


//! Creates a clone of this scene node and its children.

ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
	if (!newParent)
		newParent = Parent;
	if (!newManager)
		newManager = SceneManager;

	CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
		newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);

	nb->cloneMembers(this, newManager);
	nb->ReadOnlyMaterials = ReadOnlyMaterials;
	nb->Materials = Materials;

	if (newParent)
		nb->drop();
	return nb;
}


} // end namespace scene

} // end namespace irr


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
883 membres
1429 sujets
11121 messages
Dernier membre inscrit: Saidov17
39 invités en ligne
Aucun membre connecté
RSS Feed