1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef _SceneNode_H__ |
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30 | #define _SceneNode_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | |
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34 | #include "OgreNode.h" |
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35 | #include "OgreIteratorWrappers.h" |
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36 | #include "OgreAxisAlignedBox.h" |
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37 | |
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38 | namespace Ogre { |
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39 | |
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40 | // forward decl |
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41 | struct VisibleObjectsBoundsInfo; |
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42 | |
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43 | /** Class representing a node in the scene graph. |
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44 | @remarks |
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45 | A SceneNode is a type of Node which is used to organise objects in a scene. |
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46 | It has the same hierarchical transformation properties of the generic Node class, |
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47 | but also adds the ability to attach world objects to the node, and stores hierarchical |
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48 | bounding volumes of the nodes in the tree. |
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49 | Child nodes are contained within the bounds of the parent, and so on down the |
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50 | tree, allowing for fast culling. |
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51 | */ |
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52 | class _OgreExport SceneNode : public Node |
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53 | { |
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54 | public: |
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55 | typedef HashMap<String, MovableObject*> ObjectMap; |
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56 | typedef MapIterator<ObjectMap> ObjectIterator; |
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57 | typedef ConstMapIterator<ObjectMap> ConstObjectIterator; |
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58 | |
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59 | protected: |
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60 | ObjectMap mObjectsByName; |
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61 | |
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62 | /// Pointer to a Wire Bounding Box for this Node |
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63 | WireBoundingBox *mWireBoundingBox; |
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64 | /// Flag that determines if the bounding box of the node should be displayed |
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65 | bool mShowBoundingBox; |
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66 | |
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67 | /// SceneManager which created this node |
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68 | SceneManager* mCreator; |
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69 | |
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70 | /// World-Axis aligned bounding box, updated only through _update |
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71 | AxisAlignedBox mWorldAABB; |
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72 | |
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73 | /** @copydoc Node::updateFromParentImpl. */ |
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74 | void updateFromParentImpl(void) const; |
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75 | |
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76 | /** See Node. */ |
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77 | Node* createChildImpl(void); |
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78 | |
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79 | /** See Node. */ |
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80 | Node* createChildImpl(const String& name); |
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81 | |
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82 | /** See Node */ |
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83 | void setParent(Node* parent); |
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84 | |
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85 | /** Internal method for setting whether the node is in the scene |
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86 | graph. |
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87 | */ |
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88 | virtual void setInSceneGraph(bool inGraph); |
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89 | |
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90 | /// Whether to yaw around a fixed axis. |
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91 | bool mYawFixed; |
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92 | /// Fixed axis to yaw around |
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93 | Vector3 mYawFixedAxis; |
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94 | |
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95 | /// Auto tracking target |
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96 | SceneNode* mAutoTrackTarget; |
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97 | /// Tracking offset for fine tuning |
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98 | Vector3 mAutoTrackOffset; |
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99 | /// Local 'normal' direction vector |
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100 | Vector3 mAutoTrackLocalDirection; |
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101 | /// Is this node a current part of the scene graph? |
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102 | bool mIsInSceneGraph; |
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103 | public: |
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104 | /** Constructor, only to be called by the creator SceneManager. |
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105 | @remarks |
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106 | Creates a node with a generated name. |
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107 | */ |
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108 | SceneNode(SceneManager* creator); |
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109 | /** Constructor, only to be called by the creator SceneManager. |
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110 | @remarks |
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111 | Creates a node with a specified name. |
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112 | */ |
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113 | SceneNode(SceneManager* creator, const String& name); |
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114 | ~SceneNode(); |
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115 | |
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116 | /** Adds an instance of a scene object to this node. |
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117 | @remarks |
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118 | Scene objects can include Entity objects, Camera objects, Light objects, |
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119 | ParticleSystem objects etc. Anything that subclasses from MovableObject. |
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120 | */ |
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121 | virtual void attachObject(MovableObject* obj); |
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122 | |
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123 | /** Reports the number of objects attached to this node. |
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124 | */ |
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125 | virtual unsigned short numAttachedObjects(void) const; |
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126 | |
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127 | /** Retrieves a pointer to an attached object. |
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128 | @remarks Retrieves by index, see alternate version to retrieve by name. The index |
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129 | of an object may change as other objects are added / removed. |
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130 | */ |
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131 | virtual MovableObject* getAttachedObject(unsigned short index); |
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132 | |
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133 | /** Retrieves a pointer to an attached object. |
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134 | @remarks Retrieves by object name, see alternate version to retrieve by index. |
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135 | */ |
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136 | virtual MovableObject* getAttachedObject(const String& name); |
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137 | |
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138 | /** Detaches the indexed object from this scene node. |
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139 | @remarks |
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140 | Detaches by index, see the alternate version to detach by name. Object indexes |
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141 | may change as other objects are added / removed. |
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142 | */ |
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143 | virtual MovableObject* detachObject(unsigned short index); |
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144 | /** Detaches an object by pointer. */ |
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145 | virtual void detachObject(MovableObject* obj); |
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146 | |
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147 | /** Detaches the named object from this node and returns a pointer to it. */ |
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148 | virtual MovableObject* detachObject(const String& name); |
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149 | |
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150 | /** Detaches all objects attached to this node. |
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151 | */ |
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152 | virtual void detachAllObjects(void); |
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153 | |
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154 | /** Determines whether this node is in the scene graph, ie |
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155 | whether it's ulitimate ancestor is the root scene node. |
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156 | */ |
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157 | virtual bool isInSceneGraph(void) const { return mIsInSceneGraph; } |
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158 | |
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159 | /** Notifies this SceneNode that it is the root scene node. |
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160 | @remarks |
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161 | Only SceneManager should call this! |
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162 | */ |
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163 | virtual void _notifyRootNode(void) { mIsInSceneGraph = true; } |
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164 | |
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165 | |
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166 | /** Internal method to update the Node. |
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167 | @note |
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168 | Updates this scene node and any relevant children to incorporate transforms etc. |
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169 | Don't call this yourself unless you are writing a SceneManager implementation. |
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170 | @param |
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171 | updateChildren If true, the update cascades down to all children. Specify false if you wish to |
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172 | update children separately, e.g. because of a more selective SceneManager implementation. |
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173 | @param |
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174 | parentHasChanged This flag indicates that the parent xform has changed, |
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175 | so the child should retrieve the parent's xform and combine it with its own |
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176 | even if it hasn't changed itself. |
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177 | */ |
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178 | virtual void _update(bool updateChildren, bool parentHasChanged); |
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179 | |
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180 | /** Tells the SceneNode to update the world bound info it stores. |
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181 | */ |
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182 | virtual void _updateBounds(void); |
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183 | |
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184 | /** Internal method which locates any visible objects attached to this node and adds them to the passed in queue. |
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185 | @remarks |
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186 | Should only be called by a SceneManager implementation, and only after the _updat method has been called to |
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187 | ensure transforms and world bounds are up to date. |
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188 | SceneManager implementations can choose to let the search cascade automatically, or choose to prevent this |
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189 | and select nodes themselves based on some other criteria. |
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190 | @param |
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191 | cam The active camera |
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192 | @param |
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193 | queue The SceneManager's rendering queue |
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194 | @param |
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195 | visibleBounds bounding information created on the fly containing all visible objects by the camera |
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196 | @param |
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197 | includeChildren If true, the call is cascaded down to all child nodes automatically. |
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198 | @param |
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199 | displayNodes If true, the nodes themselves are rendered as a set of 3 axes as well |
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200 | as the objects being rendered. For debugging purposes. |
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201 | */ |
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202 | virtual void _findVisibleObjects(Camera* cam, RenderQueue* queue, |
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203 | VisibleObjectsBoundsInfo* visibleBounds, |
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204 | bool includeChildren = true, bool displayNodes = false, bool onlyShadowCasters = false); |
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205 | |
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206 | /** Gets the axis-aligned bounding box of this node (and hence all subnodes). |
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207 | @remarks |
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208 | Recommended only if you are extending a SceneManager, because the bounding box returned |
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209 | from this method is only up to date after the SceneManager has called _update. |
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210 | */ |
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211 | virtual const AxisAlignedBox& _getWorldAABB(void) const; |
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212 | |
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213 | /** Retrieves an iterator which can be used to efficiently step through the objects |
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214 | attached to this node. |
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215 | @remarks |
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216 | This is a much faster way to go through <B>all</B> the objects attached to the node |
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217 | than using getAttachedObject. But the iterator returned is only valid until a change |
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218 | is made to the collection (ie an addition or removal) so treat the returned iterator |
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219 | as transient, and don't add / remove items as you go through the iterator, save changes |
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220 | until the end, or retrieve a new iterator after making the change. Making changes to |
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221 | the object returned through the iterator is OK though. |
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222 | */ |
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223 | virtual ObjectIterator getAttachedObjectIterator(void); |
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224 | /** Retrieves an iterator which can be used to efficiently step through the objects |
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225 | attached to this node. |
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226 | @remarks |
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227 | This is a much faster way to go through <B>all</B> the objects attached to the node |
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228 | than using getAttachedObject. But the iterator returned is only valid until a change |
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229 | is made to the collection (ie an addition or removal) so treat the returned iterator |
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230 | as transient, and don't add / remove items as you go through the iterator, save changes |
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231 | until the end, or retrieve a new iterator after making the change. Making changes to |
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232 | the object returned through the iterator is OK though. |
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233 | */ |
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234 | virtual ConstObjectIterator getAttachedObjectIterator(void) const; |
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235 | |
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236 | /** Gets the creator of this scene node. |
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237 | @remarks |
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238 | This method returns the SceneManager which created this node. |
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239 | This can be useful for destroying this node. |
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240 | */ |
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241 | SceneManager* getCreator(void) const { return mCreator; } |
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242 | |
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243 | /** This method removes and destroys the named child and all of its children. |
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244 | @remarks |
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245 | Unlike removeChild, which removes a single named child from this |
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246 | node but does not destroy it, this method destroys the child |
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247 | and all of it's children. |
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248 | @par |
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249 | Use this if you wish to recursively destroy a node as well as |
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250 | detaching it from it's parent. Note that any objects attached to |
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251 | the nodes will be detached but will not themselves be destroyed. |
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252 | */ |
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253 | virtual void removeAndDestroyChild(const String& name); |
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254 | |
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255 | /** This method removes and destroys the child and all of its children. |
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256 | @remarks |
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257 | Unlike removeChild, which removes a single named child from this |
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258 | node but does not destroy it, this method destroys the child |
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259 | and all of it's children. |
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260 | @par |
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261 | Use this if you wish to recursively destroy a node as well as |
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262 | detaching it from it's parent. Note that any objects attached to |
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263 | the nodes will be detached but will not themselves be destroyed. |
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264 | */ |
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265 | virtual void removeAndDestroyChild(unsigned short index); |
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266 | |
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267 | /** Removes and destroys all children of this node. |
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268 | @remarks |
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269 | Use this to destroy all child nodes of this node and remove |
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270 | them from the scene graph. Note that all objects attached to this |
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271 | node will be detached but will not be destroyed. |
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272 | */ |
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273 | virtual void removeAndDestroyAllChildren(void); |
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274 | |
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275 | /** Allows the showing of the node's bounding box. |
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276 | @remarks |
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277 | Use this to show or hide the bounding box of the node. |
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278 | */ |
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279 | virtual void showBoundingBox(bool bShow); |
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280 | |
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281 | /** Add the bounding box to the rendering queue. |
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282 | */ |
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283 | virtual void _addBoundingBoxToQueue(RenderQueue* queue); |
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284 | |
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285 | /** This allows scene managers to determine if the node's bounding box |
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286 | should be added to the rendering queue. |
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287 | @remarks |
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288 | Scene Managers that implement their own _findVisibleObjects will have to |
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289 | check this flag and then use _addBoundingBoxToQueue to add the bounding box |
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290 | wireframe. |
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291 | */ |
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292 | virtual bool getShowBoundingBox() const; |
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293 | |
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294 | /** Creates an unnamed new SceneNode as a child of this node. |
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295 | @param |
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296 | translate Initial translation offset of child relative to parent |
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297 | @param |
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298 | rotate Initial rotation relative to parent |
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299 | */ |
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300 | virtual SceneNode* createChildSceneNode( |
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301 | const Vector3& translate = Vector3::ZERO, |
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302 | const Quaternion& rotate = Quaternion::IDENTITY ); |
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303 | |
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304 | /** Creates a new named SceneNode as a child of this node. |
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305 | @remarks |
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306 | This creates a child node with a given name, which allows you to look the node up from |
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307 | the parent which holds this collection of nodes. |
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308 | @param |
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309 | translate Initial translation offset of child relative to parent |
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310 | @param |
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311 | rotate Initial rotation relative to parent |
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312 | */ |
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313 | virtual SceneNode* createChildSceneNode(const String& name, const Vector3& translate = Vector3::ZERO, const Quaternion& rotate = Quaternion::IDENTITY); |
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314 | |
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315 | /** Allows retrieval of the nearest lights to the centre of this SceneNode. |
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316 | @remarks |
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317 | This method allows a list of lights, ordered by proximity to the centre |
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318 | of this SceneNode, to be retrieved. Can be useful when implementing |
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319 | MovableObject::queryLights and Renderable::getLights. |
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320 | @par |
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321 | Note that only lights could be affecting the frustum will take into |
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322 | account, which cached in scene manager. |
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323 | @see SceneManager::_getLightsAffectingFrustum |
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324 | @see SceneManager::_populateLightList |
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325 | @param destList List to be populated with ordered set of lights; will be |
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326 | cleared by this method before population. |
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327 | @param radius Parameter to specify lights intersecting a given radius of |
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328 | this SceneNode's centre. |
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329 | */ |
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330 | virtual void findLights(LightList& destList, Real radius) const; |
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331 | |
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332 | /** Tells the node whether to yaw around it's own local Y axis or a fixed axis of choice. |
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333 | @remarks |
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334 | This method allows you to change the yaw behaviour of the node - by default, it |
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335 | yaws around it's own local Y axis when told to yaw with TS_LOCAL, this makes it |
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336 | yaw around a fixed axis. |
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337 | You only really need this when you're using auto tracking (see setAutoTracking, |
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338 | because when you're manually rotating a node you can specify the TransformSpace |
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339 | in which you wish to work anyway. |
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340 | @param |
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341 | useFixed If true, the axis passed in the second parameter will always be the yaw axis no |
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342 | matter what the node orientation. If false, the node returns to it's default behaviour. |
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343 | @param |
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344 | fixedAxis The axis to use if the first parameter is true. |
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345 | */ |
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346 | virtual void setFixedYawAxis( bool useFixed, const Vector3& fixedAxis = Vector3::UNIT_Y ); |
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347 | |
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348 | /** Rotate the node around the Y-axis. |
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349 | */ |
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350 | virtual void yaw(const Radian& angle, TransformSpace relativeTo = TS_LOCAL); |
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351 | #ifndef OGRE_FORCE_ANGLE_TYPES |
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352 | inline void yaw(Real degrees, TransformSpace relativeTo = TS_LOCAL) { |
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353 | yaw ( Angle(degrees), relativeTo ); |
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354 | } |
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355 | #endif//OGRE_FORCE_ANGLE_TYPES |
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356 | /** Sets the node's direction vector ie it's local -z. |
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357 | @remarks |
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358 | Note that the 'up' vector for the orientation will automatically be |
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359 | recalculated based on the current 'up' vector (i.e. the roll will |
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360 | remain the same). If you need more control, use setOrientation. |
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361 | @param x,y,z The components of the direction vector |
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362 | @param relativeTo The space in which this direction vector is expressed |
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363 | @param localDirectionVector The vector which normally describes the natural |
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364 | direction of the node, usually -Z |
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365 | */ |
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366 | virtual void setDirection(Real x, Real y, Real z, |
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367 | TransformSpace relativeTo = TS_LOCAL, |
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368 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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369 | |
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370 | /** Sets the node's direction vector ie it's local -z. |
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371 | @remarks |
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372 | Note that the 'up' vector for the orientation will automatically be |
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373 | recalculated based on the current 'up' vector (i.e. the roll will |
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374 | remain the same). If you need more control, use setOrientation. |
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375 | @param vec The direction vector |
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376 | @param relativeTo The space in which this direction vector is expressed |
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377 | @param localDirectionVector The vector which normally describes the natural |
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378 | direction of the node, usually -Z |
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379 | */ |
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380 | virtual void setDirection(const Vector3& vec, TransformSpace relativeTo = TS_LOCAL, |
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381 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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382 | /** Points the local -Z direction of this node at a point in space. |
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383 | @param targetPoint A vector specifying the look at point. |
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384 | @param relativeTo The space in which the point resides |
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385 | @param localDirectionVector The vector which normally describes the natural |
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386 | direction of the node, usually -Z |
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387 | */ |
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388 | virtual void lookAt( const Vector3& targetPoint, TransformSpace relativeTo, |
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389 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z); |
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390 | /** Enables / disables automatic tracking of another SceneNode. |
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391 | @remarks |
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392 | If you enable auto-tracking, this SceneNode will automatically rotate to |
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393 | point it's -Z at the target SceneNode every frame, no matter how |
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394 | it or the other SceneNode move. Note that by default the -Z points at the |
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395 | origin of the target SceneNode, if you want to tweak this, provide a |
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396 | vector in the 'offset' parameter and the target point will be adjusted. |
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397 | @param enabled If true, tracking will be enabled and the next |
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398 | parameter cannot be null. If false tracking will be disabled and the |
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399 | current orientation will be maintained. |
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400 | @param target Pointer to the SceneNode to track. Make sure you don't |
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401 | delete this SceneNode before turning off tracking (e.g. SceneManager::clearScene will |
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402 | delete it so be careful of this). Can be null if and only if the enabled param is false. |
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403 | @param localDirectionVector The local vector considered to be the usual 'direction' |
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404 | of the node; normally the local -Z but can be another direction. |
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405 | @param offset If supplied, this is the target point in local space of the target node |
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406 | instead of the origin of the target node. Good for fine tuning the look at point. |
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407 | */ |
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408 | virtual void setAutoTracking(bool enabled, SceneNode* target = 0, |
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409 | const Vector3& localDirectionVector = Vector3::NEGATIVE_UNIT_Z, |
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410 | const Vector3& offset = Vector3::ZERO); |
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411 | /** Get the auto tracking target for this node, if any. */ |
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412 | virtual SceneNode* getAutoTrackTarget(void) { return mAutoTrackTarget; } |
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413 | /** Get the auto tracking offset for this node, if the node is auto tracking. */ |
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414 | virtual const Vector3& getAutoTrackOffset(void) { return mAutoTrackOffset; } |
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415 | /** Get the auto tracking local direction for this node, if it is auto tracking. */ |
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416 | virtual const Vector3& getAutoTrackLocalDirection(void) { return mAutoTrackLocalDirection; } |
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417 | /** Internal method used by OGRE to update auto-tracking cameras. */ |
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418 | void _autoTrack(void); |
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419 | /** Gets the parent of this SceneNode. */ |
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420 | SceneNode* getParentSceneNode(void) const; |
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421 | /** Makes all objects attached to this node become visible / invisble. |
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422 | @remarks |
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423 | This is a shortcut to calling setVisible() on the objects attached |
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424 | to this node, and optionally to all objects attached to child |
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425 | nodes. |
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426 | @param visible Whether the objects are to be made visible or invisible |
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427 | @param cascade If true, this setting cascades into child nodes too. |
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428 | */ |
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429 | virtual void setVisible(bool visible, bool cascade = true); |
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430 | /** Inverts the visibility of all objects attached to this node. |
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431 | @remarks |
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432 | This is a shortcut to calling setVisible(!isVisible()) on the objects attached |
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433 | to this node, and optionally to all objects attached to child |
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434 | nodes. |
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435 | @param cascade If true, this setting cascades into child nodes too. |
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436 | */ |
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437 | virtual void flipVisibility(bool cascade = true); |
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438 | |
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439 | |
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440 | |
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441 | |
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442 | |
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443 | }; |
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444 | |
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445 | |
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446 | }// namespace |
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447 | |
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448 | #endif |
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