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 | #include "OgreStableHeaders.h" |
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30 | #include "OgreSceneNode.h" |
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31 | |
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32 | #include "OgreException.h" |
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33 | #include "OgreEntity.h" |
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34 | #include "OgreCamera.h" |
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35 | #include "OgreLight.h" |
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36 | #include "OgreMath.h" |
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37 | #include "OgreSceneManager.h" |
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38 | #include "OgreMovableObject.h" |
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39 | #include "OgreWireBoundingBox.h" |
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40 | |
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41 | namespace Ogre { |
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42 | //----------------------------------------------------------------------- |
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43 | SceneNode::SceneNode(SceneManager* creator) |
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44 | : Node() |
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45 | , mWireBoundingBox(0) |
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46 | , mShowBoundingBox(false) |
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47 | , mCreator(creator) |
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48 | , mYawFixed(false) |
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49 | , mAutoTrackTarget(0) |
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50 | , mIsInSceneGraph(false) |
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51 | { |
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52 | needUpdate(); |
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53 | } |
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54 | //----------------------------------------------------------------------- |
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55 | SceneNode::SceneNode(SceneManager* creator, const String& name) |
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56 | : Node(name) |
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57 | , mWireBoundingBox(0) |
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58 | , mShowBoundingBox(false) |
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59 | , mCreator(creator) |
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60 | , mYawFixed(false) |
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61 | , mAutoTrackTarget(0) |
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62 | , mIsInSceneGraph(false) |
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63 | { |
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64 | needUpdate(); |
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65 | } |
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66 | //----------------------------------------------------------------------- |
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67 | SceneNode::~SceneNode() |
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68 | { |
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69 | // Detach all objects, do this manually to avoid needUpdate() call |
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70 | // which can fail because of deleted items |
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71 | ObjectMap::iterator itr; |
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72 | MovableObject* ret; |
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73 | for ( itr = mObjectsByName.begin(); itr != mObjectsByName.end(); itr++ ) |
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74 | { |
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75 | ret = itr->second; |
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76 | ret->_notifyAttached((SceneNode*)0); |
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77 | } |
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78 | mObjectsByName.clear(); |
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79 | |
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80 | if (mWireBoundingBox) { |
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81 | delete mWireBoundingBox; |
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82 | } |
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83 | } |
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84 | //----------------------------------------------------------------------- |
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85 | void SceneNode::_update(bool updateChildren, bool parentHasChanged) |
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86 | { |
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87 | Node::_update(updateChildren, parentHasChanged); |
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88 | _updateBounds(); |
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89 | } |
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90 | //----------------------------------------------------------------------- |
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91 | void SceneNode::setParent(Node* parent) |
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92 | { |
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93 | Node::setParent(parent); |
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94 | |
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95 | if (parent) |
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96 | { |
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97 | SceneNode* sceneParent = static_cast<SceneNode*>(parent); |
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98 | setInSceneGraph(sceneParent->isInSceneGraph()); |
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99 | } |
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100 | else |
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101 | { |
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102 | setInSceneGraph(false); |
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103 | } |
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104 | } |
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105 | //----------------------------------------------------------------------- |
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106 | void SceneNode::setInSceneGraph(bool inGraph) |
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107 | { |
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108 | if (inGraph != mIsInSceneGraph) |
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109 | { |
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110 | mIsInSceneGraph = inGraph; |
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111 | // Tell children |
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112 | ChildNodeMap::iterator child; |
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113 | for (child = mChildren.begin(); child != mChildren.end(); ++child) |
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114 | { |
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115 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second); |
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116 | sceneChild->setInSceneGraph(inGraph); |
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117 | } |
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118 | } |
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119 | } |
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120 | //----------------------------------------------------------------------- |
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121 | void SceneNode::attachObject(MovableObject* obj) |
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122 | { |
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123 | if (obj->isAttached()) |
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124 | { |
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125 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, |
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126 | "Object already attached to a SceneNode or a Bone", |
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127 | "SceneNode::attachObject"); |
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128 | } |
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129 | |
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130 | obj->_notifyAttached(this); |
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131 | |
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132 | // Also add to name index |
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133 | std::pair<ObjectMap::iterator, bool> insresult = |
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134 | mObjectsByName.insert(ObjectMap::value_type(obj->getName(), obj)); |
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135 | assert(insresult.second && "Object was not attached because an object of the " |
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136 | "same name was already attached to this node."); |
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137 | |
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138 | // Make sure bounds get updated (must go right to the top) |
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139 | needUpdate(); |
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140 | } |
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141 | //----------------------------------------------------------------------- |
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142 | unsigned short SceneNode::numAttachedObjects(void) const |
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143 | { |
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144 | return static_cast< unsigned short >( mObjectsByName.size() ); |
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145 | } |
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146 | //----------------------------------------------------------------------- |
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147 | MovableObject* SceneNode::getAttachedObject(unsigned short index) |
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148 | { |
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149 | if (index < mObjectsByName.size()) |
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150 | { |
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151 | ObjectMap::iterator i = mObjectsByName.begin(); |
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152 | // Increment (must do this one at a time) |
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153 | while (index--)++i; |
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154 | |
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155 | return i->second; |
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156 | } |
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157 | else |
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158 | { |
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159 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object index out of bounds.", "SceneNode::getAttachedObject"); |
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160 | } |
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161 | return 0; |
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162 | } |
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163 | //----------------------------------------------------------------------- |
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164 | MovableObject* SceneNode::getAttachedObject(const String& name) |
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165 | { |
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166 | // Look up |
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167 | ObjectMap::iterator i = mObjectsByName.find(name); |
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168 | |
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169 | if (i == mObjectsByName.end()) |
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170 | { |
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171 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Attached object " + |
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172 | name + " not found.", "SceneNode::getAttachedObject"); |
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173 | } |
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174 | |
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175 | return i->second; |
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176 | |
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177 | } |
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178 | //----------------------------------------------------------------------- |
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179 | MovableObject* SceneNode::detachObject(unsigned short index) |
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180 | { |
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181 | MovableObject* ret; |
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182 | if (index < mObjectsByName.size()) |
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183 | { |
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184 | |
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185 | ObjectMap::iterator i = mObjectsByName.begin(); |
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186 | // Increment (must do this one at a time) |
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187 | while (index--)++i; |
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188 | |
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189 | ret = i->second; |
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190 | mObjectsByName.erase(i); |
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191 | ret->_notifyAttached((SceneNode*)0); |
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192 | |
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193 | // Make sure bounds get updated (must go right to the top) |
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194 | needUpdate(); |
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195 | |
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196 | return ret; |
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197 | |
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198 | } |
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199 | else |
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200 | { |
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201 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object index out of bounds.", "SceneNode::getAttchedEntity"); |
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202 | } |
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203 | return 0; |
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204 | |
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205 | } |
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206 | //----------------------------------------------------------------------- |
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207 | MovableObject* SceneNode::detachObject(const String& name) |
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208 | { |
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209 | ObjectMap::iterator it = mObjectsByName.find(name); |
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210 | if (it == mObjectsByName.end()) |
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211 | { |
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212 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Object " + name + " is not attached " |
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213 | "to this node.", "SceneNode::detachObject"); |
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214 | } |
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215 | MovableObject* ret = it->second; |
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216 | mObjectsByName.erase(it); |
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217 | ret->_notifyAttached((SceneNode*)0); |
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218 | // Make sure bounds get updated (must go right to the top) |
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219 | needUpdate(); |
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220 | |
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221 | return ret; |
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222 | |
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223 | } |
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224 | //----------------------------------------------------------------------- |
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225 | void SceneNode::detachObject(MovableObject* obj) |
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226 | { |
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227 | ObjectMap::iterator i, iend; |
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228 | iend = mObjectsByName.end(); |
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229 | for (i = mObjectsByName.begin(); i != iend; ++i) |
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230 | { |
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231 | if (i->second == obj) |
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232 | { |
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233 | mObjectsByName.erase(i); |
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234 | break; |
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235 | } |
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236 | } |
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237 | obj->_notifyAttached((SceneNode*)0); |
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238 | |
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239 | // Make sure bounds get updated (must go right to the top) |
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240 | needUpdate(); |
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241 | |
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242 | } |
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243 | //----------------------------------------------------------------------- |
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244 | void SceneNode::detachAllObjects(void) |
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245 | { |
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246 | ObjectMap::iterator itr; |
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247 | MovableObject* ret; |
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248 | for ( itr = mObjectsByName.begin(); itr != mObjectsByName.end(); itr++ ) |
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249 | { |
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250 | ret = itr->second; |
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251 | ret->_notifyAttached((SceneNode*)0); |
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252 | } |
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253 | mObjectsByName.clear(); |
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254 | // Make sure bounds get updated (must go right to the top) |
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255 | needUpdate(); |
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256 | } |
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257 | //----------------------------------------------------------------------- |
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258 | void SceneNode::_updateBounds(void) |
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259 | { |
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260 | // Reset bounds first |
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261 | mWorldAABB.setNull(); |
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262 | |
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263 | // Update bounds from own attached objects |
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264 | ObjectMap::iterator i; |
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265 | for (i = mObjectsByName.begin(); i != mObjectsByName.end(); ++i) |
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266 | { |
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267 | // Merge world bounds of each object |
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268 | mWorldAABB.merge(i->second->getWorldBoundingBox(true)); |
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269 | } |
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270 | |
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271 | // Merge with children |
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272 | ChildNodeMap::iterator child; |
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273 | for (child = mChildren.begin(); child != mChildren.end(); ++child) |
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274 | { |
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275 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second); |
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276 | mWorldAABB.merge(sceneChild->mWorldAABB); |
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277 | } |
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278 | |
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279 | } |
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280 | //----------------------------------------------------------------------- |
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281 | void SceneNode::_findVisibleObjects(Camera* cam, RenderQueue* queue, |
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282 | VisibleObjectsBoundsInfo* visibleBounds, bool includeChildren, |
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283 | bool displayNodes, bool onlyShadowCasters) |
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284 | { |
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285 | // Check self visible |
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286 | if (!cam->isVisible(mWorldAABB)) |
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287 | return; |
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288 | |
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289 | // Add all entities |
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290 | ObjectMap::iterator iobj; |
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291 | ObjectMap::iterator iobjend = mObjectsByName.end(); |
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292 | for (iobj = mObjectsByName.begin(); iobj != iobjend; ++iobj) |
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293 | { |
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294 | // Tell attached objects about camera position (incase any extra processing they want to do) |
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295 | iobj->second->_notifyCurrentCamera(cam); |
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296 | if (iobj->second->isVisible() && |
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297 | (!onlyShadowCasters || iobj->second->getCastShadows())) |
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298 | { |
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299 | iobj->second->_updateRenderQueue(queue); |
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300 | |
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301 | // update visible boundaries aab |
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302 | if (visibleBounds) |
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303 | { |
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304 | visibleBounds->merge(iobj->second->getWorldBoundingBox(true), |
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305 | iobj->second->getWorldBoundingSphere(true), cam); |
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306 | } |
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307 | } |
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308 | } |
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309 | |
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310 | if (includeChildren) |
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311 | { |
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312 | ChildNodeMap::iterator child, childend; |
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313 | childend = mChildren.end(); |
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314 | for (child = mChildren.begin(); child != childend; ++child) |
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315 | { |
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316 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second); |
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317 | sceneChild->_findVisibleObjects(cam, queue, visibleBounds, includeChildren, |
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318 | displayNodes, onlyShadowCasters); |
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319 | } |
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320 | } |
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321 | |
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322 | if (displayNodes) |
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323 | { |
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324 | // Include self in the render queue |
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325 | queue->addRenderable(this); |
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326 | } |
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327 | |
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328 | // Check if the bounding box should be shown. |
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329 | // See if our flag is set or if the scene manager flag is set. |
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330 | if (mShowBoundingBox || (mCreator && mCreator->getShowBoundingBoxes())) |
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331 | { |
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332 | _addBoundingBoxToQueue(queue); |
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333 | } |
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334 | |
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335 | |
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336 | } |
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337 | |
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338 | |
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339 | void SceneNode::_addBoundingBoxToQueue(RenderQueue* queue) { |
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340 | // Create a WireBoundingBox if needed. |
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341 | if (mWireBoundingBox == NULL) { |
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342 | mWireBoundingBox = new WireBoundingBox(); |
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343 | } |
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344 | mWireBoundingBox->setupBoundingBox(mWorldAABB); |
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345 | queue->addRenderable(mWireBoundingBox); |
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346 | } |
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347 | |
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348 | void SceneNode::showBoundingBox(bool bShow) { |
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349 | mShowBoundingBox = bShow; |
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350 | } |
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351 | |
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352 | bool SceneNode::getShowBoundingBox() const { |
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353 | return mShowBoundingBox; |
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354 | } |
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355 | |
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356 | |
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357 | //----------------------------------------------------------------------- |
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358 | void SceneNode::updateFromParentImpl(void) const |
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359 | { |
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360 | Node::updateFromParentImpl(); |
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361 | |
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362 | // Notify objects that it has been moved |
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363 | ObjectMap::const_iterator i; |
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364 | for (i = mObjectsByName.begin(); i != mObjectsByName.end(); ++i) |
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365 | { |
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366 | MovableObject* object = i->second; |
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367 | object->_notifyMoved(); |
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368 | } |
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369 | } |
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370 | //----------------------------------------------------------------------- |
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371 | Node* SceneNode::createChildImpl(void) |
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372 | { |
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373 | assert(mCreator); |
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374 | return mCreator->createSceneNode(); |
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375 | } |
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376 | //----------------------------------------------------------------------- |
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377 | Node* SceneNode::createChildImpl(const String& name) |
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378 | { |
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379 | assert(mCreator); |
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380 | return mCreator->createSceneNode(name); |
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381 | } |
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382 | //----------------------------------------------------------------------- |
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383 | const AxisAlignedBox& SceneNode::_getWorldAABB(void) const |
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384 | { |
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385 | return mWorldAABB; |
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386 | } |
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387 | //----------------------------------------------------------------------- |
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388 | SceneNode::ObjectIterator SceneNode::getAttachedObjectIterator(void) |
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389 | { |
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390 | return ObjectIterator(mObjectsByName.begin(), mObjectsByName.end()); |
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391 | } |
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392 | //----------------------------------------------------------------------- |
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393 | SceneNode::ConstObjectIterator SceneNode::getAttachedObjectIterator(void) const |
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394 | { |
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395 | return ConstObjectIterator(mObjectsByName.begin(), mObjectsByName.end()); |
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396 | } |
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397 | //----------------------------------------------------------------------- |
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398 | void SceneNode::removeAndDestroyChild(const String& name) |
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399 | { |
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400 | SceneNode* pChild = static_cast<SceneNode*>(getChild(name)); |
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401 | pChild->removeAndDestroyAllChildren(); |
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402 | |
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403 | removeChild(name); |
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404 | pChild->getCreator()->destroySceneNode(name); |
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405 | |
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406 | } |
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407 | //----------------------------------------------------------------------- |
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408 | void SceneNode::removeAndDestroyChild(unsigned short index) |
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409 | { |
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410 | SceneNode* pChild = static_cast<SceneNode*>(getChild(index)); |
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411 | pChild->removeAndDestroyAllChildren(); |
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412 | |
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413 | removeChild(index); |
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414 | pChild->getCreator()->destroySceneNode(pChild->getName()); |
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415 | } |
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416 | //----------------------------------------------------------------------- |
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417 | void SceneNode::removeAndDestroyAllChildren(void) |
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418 | { |
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419 | ChildNodeMap::iterator i, iend; |
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420 | iend = mChildren.end(); |
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421 | for (i = mChildren.begin(); i != iend;) |
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422 | { |
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423 | SceneNode* sn = static_cast<SceneNode*>(i->second); |
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424 | // increment iterator before destroying (iterator invalidated by |
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425 | // SceneManager::destroySceneNode because it causes removal from parent) |
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426 | ++i; |
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427 | sn->removeAndDestroyAllChildren(); |
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428 | sn->getCreator()->destroySceneNode(sn->getName()); |
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429 | } |
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430 | mChildren.clear(); |
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431 | needUpdate(); |
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432 | } |
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433 | //----------------------------------------------------------------------- |
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434 | SceneNode* SceneNode::createChildSceneNode(const Vector3& translate, |
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435 | const Quaternion& rotate) |
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436 | { |
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437 | return static_cast<SceneNode*>(this->createChild(translate, rotate)); |
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438 | } |
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439 | //----------------------------------------------------------------------- |
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440 | SceneNode* SceneNode::createChildSceneNode(const String& name, const Vector3& translate, |
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441 | const Quaternion& rotate) |
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442 | { |
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443 | return static_cast<SceneNode*>(this->createChild(name, translate, rotate)); |
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444 | } |
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445 | //----------------------------------------------------------------------- |
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446 | void SceneNode::findLights(LightList& destList, Real radius) const |
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447 | { |
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448 | // No any optimisation here, hope inherits more smart for that. |
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449 | // |
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450 | // If a scene node is static and lights have moved, light list won't change |
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451 | // can't use a simple global boolean flag since this is only called for |
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452 | // visible nodes, so temporarily visible nodes will not be updated |
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453 | // Since this is only called for visible nodes, skip the check for now |
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454 | // |
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455 | if (mCreator) |
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456 | { |
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457 | // Use SceneManager to calculate |
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458 | mCreator->_populateLightList(this->_getDerivedPosition(), radius, destList); |
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459 | } |
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460 | else |
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461 | { |
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462 | destList.clear(); |
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463 | } |
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464 | } |
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465 | //----------------------------------------------------------------------- |
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466 | void SceneNode::setAutoTracking(bool enabled, SceneNode* target, |
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467 | const Vector3& localDirectionVector, |
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468 | const Vector3& offset) |
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469 | { |
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470 | if (enabled) |
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471 | { |
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472 | mAutoTrackTarget = target; |
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473 | mAutoTrackOffset = offset; |
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474 | mAutoTrackLocalDirection = localDirectionVector; |
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475 | } |
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476 | else |
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477 | { |
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478 | mAutoTrackTarget = 0; |
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479 | } |
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480 | if (mCreator) |
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481 | mCreator->_notifyAutotrackingSceneNode(this, enabled); |
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482 | } |
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483 | //----------------------------------------------------------------------- |
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484 | void SceneNode::setFixedYawAxis(bool useFixed, const Vector3& fixedAxis) |
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485 | { |
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486 | mYawFixed = useFixed; |
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487 | mYawFixedAxis = fixedAxis; |
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488 | } |
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489 | |
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490 | //----------------------------------------------------------------------- |
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491 | void SceneNode::yaw(const Radian& angle, TransformSpace relativeTo) |
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492 | { |
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493 | if (mYawFixed) |
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494 | { |
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495 | rotate(mYawFixedAxis, angle, relativeTo); |
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496 | } |
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497 | else |
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498 | { |
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499 | rotate(Vector3::UNIT_Y, angle, relativeTo); |
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500 | } |
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501 | |
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502 | } |
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503 | //----------------------------------------------------------------------- |
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504 | void SceneNode::setDirection(Real x, Real y, Real z, TransformSpace relativeTo, |
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505 | const Vector3& localDirectionVector) |
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506 | { |
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507 | setDirection(Vector3(x,y,z), relativeTo, localDirectionVector); |
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508 | } |
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509 | |
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510 | //----------------------------------------------------------------------- |
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511 | void SceneNode::setDirection(const Vector3& vec, TransformSpace relativeTo, |
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512 | const Vector3& localDirectionVector) |
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513 | { |
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514 | // Do nothing if given a zero vector |
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515 | if (vec == Vector3::ZERO) return; |
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516 | |
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517 | // The direction we want the local direction point to |
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518 | Vector3 targetDir = vec.normalisedCopy(); |
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519 | |
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520 | // Transform target direction to world space |
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521 | switch (relativeTo) |
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522 | { |
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523 | case TS_PARENT: |
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524 | if (mInheritOrientation) |
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525 | { |
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526 | if (mParent) |
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527 | { |
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528 | targetDir = mParent->_getDerivedOrientation() * targetDir; |
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529 | } |
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530 | } |
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531 | break; |
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532 | case TS_LOCAL: |
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533 | targetDir = _getDerivedOrientation() * targetDir; |
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534 | break; |
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535 | case TS_WORLD: |
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536 | // default orientation |
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537 | break; |
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538 | } |
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539 | |
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540 | // Calculate target orientation relative to world space |
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541 | Quaternion targetOrientation; |
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542 | if( mYawFixed ) |
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543 | { |
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544 | // Calculate the quaternion for rotate local Z to target direction |
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545 | Vector3 xVec = mYawFixedAxis.crossProduct(targetDir); |
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546 | xVec.normalise(); |
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547 | Vector3 yVec = targetDir.crossProduct(xVec); |
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548 | yVec.normalise(); |
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549 | Quaternion unitZToTarget = Quaternion(xVec, yVec, targetDir); |
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550 | |
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551 | if (localDirectionVector == Vector3::NEGATIVE_UNIT_Z) |
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552 | { |
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553 | // Specail case for avoid calculate 180 degree turn |
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554 | targetOrientation = |
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555 | Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x); |
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556 | } |
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557 | else |
---|
558 | { |
---|
559 | // Calculate the quaternion for rotate local direction to target direction |
---|
560 | Quaternion localToUnitZ = localDirectionVector.getRotationTo(Vector3::UNIT_Z); |
---|
561 | targetOrientation = unitZToTarget * localToUnitZ; |
---|
562 | } |
---|
563 | } |
---|
564 | else |
---|
565 | { |
---|
566 | const Quaternion& currentOrient = _getDerivedOrientation(); |
---|
567 | |
---|
568 | // Get current local direction relative to world space |
---|
569 | Vector3 currentDir = currentOrient * localDirectionVector; |
---|
570 | |
---|
571 | if ((currentDir+targetDir).squaredLength() < 0.00005f) |
---|
572 | { |
---|
573 | // Oops, a 180 degree turn (infinite possible rotation axes) |
---|
574 | // Default to yaw i.e. use current UP |
---|
575 | targetOrientation = |
---|
576 | Quaternion(-currentOrient.y, -currentOrient.z, currentOrient.w, currentOrient.x); |
---|
577 | } |
---|
578 | else |
---|
579 | { |
---|
580 | // Derive shortest arc to new direction |
---|
581 | Quaternion rotQuat = currentDir.getRotationTo(targetDir); |
---|
582 | targetOrientation = rotQuat * currentOrient; |
---|
583 | } |
---|
584 | } |
---|
585 | |
---|
586 | // Set target orientation, transformed to parent space |
---|
587 | if (mParent && mInheritOrientation) |
---|
588 | setOrientation(mParent->_getDerivedOrientation().UnitInverse() * targetOrientation); |
---|
589 | else |
---|
590 | setOrientation(targetOrientation); |
---|
591 | } |
---|
592 | //----------------------------------------------------------------------- |
---|
593 | void SceneNode::lookAt( const Vector3& targetPoint, TransformSpace relativeTo, |
---|
594 | const Vector3& localDirectionVector) |
---|
595 | { |
---|
596 | // Calculate ourself origin relative to the given transform space |
---|
597 | Vector3 origin; |
---|
598 | switch (relativeTo) |
---|
599 | { |
---|
600 | default: // Just in case |
---|
601 | case TS_WORLD: |
---|
602 | origin = _getDerivedPosition(); |
---|
603 | break; |
---|
604 | case TS_PARENT: |
---|
605 | origin = mPosition; |
---|
606 | break; |
---|
607 | case TS_LOCAL: |
---|
608 | origin = Vector3::ZERO; |
---|
609 | break; |
---|
610 | } |
---|
611 | |
---|
612 | setDirection(targetPoint - origin, relativeTo, localDirectionVector); |
---|
613 | } |
---|
614 | //----------------------------------------------------------------------- |
---|
615 | void SceneNode::_autoTrack(void) |
---|
616 | { |
---|
617 | // NB assumes that all scene nodes have been updated |
---|
618 | if (mAutoTrackTarget) |
---|
619 | { |
---|
620 | lookAt(mAutoTrackTarget->_getDerivedPosition() + mAutoTrackOffset, |
---|
621 | TS_WORLD, mAutoTrackLocalDirection); |
---|
622 | // update self & children |
---|
623 | _update(true, true); |
---|
624 | } |
---|
625 | } |
---|
626 | //----------------------------------------------------------------------- |
---|
627 | SceneNode* SceneNode::getParentSceneNode(void) const |
---|
628 | { |
---|
629 | return static_cast<SceneNode*>(getParent()); |
---|
630 | } |
---|
631 | //----------------------------------------------------------------------- |
---|
632 | void SceneNode::setVisible(bool visible, bool cascade) |
---|
633 | { |
---|
634 | ObjectMap::iterator oi, oiend; |
---|
635 | oiend = mObjectsByName.end(); |
---|
636 | for (oi = mObjectsByName.begin(); oi != oiend; ++oi) |
---|
637 | { |
---|
638 | oi->second->setVisible(visible); |
---|
639 | } |
---|
640 | |
---|
641 | if (cascade) |
---|
642 | { |
---|
643 | ChildNodeMap::iterator i, iend; |
---|
644 | iend = mChildren.end(); |
---|
645 | for (i = mChildren.begin(); i != iend; ++i) |
---|
646 | { |
---|
647 | static_cast<SceneNode*>(i->second)->setVisible(visible, cascade); |
---|
648 | } |
---|
649 | } |
---|
650 | } |
---|
651 | //----------------------------------------------------------------------- |
---|
652 | void SceneNode::flipVisibility(bool cascade) |
---|
653 | { |
---|
654 | ObjectMap::iterator oi, oiend; |
---|
655 | oiend = mObjectsByName.end(); |
---|
656 | for (oi = mObjectsByName.begin(); oi != oiend; ++oi) |
---|
657 | { |
---|
658 | oi->second->setVisible(!oi->second->getVisible()); |
---|
659 | } |
---|
660 | |
---|
661 | if (cascade) |
---|
662 | { |
---|
663 | ChildNodeMap::iterator i, iend; |
---|
664 | iend = mChildren.end(); |
---|
665 | for (i = mChildren.begin(); i != iend; ++i) |
---|
666 | { |
---|
667 | static_cast<SceneNode*>(i->second)->flipVisibility(cascade); |
---|
668 | } |
---|
669 | } |
---|
670 | } |
---|
671 | |
---|
672 | |
---|
673 | |
---|
674 | } |
---|