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) 2000-2005 The OGRE Team
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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 | */
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25 | #include "OgreStableHeaders.h"
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26 | #include "OgreSceneNode.h"
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27 |
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28 | #include "OgreException.h"
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29 | #include "OgreEntity.h"
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30 | #include "OgreCamera.h"
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31 | #include "OgreLight.h"
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32 | #include "OgreMath.h"
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33 | #include "OgreSceneManager.h"
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34 | #include "OgreMovableObject.h"
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35 | #include "OgreWireBoundingBox.h"
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36 |
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37 | namespace Ogre {
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38 | //-----------------------------------------------------------------------
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39 | SceneNode::SceneNode(SceneManager* creator)
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40 | : Node(), mLightListDirty(true), mWireBoundingBox(0),
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41 | mShowBoundingBox(false), mCreator(creator),
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42 | mYawFixed(false), mAutoTrackTarget(0), mIsInSceneGraph(false)
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43 | {
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44 | needUpdate();
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45 | }
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46 | //-----------------------------------------------------------------------
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47 | SceneNode::SceneNode(SceneManager* creator, const String& name)
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48 | : Node(name), mLightListDirty(true), mWireBoundingBox(0),
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49 | mShowBoundingBox(false), mCreator(creator), mYawFixed(false),
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50 | mAutoTrackTarget(0), 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()
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56 | {
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57 | // Detach all objects, do this manually to avoid needUpdate() call
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58 | // which can fail because of deleted items
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59 | ObjectMap::iterator itr;
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60 | MovableObject* ret;
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61 | for ( itr = mObjectsByName.begin(); itr != mObjectsByName.end(); itr++ )
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62 | {
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63 | ret = itr->second;
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64 | ret->_notifyAttached((SceneNode*)0);
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65 | }
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66 | mObjectsByName.clear();
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67 |
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68 | if (mWireBoundingBox) {
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69 | delete mWireBoundingBox;
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70 | }
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71 | }
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72 | //-----------------------------------------------------------------------
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73 | void SceneNode::_update(bool updateChildren, bool parentHasChanged)
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74 | {
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75 | Node::_update(updateChildren, parentHasChanged);
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76 | _updateBounds();
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77 | mLightListDirty = true;
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78 |
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79 | }
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80 | //-----------------------------------------------------------------------
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81 | void SceneNode::setParent(Node* parent)
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82 | {
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83 | Node::setParent(parent);
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84 |
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85 | if (parent)
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86 | {
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87 | SceneNode* sceneParent = static_cast<SceneNode*>(parent);
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88 | setInSceneGraph(sceneParent->isInSceneGraph());
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89 | }
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90 | else
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91 | {
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92 | setInSceneGraph(false);
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93 | }
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94 | }
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95 | //-----------------------------------------------------------------------
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96 | void SceneNode::setInSceneGraph(bool inGraph)
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97 | {
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98 | if (inGraph != mIsInSceneGraph)
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99 | {
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100 | mIsInSceneGraph = inGraph;
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101 | // Tell children
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102 | ChildNodeMap::iterator child;
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103 | for (child = mChildren.begin(); child != mChildren.end(); ++child)
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104 | {
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105 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second);
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106 | sceneChild->setInSceneGraph(inGraph);
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107 | }
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108 | }
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109 | }
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110 | //-----------------------------------------------------------------------
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111 | void SceneNode::attachObject(MovableObject* obj)
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112 | {
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113 | obj->_notifyAttached(this);
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114 |
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115 | // Also add to name index
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116 | std::pair<ObjectMap::iterator, bool> insresult =
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117 | mObjectsByName.insert(ObjectMap::value_type(obj->getName(), obj));
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118 | assert(insresult.second && "Object was not attached because an object of the "
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119 | "same name was already attached to this node.");
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120 |
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121 | // Make sure bounds get updated (must go right to the top)
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122 | needUpdate();
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123 | }
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124 | //-----------------------------------------------------------------------
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125 | unsigned short SceneNode::numAttachedObjects(void) const
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126 | {
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127 | return static_cast< unsigned short >( mObjectsByName.size() );
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128 | }
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129 | //-----------------------------------------------------------------------
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130 | MovableObject* SceneNode::getAttachedObject(unsigned short index)
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131 | {
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132 | if (index < mObjectsByName.size())
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133 | {
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134 | ObjectMap::iterator i = mObjectsByName.begin();
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135 | // Increment (must do this one at a time)
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136 | while (index--)++i;
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137 |
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138 | return i->second;
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139 | }
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140 | else
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141 | {
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142 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object index out of bounds.", "SceneNode::getAttachedObject");
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143 | }
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144 | return 0;
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145 | }
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146 | //-----------------------------------------------------------------------
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147 | MovableObject* SceneNode::getAttachedObject(const String& name)
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148 | {
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149 | // Look up
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150 | ObjectMap::iterator i = mObjectsByName.find(name);
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151 |
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152 | if (i == mObjectsByName.end())
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153 | {
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154 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Attached object " +
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155 | name + " not found.", "SceneNode::getAttachedObject");
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156 | }
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157 |
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158 | return i->second;
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159 |
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160 | }
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161 | //-----------------------------------------------------------------------
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162 | MovableObject* SceneNode::detachObject(unsigned short index)
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163 | {
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164 | MovableObject* ret;
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165 | if (index < mObjectsByName.size())
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166 | {
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167 |
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168 | ObjectMap::iterator i = mObjectsByName.begin();
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169 | // Increment (must do this one at a time)
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170 | while (index--)++i;
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171 |
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172 | ret = i->second;
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173 | mObjectsByName.erase(i);
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174 | ret->_notifyAttached((SceneNode*)0);
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175 |
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176 | // Make sure bounds get updated (must go right to the top)
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177 | needUpdate();
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178 |
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179 | return ret;
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180 |
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181 | }
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182 | else
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183 | {
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184 | OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Object index out of bounds.", "SceneNode::getAttchedEntity");
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185 | }
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186 | return 0;
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187 |
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188 | }
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189 | //-----------------------------------------------------------------------
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190 | MovableObject* SceneNode::detachObject(const String& name)
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191 | {
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192 | ObjectMap::iterator it = mObjectsByName.find(name);
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193 | if (it == mObjectsByName.end())
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194 | {
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195 | OGRE_EXCEPT(Exception::ERR_ITEM_NOT_FOUND, "Object " + name + " is not attached "
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196 | "to this node.", "SceneNode::detachObject");
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197 | }
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198 | MovableObject* ret = it->second;
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199 | mObjectsByName.erase(it);
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200 | ret->_notifyAttached((SceneNode*)0);
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201 | // Make sure bounds get updated (must go right to the top)
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202 | needUpdate();
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203 |
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204 | return ret;
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205 |
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206 | }
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207 | //-----------------------------------------------------------------------
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208 | void SceneNode::detachObject(MovableObject* obj)
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209 | {
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210 | ObjectMap::iterator i, iend;
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211 | iend = mObjectsByName.end();
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212 | for (i = mObjectsByName.begin(); i != iend; ++i)
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213 | {
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214 | if (i->second == obj)
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215 | {
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216 | mObjectsByName.erase(i);
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217 | break;
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218 | }
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219 | }
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220 | obj->_notifyAttached((SceneNode*)0);
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221 |
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222 | // Make sure bounds get updated (must go right to the top)
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223 | needUpdate();
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224 |
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225 | }
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226 | //-----------------------------------------------------------------------
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227 | void SceneNode::detachAllObjects(void)
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228 | {
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229 | ObjectMap::iterator itr;
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230 | MovableObject* ret;
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231 | for ( itr = mObjectsByName.begin(); itr != mObjectsByName.end(); itr++ )
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232 | {
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233 | ret = itr->second;
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234 | ret->_notifyAttached((SceneNode*)0);
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235 | }
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236 | mObjectsByName.clear();
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237 | // Make sure bounds get updated (must go right to the top)
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238 | needUpdate();
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239 | }
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240 | //-----------------------------------------------------------------------
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241 | void SceneNode::_updateBounds(void)
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242 | {
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243 | // Reset bounds first
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244 | mWorldAABB.setNull();
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245 |
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246 | // Update bounds from own attached objects
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247 | ObjectMap::iterator i;
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248 | for (i = mObjectsByName.begin(); i != mObjectsByName.end(); ++i)
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249 | {
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250 | // Merge world bounds of each object
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251 | mWorldAABB.merge(i->second->getWorldBoundingBox(true));
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252 | }
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253 |
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254 | // Merge with children
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255 | ChildNodeMap::iterator child;
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256 | for (child = mChildren.begin(); child != mChildren.end(); ++child)
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257 | {
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258 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second);
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259 | mWorldAABB.merge(sceneChild->mWorldAABB);
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260 | }
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261 |
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262 | }
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263 | //-----------------------------------------------------------------------
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264 | void SceneNode::_findVisibleObjects(Camera* cam, RenderQueue* queue,
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265 | bool includeChildren, bool displayNodes, bool onlyShadowCasters)
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266 | {
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267 | // Check self visible
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268 | if (!cam->isVisible(mWorldAABB))
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269 | return;
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270 |
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271 | // Add all entities
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272 | ObjectMap::iterator iobj;
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273 | ObjectMap::iterator iobjend = mObjectsByName.end();
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274 | for (iobj = mObjectsByName.begin(); iobj != iobjend; ++iobj)
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275 | {
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276 | // Tell attached objects about camera position (incase any extra processing they want to do)
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277 | iobj->second->_notifyCurrentCamera(cam);
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278 | if (iobj->second->isVisible() &&
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279 | (!onlyShadowCasters || iobj->second->getCastShadows()))
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280 | {
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281 | iobj->second->_updateRenderQueue(queue);
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282 | }
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283 | }
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284 |
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285 | if (includeChildren)
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286 | {
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287 | ChildNodeMap::iterator child, childend;
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288 | childend = mChildren.end();
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289 | for (child = mChildren.begin(); child != childend; ++child)
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290 | {
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291 | SceneNode* sceneChild = static_cast<SceneNode*>(child->second);
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292 | sceneChild->_findVisibleObjects(cam, queue, includeChildren,
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293 | displayNodes, onlyShadowCasters);
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294 | }
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295 | }
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296 |
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297 | if (displayNodes)
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298 | {
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299 | // Include self in the render queue
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300 | queue->addRenderable(this);
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301 | }
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302 |
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303 | // Check if the bounding box should be shown.
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304 | // See if our flag is set or if the scene manager flag is set.
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305 | if (mShowBoundingBox || (mCreator && mCreator->getShowBoundingBoxes()))
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306 | {
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307 | _addBoundingBoxToQueue(queue);
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308 | }
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309 |
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310 |
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311 | }
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312 |
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313 |
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314 | void SceneNode::_addBoundingBoxToQueue(RenderQueue* queue) {
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315 | // Create a WireBoundingBox if needed.
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316 | if (mWireBoundingBox == NULL) {
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317 | mWireBoundingBox = new WireBoundingBox();
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318 | }
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319 | mWireBoundingBox->setupBoundingBox(mWorldAABB);
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320 | queue->addRenderable(mWireBoundingBox);
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321 | }
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322 |
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323 | void SceneNode::showBoundingBox(bool bShow) {
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324 | mShowBoundingBox = bShow;
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325 | }
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326 |
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327 | bool SceneNode::getShowBoundingBox() const {
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328 | return mShowBoundingBox;
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329 | }
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330 |
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331 |
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332 | //-----------------------------------------------------------------------
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333 | Node* SceneNode::createChildImpl(void)
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334 | {
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335 | assert(mCreator);
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336 | return mCreator->createSceneNode();
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337 | }
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338 | //-----------------------------------------------------------------------
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339 | Node* SceneNode::createChildImpl(const String& name)
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340 | {
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341 | assert(mCreator);
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342 | return mCreator->createSceneNode(name);
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343 | }
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344 | //-----------------------------------------------------------------------
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345 | AxisAlignedBox SceneNode::_getWorldAABB(void) const
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346 | {
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347 | return mWorldAABB;
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348 | }
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349 | //-----------------------------------------------------------------------
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350 | SceneNode::ObjectIterator SceneNode::getAttachedObjectIterator(void)
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351 | {
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352 | return ObjectIterator(mObjectsByName.begin(), mObjectsByName.end());
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353 | }
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354 | //-----------------------------------------------------------------------
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355 | SceneNode::ConstObjectIterator SceneNode::getAttachedObjectIterator(void) const
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356 | {
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357 | return ConstObjectIterator(mObjectsByName.begin(), mObjectsByName.end());
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358 | }
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359 | //-----------------------------------------------------------------------
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360 | SceneManager* SceneNode::getCreator(void) const
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361 | {
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362 | return mCreator;
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363 | }
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364 | //-----------------------------------------------------------------------
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365 | void SceneNode::removeAndDestroyChild(const String& name)
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366 | {
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367 | SceneNode* pChild = static_cast<SceneNode*>(getChild(name));
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368 | pChild->removeAndDestroyAllChildren();
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369 |
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370 | removeChild(name);
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371 | pChild->getCreator()->destroySceneNode(name);
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372 |
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373 | }
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374 | //-----------------------------------------------------------------------
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375 | void SceneNode::removeAndDestroyChild(unsigned short index)
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376 | {
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377 | SceneNode* pChild = static_cast<SceneNode*>(getChild(index));
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378 | pChild->removeAndDestroyAllChildren();
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379 |
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380 | removeChild(index);
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381 | pChild->getCreator()->destroySceneNode(pChild->getName());
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382 | }
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383 | //-----------------------------------------------------------------------
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384 | void SceneNode::removeAndDestroyAllChildren(void)
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385 | {
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386 | ChildNodeMap::iterator i, iend;
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387 | iend = mChildren.end();
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388 | for (i = mChildren.begin(); i != iend;)
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389 | {
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390 | SceneNode* sn = static_cast<SceneNode*>(i->second);
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391 | // increment iterator before destroying (iterator invalidated by
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392 | // SceneManager::destroySceneNode because it causes removal from parent)
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393 | ++i;
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394 | sn->removeAndDestroyAllChildren();
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395 | sn->getCreator()->destroySceneNode(sn->getName());
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396 | }
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397 | mChildren.clear();
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398 | needUpdate();
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399 | }
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400 | //-----------------------------------------------------------------------
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401 | SceneNode* SceneNode::createChildSceneNode(const Vector3& translate,
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402 | const Quaternion& rotate)
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403 | {
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404 | return static_cast<SceneNode*>(this->createChild(translate, rotate));
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405 | }
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406 | //-----------------------------------------------------------------------
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407 | SceneNode* SceneNode::createChildSceneNode(const String& name, const Vector3& translate,
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408 | const Quaternion& rotate)
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409 | {
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410 | return static_cast<SceneNode*>(this->createChild(name, translate, rotate));
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411 | }
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412 | //-----------------------------------------------------------------------
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413 | const LightList& SceneNode::findLights(Real radius) const
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414 | {
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415 | // TEMP FIX
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416 | // If a scene node is static and lights have moved, light list won't change
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417 | // can't use a simple global boolean flag since this is only called for
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418 | // visible nodes, so temporarily visible nodes will not be updated
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419 | // Since this is only called for visible nodes, skip the check for now
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420 | //if (mLightListDirty)
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421 | if (mCreator)
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422 | {
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423 | // Use SceneManager to calculate
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424 | mCreator->_populateLightList(this->_getDerivedPosition(), radius, mLightList);
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425 | mLightListDirty = false;
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426 | }
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427 | return mLightList;
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428 |
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429 | }
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430 | //-----------------------------------------------------------------------
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431 | void SceneNode::setAutoTracking(bool enabled, SceneNode* target,
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432 | const Vector3& localDirectionVector,
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433 | const Vector3& offset)
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434 | {
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435 | if (enabled)
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436 | {
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437 | mAutoTrackTarget = target;
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438 | mAutoTrackOffset = offset;
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439 | mAutoTrackLocalDirection = localDirectionVector;
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440 | }
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441 | else
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442 | {
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443 | mAutoTrackTarget = 0;
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444 | }
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445 | if (mCreator)
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446 | mCreator->_notifyAutotrackingSceneNode(this, enabled);
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447 | }
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448 | //-----------------------------------------------------------------------
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449 | void SceneNode::setFixedYawAxis(bool useFixed, const Vector3& fixedAxis)
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450 | {
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451 | mYawFixed = useFixed;
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452 | mYawFixedAxis = fixedAxis;
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453 | }
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454 |
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455 | //-----------------------------------------------------------------------
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456 | void SceneNode::yaw(const Radian& angle, TransformSpace relativeTo)
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457 | {
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458 | if (mYawFixed)
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459 | {
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460 | rotate(mYawFixedAxis, angle, relativeTo);
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461 | }
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462 | else
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463 | {
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464 | rotate(Vector3::UNIT_Y, angle, relativeTo);
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465 | }
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466 |
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467 | }
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468 | //-----------------------------------------------------------------------
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469 | void SceneNode::setDirection(Real x, Real y, Real z, TransformSpace relativeTo,
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470 | const Vector3& localDirectionVector)
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471 | {
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472 | setDirection(Vector3(x,y,z), relativeTo, localDirectionVector);
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473 | }
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474 |
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475 | //-----------------------------------------------------------------------
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476 | void SceneNode::setDirection(const Vector3& vec, TransformSpace relativeTo,
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477 | const Vector3& localDirectionVector)
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478 | {
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479 | // Do nothing if given a zero vector
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480 | if (vec == Vector3::ZERO) return;
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481 |
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482 | // The direction we want the local direction point to
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483 | Vector3 targetDir = vec.normalisedCopy();
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484 |
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485 | // Transform target direction to world space
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486 | switch (relativeTo)
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487 | {
|
---|
488 | case TS_PARENT:
|
---|
489 | if (mInheritOrientation)
|
---|
490 | {
|
---|
491 | if (mParent)
|
---|
492 | {
|
---|
493 | targetDir = mParent->_getDerivedOrientation() * targetDir;
|
---|
494 | }
|
---|
495 | }
|
---|
496 | break;
|
---|
497 | case TS_LOCAL:
|
---|
498 | targetDir = _getDerivedOrientation() * targetDir;
|
---|
499 | break;
|
---|
500 | }
|
---|
501 |
|
---|
502 | // Calculate target orientation relative to world space
|
---|
503 | Quaternion targetOrientation;
|
---|
504 | if( mYawFixed )
|
---|
505 | {
|
---|
506 | // Calculate the quaternion for rotate local Z to target direction
|
---|
507 | Vector3 xVec = mYawFixedAxis.crossProduct(targetDir);
|
---|
508 | xVec.normalise();
|
---|
509 | Vector3 yVec = targetDir.crossProduct(xVec);
|
---|
510 | yVec.normalise();
|
---|
511 | Quaternion unitZToTarget = Quaternion(xVec, yVec, targetDir);
|
---|
512 |
|
---|
513 | if (localDirectionVector == Vector3::NEGATIVE_UNIT_Z)
|
---|
514 | {
|
---|
515 | // Specail case for avoid calculate 180 degree turn
|
---|
516 | targetOrientation =
|
---|
517 | Quaternion(-unitZToTarget.y, -unitZToTarget.z, unitZToTarget.w, unitZToTarget.x);
|
---|
518 | }
|
---|
519 | else
|
---|
520 | {
|
---|
521 | // Calculate the quaternion for rotate local direction to target direction
|
---|
522 | Quaternion localToUnitZ = localDirectionVector.getRotationTo(Vector3::UNIT_Z);
|
---|
523 | targetOrientation = unitZToTarget * localToUnitZ;
|
---|
524 | }
|
---|
525 | }
|
---|
526 | else
|
---|
527 | {
|
---|
528 | const Quaternion& currentOrient = _getDerivedOrientation();
|
---|
529 |
|
---|
530 | // Get current local direction relative to world space
|
---|
531 | Vector3 currentDir = currentOrient * localDirectionVector;
|
---|
532 |
|
---|
533 | if ((currentDir+targetDir).squaredLength() < 0.00005f)
|
---|
534 | {
|
---|
535 | // Oops, a 180 degree turn (infinite possible rotation axes)
|
---|
536 | // Default to yaw i.e. use current UP
|
---|
537 | targetOrientation =
|
---|
538 | Quaternion(-currentOrient.y, -currentOrient.z, currentOrient.w, currentOrient.x);
|
---|
539 | }
|
---|
540 | else
|
---|
541 | {
|
---|
542 | // Derive shortest arc to new direction
|
---|
543 | Quaternion rotQuat = currentDir.getRotationTo(targetDir);
|
---|
544 | targetOrientation = rotQuat * currentOrient;
|
---|
545 | }
|
---|
546 | }
|
---|
547 |
|
---|
548 | // Set target orientation, transformed to parent space
|
---|
549 | if (mParent && mInheritOrientation)
|
---|
550 | setOrientation(mParent->_getDerivedOrientation().UnitInverse() * targetOrientation);
|
---|
551 | else
|
---|
552 | setOrientation(targetOrientation);
|
---|
553 | }
|
---|
554 | //-----------------------------------------------------------------------
|
---|
555 | void SceneNode::lookAt( const Vector3& targetPoint, TransformSpace relativeTo,
|
---|
556 | const Vector3& localDirectionVector)
|
---|
557 | {
|
---|
558 | // Calculate ourself origin relative to the given transform space
|
---|
559 | Vector3 origin;
|
---|
560 | switch (relativeTo)
|
---|
561 | {
|
---|
562 | default: // Just in case
|
---|
563 | case TS_WORLD:
|
---|
564 | origin = _getDerivedPosition();
|
---|
565 | break;
|
---|
566 | case TS_PARENT:
|
---|
567 | origin = mPosition;
|
---|
568 | break;
|
---|
569 | case TS_LOCAL:
|
---|
570 | origin = Vector3::ZERO;
|
---|
571 | break;
|
---|
572 | }
|
---|
573 |
|
---|
574 | setDirection(targetPoint - origin, relativeTo, localDirectionVector);
|
---|
575 | }
|
---|
576 | //-----------------------------------------------------------------------
|
---|
577 | void SceneNode::_autoTrack(void)
|
---|
578 | {
|
---|
579 | // NB assumes that all scene nodes have been updated
|
---|
580 | if (mAutoTrackTarget)
|
---|
581 | {
|
---|
582 | lookAt(mAutoTrackTarget->_getDerivedPosition() + mAutoTrackOffset,
|
---|
583 | TS_WORLD, mAutoTrackLocalDirection);
|
---|
584 | // update self & children
|
---|
585 | _update(true, true);
|
---|
586 | }
|
---|
587 | }
|
---|
588 | //-----------------------------------------------------------------------
|
---|
589 | SceneNode* SceneNode::getParentSceneNode(void) const
|
---|
590 | {
|
---|
591 | return static_cast<SceneNode*>(getParent());
|
---|
592 | }
|
---|
593 | //-----------------------------------------------------------------------
|
---|
594 | void SceneNode::setVisible(bool visible, bool cascade)
|
---|
595 | {
|
---|
596 | ObjectMap::iterator oi, oiend;
|
---|
597 | oiend = mObjectsByName.end();
|
---|
598 | for (oi = mObjectsByName.begin(); oi != oiend; ++oi)
|
---|
599 | {
|
---|
600 | oi->second->setVisible(visible);
|
---|
601 | }
|
---|
602 |
|
---|
603 | if (cascade)
|
---|
604 | {
|
---|
605 | ChildNodeMap::iterator i, iend;
|
---|
606 | iend = mChildren.end();
|
---|
607 | for (i = mChildren.begin(); i != iend; ++i)
|
---|
608 | {
|
---|
609 | static_cast<SceneNode*>(i->second)->setVisible(visible, cascade);
|
---|
610 | }
|
---|
611 | }
|
---|
612 | }
|
---|
613 | //-----------------------------------------------------------------------
|
---|
614 | void SceneNode::flipVisibility(bool cascade)
|
---|
615 | {
|
---|
616 | ObjectMap::iterator oi, oiend;
|
---|
617 | oiend = mObjectsByName.end();
|
---|
618 | for (oi = mObjectsByName.begin(); oi != oiend; ++oi)
|
---|
619 | {
|
---|
620 | oi->second->setVisible(!oi->second->isVisible());
|
---|
621 | }
|
---|
622 |
|
---|
623 | if (cascade)
|
---|
624 | {
|
---|
625 | ChildNodeMap::iterator i, iend;
|
---|
626 | iend = mChildren.end();
|
---|
627 | for (i = mChildren.begin(); i != iend; ++i)
|
---|
628 | {
|
---|
629 | static_cast<SceneNode*>(i->second)->flipVisibility(cascade);
|
---|
630 | }
|
---|
631 | }
|
---|
632 | }
|
---|
633 |
|
---|
634 |
|
---|
635 |
|
---|
636 | }
|
---|