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Crystal Space 3D Engine
Copyright (C) 1998-2002 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IENGINE_ENGINE_H__
#define __CS_IENGINE_ENGINE_H__
/**\file
* Crystal Space 3D Engine Interface
*/
/**
* \addtogroup engine3d
* @{ */
#include "csutil/scf_interface.h"
#include "csgeom/vector3.h"
#include "iengine/collection.h"
#include "iengine/light.h"
#include "iutil/threadmanager.h"
#include "ivideo/rendermesh.h"
class csBox3;
class csColor;
class csFrustum;
struct iCacheManager;
struct iCamera;
struct iCameraPosition;
struct iCameraPositionList;
struct iClipper2D;
struct iCustomMatrixCamera;
struct iDataBuffer;
struct iLight;
struct iLightIterator;
struct iLoaderContext;
struct iMaterial;
struct iMaterialList;
struct iMaterialWrapper;
struct iMeshFactoryList;
struct iMeshFactoryWrapper;
struct iMeshList;
struct iMeshObject;
struct iMeshObjectFactory;
struct iMeshObjectType;
struct iMeshWrapper;
struct iMeshWrapperIterator;
struct iObject;
struct iObjectIterator;
struct iObjectWatcher;
struct iPerspectiveCamera;
struct iPortal;
struct iProgressMeter;
struct iRenderLoop;
struct iRenderLoopManager;
struct iRenderManager;
struct iRenderView;
struct iSector;
struct iSectorIterator;
struct iSectorList;
struct iSharedVariableList;
struct iTextureHandle;
struct iTextureList;
struct iTextureWrapper;
struct iThreadedLoader;
struct iEngine;
/** \name RegisterRenderPriority() flags
* @{ */
enum csRenderPrioritySorting
{
/**
* Do not sort this priority.
*/
CS_RENDPRI_SORT_NONE = 0,
/**
* Sort this priority back to front.
*/
CS_RENDPRI_SORT_BACK2FRONT = 1,
/**
* Sort this priority front to back.
*/
CS_RENDPRI_SORT_FRONT2BACK = 2
};
/** @} */
namespace CS
{
/// Render grouping for mesh multipass rendering
enum RenderPriorityGrouping
{
/**
* This first renders layer 1 for all meshes, then layer 2 for all meshes and
* and so on. This is the faster way of multipass rendering; however, some
* multipass effects produce incorrect results with this (especially when
* alpha transparency is involved).
*/
rpgByLayer = 0,
/**
* This all layers in order for the first mesh, then all layers in order for
* the second mesh and so on. This is the slower way of multipass rendering;
* however, it always results in correct results (and should thus be used
* when alpha transparency is involved).
*/
rpgByMesh = 1
};
} // namespace CS
/**
* A callback that will be fired whenever the engine starts drawing
* a frame.
*
* This callback is used by:
* - iEngine
*/
struct iEngineFrameCallback : public virtual iBase
{
SCF_INTERFACE(iEngineFrameCallback,1,0,0);
/**
* Start a new frame.
*/
virtual void StartFrame (iEngine* engine, iRenderView* rview) = 0;
};
/**
* A callback that will be fired whenever a sector is created or
* removed from the engine.
*
* This callback is used by:
* - iEngine
*/
struct iEngineSectorCallback : public virtual iBase
{
SCF_INTERFACE(iEngineSectorCallback,2,0,0);
/**
* New sector.
*/
virtual void NewSector (iEngine* engine, iSector* sector) = 0;
/**
* Remove sector.
*/
virtual void RemoveSector (iEngine* engine, iSector* sector) = 0;
};
/**
* This interface is the main interface to the 3D engine.
* The engine is responsible for creating new engine-specific objects
* such as sectors, mesh objects, mesh object factories, lights, and so on.
*
* Main creators of instances implementing this interface:
* - 3D Engine plugin (crystalspace.engine.3d)
*
* Main ways to get pointers to this interface:
* - csQueryRegistry<iEngine> ()
*
* Main users of this interface:
* - Application.
*/
struct iEngine : public virtual iBase
{
SCF_INTERFACE(iEngine, 8, 0, 1);
/// Get the iObject for the engine.
virtual iObject *QueryObject() = 0;
/**\name Preparation and relighting methods
* @{ */
/**
* Prepare the engine. This function must be called after you loaded/created
* the world and before it is rendered.
*
* Actions include:
* - Preparation of all lightmaps for use
* - Registering of textures with texture manager and freeing of loaded
* images (as the texture manager will have created textures from them)
* The optional progress meter will be used to report progress.
*
* The behaviour regarding cached lighting depends on the flag
* you can set with the SetLightingCacheMode() function. The default
* behaviour is to read the lightmap cache when present but don't
* calculate lighting if cache is not present.
* \param meter If supplied, the meter object will be called back
* periodically to report the progress of engine preparation.
*/
virtual bool Prepare (iProgressMeter* meter = 0) = 0;
/**
* Prepare the textures. It will initialise all loaded textures
* for the texture manager. (Normally you shouldn't call this function
* directly, because it will be called by Prepare() for you.
* This function will also prepare all loaded materials after preparing
* the textures.
*/
virtual void PrepareTextures () = 0;
/**
* Calls UpdateMove for all meshes to initialise bounding boxes.
* Prepare() will call this function automatically so you normally
* don't have to call it.
*/
virtual void PrepareMeshes () = 0;
/**
* Set the cache manager that the engine will use. If this is not
* done then the engine will use its own cache manager based on VFS.
* This will do an incref on the given cache manager and a decref
* on the old one. The engine will release the cache manager at
* destruction time. To set the cache manager to the default VFS
* based cache manager for a given VFS directory you can use the
* following code:
* \code
* engine->SetVFSCacheManager ("/bla/bla");
* \endcode
*/
virtual void SetCacheManager (iCacheManager* cache_mgr) = 0;
/**
* Set the cache manager to the default VFS based cache manager.
* Note that this function will not change the VFS current directory.
* \param vfspath is the path that will be used for the cache manager.
* If 0 then the current VFS directory will be used instead.
*/
virtual void SetVFSCacheManager (const char* vfspath = 0) = 0;
/**
* Get the cache manager that the engine is currently using.
*/
virtual iCacheManager* GetCacheManager () = 0;
/** @} */
/**\name Render priority functions
* @{ */
/**
* Register a new render priority. Render priorities are assigned to objects
* and controls the order in which objects are rendered by the engine.
* \param name a name to refer to this render priority
* \param priority a numerical priority; this is used to order the
* render priorities where lower numbers are rendered before higher
* numbers.
* \param rendsort One of the CS_RENDPRI_... flags.
* By default this is #CS_RENDPRI_SORT_NONE. The following values are
* possible:
* - #CS_RENDPRI_SORT_NONE: objects in this render priority are not sorted.
* - #CS_RENDPRI_SORT_FRONT2BACK: sort objects front to back (as seen from
* camera viewpoint).
* - #CS_RENDPRI_SORT_BACK2FRONT: sort objects back to front.
*
* \note The default render priorities are:
* - init: 1
* - sky: 2
* - sky2: 3
* - portal: 4
* - wall: 5
* - wall2: 6
* - object: 7
* - object2: 8
* - transp: 9
* - alpha: 10 (uses back2front sorting for meshes)
* - final: 11
* (in that priority order, where 'init' is rendered first and
* 'final' is rendered last). Should you wish to add your own render
* priority, you must call ClearRenderPriorities() and re-add the
* default render priorities (using RegisterDefaultRenderPriorities())
* along with your own new priorities.
*
* Priorities are identified by their number, not their name:
* If you call RegisterRenderPriority() twice, with the same
* priority number, but different names, the second call will
* <em>change the name</em>.
*/
virtual void RegisterRenderPriority (const char* name, uint priority,
csRenderPrioritySorting rendsort = CS_RENDPRI_SORT_NONE,
CS::RenderPriorityGrouping grouping = CS::rpgByLayer) = 0;
/**
* Register default render priorities.
* \sa RegisterRenderPriority for list of default render priorities.
*/
virtual void RegisterDefaultRenderPriorities () = 0;
/**
* Get a render priority by name.
* \param name is the name you want (one of the standard names
* or your own if you have defined your own render priorities).
* \return -1 if render priority doesn't exist.
*/
virtual CS::Graphics::RenderPriority GetRenderPriority (const char* name) const = 0;
/// Get the render priority sorting flag.
virtual csRenderPrioritySorting GetRenderPrioritySorting (
const char* name) const = 0;
/// Get the render priority sorting flag.
virtual csRenderPrioritySorting GetRenderPrioritySorting (
CS::Graphics::RenderPriority priority) const = 0;
//@{
/// Get the render priority grouping flag.
virtual CS::RenderPriorityGrouping GetRenderPriorityGrouping (
const char* name) const = 0;
virtual CS::RenderPriorityGrouping GetRenderPriorityGrouping (
CS::Graphics::RenderPriority priority) const = 0;
//@}
/// Get the render priority for sky objects (attached to 'sky' name).
virtual CS::Graphics::RenderPriority GetSkyRenderPriority () = 0;
/// Get the render priority for portal objects (attached to 'portal' name).
virtual CS::Graphics::RenderPriority GetPortalRenderPriority () = 0;
/// Get the render priority for wall objects (attached to 'wall' name).
virtual CS::Graphics::RenderPriority GetWallRenderPriority () = 0;
/// Get the render priority for general objects (attached to 'object' name).
virtual CS::Graphics::RenderPriority GetObjectRenderPriority () = 0;
/// Get the render priority for alpha objects (attached to 'alpha' name).
virtual CS::Graphics::RenderPriority GetAlphaRenderPriority () = 0;
/// Clear all render priorities.
virtual void ClearRenderPriorities () = 0;
/// Get the number of render priorities.
virtual size_t GetRenderPriorityCount () const = 0;
/// Get the name of the render priority or 0 if it's not valid or registered.
virtual const char* GetRenderPriorityName (CS::Graphics::RenderPriority priority) const = 0;
/** @} */
/**\name Material handling
* @{ */
/**
* Create a base material that can be used to give to the texture
* manager. Assign to a csRef.
* \param txt The texture map this material will use. Note that this
* can be 0 in which case a base material without texture will be created.
* \note You will need to call iMaterialWrapper::Register() and
* iMaterialWrapper::GetMaterialHandler()->Prepare() on you new material
* if you load the material after iEngine::Prepare() has been called.
*/
virtual csPtr<iMaterial> CreateBaseMaterial (iTextureWrapper* txt) = 0;
/**
* Register a material to be loaded during Prepare()
* \param name engine name for this material
* \param texture texture to use for this material
*/
virtual iMaterialWrapper* CreateMaterial (const char *name,
iTextureWrapper* texture) = 0;
/// Get the list of all materials.
virtual iMaterialList* GetMaterialList () const = 0;
/**
* Find the given material. The name can be a normal
* name. In that case this function will look in all collection
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified collection and return
* 0 if that collection doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired material
* \param collection if specified, search only this collection (also see note above)
*/
virtual iMaterialWrapper* FindMaterial (const char* name,
iCollection* collection = 0) = 0;
/** @} */
/**\name Texture handling
* @{ */
/**
* Create a texture from a file.
* \param name The name to use for this texture in the engine
* \param fileName the filename (on the VFS!) of the texture to load
* \param transp pixels in the image with this key color will be considered
* transparent instead of being drawn
* \param flags One or more texturing flags OR'd together, flag include
* - CS_TEXTURE_2D image will be used only for 2D drawing
* - CS_TEXTURE_3D image will be textured onto 3D polygon
* (this is almost always the flag you want)
* - CS_TEXTURE_NOMIPMAPS texture will not be mipmapped before use
*
* \note You will need to call iTextureWrapper::Register()
* on you new texture if you load the texture after iEngine::Prepare()
* has been called.
*/
virtual iTextureWrapper* CreateTexture (const char *name,
const char *fileName, csColor *transp, int flags) = 0;
/**
* Create a black texture. This is mostly useful for procedural textures.
* \param name The name to use for this texture in the engine
* \param w the texture width (must be a power of 2, eg 64, 128, 256, 512...)
* \param h the texture height (must be a power of 2, eg 64, 128, 256, 512...)
* \param transp pixels in the image with this key color will be considered
* transparent instead of being drawn
* \param flags see CreateTexture()
* \see CreateTexture() note about registering textures.
*/
virtual iTextureWrapper* CreateBlackTexture (const char *name,
int w, int h, csColor *transp, int flags) = 0;
/**
* Query the format to load textures (usually this depends on texture
* manager)
*/
virtual int GetTextureFormat () const = 0;
/// Get the list of all textures.
virtual iTextureList* GetTextureList () const = 0;
/**
* Find the given texture. The name can be a normal
* name. In that case this function will look in all collections
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified collection and return
* 0 if that collection doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired texture
* \param collection if specified, search only this collection (also see note above)
*/
virtual iTextureWrapper* FindTexture (const char* name,
iCollection* collection = 0) = 0;
/** @} */
/**\name Light handling
* @{ */
/**
* Create a static/pseudo-dynamic light.
* Assign to a csRef.
* \param name the engine name for this light (may be 0)
* \param pos the position of this light in world coordinates
* \param radius the maximum distance at which this light will affect
* objects
* \param color the color of this light (also affects light intensity)
* \param dyntype is the type of the light. This can be
* #CS_LIGHT_DYNAMICTYPE_DYNAMIC, #CS_LIGHT_DYNAMICTYPE_PSEUDO,
* or #CS_LIGHT_DYNAMICTYPE_STATIC.
* Note that after creating a light you must add it to a sector
* by calling sector->GetLights ()->Add (light);
* If the light is dynamic you also must call Setup() to calculate lighting.
* Otherwise you must use engine->ForceRelight() if you create a light
* after calling engine->Prepare(). Otherwise you can let engine->Prepare()
* do it.
* <p>
* Note! If you are using a system with hardware accelerated lighting
* (i.e. no lightmaps) then the discussion above is not relevant.
*/
virtual csPtr<iLight> CreateLight (const char* name, const csVector3& pos,
float radius, const csColor& color,
csLightDynamicType dyntype = CS_LIGHT_DYNAMICTYPE_STATIC) = 0;
/** Find a static/pseudo-dynamic light by name.
* \param Name the engine name of the desired light
* \param RegionOnly (parameter presently unused)
*/
virtual iLight* FindLight (const char *Name, bool RegionOnly = false)
const = 0;
/**
* Find a static/pseudo-dynamic light by id.
* \param light_id a 16-byte MD5 checksum for the light.
*/
virtual iLight* FindLightID (const char* light_id) const = 0;
/**
* Create an iterator to iterate over all static lights of the engine.
* Assign to a csRef.
* \param collection only iterate over the lights in this collection
* (otherwise iterate over all lights)
*/
virtual csPtr<iLightIterator> GetLightIterator (iCollection* collection = 0) = 0;
/**
* Remove a light and update all lightmaps. This function only works
* correctly for dynamic or pseudo-dynamic static lights. If you give a normal
* static light then the light will be removed but lightmaps will not
* be affected. You can call ForceRelight() to force relighting then.
* <p>
* The current flags set with SetLightingCacheMode() controls if the
* lightmaps will be cached or not.
* \param light the light to remove
*/
virtual void RemoveLight (iLight* light) = 0;
/**
* Set the amount of ambient light. This has no effect until you
* recalculate the lightmaps.
*/
virtual void SetAmbientLight (const csColor &) = 0;
/// Return the amount of ambient light
virtual void GetAmbientLight (csColor &) const = 0;
/// Return the default amount of ambient light
virtual void GetDefaultAmbientLight (csColor &c) const = 0;
/**
* This routine returns all lights which might affect an object
* at some position.
* <br>
* It will only return as many lights as the size that you specified
* for the light array. The returned lights are not guaranteed to be sorted
* but they are guaranteed to be the specified number of lights closest to
* the given position.<br>
* This function returns the actual number of lights added to the 'lights'
* array.
*/
virtual int GetNearbyLights (iSector* sector, const csVector3& pos,
iLight** lights, int max_num_lights) = 0;
/**
* This routine returns all lights which might affect an object
* with some bounding box.
* <br>
* It will only return as many lights as the size that you specified
* for the light array. The returned lights are not guaranteed to be sorted
* but they are guaranteed to be the specified number of lights closest to
* the given position.<br>
* This function returns the actual number of lights added to the 'lights'
* array.
*/
virtual int GetNearbyLights (iSector* sector, const csBox3& box,
iLight** lights, int max_num_lights) = 0;
/** @} */
/**\name Sector handling
* @{ */
/**
* Create a empty sector with given name.
* \param name the sector name
*/
virtual iSector *CreateSector (const char *name, bool addToList = true) = 0;
/// Get the list of sectors
virtual iSectorList* GetSectors () = 0;
/**
* Find the given sector. The name can be a normal
* name. In that case this function will look in all collection
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified region and return
* 0 if that region doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired sector
* \param collection if specified, search only this collection (also see note above)
*/
virtual iSector* FindSector (const char* name,
iCollection* collection = 0) = 0;
/**
* This routine returns an iterator to iterate over all nearby sectors.
* Assign to a csRef. In the iterator you can also fetch the
* position for every sector. Normally that position will be equal to
* the given input position here (pos) but if there are space warping
* portals involved then the position returned by the iterator is the
* warped position relative to the sector returned by the iterator.
*/
virtual csPtr<iSectorIterator> GetNearbySectors (iSector* sector,
const csVector3& pos, float radius) = 0;
/**
* This routine returns an iterator to iterate over all nearby sectors.
* Assign to a csRef. In the iterator you can also fetch the
* position for every sector. Normally that position will be equal to
* the given input position here (pos) but if there are space warping
* portals involved then the position returned by the iterator is the
* warped position relative to the sector returned by the iterator.
*/
virtual csPtr<iSectorIterator> GetNearbySectors (iSector* sector,
const csBox3& box) = 0;
/**
* Add a frame callback. This will call IncRef() on the callback
* So make sure you call DecRef() to release your own reference.
*/
virtual void AddEngineFrameCallback (iEngineFrameCallback* cb) = 0;
/**
* Remove a frame callback.
*/
virtual void RemoveEngineFrameCallback (iEngineFrameCallback* cb) = 0;
/**
* Add a sector callback. This will call IncRef() on the callback
* So make sure you call DecRef() to release your own reference.
*/
virtual void AddEngineSectorCallback (iEngineSectorCallback* cb) = 0;
/**
* Remove a sector callback.
*/
virtual void RemoveEngineSectorCallback (iEngineSectorCallback* cb) = 0;
/** @} */
/**\name Mesh handling
* @{ */
/**
* Convenience function to create a mesh object for a given factory.
*
* \param factory the factory that will produce this mesh
* \param name The engine name for the mesh wrapper; may be null.
* Different mesh objects can have the same name (in contrast
* with factory objects).
* \param sector the sector to initially place this mesh in
* If 'sector' is 0 then the mesh object will not be set to a position.
* \param pos the position in the sector
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreateMeshWrapper (iMeshFactoryWrapper* factory,
const char* name, iSector* sector = 0, const csVector3& pos = csVector3 (0, 0, 0),
bool addToList = true) = 0;
/**
* Create a mesh wrapper for an existing mesh object.
* \param meshobj the mesh object
* \param name The engine name for the mesh wrapper; may be null.
* Different mesh objects can have the same name (in contrast
* with factory objects).
* \param sector the sector to initially place this mesh in
* If 'sector' is 0 then the mesh object will not be set to a position.
* \param pos the position in the sector
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreateMeshWrapper (iMeshObject* meshobj,
const char* name, iSector* sector = 0, const csVector3& pos = csVector3 (0, 0, 0),
bool addToList = true) = 0;
/**
* Create a mesh wrapper from a class id.
* This function will first make a factory from the plugin and then
* see if that factory itself implements iMeshObject too.
* If that fails this function
* will call NewInstance() on the factory and return that object then.
* \param classid The SCF name of the plugin
* (like 'crystalspace.mesh.object.ball'). The type plugin will only
* be loaded if needed.
* \param name The engine name for the mesh wrapper; may be null.
* Different mesh objects can have the same name (in contrast
* with factory objects).
* \param sector the sector to initially place this mesh in
* If 'sector' is 0 then the mesh object will not be set to a position.
* \param pos the position in the sector
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreateMeshWrapper (const char* classid,
const char* name, iSector* sector = 0, const csVector3& pos = csVector3 (0, 0, 0),
bool addToList = true) = 0;
/**
* Create an uninitialized mesh wrapper
* Assign to a csRef.
*/
virtual csPtr<iMeshWrapper> CreateMeshWrapper (const char* name, bool addToList = true) = 0;
/**
* Convenience function to load a mesh object from a given loader plugin.
* \param name The engine name for the mesh wrapper; may be null.
* Different mesh objects can have the same name (in contrast
* with factory objects).
* \param loaderClassId the SCF class of the loader to use to
* create the meshwrapper
* \param input data passed to the loader to generate the mesh
* \param sector the sector to initially place this mesh in
* If 'sector' is 0 then the mesh object will not be set to a position.
* \param pos the position in the sector
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> LoadMeshWrapper (
const char* name, const char* loaderClassId,
iDataBuffer* input, iSector* sector, const csVector3& pos) = 0;
/**
* Convenience function to add a mesh and all children of that
* mesh to the engine.
*/
THREADED_INTERFACE1(AddMeshAndChildren, iMeshWrapper* mesh);
/**
* This routine returns an iterator to iterate over
* all meshes that are within a radius of a given position.
* If crossPortals is true it will search through
* portals. Otherwise it will limit the search to the sector passed in.
*/
virtual csPtr<iMeshWrapperIterator> GetNearbyMeshes (iSector* sector,
const csVector3& pos, float radius, bool crossPortals = true) = 0;
/**
* This routine returns an iterator to iterate over
* all meshes that are in a box.
* If crossPortals is true it will search through
* portals. Otherwise it will limit the search to the sector passed in.
* Portal visibility is tested with the center of the box.
*/
virtual csPtr<iMeshWrapperIterator> GetNearbyMeshes (iSector* sector,
const csBox3& box, bool crossPortals = true) = 0;
/**
* This routine returns an iterator to iterate over
* all meshes that intersect with a beam.
* If crossPortals is true it will search through
* portals. Otherwise it will limit the search to the sector passed in.
* Portal visibility is tested fromt the start of the beam.
*/
virtual csPtr<iMeshWrapperIterator> GetNearbyMeshes (iSector* sector,
const csVector3& start, const csVector3& end,
bool crossPortals = true) = 0;
/// Get the list of meshes
virtual iMeshList* GetMeshes () = 0;
/**
* Find the given mesh object. The name can be a normal
* name. In that case this function will look in all collections
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified collection and return
* 0 if that collection doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired mesh
* \param collection if specified, search only this collection (also see note above)
*/
virtual iMeshWrapper* FindMeshObject (const char* name,
iCollection* collection = 0) = 0;
/**
* Sometimes a mesh wants to destruct itself (for example
* a particle system that has only limited lifetime). It can do that
* by calling this function on itself. The engine will then remove
* the object before the next frame.
*/
virtual void WantToDie (iMeshWrapper* mesh) = 0;
/** @} */
/**\name Mesh factory handling
* @{ */
/**
* Convenience function to create a mesh factory from a given type.
* \param classId the SCF name of the plugin
* (like 'crystalspace.mesh.object.ball'). The type plugin will only
* be loaded if needed.
* \param name The factory will be registered with the engine
* under the given name. If there is already a factory with that name
* no new factory will be created but the found one is returned instead.
* If the name is 0 then no name will be set and no check will happen
* if the factory already exists.
* \return 0 on failure; you must assign the result to a csRef or
* use DecRef().
*/
virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (const char* classId,
const char* name, bool addToList = true) = 0;
/**
* Create a mesh factory wrapper for an existing mesh factory
* Assign to a csRef.
* \param factory the mesh factory to be wrapped, the engine doesn't
* "know" about a mesh factory until associated with a FactoryWrapper
* \param name the engine name for the factory wrapper
*/
virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (
iMeshObjectFactory * factory, const char* name,
bool addToList = true) = 0;
/**
* Create an uninitialized mesh factory wrapper
* Assign to a csRef.
* \param name the engine name for the factory wrapper
*/
virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (const char* name,
bool addToList = true) = 0;
/**
* Convenience function to load a mesh factory from a given loader plugin.
* \param name engine name for the mesh factory
* \param loaderClassId the SCF class name of the desired mesh factory plugin
* \param input data to initialize the mesh factory (plugin-specific)
* Assign to a csRef.
*/
virtual csPtr<iMeshFactoryWrapper> LoadMeshFactory (
const char* name, const char* loaderClassId,
iDataBuffer* input, bool addToList = true) = 0;
/**
* Find the given mesh factory. The name can be a normal
* name. In that case this function will look in all collections
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified collection and return
* 0 if that collection doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired mesh factory
* \param collection if specified, search only this collection (also see note above)
*/
virtual iMeshFactoryWrapper* FindMeshFactory (const char* name,
iCollection* collection = 0) = 0;
/// Get the list of mesh factories
virtual iMeshFactoryList* GetMeshFactories () = 0;
/** @} */
/**\name Collection handling
* @{ */
/**
* Create a new collection with the given name.
*/
virtual iCollection* CreateCollection (const char* name) = 0;
/**
* Get the collection of the given name.
*/
virtual iCollection* GetCollection (const char* name) const = 0;
/**
* Return all collections created.
*/
virtual csPtr<iCollectionArray> GetCollections () = 0;
/**
* Remove the given collection from the list of collections.
*/
virtual void RemoveCollection (iCollection* collect) = 0;
/**
* Remove the collection of the given name.
*/
virtual void RemoveCollection (const char* name) = 0;
/**
* Remove all the collections.
*/
virtual void RemoveAllCollections () = 0;
/** @} */
/**\name Camera handling
* @{ */
/**
* Create a new camera.
* Assign to a csRef.
*/
CS_DEPRECATED_METHOD_MSG("Use CreatePerspectiveCamera instead")
virtual csPtr<iCamera> CreateCamera () = 0;
/**
* Find the given camera position. The name can be a normal
* name. In that case this function will look in all collection
* except if collection is not 0 in which case it will only
* look in that collection.
* If the name is specified as 'collectionname/objectname' then
* this function will only look in the specified collection and return
* 0 if that collection doesn't contain the object or the collection
* doesn't exist. In this case the collection parameter is ignored.
* \param name the engine name of the desired camera position
* \param collection if specified, search only this collection (also see note above)
*/
virtual iCameraPosition* FindCameraPosition (const char* name,
iCollection* collection = 0) = 0;
/// Get the list of camera positions.
virtual iCameraPositionList* GetCameraPositions () = 0;
/** @} */
/**\name Portal handling
* @{ */
/**
* Convenience function to create a portal from one sector to another
* and make this portal a child mesh of another mesh. Use scfQueryInterface<
* iPortalContainer> on the returned mesh for more control over the
* portal(s) in the portal object.
* \param name is the name of the portal container mesh to create the portal
* in. If the parentMesh already has a mesh with that name then that will
* be used. If there is already a mesh with that name but it is not a
* portal container then a new mesh will be created.
* \param parentMesh is the mesh where the portal container will be placed
* as a child.
* \param destSector is the sector where the single portal that is created
* inside the portal object will point too.
* \param vertices list of vertices comprising the portal.
* \param num_vertices number of elements in 'vertices'.
* \param portal is a return value for the created portal.
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreatePortal (
const char* name,
iMeshWrapper* parentMesh, iSector* destSector,
csVector3* vertices, int num_vertices,
iPortal*& portal) = 0;
/**
* Convenience function to create a portal from one sector to another.
* Use scfQueryInterface<iPortalContainer> on the returned mesh for
* more control over the portal(s) in the portal object.
* \param name is the name of the portal container mesh to create the portal
* in. If the sourceSector already has a mesh with that name then that will
* be used. If there is already a mesh with that name but it is not a
* portal container then a new mesh will be created.
* \param sourceSector is the sector where the portal container will be
* placed.
* \param pos the position inside that sector.
* \param destSector the sector where the single portal that is created
* inside the portal object will point too.
* \param vertices list of vertices comprising the portal.
* \param num_vertices number of elements in 'vertices'.
* \param portal return value for the created portal.
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreatePortal (
const char* name,
iSector* sourceSector, const csVector3& pos,
iSector* destSector,
csVector3* vertices, int num_vertices,
iPortal*& portal) = 0;
/**
* Create an empty portal container in some sector. Use this portal
* container to create portals to other sectors. Use scfQueryInterface<
* iPortalContainer> on the mesh object inside the returned mesh to
* control the portals.
* \param name of the portal mesh.
* \param sector is the location of the portal object and not the sector
* the portals will point too. If not given then the portal container is
* not put in any mesh.
* \param pos is an optional position inside the sector (if given).
* \return The meshwrapper on success (assign to a csRef),
* or 0 on failure.
*/
virtual csPtr<iMeshWrapper> CreatePortalContainer (const char* name,
iSector* sector = 0, const csVector3& pos = csVector3 (0, 0, 0)) = 0;
/** @} */
/**\name Drawing related
* @{ */
/**
* Require that the Z-buffer is cleared every frame. The engine
* itself will not use this setting but will only return the
* correct flag in GetBeginDrawFlags() so that the Z-buffer is actually
* cleared. Note that this requires that the application actually
* uses GetBeginDrawFlags() in the call to g3d->BeginDraw() (which it should).
* By default this flag is false. It is useful to set this flag to true
* if you have a level that doesn't itself have another way to initialize
* the Z-buffer.
* \param yesno true to clear the Z buffer after each frame,
* false to leave the zbuffer as-is
*/
CS_DEPRECATED_METHOD_MSG("Z buffer clearing handled by the rendermanager.")
virtual void SetClearZBuf (bool yesno) = 0;
/**
* Get the value of the clear Z-buffer flag set with SetClearZBuf().
*/
CS_DEPRECATED_METHOD_MSG("Z buffer clearing handled by the rendermanager.")
virtual bool GetClearZBuf () const = 0;
/// Get default clear z-buffer flag.
CS_DEPRECATED_METHOD_MSG("Z buffer clearing handled by the rendermanager.")
virtual bool GetDefaultClearZBuf () const = 0;
/**
* Require that the screen is cleared every frame. The engine
* itself will not use this setting but will only return the
* correct flag in GetBeginDrawFlags() so that the screen is actually
* cleared. Note that this requires that the application actually
* uses GetBeginDrawFlags() in the call to g3d->BeginDraw() (which it should).
* By default this flag is false. It is useful to set this flag to true
* if you have a level that doesn't itself have another way to initialize
* the screen.
* \param yesno true to clear the screen before each frame,
* false to leave the screen as-is (which may leave garbage on the screen)
*/
CS_DEPRECATED_METHOD_MSG("Screen clearing handled by the rendermanager.")
virtual void SetClearScreen (bool yesno) = 0;
/**
* Get the value of the clear screen flag set with SetClearScreen().
*/
CS_DEPRECATED_METHOD_MSG("Screen clearing handled by the rendermanager.")
virtual bool GetClearScreen () const = 0;
/// Get default clear screen flag
CS_DEPRECATED_METHOD_MSG("Screen clearing handled by the rendermanager.")
virtual bool GetDefaultClearScreen () const = 0;
/**
* Get the required flags for 3D->BeginDraw() which should be called
* from the application. These flags must be or-ed with optional other
* flags that the application might be interested in. Use SetClearZBuf()
* to let this function return that the Z-buffer must be cleared.
*/
CS_DEPRECATED_METHOD_MSG("Screen and Z buffer clearing handled by the rendermanager.")
virtual int GetBeginDrawFlags () const = 0;
/**
* Get the top-level clipper.
*/
virtual iRenderView* GetTopLevelClipper () const = 0;
/**
* Precache a single mesh.
*/
virtual void PrecacheMesh (iMeshWrapper* s) = 0;
/**
* This function precaches all meshes by calling GetRenderMeshes()
* on them. By doing this the level will run smoother if you walk
* through it because all meshes will have had a chance to update
* caches and stuff.
* \param collection is an optional collection. If given then only objects
* in that collection will be precached.
*/
virtual void PrecacheDraw (iCollection* collection = 0) = 0;
/**
* Draw the 3D world given a camera and a clipper. Note that
* in order to be able to draw using the given 3D driver
* all textures must have been registered to that driver (using
* Prepare()). Note that you need to call Prepare() again if
* you switch to another 3D driver.
* <p>
* If a mesh is given then only that single mesh is rendered.
* Note that in that case the mesh will only be rendered if it
* is in the same sector as the camera!
*/
virtual void Draw (iCamera* c, iClipper2D* clipper,
iMeshWrapper* mesh = 0) = 0;
/**
* Set the drawing context. This is a texture handle that is used
* as the procedural texture to render on. If this is 0 then the
* screen is assumed.
*/
virtual void SetContext (iTextureHandle* ctxt) = 0;
/// Return the current drawing context.
virtual iTextureHandle *GetContext () const = 0;
/**
* Retrieve the render loop manager.
*/
virtual iRenderLoopManager* GetRenderLoopManager () = 0;
/**
* Returns the current render loop.
* \remark This will the loop that is set to be the current default
* with SetCurrentDefaultRenderloop(). This doesn't have to be the engine's
* default render loop (note the difference between the "current" and
* "default" render loop - former one is the loop used currently for
* drawing, latter one is a default loop created at engine initialization
* time.) To retrieve the default loop, use
* \code
* GetRenderLoopManager()->Retrieve (#CS_DEFAULT_RENDERLOOP_NAME);
* \endcode
*/
virtual iRenderLoop* GetCurrentDefaultRenderloop () = 0;
/**
* Set the current render loop.
* \param loop The loop to be made the current render loop.
* \return Whether the change was successful (a value of 0 for \p will
* let the method fail.)
*/
virtual bool SetCurrentDefaultRenderloop (iRenderLoop* loop) = 0;
/**
* Get the current framenumber. This should be incremented once every Draw
*/
virtual uint GetCurrentFrameNumber () const = 0;
/**
* Update the engine and animations etc for a new frame
*/
virtual void UpdateNewFrame () = 0;
/** @} */
/**\name Adaptive progressive LODs
* @{ */
/**
* Enable adaptive LODs.
*/
virtual void EnableAdaptiveLODs(bool enable, float target_fps) = 0;
/**
* Must be called once per frame if you use adaptive LODs.
*/
virtual void UpdateAdaptiveLODs() = 0;
/**
* Get a multiplier based on the average elapsed time for the last n frames.
*/
virtual float GetAdaptiveLODsMultiplier() const = 0;
/** @} */
/**\name Saving/loading
* @{ */
/**
* Set whether saving should be possible (default OFF).
* To allow saving of a world after it has been loaded, some objects may
* need to keep track of extra data that would otherwise not be needed if
* the world will never be written out again. The 'saveable' flag informs
* those objects about whether to keep that information or not. Saving
* a world with this flag disables is still possible, but the result might
* incomplete.
*/
virtual void SetSaveableFlag (bool enable) = 0;
/**
* Get whether saving should be possible (default OFF).
*/
virtual bool GetSaveableFlag () = 0;
/**
* Create a loader context that you can give to loader plugins.
* It will basically allow loader plugins to find materials.
* \param collection optional loader collection
* \param searchCollectionOnly if collection is valid and searchCollectionOnly is true
* then only that collection will be searched.
* Assign to a csRef.
*/
virtual csPtr<iLoaderContext> CreateLoaderContext (
iCollection* collection = 0, bool searchCollectionOnly = true) = 0;
/**
* Set the default value for the "keep image" flag of texture wrappers.
*/
virtual void SetDefaultKeepImage (bool enable) = 0;
/**
* Get the default value for the "keep image" flag of texture wrappers
*(default OFF).
*/
virtual bool GetDefaultKeepImage () = 0;
/** @} */
/**\name Other
* @{ */
/**
* This routine returns an iterator to iterate over
* all objects that are within a radius of a given position.
* The current implementation only does meshes but in future
* lights will also be supported.
* You can use #scfQueryInterface to get any interface from the
* returned objects. If crossPortals is true it will search through
* portals. Otherwise it will limit the search to the sector passed in.
* If you only want to have meshes then it is more efficient to
* call GetNearbyMeshes() as you can then avoid the call to
* #scfQueryInterface.
*/
virtual csPtr<iObjectIterator> GetNearbyObjects (iSector* sector,
const csVector3& pos, float radius, bool crossPortals = true ) = 0;
/**
* This routine returns an iterator to iterate over
* all objects that are potentially visible as seen from a given position.
* This routine assumes full 360 degree visibility.
* You can use #scfQueryInterface to get any interface from the
* returned objects.<p>
* If you only want meshes then use GetVisibleMeshes().
* CURRENTLY NOT IMPLEMENTED!
*/
virtual csPtr<iObjectIterator> GetVisibleObjects (iSector* sector,
const csVector3& pos) = 0;
/**
* This routine returns an iterator to iterate over
* all meshes that are potentially visible as seen from a given position.
* This routine assumes full 360 degree visibility.
* CURRENTLY NOT IMPLEMENTED!
*/
virtual csPtr<iMeshWrapperIterator> GetVisibleMeshes (iSector* sector,
const csVector3& pos) = 0;
/**
* This routine returns an iterator to iterate over
* all objects that are potentially visible as seen from a given position.
* This routine has a frustum restricting the view.
* You can use #scfQueryInterface to get any interface from the
* returned objects.<p>
* If you only want meshes then use GetVisibleMeshes().
* CURRENTLY NOT IMPLEMENTED!
*/
virtual csPtr<iObjectIterator> GetVisibleObjects (iSector* sector,
const csFrustum& frustum) = 0;
/**
* This routine returns an iterator to iterate over
* all meshes that are potentially visible as seen from a given position.
* This routine has a frustum restricting the view.
* CURRENTLY NOT IMPLEMENTED!
*/
virtual csPtr<iMeshWrapperIterator> GetVisibleMeshes (iSector* sector,
const csFrustum& frustum) = 0;
/**
* Create an object watcher instance that you can use to watch
* other objects. The engine will not keep a reference to this object.
*/
virtual csPtr<iObjectWatcher> CreateObjectWatcher () = 0;
/// Get the list of all shared variables.
virtual iSharedVariableList* GetVariableList () const = 0;
/**
* Convenience function to 'remove' a CS object from the engine.
* This will not clear the object but it will remove all references
* to that object that the engine itself keeps. This function works
* for: iCameraPosition, iLight, iMaterialWrapper,
* iMeshFactoryWrapper,iMeshWrapper, iSector and iTextureWrapper.
* Note that the object is only removed if the resulting ref count will
* become zero. So basically this function only releases the references
* that the engine holds.
* <p>
* This function returns true if the engine recognized the object as
* one on which it can operate.
* <p>
* This function will also remove the object from the region it may be in.
*/
virtual bool RemoveObject (iBase* object) = 0;
/**
* This function can be used to remove an object after a specific amount
* of time. This is mostly useful for particle systems (like explosions)
* that you want to live for a specific time before they are automatically
* cleaned up by the engine. Note that calling this function will cause
* the engine to keep an additional reference until it is time to delete
* the object.
*/
virtual void DelayedRemoveObject (csTicks delay, iBase* object) = 0;
/**
* Clear all delayed removals.
* \param remove if true then the objects will also be removed from engine.
* Otherwise they are simply removed from this list.
*/
virtual void RemoveDelayedRemoves (bool remove = false) = 0;
/// Delete everything in the engine.
THREADED_INTERFACE(DeleteAll);
/**
* Reset a subset of flags/settings (which may differ from one world/map to
* another) to its defaults. This currently includes:
* - clear z buffer flag
* - lightmap cell size
* - maximum lightmap size
*/
virtual void ResetWorldSpecificSettings() = 0;
/** @} */
/// Fire all frame callbacks
virtual void FireStartFrame (iRenderView* rview) = 0;
/**\name Camera handling
* @{ */
/**
* Create a new perspective projection camera.
*/
virtual csPtr<iPerspectiveCamera> CreatePerspectiveCamera () = 0;
/**
* Create a new custom projection camera.
* \param copyFrom If given, the new camera's initial tranform, settings
* and projection matrix are copied from that camera.
*/
virtual csPtr<iCustomMatrixCamera> CreateCustomMatrixCamera (
iCamera* copyFrom = 0) = 0;
/** @} */
/**\name Render manager
* @{ */
/// Get the default render manager
virtual iRenderManager* GetRenderManager () = 0;
/**
* Set the default render manager.
* \remarks Also replaces the iRenderManager in the object registry.
*/
virtual void SetRenderManager (iRenderManager*) = 0;
/**
* Reload the default render manager given the current configuration
* settings.
*/
virtual void ReloadRenderManager() = 0;
/** @} */
// @{
/**
* Loader List Sync
*/
THREADED_INTERFACE1(SyncEngineLists, csRef<iThreadedLoader> loader);
virtual void SyncEngineListsNow(csRef<iThreadedLoader> loader) = 0;
// @}
/**\name Camera default properties
* @{ */
/// Retrieve default near plane clipping distance for perspective cameras
virtual float GetDefaultNearClipDistance () const = 0;
/// Set default near plane clipping distance for perspective cameras
virtual void SetDefaultNearClipDistance (float dist) = 0;
/**@} */
};
/** @} */
#endif // __CS_IENGINE_ENGINE_H__
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