- /*
- * Copyright (c) 2009-2020 jMonkeyEngine
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
- * may be used to endorse or promote products derived from this software
- * without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- package com.jme3.scene;
- import com.jme3.anim.util.HasLocalTransform;
- import com.jme3.asset.AssetKey;
- import com.jme3.asset.CloneableSmartAsset;
- import com.jme3.bounding.BoundingVolume;
- import com.jme3.collision.Collidable;
- import com.jme3.export.*;
- import com.jme3.light.Light;
- import com.jme3.light.LightList;
- import com.jme3.material.MatParamOverride;
- import com.jme3.material.Material;
- import com.jme3.math.*;
- import com.jme3.renderer.Camera;
- import com.jme3.renderer.RenderManager;
- import com.jme3.renderer.ViewPort;
- import com.jme3.renderer.queue.RenderQueue;
- import com.jme3.renderer.queue.RenderQueue.Bucket;
- import com.jme3.renderer.queue.RenderQueue.ShadowMode;
- import com.jme3.scene.control.Control;
- import com.jme3.util.SafeArrayList;
- import com.jme3.util.TempVars;
- import com.jme3.util.clone.Cloner;
- import com.jme3.util.clone.IdentityCloneFunction;
- import com.jme3.util.clone.JmeCloneable;
- import java.io.IOException;
- import java.util.*;
- import java.util.logging.Logger;
- /**
- * <code>Spatial</code> defines the base class for scene graph nodes. It
- * maintains a link to a parent, its local transforms and the world's
- * transforms. All other scene graph elements, such as {@link Node} and
- * {@link Geometry} are subclasses of <code>Spatial</code>.
- *
- * @author Mark Powell
- * @author Joshua Slack
- * @version $Revision: 4075 $, $Data$
- */
- public abstract class Spatial implements Savable, Cloneable, Collidable,
- CloneableSmartAsset, JmeCloneable, HasLocalTransform {
- private static final Logger logger = Logger.getLogger(Spatial.class.getName());
- /**
- * Specifies how frustum culling should be handled by
- * this spatial.
- */
- public enum CullHint {
- /**
- * Do whatever our parent does. If no parent, default to {@link #Dynamic}.
- */
- Inherit,
- /**
- * Do not draw if we are not at least partially within the view frustum
- * of the camera. This is determined via the defined
- * Camera planes whether or not this Spatial should be culled.
- */
- Dynamic,
- /**
- * Always cull this from the view, throwing away this object
- * and any children from rendering commands.
- */
- Always,
- /**
- * Never cull this from view, always draw it.
- * Note that we will still get culled if our parent is culled.
- */
- Never;
- }
- /**
- * Specifies if this spatial should be batched
- */
- public enum BatchHint {
- /**
- * Do whatever our parent does. If no parent, default to {@link #Always}.
- */
- Inherit,
- /**
- * This spatial will always be batched when attached to a BatchNode.
- */
- Always,
- /**
- * This spatial will never be batched when attached to a BatchNode.
- */
- Never;
- }
- /**
- * Refresh flag types
- */
- protected static final int
- RF_TRANSFORM = 0x01, // need light resort + combine transforms
- RF_BOUND = 0x02,
- RF_LIGHTLIST = 0x04, // changes in light lists
- RF_CHILD_LIGHTLIST = 0x08, // some child need geometry update
- RF_MATPARAM_OVERRIDE = 0x10;
- protected CullHint cullHint = CullHint.Inherit;
- protected BatchHint batchHint = BatchHint.Inherit;
- /**
- * Spatial's bounding volume relative to the world.
- */
- protected BoundingVolume worldBound;
- /**
- * LightList
- */
- protected LightList localLights;
- protected transient LightList worldLights;
- protected SafeArrayList<MatParamOverride> localOverrides;
- protected SafeArrayList<MatParamOverride> worldOverrides;
- /**
- * This spatial's name.
- */
- protected String name;
- // scale values
- protected transient Camera.FrustumIntersect frustrumIntersects
- = Camera.FrustumIntersect.Intersects;
- protected RenderQueue.Bucket queueBucket = RenderQueue.Bucket.Inherit;
- protected ShadowMode shadowMode = RenderQueue.ShadowMode.Inherit;
- public transient float queueDistance = Float.NEGATIVE_INFINITY;
- protected Transform localTransform;
- protected Transform worldTransform;
- protected SafeArrayList<Control> controls = new SafeArrayList<Control>(Control.class);
- protected HashMap<String, Savable> userData = null;
- /**
- * Used for smart asset caching
- *
- * @see com.jme3.asset.AssetKey#getCacheType()
- */
- protected AssetKey key;
- /**
- * Spatial's parent, or null if it has none.
- */
- protected transient Node parent;
- /**
- * Refresh flags. Indicate what data of the spatial need to be
- * updated to reflect the correct state.
- */
- protected transient int refreshFlags = 0;
- /**
- * Set to true if a subclass requires updateLogicalState() even
- * if it doesn't have any controls. Defaults to true thus implementing
- * the legacy behavior for any subclasses not specifically turning it
- * off.
- * This flag should be set during construction and never changed
- * as it's supposed to be class-specific and not runtime state.
- */
- private boolean requiresUpdates = true;
- /**
- * Serialization only. Do not use.
- * Not really. This class is never instantiated directly but the
- * subclasses like to use the no-arg constructor for their own
- * no-arg constructor... which is technically weaker than
- * forward supplying defaults.
- */
- protected Spatial() {
- this(null);
- }
- /**
- * Constructor instantiates a new <code>Spatial</code> object setting the
- * rotation, translation and scale value to defaults.
- *
- * @param name
- * the name of the scene element. This is required for
- * identification and comparison purposes.
- */
- protected Spatial(String name) {
- this.name = name;
- localTransform = new Transform();
- worldTransform = new Transform();
- localLights = new LightList(this);
- worldLights = new LightList(this);
- localOverrides = new SafeArrayList<>(MatParamOverride.class);
- worldOverrides = new SafeArrayList<>(MatParamOverride.class);
- refreshFlags |= RF_BOUND;
- }
- @Override
- public void setKey(AssetKey key) {
- this.key = key;
- }
- @Override
- public AssetKey getKey() {
- return key;
- }
- /**
- * Returns true if this spatial requires updateLogicalState() to
- * be called, either because setRequiresUpdate(true) has been called
- * or because the spatial has controls. This is package private to
- * avoid exposing it to the public API since it is only used by Node.
- */
- boolean requiresUpdates() {
- return requiresUpdates | !controls.isEmpty();
- }
- /**
- * Subclasses can call this with true to denote that they require
- * updateLogicalState() to be called even if they contain no controls.
- * Setting this to false reverts to the default behavior of only
- * updating if the spatial has controls. This is not meant to
- * indicate dynamic state in any way and must be called while
- * unattached or an IllegalStateException is thrown. It is designed
- * to be called during object construction and then never changed, ie:
- * it's meant to be subclass specific state and not runtime state.
- * Subclasses of Node or Geometry that do not set this will get the
- * old default behavior as if this was set to true. Subclasses should
- * call setRequiresUpdate(false) in their constructors to receive
- * optimal behavior if they don't require updateLogicalState() to be
- * called even if there are no controls.
- */
- protected void setRequiresUpdates(boolean f) {
- // Note to explorers, the reason this was done as a protected setter
- // instead of passed on construction is because it frees all subclasses
- // from having to make sure to always pass the value up in case they
- // are subclassed.
- // The reason that requiresUpdates() isn't just a protected method to
- // override (which would be more correct) is because the flag provides
- // some flexibility in how we break subclasses. A protected method
- // would require that all subclasses that required updates need implement
- // this method or they would silently stop processing updates. A flag
- // lets us set a default when a subclass is detected that is different
- // than the internal "more efficient" default.
- // Spatial's default is 'true' for this flag requiring subclasses to
- // override it for more optimal behavior. Node and Geometry will override
- // it to false if the class is Node.class or Geometry.class.
- // This means that all subclasses will default to the old behavior
- // unless they opt in.
- if (parent != null) {
- throw new IllegalStateException("setRequiresUpdates() cannot be called once attached.");
- }
- this.requiresUpdates = f;
- }
- /**
- * Indicate that the transform of this spatial has changed and that
- * a refresh is required.
- */
- protected void setTransformRefresh() {
- refreshFlags |= RF_TRANSFORM;
- setBoundRefresh();
- }
- protected void setLightListRefresh() {
- refreshFlags |= RF_LIGHTLIST;
- // Make sure next updateGeometricState() visits this branch
- // to update lights.
- Spatial p = parent;
- while (p != null) {
- if ((p.refreshFlags & RF_CHILD_LIGHTLIST) != 0) {
- // The parent already has this flag,
- // so must all ancestors.
- return;
- }
- p.refreshFlags |= RF_CHILD_LIGHTLIST;
- p = p.parent;
- }
- }
- protected void setMatParamOverrideRefresh() {
- refreshFlags |= RF_MATPARAM_OVERRIDE;
- Spatial p = parent;
- while (p != null) {
- if ((p.refreshFlags & RF_MATPARAM_OVERRIDE) != 0) {
- return;
- }
- p.refreshFlags |= RF_MATPARAM_OVERRIDE;
- p = p.parent;
- }
- }
- /**
- * Indicate that the bounding of this spatial has changed and that
- * a refresh is required.
- */
- protected void setBoundRefresh() {
- refreshFlags |= RF_BOUND;
- Spatial p = parent;
- while (p != null) {
- if ((p.refreshFlags & RF_BOUND) != 0) {
- return;
- }
- p.refreshFlags |= RF_BOUND;
- p = p.parent;
- }
- }
- /**
- * (Internal use only) Forces a refresh of the given types of data.
- *
- * @param transforms Refresh world transform based on parents'
- * @param bounds Refresh bounding volume data based on child nodes
- * @param lights Refresh light list based on parents'
- */
- public void forceRefresh(boolean transforms, boolean bounds, boolean lights) {
- if (transforms) {
- setTransformRefresh();
- }
- if (bounds) {
- setBoundRefresh();
- }
- if (lights) {
- setLightListRefresh();
- }
- }
- /**
- * <code>checkCulling</code> checks the spatial with the camera to see if it
- * should be culled.
- * <p>
- * This method is called by the renderer. Usually it should not be called
- * directly.
- *
- * @param cam The camera to check against.
- * @return true if inside or intersecting camera frustum
- * (should be rendered), false if outside.
- */
- public boolean checkCulling(Camera cam) {
- if (refreshFlags != 0) {
- throw new IllegalStateException("Scene graph is not properly updated for rendering.\n"
- + "State was changed after rootNode.updateGeometricState() call. \n"
- + "Make sure you do not modify the scene from another thread!\n"
- + "Problem spatial name: " + getName());
- }
- CullHint cm = getCullHint();
- assert cm != CullHint.Inherit;
- if (cm == Spatial.CullHint.Always) {
- setLastFrustumIntersection(Camera.FrustumIntersect.Outside);
- return false;
- } else if (cm == Spatial.CullHint.Never) {
- setLastFrustumIntersection(Camera.FrustumIntersect.Intersects);
- return true;
- }
- // check to see if we can cull this node
- frustrumIntersects = (parent != null ? parent.frustrumIntersects
- : Camera.FrustumIntersect.Intersects);
- if (frustrumIntersects == Camera.FrustumIntersect.Intersects) {
- if (getQueueBucket() == Bucket.Gui) {
- return cam.containsGui(getWorldBound());
- } else {
- frustrumIntersects = cam.contains(getWorldBound());
- }
- }
- return frustrumIntersects != Camera.FrustumIntersect.Outside;
- }
- /**
- * Sets the name of this spatial.
- *
- * @param name
- * The spatial's new name.
- */
- public void setName(String name) {
- this.name = name;
- }
- /**
- * Returns the name of this spatial.
- *
- * @return This spatial's name.
- */
- public String getName() {
- return name;
- }
- /**
- * Returns the local {@link LightList}, which are the lights
- * that were directly attached to this <code>Spatial</code> through the
- * {@link #addLight(com.jme3.light.Light) } and
- * {@link #removeLight(com.jme3.light.Light) } methods.
- *
- * @return The local light list
- */
- public LightList getLocalLightList() {
- return localLights;
- }
- /**
- * Returns the world {@link LightList}, containing the lights
- * combined from all this <code>Spatial's</code> parents up to and including
- * this <code>Spatial</code>'s lights.
- *
- * @return The combined world light list
- */
- public LightList getWorldLightList() {
- return worldLights;
- }
- /**
- * Get the local material parameter overrides.
- *
- * @return The list of local material parameter overrides.
- */
- public SafeArrayList<MatParamOverride> getLocalMatParamOverrides() {
- return localOverrides;
- }
- /**
- * Get the world material parameter overrides.
- *
- * Note that this list is only updated on a call to
- * {@link #updateGeometricState()}. After update, the world overrides list
- * will contain the {@link #getParent() parent's} world overrides combined
- * with this spatial's {@link #getLocalMatParamOverrides() local overrides}.
- *
- * @return The list of world material parameter overrides.
- */
- public SafeArrayList<MatParamOverride> getWorldMatParamOverrides() {
- return worldOverrides;
- }
- /**
- * <code>getWorldRotation</code> retrieves the absolute rotation of the
- * Spatial.
- *
- * @return the Spatial's world rotation quaternion.
- */
- public Quaternion getWorldRotation() {
- checkDoTransformUpdate();
- return worldTransform.getRotation();
- }
- /**
- * <code>getWorldTranslation</code> retrieves the absolute translation of
- * the spatial.
- *
- * @return the Spatial's world translation vector.
- */
- public Vector3f getWorldTranslation() {
- checkDoTransformUpdate();
- return worldTransform.getTranslation();
- }
- /**
- * <code>getWorldScale</code> retrieves the absolute scale factor of the
- * spatial.
- *
- * @return the Spatial's world scale factor.
- */
- public Vector3f getWorldScale() {
- checkDoTransformUpdate();
- return worldTransform.getScale();
- }
- /**
- * <code>getWorldTransform</code> retrieves the world transformation
- * of the spatial.
- *
- * @return the world transform.
- */
- public Transform getWorldTransform() {
- checkDoTransformUpdate();
- return worldTransform;
- }
- /**
- * <code>rotateUpTo</code> is a utility function that alters the
- * local rotation to point the Y axis in the direction given by newUp.
- *
- * @param newUp
- * the up vector to use - assumed to be a unit vector.
- */
- public void rotateUpTo(Vector3f newUp) {
- TempVars vars = TempVars.get();
- Vector3f compVecA = vars.vect1;
- Quaternion q = vars.quat1;
- // First figure out the current up vector.
- Vector3f upY = compVecA.set(Vector3f.UNIT_Y);
- Quaternion rot = localTransform.getRotation();
- rot.multLocal(upY);
- // get angle between vectors
- float angle = upY.angleBetween(newUp);
- // figure out rotation axis by taking cross product
- Vector3f rotAxis = upY.crossLocal(newUp).normalizeLocal();
- // Build a rotation quat and apply current local rotation.
- q.fromAngleNormalAxis(angle, rotAxis);
- q.mult(rot, rot);
- vars.release();
- setTransformRefresh();
- }
- /**
- * <code>lookAt</code> is a convenience method for auto-setting the local
- * rotation based on a position in world space and an up vector. It computes the rotation
- * to transform the z-axis to point onto 'position' and the y-axis to 'up'.
- * Unlike {@link Quaternion#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) }
- * this method takes a world position to look at and not a relative direction.
- *
- * Note : 28/01/2013 this method has been fixed as it was not taking into account the parent rotation.
- * This was resulting in improper rotation when the spatial had rotated parent nodes.
- * This method is intended to work in world space, so no matter what parent graph the
- * spatial has, it will look at the given position in world space.
- *
- * @param position
- * where to look at in terms of world coordinates
- * @param upVector
- * a vector indicating the (local) up direction. (typically {0,
- * 1, 0} in jME.)
- */
- public void lookAt(Vector3f position, Vector3f upVector) {
- Vector3f worldTranslation = getWorldTranslation();
- TempVars vars = TempVars.get();
- Vector3f compVecA = vars.vect4;
- compVecA.set(position).subtractLocal(worldTranslation);
- getLocalRotation().lookAt(compVecA, upVector);
- if (getParent() != null) {
- Quaternion rot = vars.quat1;
- rot = rot.set(parent.getWorldRotation()).inverseLocal().multLocal(getLocalRotation());
- rot.normalizeLocal();
- setLocalRotation(rot);
- }
- vars.release();
- setTransformRefresh();
- }
- /**
- * Should be overridden by Node and Geometry.
- */
- protected void updateWorldBound() {
- // the world bound of a leaf is the same as its model bound
- // for a node, the world bound is a combination of all its children
- // bounds
- // -> handled by subclass
- refreshFlags &= ~RF_BOUND;
- }
- protected void updateWorldLightList() {
- if (parent == null) {
- worldLights.update(localLights, null);
- refreshFlags &= ~RF_LIGHTLIST;
- } else {
- assert (parent.refreshFlags & RF_LIGHTLIST) == 0;
- worldLights.update(localLights, parent.worldLights);
- refreshFlags &= ~RF_LIGHTLIST;
- }
- }
- protected void updateMatParamOverrides() {
- refreshFlags &= ~RF_MATPARAM_OVERRIDE;
- worldOverrides.clear();
- if (parent == null) {
- worldOverrides.addAll(localOverrides);
- } else {
- assert (parent.refreshFlags & RF_MATPARAM_OVERRIDE) == 0;
- worldOverrides.addAll(parent.worldOverrides);
- worldOverrides.addAll(localOverrides);
- }
- }
- /**
- * Adds a local material parameter override.
- *
- * @param override The override to add.
- * @see MatParamOverride
- */
- public void addMatParamOverride(MatParamOverride override) {
- if (override == null) {
- throw new IllegalArgumentException("override cannot be null");
- }
- localOverrides.add(override);
- setMatParamOverrideRefresh();
- }
- /**
- * Remove a local material parameter override if it exists.
- *
- * @param override The override to remove.
- * @see MatParamOverride
- */
- public void removeMatParamOverride(MatParamOverride override) {
- if (localOverrides.remove(override)) {
- setMatParamOverrideRefresh();
- }
- }
- /**
- * Remove all local material parameter overrides.
- *
- * @see #addMatParamOverride(com.jme3.material.MatParamOverride)
- */
- public void clearMatParamOverrides() {
- if (!localOverrides.isEmpty()) {
- setMatParamOverrideRefresh();
- }
- localOverrides.clear();
- }
- /**
- * Should only be called from updateGeometricState().
- * In most cases should not be subclassed.
- */
- protected void updateWorldTransforms() {
- if (parent == null) {
- worldTransform.set(localTransform);
- refreshFlags &= ~RF_TRANSFORM;
- } else {
- // check if transform for parent is updated
- assert ((parent.refreshFlags & RF_TRANSFORM) == 0);
- worldTransform.set(localTransform);
- worldTransform.combineWithParent(parent.worldTransform);
- refreshFlags &= ~RF_TRANSFORM;
- }
- }
- /**
- * Computes the world transform of this Spatial in the most
- * efficient manner possible.
- */
- void checkDoTransformUpdate() {
- if ((refreshFlags & RF_TRANSFORM) == 0) {
- return;
- }
- if (parent == null) {
- worldTransform.set(localTransform);
- refreshFlags &= ~RF_TRANSFORM;
- } else {
- TempVars vars = TempVars.get();
- Spatial[] stack = vars.spatialStack;
- Spatial rootNode = this;
- int i = 0;
- while (true) {
- Spatial hisParent = rootNode.parent;
- if (hisParent == null) {
- rootNode.worldTransform.set(rootNode.localTransform);
- rootNode.refreshFlags &= ~RF_TRANSFORM;
- i--;
- break;
- }
- stack[i] = rootNode;
- if ((hisParent.refreshFlags & RF_TRANSFORM) == 0) {
- break;
- }
- rootNode = hisParent;
- i++;
- }
- vars.release();
- for (int j = i; j >= 0; j--) {
- rootNode = stack[j];
- //rootNode.worldTransform.set(rootNode.localTransform);
- //rootNode.worldTransform.combineWithParent(rootNode.parent.worldTransform);
- //rootNode.refreshFlags &= ~RF_TRANSFORM;
- rootNode.updateWorldTransforms();
- }
- }
- }
- /**
- * Computes this Spatial's world bounding volume in the most efficient
- * manner possible.
- */
- void checkDoBoundUpdate() {
- if ((refreshFlags & RF_BOUND) == 0) {
- return;
- }
- checkDoTransformUpdate();
- // Go to children recursively and update their bound
- if (this instanceof Node) {
- Node node = (Node) this;
- int len = node.getQuantity();
- for (int i = 0; i < len; i++) {
- Spatial child = node.getChild(i);
- child.checkDoBoundUpdate();
- }
- }
- // All children's bounds have been updated. Update my own now.
- updateWorldBound();
- }
- private void runControlUpdate(float tpf) {
- if (controls.isEmpty()) {
- return;
- }
- for (Control c : controls.getArray()) {
- c.update(tpf);
- }
- }
- /**
- * Called when the Spatial is about to be rendered, to notify
- * controls attached to this Spatial using the Control.render() method.
- *
- * @param rm The RenderManager rendering the Spatial.
- * @param vp The ViewPort to which the Spatial is being rendered to.
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- * @see Spatial#getControl(java.lang.Class)
- */
- public void runControlRender(RenderManager rm, ViewPort vp) {
- if (controls.isEmpty()) {
- return;
- }
- for (Control c : controls.getArray()) {
- c.render(rm, vp);
- }
- }
- /**
- * Add a control to the list of controls.
- *
- * @param control The control to add.
- *
- * @see Spatial#removeControl(java.lang.Class)
- */
- public void addControl(Control control) {
- boolean before = requiresUpdates();
- controls.add(control);
- control.setSpatial(this);
- boolean after = requiresUpdates();
- // If the requirement to be updated has changed
- // then we need to let the parent node know so it
- // can rebuild its update list.
- if (parent != null && before != after) {
- parent.invalidateUpdateList();
- }
- }
- /**
- * Removes the first control that is an instance of the given class.
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- */
- public void removeControl(Class<? extends Control> controlType) {
- boolean before = requiresUpdates();
- for (int i = 0; i < controls.size(); i++) {
- if (controlType.isAssignableFrom(controls.get(i).getClass())) {
- Control control = controls.remove(i);
- control.setSpatial(null);
- break; // added to match the javadoc -pspeed
- }
- }
- boolean after = requiresUpdates();
- // If the requirement to be updated has changed
- // then we need to let the parent node know so it
- // can rebuild its update list.
- if (parent != null && before != after) {
- parent.invalidateUpdateList();
- }
- }
- /**
- * Removes the given control from this spatial's controls.
- *
- * @param control The control to remove
- * @return True if the control was successfully removed. False if the
- * control is not assigned to this spatial.
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- */
- public boolean removeControl(Control control) {
- boolean before = requiresUpdates();
- boolean result = controls.remove(control);
- if (result) {
- control.setSpatial(null);
- }
- boolean after = requiresUpdates();
- // If the requirement to be updated has changed
- // then we need to let the parent node know so it
- // can rebuild its update list.
- if (parent != null && before != after) {
- parent.invalidateUpdateList();
- }
- return result;
- }
- /**
- * Returns the first control that is an instance of the given class,
- * or null if no such control exists.
- *
- * @param controlType The superclass of the control to look for.
- * @return The first instance in the list of the controlType class, or null.
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- */
- @SuppressWarnings("unchecked")
- public <T extends Control> T getControl(Class<T> controlType) {
- for (Control c : controls.getArray()) {
- if (controlType.isAssignableFrom(c.getClass())) {
- return (T) c;
- }
- }
- return null;
- }
- /**
- * Returns the control at the given index in the list.
- *
- * @param index The index of the control in the list to find.
- * @return The control at the given index.
- *
- * @throws IndexOutOfBoundsException
- * If the index is outside the range [0, getNumControls()-1]
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- */
- public Control getControl(int index) {
- return controls.get(index);
- }
- /**
- * @return The number of controls attached to this Spatial.
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- * @see Spatial#removeControl(java.lang.Class)
- */
- public int getNumControls() {
- return controls.size();
- }
- /**
- * <code>updateLogicalState</code> calls the <code>update()</code> method
- * for all controls attached to this Spatial.
- *
- * @param tpf Time per frame.
- *
- * @see Spatial#addControl(com.jme3.scene.control.Control)
- */
- public void updateLogicalState(float tpf) {
- runControlUpdate(tpf);
- }
- /**
- * <code>updateGeometricState</code> updates the lightlist,
- * computes the world transforms, and computes the world bounds
- * for this Spatial.
- * Calling this when the Spatial is attached to a node
- * will cause undefined results. User code should only call this
- * method on Spatials having no parent.
- *
- * @see Spatial#getWorldLightList()
- * @see Spatial#getWorldTransform()
- * @see Spatial#getWorldBound()
- */
- public void updateGeometricState() {
- // assume that this Spatial is a leaf, a proper implementation
- // for this method should be provided by Node.
- // NOTE: Update world transforms first because
- // bound transform depends on them.
- if ((refreshFlags & RF_LIGHTLIST) != 0) {
- updateWorldLightList();
- }
- if ((refreshFlags & RF_TRANSFORM) != 0) {
- updateWorldTransforms();
- }
- if ((refreshFlags & RF_BOUND) != 0) {
- updateWorldBound();
- }
- if ((refreshFlags & RF_MATPARAM_OVERRIDE) != 0) {
- updateMatParamOverrides();
- }
- assert refreshFlags == 0;
- }
- /**
- * Convert a vector (in) from this spatial's local coordinate space to world
- * coordinate space.
- *
- * @param in
- * vector to read from
- * @param store
- * where to write the result (null to create a new vector, may be
- * same as in)
- * @return the result (store)
- */
- public Vector3f localToWorld(final Vector3f in, Vector3f store) {
- checkDoTransformUpdate();
- return worldTransform.transformVector(in, store);
- }
- /**
- * Convert a vector (in) from world coordinate space to this spatial's local
- * coordinate space.
- *
- * @param in
- * vector to read from
- * @param store
- * where to write the result
- * @return the result (store)
- */
- public Vector3f worldToLocal(final Vector3f in, final Vector3f store) {
- checkDoTransformUpdate();
- return worldTransform.transformInverseVector(in, store);
- }
- /**
- * <code>getParent</code> retrieves this node's parent. If the parent is
- * null this is the root node.
- *
- * @return the parent of this node.
- */
- public Node getParent() {
- return parent;
- }
- /**
- * Called by {@link Node#attachChild(Spatial)} and
- * {@link Node#detachChild(Spatial)} - don't call directly.
- * <code>setParent</code> sets the parent of this node.
- *
- * @param parent
- * the parent of this node.
- */
- protected void setParent(Node parent) {
- this.parent = parent;
- }
- /**
- * <code>removeFromParent</code> removes this Spatial from its parent.
- *
- * @return true if it has a parent and performed the remove.
- */
- public boolean removeFromParent() {
- if (parent != null) {
- parent.detachChild(this);
- return true;
- }
- return false;
- }
- /**
- * determines if the provided Node is the parent, or parent's parent, etc. of this Spatial.
- *
- * @param ancestor
- * the ancestor object to look for.
- * @return true if the ancestor is found, false otherwise.
- */
- public boolean hasAncestor(Node ancestor) {
- if (parent == null) {
- return false;
- } else if (parent.equals(ancestor)) {
- return true;
- } else {
- return parent.hasAncestor(ancestor);
- }
- }
- /**
- * <code>getLocalRotation</code> retrieves the local rotation of this
- * node.
- *
- * @return the local rotation of this node.
- */
- public Quaternion getLocalRotation() {
- return localTransform.getRotation();
- }
- /**
- * <code>setLocalRotation</code> sets the local rotation of this node
- * by using a {@link Matrix3f}.
- *
- * @param rotation
- * the new local rotation.
- */
- public void setLocalRotation(Matrix3f rotation) {
- localTransform.getRotation().fromRotationMatrix(rotation);
- setTransformRefresh();
- }
- /**
- * <code>setLocalRotation</code> sets the local rotation of this node.
- *
- * @param quaternion
- * the new local rotation.
- */
- public void setLocalRotation(Quaternion quaternion) {
- localTransform.setRotation(quaternion);
- setTransformRefresh();
- }
- /**
- * <code>getLocalScale</code> retrieves the local scale of this node.
- *
- * @return the local scale of this node.
- */
- public Vector3f getLocalScale() {
- return localTransform.getScale();
- }
- /**
- * <code>setLocalScale</code> sets the local scale of this node.
- *
- * @param localScale
- * the new local scale, applied to x, y and z
- */
- public void setLocalScale(float localScale) {
- localTransform.setScale(localScale);
- setTransformRefresh();
- }
- /**
- * <code>setLocalScale</code> sets the local scale of this node.
- */
- public void setLocalScale(float x, float y, float z) {
- localTransform.setScale(x, y, z);
- setTransformRefresh();
- }
- /**
- * <code>setLocalScale</code> sets the local scale of this node.
- *
- * @param localScale
- * the new local scale.
- */
- public void setLocalScale(Vector3f localScale) {
- localTransform.setScale(localScale);
- setTransformRefresh();
- }
- /**
- * <code>getLocalTranslation</code> retrieves the local translation of
- * this node.
- *
- * @return the local translation of this node.
- */
- public Vector3f getLocalTranslation() {
- return localTransform.getTranslation();
- }
- /**
- * <code>setLocalTranslation</code> sets the local translation of this
- * spatial.
- *
- * @param localTranslation
- * the local translation of this spatial.
- */
- public void setLocalTranslation(Vector3f localTranslation) {
- this.localTransform.setTranslation(localTranslation);
- setTransformRefresh();
- }
- /**
- * <code>setLocalTranslation</code> sets the local translation of this
- * spatial.
- */
- public void setLocalTranslation(float x, float y, float z) {
- this.localTransform.setTranslation(x, y, z);
- setTransformRefresh();
- }
- /**
- * <code>setLocalTransform</code> sets the local transform of this
- * spatial.
- */
- @Override
- public void setLocalTransform(Transform t) {
- this.localTransform.set(t);
- setTransformRefresh();
- }
- /**
- * <code>getLocalTransform</code> retrieves the local transform of
- * this spatial.
- *
- * @return the local transform of this spatial.
- */
- @Override
- public Transform getLocalTransform() {
- return localTransform;
- }
- /**
- * Applies the given material to the Spatial, this will propagate the
- * material down to the geometries in the scene graph.
- *
- * @param material The material to set.
- */
- public void setMaterial(Material material) {
- }
- /**
- * <code>addLight</code> adds the given light to the Spatial; causing all
- * child Spatials to be affected by it.
- *
- * @param light The light to add.
- */
- public void addLight(Light light) {
- localLights.add(light);
- setLightListRefresh();
- }
- /**
- * <code>removeLight</code> removes the given light from the Spatial.
- *
- * @param light The light to remove.
- * @see Spatial#addLight(com.jme3.light.Light)
- */
- public void removeLight(Light light) {
- localLights.remove(light);
- setLightListRefresh();
- }
- /**
- * Translates the spatial by the given translation vector.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial move(float x, float y, float z) {
- this.localTransform.getTranslation().addLocal(x, y, z);
- setTransformRefresh();
- return this;
- }
- /**
- * Translates the spatial by the given translation vector.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial move(Vector3f offset) {
- this.localTransform.getTranslation().addLocal(offset);
- setTransformRefresh();
- return this;
- }
- /**
- * Scales the spatial by the given value
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial scale(float s) {
- return scale(s, s, s);
- }
- /**
- * Scales the spatial by the given scale vector.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial scale(float x, float y, float z) {
- this.localTransform.getScale().multLocal(x, y, z);
- setTransformRefresh();
- return this;
- }
- /**
- * Rotates the spatial by the given rotation.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial rotate(Quaternion rot) {
- this.localTransform.getRotation().multLocal(rot);
- setTransformRefresh();
- return this;
- }
- /**
- * Rotates the spatial by the xAngle, yAngle and zAngle angles (in radians),
- * (aka pitch, yaw, roll) in the local coordinate space.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial rotate(float xAngle, float yAngle, float zAngle) {
- TempVars vars = TempVars.get();
- Quaternion q = vars.quat1;
- q.fromAngles(xAngle, yAngle, zAngle);
- rotate(q);
- vars.release();
- return this;
- }
- /**
- * Centers the spatial in the origin of the world bound.
- *
- * @return The spatial on which this method is called, e.g <code>this</code>.
- */
- public Spatial center() {
- Vector3f worldTrans = getWorldTranslation();
- Vector3f worldCenter = getWorldBound().getCenter();
- Vector3f absTrans = worldTrans.subtract(worldCenter);
- setLocalTranslation(absTrans);
- return this;
- }
- /**
- * @see #setCullHint(CullHint)
- * @return the cull mode of this spatial, or if set to CullHint.Inherit, the
- * cull mode of its parent.
- */
- public CullHint getCullHint() {
- if (cullHint != CullHint.Inherit) {
- return cullHint;
- } else if (parent != null) {
- return parent.getCullHint();
- } else {
- return CullHint.Dynamic;
- }
- }
- public BatchHint getBatchHint() {
- if (batchHint != BatchHint.Inherit) {
- return batchHint;
- } else if (parent != null) {
- return parent.getBatchHint();
- } else {
- return BatchHint.Always;
- }
- }
- /**
- * Returns this spatial's renderqueue bucket. If the mode is set to inherit,
- * then the spatial gets its renderqueue bucket from its parent.
- *
- * @return The spatial's current renderqueue mode.
- */
- public RenderQueue.Bucket getQueueBucket() {
- if (queueBucket != RenderQueue.Bucket.Inherit) {
- return queueBucket;
- } else if (parent != null) {
- return parent.getQueueBucket();
- } else {
- return RenderQueue.Bucket.Opaque;
- }
- }
- /**
- * @return The shadow mode of this spatial, if the local shadow
- * mode is set to inherit, then the parent's shadow mode is returned.
- *
- * @see Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode)
- * @see ShadowMode
- */
- public RenderQueue.ShadowMode getShadowMode() {
- if (shadowMode != RenderQueue.ShadowMode.Inherit) {
- return shadowMode;
- } else if (parent != null) {
- return parent.getShadowMode();
- } else {
- return ShadowMode.Off;
- }
- }
- /**
- * Sets the level of detail to use when rendering this Spatial,
- * this call propagates to all geometries under this Spatial.
- *
- * @param lod The lod level to set.
- */
- public void setLodLevel(int lod) {
- }
- /**
- * <code>updateModelBound</code> recalculates the bounding object for this
- * Spatial.
- */
- public abstract void updateModelBound();
- /**
- * <code>setModelBound</code> sets the bounding object for this Spatial.
- *
- * @param modelBound
- * the bounding object for this spatial.
- */
- public abstract void setModelBound(BoundingVolume modelBound);
- /**
- * @return The sum of all vertices under this Spatial.
- */
- public abstract int getVertexCount();
- /**
- * @return The sum of all triangles under this Spatial.
- */
- public abstract int getTriangleCount();
- /**
- * @return A clone of this Spatial, the scene graph in its entirety
- * is cloned and can be altered independently of the original scene graph.
- *
- * Note that meshes of geometries are not cloned explicitly, they
- * are shared if static, or specially cloned if animated.
- *
- * @see Mesh#cloneForAnim()
- */
- public Spatial clone(boolean cloneMaterial) {
- // Setup the cloner for the type of cloning we want to do.
- Cloner cloner = new Cloner();
- // First, we definitely do not want to clone our own parent
- cloner.setClonedValue(parent, null);
- // If we aren't cloning materials then we will make sure those
- // aren't cloned also
- if (!cloneMaterial) {
- cloner.setCloneFunction(Material.class, new IdentityCloneFunction<Material>());
- }
- // By default the meshes are not cloned. The geometry
- // may choose to selectively force them to be cloned but
- // normally they will be shared
- cloner.setCloneFunction(Mesh.class, new IdentityCloneFunction<Mesh>());
- // Clone it!
- Spatial clone = cloner.clone(this);
- // Because we've nulled the parent out we need to make sure
- // the transforms and stuff get refreshed.
- clone.setTransformRefresh();
- clone.setLightListRefresh();
- clone.setMatParamOverrideRefresh();
- return clone;
- }
- /**
- * The old clone() method that did not use the new Cloner utility.
- */
- @Deprecated
- public Spatial oldClone(boolean cloneMaterial) {
- throw new UnsupportedOperationException();
- }
- /**
- * @return A clone of this Spatial, the scene graph in its entirety
- * is cloned and can be altered independently of the original scene graph.
- *
- * Note that meshes of geometries are not cloned explicitly, they
- * are shared if static, or specially cloned if animated.
- *
- * @see Mesh#cloneForAnim()
- */
- @Override
- public Spatial clone() {
- return clone(true);
- }
- /**
- * @return Similar to Spatial.clone() except will create a deep clone of all
- * geometries' meshes. Normally this method shouldn't be used. Instead, use
- * Spatial.clone()
- *
- * @see Spatial#clone()
- */
- public Spatial deepClone() {
- // Setup the cloner for the type of cloning we want to do.
- Cloner cloner = new Cloner();
- // First, we definitely do not want to clone our own parent
- cloner.setClonedValue(parent, null);
- Spatial clone = cloner.clone(this);
- // Because we've nulled the parent out we need to make sure
- // the transforms and stuff get refreshed.
- clone.setTransformRefresh();
- clone.setLightListRefresh();
- clone.setMatParamOverrideRefresh();
- return clone;
- }
- /**
- * Called internally by com.jme3.util.clone.Cloner. Do not call directly.
- */
- @Override
- public Spatial jmeClone() {
- try {
- Spatial clone = (Spatial) super.clone();
- return clone;
- } catch (CloneNotSupportedException ex) {
- throw new AssertionError();
- }
- }
- /**
- * Called internally by com.jme3.util.clone.Cloner. Do not call directly.
- */
- @Override
- @SuppressWarnings("unchecked")
- public void cloneFields(Cloner cloner, Object original) {
- // Clone all of the fields that need fix-ups and/or potential
- // sharing.
- this.parent = cloner.clone(parent);
- this.worldBound = cloner.clone(worldBound);
- this.worldLights = cloner.clone(worldLights);
- this.localLights = cloner.clone(localLights);
- this.worldTransform = cloner.clone(worldTransform);
- this.localTransform = cloner.clone(localTransform);
- this.worldOverrides = cloner.clone(worldOverrides);
- this.localOverrides = cloner.clone(localOverrides);
- this.controls = cloner.clone(controls);
- // Cloner doesn't handle maps on its own just yet.
- // Note: this is more advanced cloning than the old clone() method
- // did because it just shallow cloned the map. In this case, we want
- // to avoid all of the nasty cloneForSpatial() fixup style code that
- // used to inject stuff into the clone's user data. By using cloner
- // to clone the user data we get this automatically.
- if (userData != null) {
- userData = (HashMap<String, Savable>) userData.clone();
- for (Map.Entry<String, Savable> e : userData.entrySet()) {
- Savable value = e.getValue();
- if (value instanceof Cloneable) {
- // Note: all JmeCloneable objects are also Cloneable so this
- // catches both cases.
- e.setValue(cloner.clone(value));
- }
- }
- }
- }
- public void setUserData(String key, Object data) {
- if (data == null) {
- if (userData != null) {
- userData.remove(key);
- if (userData.isEmpty()) {
- userData = null;
- }
- }
- } else {
- if (userData == null) {
- userData = new HashMap<String, Savable>();
- }
- if (data instanceof Savable) {
- userData.put(key, (Savable) data);
- } else {
- userData.put(key, new UserData(UserData.getObjectType(data), data));
- }
- }
- }
- @SuppressWarnings("unchecked")
- public <T> T getUserData(String key) {
- if (userData == null) {
- return null;
- }
- Savable s = userData.get(key);
- if (s instanceof UserData) {
- return (T) ((UserData) s).getValue();
- } else {
- return (T) s;
- }
- }
- @SuppressWarnings("unchecked")
- public Collection<String> getUserDataKeys() {
- if (userData != null) {
- return userData.keySet();
- }
- return Collections.EMPTY_SET;
- }
- /**
- * Note that we are <i>matching</i> the pattern, therefore the pattern
- * must match the entire pattern (i.e. it behaves as if it is sandwiched
- * between "^" and "$").
- * You can set regex modes, like case insensitivity, by using the (?X)
- * or (?X:Y) constructs.
- *
- * @param spatialSubclass Subclass which this must implement.
- * Null causes all Spatials to qualify.
- * @param nameRegex Regular expression to match this name against.
- * Null causes all Names to qualify.
- * @return true if this implements the specified class and this's name
- * matches the specified pattern.
- *
- * @see java.util.regex.Pattern
- */
- public boolean matches(Class<? extends Spatial> spatialSubclass,
- String nameRegex) {
- if (spatialSubclass != null && !spatialSubclass.isInstance(this)) {
- return false;
- }
- if (nameRegex != null && (name == null || !name.matches(nameRegex))) {
- return false;
- }
- return true;
- }
- @Override
- @SuppressWarnings("unchecked")
- public void write(JmeExporter ex) throws IOException {
- OutputCapsule capsule = ex.getCapsule(this);
- capsule.write(name, "name", null);
- capsule.write(worldBound, "world_bound", null);
- capsule.write(cullHint, "cull_mode", CullHint.Inherit);
- capsule.write(batchHint, "batch_hint", BatchHint.Inherit);
- capsule.write(queueBucket, "queue", RenderQueue.Bucket.Inherit);
- capsule.write(shadowMode, "shadow_mode", ShadowMode.Inherit);
- capsule.write(localTransform, "transform", Transform.IDENTITY);
- capsule.write(localLights, "lights", null);
- capsule.writeSavableArrayList(new ArrayList(localOverrides), "overrides", null);
- // Shallow clone the controls array to convert its type.
- capsule.writeSavableArrayList(new ArrayList(controls), "controlsList", null);
- capsule.writeStringSavableMap(userData, "user_data", null);
- }
- @Override
- @SuppressWarnings("unchecked")
- public void read(JmeImporter im) throws IOException {
- InputCapsule ic = im.getCapsule(this);
- name = ic.readString("name", null);
- worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
- cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
- batchHint = ic.readEnum("batch_hint", BatchHint.class, BatchHint.Inherit);
- queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
- RenderQueue.Bucket.Inherit);
- shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
- ShadowMode.Inherit);
- localTransform = (Transform) ic.readSavable("transform", Transform.IDENTITY);
- localLights = (LightList) ic.readSavable("lights", null);
- localLights.setOwner(this);
- ArrayList<MatParamOverride> localOverridesList = ic.readSavableArrayList("overrides", null);
- if (localOverridesList == null) {
- localOverrides = new SafeArrayList<>(MatParamOverride.class);
- } else {
- localOverrides = new SafeArrayList(MatParamOverride.class, localOverridesList);
- }
- worldOverrides = new SafeArrayList<>(MatParamOverride.class);
- //changed for backward compatibility with j3o files
- //generated before the AnimControl/SkeletonControl split
- //the AnimControl creates the SkeletonControl for old files and add it to the spatial.
- //The SkeletonControl must be the last in the stack
- //so we add the list of all other control before it.
- //When backward compatibility won't be needed anymore this can be replaced by :
- //controls = ic.readSavableArrayList("controlsList", null));
- controls.addAll(0, ic.readSavableArrayList("controlsList", null));
- userData = (HashMap<String, Savable>) ic.readStringSavableMap("user_data", null);
- }
- /**
- * <code>getWorldBound</code> retrieves the world bound at this node
- * level.
- *
- * @return the world bound at this level.
- */
- public BoundingVolume getWorldBound() {
- checkDoBoundUpdate();
- return worldBound;
- }
- /**
- * <code>setCullHint</code> alters how view frustum culling will treat this
- * spatial.
- *
- * @param hint one of: <code>CullHint.Dynamic</code>,
- * <code>CullHint.Always</code>, <code>CullHint.Inherit</code>, or
- * <code>CullHint.Never</code>
- * <p>
- * The effect of the default value (CullHint.Inherit) may change if the
- * spatial gets re-parented.
- */
- public void setCullHint(CullHint hint) {
- cullHint = hint;
- }
- /**
- * <code>setBatchHint</code> alters how batching will treat this spatial.
- *
- * @param hint one of: <code>BatchHint.Never</code>,
- * <code>BatchHint.Always</code>, or <code>BatchHint.Inherit</code>
- * <p>
- * The effect of the default value (BatchHint.Inherit) may change if the
- * spatial gets re-parented.
- */
- public void setBatchHint(BatchHint hint) {
- batchHint = hint;
- }
- /**
- * @return the cullmode set on this Spatial
- */
- public CullHint getLocalCullHint() {
- return cullHint;
- }
- /**
- * @return the batchHint set on this Spatial
- */
- public BatchHint getLocalBatchHint() {
- return batchHint;
- }
- /**
- * <code>setQueueBucket</code> determines at what phase of the
- * rendering process this Spatial will rendered. See the
- * {@link Bucket} enum for an explanation of the various
- * render queue buckets.
- *
- * @param queueBucket
- * The bucket to use for this Spatial.
- */
- public void setQueueBucket(RenderQueue.Bucket queueBucket) {
- this.queueBucket = queueBucket;
- }
- /**
- * Sets the shadow mode of the spatial
- * The shadow mode determines how the spatial should be shadowed,
- * when a shadowing technique is used. See the
- * documentation for the class {@link ShadowMode} for more information.
- *
- * @see ShadowMode
- *
- * @param shadowMode The local shadow mode to set.
- */
- public void setShadowMode(RenderQueue.ShadowMode shadowMode) {
- this.shadowMode = shadowMode;
- }
- /**
- * @return The locally set queue bucket mode
- *
- * @see Spatial#setQueueBucket(com.jme3.renderer.queue.RenderQueue.Bucket)
- */
- public RenderQueue.Bucket getLocalQueueBucket() {
- return queueBucket;
- }
- /**
- * @return The locally set shadow mode
- *
- * @see Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode)
- */
- public RenderQueue.ShadowMode getLocalShadowMode() {
- return shadowMode;
- }
- /**
- * Returns this spatial's last frustum intersection result. This int is set
- * when a check is made to determine if the bounds of the object fall inside
- * a camera's frustum. If a parent is found to fall outside the frustum, the
- * value for this spatial will not be updated.
- *
- * @return The spatial's last frustum intersection result.
- */
- public Camera.FrustumIntersect getLastFrustumIntersection() {
- return frustrumIntersects;
- }
- /**
- * Overrides the last intersection result. This is useful for operations
- * that want to start rendering at the middle of a scene tree and don't want
- * the parent of that node to influence culling.
- *
- * @param intersects
- * the new value
- */
- public void setLastFrustumIntersection(Camera.FrustumIntersect intersects) {
- frustrumIntersects = intersects;
- }
- /**
- * Returns the Spatial's name followed by the class of the spatial <br>
- * Example: "MyNode (com.jme3.scene.Spatial)
- *
- * @return Spatial's name followed by the class of the Spatial
- */
- @Override
- public String toString() {
- return name + " (" + this.getClass().getSimpleName() + ')';
- }
- /**
- * Creates a transform matrix that will convert from this spatials'
- * local coordinate space to the world coordinate space
- * based on the world transform.
- *
- * @param store Matrix where to store the result, if null, a new one
- * will be created and returned.
- *
- * @return store if not null, otherwise, a new matrix containing the result.
- *
- * @see Spatial#getWorldTransform()
- */
- public Matrix4f getLocalToWorldMatrix(Matrix4f store) {
- if (store == null) {
- store = new Matrix4f();
- } else {
- store.loadIdentity();
- }
- // multiply with scale first, then rotate, finally translate (cf.
- // Eberly)
- store.scale(getWorldScale());
- store.multLocal(getWorldRotation());
- store.setTranslation(getWorldTranslation());
- return store;
- }
- /**
- * Visit each scene graph element ordered by DFS with the default post order mode.
- *
- * @param visitor
- * @see #depthFirstTraversal(com.jme3.scene.SceneGraphVisitor, com.jme3.scene.Spatial.DFSMode)
- */
- public void depthFirstTraversal(SceneGraphVisitor visitor) {
- depthFirstTraversal(visitor, DFSMode.POST_ORDER);
- }
- /**
- * Specifies the mode of the depth first search.
- */
- public static enum DFSMode {
- /**
- * Pre order: the current spatial is visited first, then its children.
- */
- PRE_ORDER,
- /**
- * Post order: the children are visited first, then the parent.
- */
- POST_ORDER;
- }
- /**
- * Visit each scene graph element ordered by DFS.
- * There are two modes: pre order and post order.
- *
- * @param visitor
- * @param mode the traversal mode: pre order or post order
- */
- public abstract void depthFirstTraversal(SceneGraphVisitor visitor, DFSMode mode);
- /**
- * Visit each scene graph element ordered by BFS
- *
- * @param visitor
- */
- public void breadthFirstTraversal(SceneGraphVisitor visitor) {
- Queue<Spatial> queue = new LinkedList<Spatial>();
- queue.add(this);
- while (!queue.isEmpty()) {
- Spatial s = queue.poll();
- visitor.visit(s);
- s.breadthFirstTraversal(visitor, queue);
- }
- }
- protected abstract void breadthFirstTraversal(SceneGraphVisitor visitor, Queue<Spatial> queue);
- }
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