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+/*
+ * Copyright (c) 2009-2010 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.asset.Asset;
+import com.jme3.asset.AssetKey;
+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.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 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, it's 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, Asset {
+
+ 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
+ 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;
+ /**
+ * 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 AssetKey#useSmartCache()
+ */
+ 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;
+
+ /**
+ * Serialization only. Do not use.
+ */
+ public Spatial() {
+ localTransform = new Transform();
+ worldTransform = new Transform();
+
+ localLights = new LightList(this);
+ worldLights = new LightList(this);
+
+ refreshFlags |= RF_BOUND;
+ }
+
+ /**
+ * 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.
+ */
+ public Spatial(String name) {
+ this();
+ this.name = name;
+ }
+
+ public void setKey(AssetKey key) {
+ this.key = key;
+ }
+
+ public AssetKey getKey() {
+ return key;
+ }
+
+ /**
+ * 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;
+ }
+
+ /**
+ * Indicate that the bounding of this spatial has changed and that
+ * a refresh is required.
+ */
+ protected void setBoundRefresh() {
+ refreshFlags |= RF_BOUND;
+
+ // XXX: Replace with a recursive call?
+ Spatial p = parent;
+ while (p != null) {
+ if ((p.refreshFlags & RF_BOUND) != 0) {
+ return;
+ }
+
+ p.refreshFlags |= RF_BOUND;
+ p = p.parent;
+ }
+ }
+
+ /**
+ * <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;
+ }
+
+ /**
+ * <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 tranlsation 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 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.
+ *
+ * @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;
+ vars.release();
+
+ compVecA.set(position).subtractLocal(worldTranslation);
+ getLocalRotation().lookAt(compVecA, upVector);
+
+ setTransformRefresh();
+ }
+
+ /**
+ * Should be overridden by Node and Geometry.
+ */
+ protected void updateWorldBound() {
+ // the world bound of a leaf is the same as it's model bound
+ // for a node, the world bound is a combination of all it's children
+ // bounds
+ // -> handled by subclass
+ refreshFlags &= ~RF_BOUND;
+ }
+
+ protected void updateWorldLightList() {
+ if (parent == null) {
+ worldLights.update(localLights, null);
+ refreshFlags &= ~RF_LIGHTLIST;
+ } else {
+ if ((parent.refreshFlags & RF_LIGHTLIST) == 0) {
+ worldLights.update(localLights, parent.worldLights);
+ refreshFlags &= ~RF_LIGHTLIST;
+ } else {
+ assert false;
+ }
+ }
+ }
+
+ /**
+ * 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) {
+ controls.add(control);
+ control.setSpatial(this);
+ }
+
+ /**
+ * 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) {
+ for (int i = 0; i < controls.size(); i++) {
+ if (controlType.isAssignableFrom(controls.get(i).getClass())) {
+ Control control = controls.remove(i);
+ control.setSpatial(null);
+ }
+ }
+ }
+
+ /**
+ * Removes the given control from this spatial's controls.
+ *
+ * @param control The control to remove
+ * @return True if the control was successfuly 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 result = controls.remove(control);
+ if (result) {
+ control.setSpatial(null);
+ }
+
+ 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)
+ */
+ 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();
+ }
+
+ assert refreshFlags == 0;
+ }
+
+ /**
+ * Convert a vector (in) from this spatials' 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 spatials' 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 it's 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.
+ */
+ 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.
+ */
+ 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 effected 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 yaw, roll and pitch angles (in radians),
+ * in the local coordinate space.
+ *
+ * @return The spatial on which this method is called, e.g <code>this</code>.
+ */
+ public Spatial rotate(float yaw, float roll, float pitch) {
+ TempVars vars = TempVars.get();
+ Quaternion q = vars.quat1;
+ q.fromAngles(yaw, roll, pitch);
+ 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 cullmode of it's 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 verticies 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.
+ *
+ * All controls will be cloned using the Control.cloneForSpatial method
+ * on the clone.
+ *
+ * @see Mesh#cloneForAnim()
+ */
+ public Spatial clone(boolean cloneMaterial) {
+ try {
+ Spatial clone = (Spatial) super.clone();
+ if (worldBound != null) {
+ clone.worldBound = worldBound.clone();
+ }
+ clone.worldLights = worldLights.clone();
+ clone.localLights = localLights.clone();
+
+ // Set the new owner of the light lists
+ clone.localLights.setOwner(clone);
+ clone.worldLights.setOwner(clone);
+
+ // No need to force cloned to update.
+ // This node already has the refresh flags
+ // set below so it will have to update anyway.
+ clone.worldTransform = worldTransform.clone();
+ clone.localTransform = localTransform.clone();
+
+ if (clone instanceof Node) {
+ Node node = (Node) this;
+ Node nodeClone = (Node) clone;
+ nodeClone.children = new SafeArrayList<Spatial>(Spatial.class);
+ for (Spatial child : node.children) {
+ Spatial childClone = child.clone(cloneMaterial);
+ childClone.parent = nodeClone;
+ nodeClone.children.add(childClone);
+ }
+ }
+
+ clone.parent = null;
+ clone.setBoundRefresh();
+ clone.setTransformRefresh();
+ clone.setLightListRefresh();
+
+ clone.controls = new SafeArrayList<Control>(Control.class);
+ for (int i = 0; i < controls.size(); i++) {
+ clone.controls.add(controls.get(i).cloneForSpatial(clone));
+ }
+
+ if (userData != null) {
+ clone.userData = (HashMap<String, Savable>) userData.clone();
+ }
+
+ return clone;
+ } catch (CloneNotSupportedException ex) {
+ throw new AssertionError();
+ }
+ }
+
+ /**
+ * @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.
+ *
+ * All controls will be cloned using the Control.cloneForSpatial method
+ * on the clone.
+ *
+ * @see Mesh#cloneForAnim()
+ */
+ @Override
+ public Spatial clone() {
+ return clone(true);
+ }
+
+ /**
+ * @return Similar to Spatial.clone() except will create a deep clone
+ * of all geometry's meshes, normally this method shouldn't be used
+ * instead use Spatial.clone()
+ *
+ * @see Spatial#clone()
+ */
+ public abstract Spatial deepClone();
+
+ public void setUserData(String key, Object data) {
+ 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;
+ }
+ }
+
+ 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;
+ }
+
+ 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);
+
+ // Shallow clone the controls array to convert its type.
+ capsule.writeSavableArrayList(new ArrayList(controls), "controlsList", null);
+ capsule.writeStringSavableMap(userData, "user_data", null);
+ }
+
+ 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);
+
+ //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> sets how scene culling should work on this
+ * spatial during drawing. NOTE: You must set this AFTER attaching to a
+ * parent or it will be reset with the parent's cullMode value.
+ *
+ * @param hint
+ * one of CullHint.Dynamic, CullHint.Always, CullHint.Inherit or
+ * CullHint.Never
+ */
+ public void setCullHint(CullHint hint) {
+ cullHint = hint;
+ }
+
+ /**
+ * <code>setBatchHint</code> sets how batching should work on this
+ * spatial. NOTE: You must set this AFTER attaching to a
+ * parent or it will be reset with the parent's cullMode value.
+ *
+ * @param hint
+ * one of BatchHint.Never, BatchHint.Always, BatchHint.Inherit
+ */
+ 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
+ * @param visitor
+ */
+ public abstract void depthFirstTraversal(SceneGraphVisitor visitor);
+
+ /**
+ * 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);
+}