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author | David Walter Seikel | 2016-03-28 22:28:34 +1000 |
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committer | David Walter Seikel | 2016-03-28 22:28:34 +1000 |
commit | 7028cbe09c688437910a25623098762bf0fa592d (patch) | |
tree | 10b5af58277d9880380c2251f109325542c4e6eb /libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h | |
parent | Move lemon to the src/others directory. (diff) | |
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Move Irrlicht to src/others.
Diffstat (limited to 'libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h')
-rw-r--r-- | libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h | 115 |
1 files changed, 0 insertions, 115 deletions
diff --git a/libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h b/libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h deleted file mode 100644 index 203be70..0000000 --- a/libraries/irrlicht-1.8.1/source/Irrlicht/COctreeSceneNode.h +++ /dev/null | |||
@@ -1,115 +0,0 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __C_OCTREE_SCENE_NODE_H_INCLUDED__ | ||
6 | #define __C_OCTREE_SCENE_NODE_H_INCLUDED__ | ||
7 | |||
8 | #include "IMeshSceneNode.h" | ||
9 | #include "Octree.h" | ||
10 | |||
11 | namespace irr | ||
12 | { | ||
13 | namespace scene | ||
14 | { | ||
15 | //! implementation of the IBspTreeSceneNode | ||
16 | class COctreeSceneNode : public IMeshSceneNode | ||
17 | { | ||
18 | public: | ||
19 | |||
20 | //! constructor | ||
21 | COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, | ||
22 | s32 minimalPolysPerNode=512); | ||
23 | |||
24 | //! destructor | ||
25 | virtual ~COctreeSceneNode(); | ||
26 | |||
27 | virtual void OnRegisterSceneNode(); | ||
28 | |||
29 | //! renders the node. | ||
30 | virtual void render(); | ||
31 | |||
32 | //! returns the axis aligned bounding box of this node | ||
33 | virtual const core::aabbox3d<f32>& getBoundingBox() const; | ||
34 | |||
35 | //! creates the tree | ||
36 | bool createTree(IMesh* mesh); | ||
37 | |||
38 | //! returns the material based on the zero based index i. To get the amount | ||
39 | //! of materials used by this scene node, use getMaterialCount(). | ||
40 | //! This function is needed for inserting the node into the scene hirachy on a | ||
41 | //! optimal position for minimizing renderstate changes, but can also be used | ||
42 | //! to directly modify the material of a scene node. | ||
43 | virtual video::SMaterial& getMaterial(u32 i); | ||
44 | |||
45 | //! returns amount of materials used by this scene node. | ||
46 | virtual u32 getMaterialCount() const; | ||
47 | |||
48 | //! Writes attributes of the scene node. | ||
49 | virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; | ||
50 | |||
51 | //! Reads attributes of the scene node. | ||
52 | virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); | ||
53 | |||
54 | //! Returns type of the scene node | ||
55 | virtual ESCENE_NODE_TYPE getType() const { return ESNT_OCTREE; } | ||
56 | |||
57 | //! Sets a new mesh to display | ||
58 | virtual void setMesh(IMesh* mesh); | ||
59 | |||
60 | //! Get the currently defined mesh for display. | ||
61 | virtual IMesh* getMesh(void); | ||
62 | |||
63 | //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. | ||
64 | virtual void setReadOnlyMaterials(bool readonly); | ||
65 | |||
66 | //! Check if the scene node should not copy the materials of the mesh but use them in a read only style | ||
67 | virtual bool isReadOnlyMaterials() const; | ||
68 | |||
69 | //! Creates shadow volume scene node as child of this node | ||
70 | //! and returns a pointer to it. | ||
71 | virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, | ||
72 | s32 id, bool zfailmethod=true, f32 infinity=10000.0f); | ||
73 | |||
74 | //! Removes a child from this scene node. | ||
75 | //! Implemented here, to be able to remove the shadow properly, if there is one, | ||
76 | //! or to remove attached childs. | ||
77 | virtual bool removeChild(ISceneNode* child); | ||
78 | |||
79 | private: | ||
80 | |||
81 | void deleteTree(); | ||
82 | |||
83 | core::aabbox3d<f32> Box; | ||
84 | |||
85 | Octree<video::S3DVertex>* StdOctree; | ||
86 | core::array< Octree<video::S3DVertex>::SMeshChunk > StdMeshes; | ||
87 | |||
88 | Octree<video::S3DVertex2TCoords>* LightMapOctree; | ||
89 | core::array< Octree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes; | ||
90 | |||
91 | Octree<video::S3DVertexTangents>* TangentsOctree; | ||
92 | core::array< Octree<video::S3DVertexTangents>::SMeshChunk > TangentsMeshes; | ||
93 | |||
94 | video::E_VERTEX_TYPE VertexType; | ||
95 | core::array< video::SMaterial > Materials; | ||
96 | |||
97 | core::stringc MeshName; | ||
98 | s32 MinimalPolysPerNode; | ||
99 | s32 PassCount; | ||
100 | |||
101 | IMesh * Mesh; | ||
102 | IShadowVolumeSceneNode* Shadow; | ||
103 | //! use VBOs for rendering where possible | ||
104 | bool UseVBOs; | ||
105 | //! use visibility information together with VBOs | ||
106 | bool UseVisibilityAndVBOs; | ||
107 | //! use bounding box or frustum for calculate polys | ||
108 | bool BoxBased; | ||
109 | }; | ||
110 | |||
111 | } // end namespace scene | ||
112 | } // end namespace irr | ||
113 | |||
114 | #endif | ||
115 | |||