aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8/include/IMeshSceneNode.h
diff options
context:
space:
mode:
authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/include/IMeshSceneNode.h
parentAdd info about changes to Irrlicht. (diff)
downloadSledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.zip
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.gz
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.bz2
SledjHamr-959831f4ef5a3e797f576c3de08cd65032c997ad.tar.xz
Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to 'libraries/irrlicht-1.8/include/IMeshSceneNode.h')
-rw-r--r--libraries/irrlicht-1.8/include/IMeshSceneNode.h158
1 files changed, 79 insertions, 79 deletions
diff --git a/libraries/irrlicht-1.8/include/IMeshSceneNode.h b/libraries/irrlicht-1.8/include/IMeshSceneNode.h
index fdffc03..4541069 100644
--- a/libraries/irrlicht-1.8/include/IMeshSceneNode.h
+++ b/libraries/irrlicht-1.8/include/IMeshSceneNode.h
@@ -1,79 +1,79 @@
1// Copyright (C) 2002-2012 Nikolaus Gebhardt 1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine". 2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h 3// For conditions of distribution and use, see copyright notice in irrlicht.h
4 4
5#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__ 5#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__
6#define __I_MESH_SCENE_NODE_H_INCLUDED__ 6#define __I_MESH_SCENE_NODE_H_INCLUDED__
7 7
8#include "ISceneNode.h" 8#include "ISceneNode.h"
9 9
10namespace irr 10namespace irr
11{ 11{
12namespace scene 12namespace scene
13{ 13{
14 14
15class IShadowVolumeSceneNode; 15class IShadowVolumeSceneNode;
16class IMesh; 16class IMesh;
17 17
18 18
19//! A scene node displaying a static mesh 19//! A scene node displaying a static mesh
20class IMeshSceneNode : public ISceneNode 20class IMeshSceneNode : public ISceneNode
21{ 21{
22public: 22public:
23 23
24 //! Constructor 24 //! Constructor
25 /** Use setMesh() to set the mesh to display. 25 /** Use setMesh() to set the mesh to display.
26 */ 26 */
27 IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, 27 IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
28 const core::vector3df& position = core::vector3df(0,0,0), 28 const core::vector3df& position = core::vector3df(0,0,0),
29 const core::vector3df& rotation = core::vector3df(0,0,0), 29 const core::vector3df& rotation = core::vector3df(0,0,0),
30 const core::vector3df& scale = core::vector3df(1,1,1)) 30 const core::vector3df& scale = core::vector3df(1,1,1))
31 : ISceneNode(parent, mgr, id, position, rotation, scale) {} 31 : ISceneNode(parent, mgr, id, position, rotation, scale) {}
32 32
33 //! Sets a new mesh to display 33 //! Sets a new mesh to display
34 /** \param mesh Mesh to display. */ 34 /** \param mesh Mesh to display. */
35 virtual void setMesh(IMesh* mesh) = 0; 35 virtual void setMesh(IMesh* mesh) = 0;
36 36
37 //! Get the currently defined mesh for display. 37 //! Get the currently defined mesh for display.
38 /** \return Pointer to mesh which is displayed by this node. */ 38 /** \return Pointer to mesh which is displayed by this node. */
39 virtual IMesh* getMesh(void) = 0; 39 virtual IMesh* getMesh(void) = 0;
40 40
41 //! Creates shadow volume scene node as child of this node. 41 //! Creates shadow volume scene node as child of this node.
42 /** The shadow can be rendered using the ZPass or the zfail 42 /** The shadow can be rendered using the ZPass or the zfail
43 method. ZPass is a little bit faster because the shadow volume 43 method. ZPass is a little bit faster because the shadow volume
44 creation is easier, but with this method there occur ugly 44 creation is easier, but with this method there occur ugly
45 looking artifacs when the camera is inside the shadow volume. 45 looking artifacs when the camera is inside the shadow volume.
46 These error do not occur with the ZFail method. 46 These error do not occur with the ZFail method.
47 \param shadowMesh: Optional custom mesh for shadow volume. 47 \param shadowMesh: Optional custom mesh for shadow volume.
48 \param id: Id of the shadow scene node. This id can be used to 48 \param id: Id of the shadow scene node. This id can be used to
49 identify the node later. 49 identify the node later.
50 \param zfailmethod: If set to true, the shadow will use the 50 \param zfailmethod: If set to true, the shadow will use the
51 zfail method, if not, zpass is used. 51 zfail method, if not, zpass is used.
52 \param infinity: Value used by the shadow volume algorithm to 52 \param infinity: Value used by the shadow volume algorithm to
53 scale the shadow volume (for zfail shadow volume we support only 53 scale the shadow volume (for zfail shadow volume we support only
54 finite shadows, so camera zfar must be larger than shadow back cap, 54 finite shadows, so camera zfar must be larger than shadow back cap,
55 which is depend on infinity parameter). 55 which is depend on infinity parameter).
56 \return Pointer to the created shadow scene node. This pointer 56 \return Pointer to the created shadow scene node. This pointer
57 should not be dropped. See IReferenceCounted::drop() for more 57 should not be dropped. See IReferenceCounted::drop() for more
58 information. */ 58 information. */
59 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0, 59 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
60 s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0; 60 s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
61 61
62 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. 62 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
63 /** In this way it is possible to change the materials of a mesh 63 /** In this way it is possible to change the materials of a mesh
64 causing all mesh scene nodes referencing this mesh to change, too. 64 causing all mesh scene nodes referencing this mesh to change, too.
65 \param readonly Flag if the materials shall be read-only. */ 65 \param readonly Flag if the materials shall be read-only. */
66 virtual void setReadOnlyMaterials(bool readonly) = 0; 66 virtual void setReadOnlyMaterials(bool readonly) = 0;
67 67
68 //! Check if the scene node should not copy the materials of the mesh but use them in a read only style 68 //! Check if the scene node should not copy the materials of the mesh but use them in a read only style
69 /** This flag can be set by setReadOnlyMaterials(). 69 /** This flag can be set by setReadOnlyMaterials().
70 \return Whether the materials are read-only. */ 70 \return Whether the materials are read-only. */
71 virtual bool isReadOnlyMaterials() const = 0; 71 virtual bool isReadOnlyMaterials() const = 0;
72}; 72};
73 73
74} // end namespace scene 74} // end namespace scene
75} // end namespace irr 75} // end namespace irr
76 76
77 77
78#endif 78#endif
79 79