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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/source/Irrlicht/CMeshSceneNode.cpp
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
-rw-r--r--libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp892
1 files changed, 446 insertions, 446 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp
index 9fde479..f9273c4 100644
--- a/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp
+++ b/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp
@@ -1,446 +1,446 @@
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#include "CMeshSceneNode.h" 5#include "CMeshSceneNode.h"
6#include "IVideoDriver.h" 6#include "IVideoDriver.h"
7#include "ISceneManager.h" 7#include "ISceneManager.h"
8#include "S3DVertex.h" 8#include "S3DVertex.h"
9#include "ICameraSceneNode.h" 9#include "ICameraSceneNode.h"
10#include "IMeshCache.h" 10#include "IMeshCache.h"
11#include "IAnimatedMesh.h" 11#include "IAnimatedMesh.h"
12#include "IMaterialRenderer.h" 12#include "IMaterialRenderer.h"
13#include "IFileSystem.h" 13#include "IFileSystem.h"
14#include "CShadowVolumeSceneNode.h" 14#include "CShadowVolumeSceneNode.h"
15 15
16namespace irr 16namespace irr
17{ 17{
18namespace scene 18namespace scene
19{ 19{
20 20
21 21
22 22
23//! constructor 23//! constructor
24CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, 24CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
25 const core::vector3df& position, const core::vector3df& rotation, 25 const core::vector3df& position, const core::vector3df& rotation,
26 const core::vector3df& scale) 26 const core::vector3df& scale)
27: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0), 27: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
28 PassCount(0), ReadOnlyMaterials(false) 28 PassCount(0), ReadOnlyMaterials(false)
29{ 29{
30 #ifdef _DEBUG 30 #ifdef _DEBUG
31 setDebugName("CMeshSceneNode"); 31 setDebugName("CMeshSceneNode");
32 #endif 32 #endif
33 33
34 setMesh(mesh); 34 setMesh(mesh);
35} 35}
36 36
37 37
38//! destructor 38//! destructor
39CMeshSceneNode::~CMeshSceneNode() 39CMeshSceneNode::~CMeshSceneNode()
40{ 40{
41 if (Shadow) 41 if (Shadow)
42 Shadow->drop(); 42 Shadow->drop();
43 if (Mesh) 43 if (Mesh)
44 Mesh->drop(); 44 Mesh->drop();
45} 45}
46 46
47 47
48//! frame 48//! frame
49void CMeshSceneNode::OnRegisterSceneNode() 49void CMeshSceneNode::OnRegisterSceneNode()
50{ 50{
51 if (IsVisible) 51 if (IsVisible)
52 { 52 {
53 // because this node supports rendering of mixed mode meshes consisting of 53 // because this node supports rendering of mixed mode meshes consisting of
54 // transparent and solid material at the same time, we need to go through all 54 // transparent and solid material at the same time, we need to go through all
55 // materials, check of what type they are and register this node for the right 55 // materials, check of what type they are and register this node for the right
56 // render pass according to that. 56 // render pass according to that.
57 57
58 video::IVideoDriver* driver = SceneManager->getVideoDriver(); 58 video::IVideoDriver* driver = SceneManager->getVideoDriver();
59 59
60 PassCount = 0; 60 PassCount = 0;
61 int transparentCount = 0; 61 int transparentCount = 0;
62 int solidCount = 0; 62 int solidCount = 0;
63 63
64 // count transparent and solid materials in this scene node 64 // count transparent and solid materials in this scene node
65 if (ReadOnlyMaterials && Mesh) 65 if (ReadOnlyMaterials && Mesh)
66 { 66 {
67 // count mesh materials 67 // count mesh materials
68 68
69 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i) 69 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
70 { 70 {
71 scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); 71 scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
72 video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0; 72 video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0;
73 73
74 if (rnd && rnd->isTransparent()) 74 if (rnd && rnd->isTransparent())
75 ++transparentCount; 75 ++transparentCount;
76 else 76 else
77 ++solidCount; 77 ++solidCount;
78 78
79 if (solidCount && transparentCount) 79 if (solidCount && transparentCount)
80 break; 80 break;
81 } 81 }
82 } 82 }
83 else 83 else
84 { 84 {
85 // count copied materials 85 // count copied materials
86 86
87 for (u32 i=0; i<Materials.size(); ++i) 87 for (u32 i=0; i<Materials.size(); ++i)
88 { 88 {
89 video::IMaterialRenderer* rnd = 89 video::IMaterialRenderer* rnd =
90 driver->getMaterialRenderer(Materials[i].MaterialType); 90 driver->getMaterialRenderer(Materials[i].MaterialType);
91 91
92 if (rnd && rnd->isTransparent()) 92 if (rnd && rnd->isTransparent())
93 ++transparentCount; 93 ++transparentCount;
94 else 94 else
95 ++solidCount; 95 ++solidCount;
96 96
97 if (solidCount && transparentCount) 97 if (solidCount && transparentCount)
98 break; 98 break;
99 } 99 }
100 } 100 }
101 101
102 // register according to material types counted 102 // register according to material types counted
103 103
104 if (solidCount) 104 if (solidCount)
105 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); 105 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
106 106
107 if (transparentCount) 107 if (transparentCount)
108 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); 108 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
109 109
110 ISceneNode::OnRegisterSceneNode(); 110 ISceneNode::OnRegisterSceneNode();
111 } 111 }
112} 112}
113 113
114 114
115//! renders the node. 115//! renders the node.
116void CMeshSceneNode::render() 116void CMeshSceneNode::render()
117{ 117{
118 video::IVideoDriver* driver = SceneManager->getVideoDriver(); 118 video::IVideoDriver* driver = SceneManager->getVideoDriver();
119 119
120 if (!Mesh || !driver) 120 if (!Mesh || !driver)
121 return; 121 return;
122 122
123 bool isTransparentPass = 123 bool isTransparentPass =
124 SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; 124 SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
125 125
126 ++PassCount; 126 ++PassCount;
127 127
128 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); 128 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
129 Box = Mesh->getBoundingBox(); 129 Box = Mesh->getBoundingBox();
130 130
131 if (Shadow && PassCount==1) 131 if (Shadow && PassCount==1)
132 Shadow->updateShadowVolumes(); 132 Shadow->updateShadowVolumes();
133 133
134 // for debug purposes only: 134 // for debug purposes only:
135 135
136 bool renderMeshes = true; 136 bool renderMeshes = true;
137 video::SMaterial mat; 137 video::SMaterial mat;
138 if (DebugDataVisible && PassCount==1) 138 if (DebugDataVisible && PassCount==1)
139 { 139 {
140 // overwrite half transparency 140 // overwrite half transparency
141 if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) 141 if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
142 { 142 {
143 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) 143 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
144 { 144 {
145 mat = Materials[g]; 145 mat = Materials[g];
146 mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; 146 mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
147 driver->setMaterial(mat); 147 driver->setMaterial(mat);
148 driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); 148 driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
149 } 149 }
150 renderMeshes = false; 150 renderMeshes = false;
151 } 151 }
152 } 152 }
153 153
154 // render original meshes 154 // render original meshes
155 if (renderMeshes) 155 if (renderMeshes)
156 { 156 {
157 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i) 157 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
158 { 158 {
159 scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); 159 scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
160 if (mb) 160 if (mb)
161 { 161 {
162 const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; 162 const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
163 163
164 video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); 164 video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType);
165 bool transparent = (rnd && rnd->isTransparent()); 165 bool transparent = (rnd && rnd->isTransparent());
166 166
167 // only render transparent buffer if this is the transparent render pass 167 // only render transparent buffer if this is the transparent render pass
168 // and solid only in solid pass 168 // and solid only in solid pass
169 if (transparent == isTransparentPass) 169 if (transparent == isTransparentPass)
170 { 170 {
171 driver->setMaterial(material); 171 driver->setMaterial(material);
172 driver->drawMeshBuffer(mb); 172 driver->drawMeshBuffer(mb);
173 } 173 }
174 } 174 }
175 } 175 }
176 } 176 }
177 177
178 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); 178 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
179 179
180 // for debug purposes only: 180 // for debug purposes only:
181 if (DebugDataVisible && PassCount==1) 181 if (DebugDataVisible && PassCount==1)
182 { 182 {
183 video::SMaterial m; 183 video::SMaterial m;
184 m.Lighting = false; 184 m.Lighting = false;
185 m.AntiAliasing=0; 185 m.AntiAliasing=0;
186 driver->setMaterial(m); 186 driver->setMaterial(m);
187 187
188 if (DebugDataVisible & scene::EDS_BBOX) 188 if (DebugDataVisible & scene::EDS_BBOX)
189 { 189 {
190 driver->draw3DBox(Box, video::SColor(255,255,255,255)); 190 driver->draw3DBox(Box, video::SColor(255,255,255,255));
191 } 191 }
192 if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) 192 if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
193 { 193 {
194 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) 194 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
195 { 195 {
196 driver->draw3DBox( 196 driver->draw3DBox(
197 Mesh->getMeshBuffer(g)->getBoundingBox(), 197 Mesh->getMeshBuffer(g)->getBoundingBox(),
198 video::SColor(255,190,128,128)); 198 video::SColor(255,190,128,128));
199 } 199 }
200 } 200 }
201 201
202 if (DebugDataVisible & scene::EDS_NORMALS) 202 if (DebugDataVisible & scene::EDS_NORMALS)
203 { 203 {
204 // draw normals 204 // draw normals
205 const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH); 205 const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
206 const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR); 206 const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
207 const u32 count = Mesh->getMeshBufferCount(); 207 const u32 count = Mesh->getMeshBufferCount();
208 208
209 for (u32 i=0; i != count; ++i) 209 for (u32 i=0; i != count; ++i)
210 { 210 {
211 driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor); 211 driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
212 } 212 }
213 } 213 }
214 214
215 // show mesh 215 // show mesh
216 if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) 216 if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
217 { 217 {
218 m.Wireframe = true; 218 m.Wireframe = true;
219 driver->setMaterial(m); 219 driver->setMaterial(m);
220 220
221 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g) 221 for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
222 { 222 {
223 driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); 223 driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
224 } 224 }
225 } 225 }
226 } 226 }
227} 227}
228 228
229 229
230//! Removes a child from this scene node. 230//! Removes a child from this scene node.
231//! Implemented here, to be able to remove the shadow properly, if there is one, 231//! Implemented here, to be able to remove the shadow properly, if there is one,
232//! or to remove attached childs. 232//! or to remove attached childs.
233bool CMeshSceneNode::removeChild(ISceneNode* child) 233bool CMeshSceneNode::removeChild(ISceneNode* child)
234{ 234{
235 if (child && Shadow == child) 235 if (child && Shadow == child)
236 { 236 {
237 Shadow->drop(); 237 Shadow->drop();
238 Shadow = 0; 238 Shadow = 0;
239 } 239 }
240 240
241 return ISceneNode::removeChild(child); 241 return ISceneNode::removeChild(child);
242} 242}
243 243
244 244
245//! returns the axis aligned bounding box of this node 245//! returns the axis aligned bounding box of this node
246const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const 246const core::aabbox3d<f32>& CMeshSceneNode::getBoundingBox() const
247{ 247{
248 return Mesh ? Mesh->getBoundingBox() : Box; 248 return Mesh ? Mesh->getBoundingBox() : Box;
249} 249}
250 250
251 251
252//! returns the material based on the zero based index i. To get the amount 252//! returns the material based on the zero based index i. To get the amount
253//! of materials used by this scene node, use getMaterialCount(). 253//! of materials used by this scene node, use getMaterialCount().
254//! This function is needed for inserting the node into the scene hierarchy on a 254//! This function is needed for inserting the node into the scene hierarchy on a
255//! optimal position for minimizing renderstate changes, but can also be used 255//! optimal position for minimizing renderstate changes, but can also be used
256//! to directly modify the material of a scene node. 256//! to directly modify the material of a scene node.
257video::SMaterial& CMeshSceneNode::getMaterial(u32 i) 257video::SMaterial& CMeshSceneNode::getMaterial(u32 i)
258{ 258{
259 if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount()) 259 if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
260 { 260 {
261 ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial(); 261 ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
262 return ReadOnlyMaterial; 262 return ReadOnlyMaterial;
263 } 263 }
264 264
265 if (i >= Materials.size()) 265 if (i >= Materials.size())
266 return ISceneNode::getMaterial(i); 266 return ISceneNode::getMaterial(i);
267 267
268 return Materials[i]; 268 return Materials[i];
269} 269}
270 270
271 271
272//! returns amount of materials used by this scene node. 272//! returns amount of materials used by this scene node.
273u32 CMeshSceneNode::getMaterialCount() const 273u32 CMeshSceneNode::getMaterialCount() const
274{ 274{
275 if (Mesh && ReadOnlyMaterials) 275 if (Mesh && ReadOnlyMaterials)
276 return Mesh->getMeshBufferCount(); 276 return Mesh->getMeshBufferCount();
277 277
278 return Materials.size(); 278 return Materials.size();
279} 279}
280 280
281 281
282//! Sets a new mesh 282//! Sets a new mesh
283void CMeshSceneNode::setMesh(IMesh* mesh) 283void CMeshSceneNode::setMesh(IMesh* mesh)
284{ 284{
285 if (mesh) 285 if (mesh)
286 { 286 {
287 mesh->grab(); 287 mesh->grab();
288 if (Mesh) 288 if (Mesh)
289 Mesh->drop(); 289 Mesh->drop();
290 290
291 Mesh = mesh; 291 Mesh = mesh;
292 copyMaterials(); 292 copyMaterials();
293 } 293 }
294} 294}
295 295
296 296
297//! Creates shadow volume scene node as child of this node 297//! Creates shadow volume scene node as child of this node
298//! and returns a pointer to it. 298//! and returns a pointer to it.
299IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode( 299IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode(
300 const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity) 300 const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
301{ 301{
302 if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER)) 302 if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
303 return 0; 303 return 0;
304 304
305 if (!shadowMesh) 305 if (!shadowMesh)
306 shadowMesh = Mesh; // if null is given, use the mesh of node 306 shadowMesh = Mesh; // if null is given, use the mesh of node
307 307
308 if (Shadow) 308 if (Shadow)
309 Shadow->drop(); 309 Shadow->drop();
310 310
311 Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity); 311 Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
312 return Shadow; 312 return Shadow;
313} 313}
314 314
315 315
316void CMeshSceneNode::copyMaterials() 316void CMeshSceneNode::copyMaterials()
317{ 317{
318 Materials.clear(); 318 Materials.clear();
319 319
320 if (Mesh) 320 if (Mesh)
321 { 321 {
322 video::SMaterial mat; 322 video::SMaterial mat;
323 323
324 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i) 324 for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
325 { 325 {
326 IMeshBuffer* mb = Mesh->getMeshBuffer(i); 326 IMeshBuffer* mb = Mesh->getMeshBuffer(i);
327 if (mb) 327 if (mb)
328 mat = mb->getMaterial(); 328 mat = mb->getMaterial();
329 329
330 Materials.push_back(mat); 330 Materials.push_back(mat);
331 } 331 }
332 } 332 }
333} 333}
334 334
335 335
336//! Writes attributes of the scene node. 336//! Writes attributes of the scene node.
337void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const 337void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
338{ 338{
339 IMeshSceneNode::serializeAttributes(out, options); 339 IMeshSceneNode::serializeAttributes(out, options);
340 340
341 if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename) 341 if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename)
342 { 342 {
343 const io::path path = SceneManager->getFileSystem()->getRelativeFilename( 343 const io::path path = SceneManager->getFileSystem()->getRelativeFilename(
344 SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()), 344 SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()),
345 options->Filename); 345 options->Filename);
346 out->addString("Mesh", path.c_str()); 346 out->addString("Mesh", path.c_str());
347 } 347 }
348 else 348 else
349 out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str()); 349 out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str());
350 out->addBool("ReadOnlyMaterials", ReadOnlyMaterials); 350 out->addBool("ReadOnlyMaterials", ReadOnlyMaterials);
351} 351}
352 352
353 353
354//! Reads attributes of the scene node. 354//! Reads attributes of the scene node.
355void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) 355void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
356{ 356{
357 io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh); 357 io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh);
358 io::path newMeshStr = in->getAttributeAsString("Mesh"); 358 io::path newMeshStr = in->getAttributeAsString("Mesh");
359 ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); 359 ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials");
360 360
361 if (newMeshStr != "" && oldMeshStr != newMeshStr) 361 if (newMeshStr != "" && oldMeshStr != newMeshStr)
362 { 362 {
363 IMesh* newMesh = 0; 363 IMesh* newMesh = 0;
364 IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); 364 IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
365 365
366 if (newAnimatedMesh) 366 if (newAnimatedMesh)
367 newMesh = newAnimatedMesh->getMesh(0); 367 newMesh = newAnimatedMesh->getMesh(0);
368 368
369 if (newMesh) 369 if (newMesh)
370 setMesh(newMesh); 370 setMesh(newMesh);
371 } 371 }
372 372
373 // optional attribute to assign the hint to the whole mesh 373 // optional attribute to assign the hint to the whole mesh
374 if (in->existsAttribute("HardwareMappingHint") && 374 if (in->existsAttribute("HardwareMappingHint") &&
375 in->existsAttribute("HardwareMappingBufferType")) 375 in->existsAttribute("HardwareMappingBufferType"))
376 { 376 {
377 scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER; 377 scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER;
378 scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE; 378 scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE;
379 379
380 core::stringc smapping = in->getAttributeAsString("HardwareMappingHint"); 380 core::stringc smapping = in->getAttributeAsString("HardwareMappingHint");
381 if (smapping.equals_ignore_case("static")) 381 if (smapping.equals_ignore_case("static"))
382 mapping = scene::EHM_STATIC; 382 mapping = scene::EHM_STATIC;
383 else if (smapping.equals_ignore_case("dynamic")) 383 else if (smapping.equals_ignore_case("dynamic"))
384 mapping = scene::EHM_DYNAMIC; 384 mapping = scene::EHM_DYNAMIC;
385 else if (smapping.equals_ignore_case("stream")) 385 else if (smapping.equals_ignore_case("stream"))
386 mapping = scene::EHM_STREAM; 386 mapping = scene::EHM_STREAM;
387 387
388 core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType"); 388 core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType");
389 if (sbufferType.equals_ignore_case("vertex")) 389 if (sbufferType.equals_ignore_case("vertex"))
390 bufferType = scene::EBT_VERTEX; 390 bufferType = scene::EBT_VERTEX;
391 else if (sbufferType.equals_ignore_case("index")) 391 else if (sbufferType.equals_ignore_case("index"))
392 bufferType = scene::EBT_INDEX; 392 bufferType = scene::EBT_INDEX;
393 else if (sbufferType.equals_ignore_case("vertexindex")) 393 else if (sbufferType.equals_ignore_case("vertexindex"))
394 bufferType = scene::EBT_VERTEX_AND_INDEX; 394 bufferType = scene::EBT_VERTEX_AND_INDEX;
395 395
396 IMesh* mesh = getMesh(); 396 IMesh* mesh = getMesh();
397 if (mesh) 397 if (mesh)
398 mesh->setHardwareMappingHint(mapping, bufferType); 398 mesh->setHardwareMappingHint(mapping, bufferType);
399 } 399 }
400 400
401 IMeshSceneNode::deserializeAttributes(in, options); 401 IMeshSceneNode::deserializeAttributes(in, options);
402} 402}
403 403
404 404
405//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. 405//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
406/* In this way it is possible to change the materials a mesh causing all mesh scene nodes 406/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
407referencing this mesh to change too. */ 407referencing this mesh to change too. */
408void CMeshSceneNode::setReadOnlyMaterials(bool readonly) 408void CMeshSceneNode::setReadOnlyMaterials(bool readonly)
409{ 409{
410 ReadOnlyMaterials = readonly; 410 ReadOnlyMaterials = readonly;
411} 411}
412 412
413 413
414//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style 414//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
415bool CMeshSceneNode::isReadOnlyMaterials() const 415bool CMeshSceneNode::isReadOnlyMaterials() const
416{ 416{
417 return ReadOnlyMaterials; 417 return ReadOnlyMaterials;
418} 418}
419 419
420 420
421//! Creates a clone of this scene node and its children. 421//! Creates a clone of this scene node and its children.
422ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager) 422ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
423{ 423{
424 if (!newParent) 424 if (!newParent)
425 newParent = Parent; 425 newParent = Parent;
426 if (!newManager) 426 if (!newManager)
427 newManager = SceneManager; 427 newManager = SceneManager;
428 428
429 CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent, 429 CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
430 newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale); 430 newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
431 431
432 nb->cloneMembers(this, newManager); 432 nb->cloneMembers(this, newManager);
433 nb->ReadOnlyMaterials = ReadOnlyMaterials; 433 nb->ReadOnlyMaterials = ReadOnlyMaterials;
434 nb->Materials = Materials; 434 nb->Materials = Materials;
435 nb->Shadow = Shadow; 435 nb->Shadow = Shadow;
436 nb->Shadow->grab(); 436 nb->Shadow->grab();
437 437
438 if (newParent) 438 if (newParent)
439 nb->drop(); 439 nb->drop();
440 return nb; 440 return nb;
441} 441}
442 442
443 443
444} // end namespace scene 444} // end namespace scene
445} // end namespace irr 445} // end namespace irr
446 446