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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/CSphereSceneNode.h
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/CSphereSceneNode.h192
1 files changed, 96 insertions, 96 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CSphereSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CSphereSceneNode.h
index 7dcc4c8..842188c 100644
--- a/libraries/irrlicht-1.8/source/Irrlicht/CSphereSceneNode.h
+++ b/libraries/irrlicht-1.8/source/Irrlicht/CSphereSceneNode.h
@@ -1,96 +1,96 @@
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 __C_SHPERE_SCENE_NODE_H_INCLUDED__ 5#ifndef __C_SHPERE_SCENE_NODE_H_INCLUDED__
6#define __C_SHPERE_SCENE_NODE_H_INCLUDED__ 6#define __C_SHPERE_SCENE_NODE_H_INCLUDED__
7 7
8#include "IMeshSceneNode.h" 8#include "IMeshSceneNode.h"
9#include "IMesh.h" 9#include "IMesh.h"
10 10
11namespace irr 11namespace irr
12{ 12{
13namespace scene 13namespace scene
14{ 14{
15 class CSphereSceneNode : public IMeshSceneNode 15 class CSphereSceneNode : public IMeshSceneNode
16 { 16 {
17 public: 17 public:
18 18
19 //! constructor 19 //! constructor
20 CSphereSceneNode(f32 size, u32 polyCountX, u32 polyCountY, ISceneNode* parent, ISceneManager* mgr, s32 id, 20 CSphereSceneNode(f32 size, u32 polyCountX, u32 polyCountY, ISceneNode* parent, ISceneManager* mgr, s32 id,
21 const core::vector3df& position = core::vector3df(0,0,0), 21 const core::vector3df& position = core::vector3df(0,0,0),
22 const core::vector3df& rotation = core::vector3df(0,0,0), 22 const core::vector3df& rotation = core::vector3df(0,0,0),
23 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)); 23 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
24 24
25 //! destructor 25 //! destructor
26 virtual ~CSphereSceneNode(); 26 virtual ~CSphereSceneNode();
27 27
28 virtual void OnRegisterSceneNode(); 28 virtual void OnRegisterSceneNode();
29 29
30 //! renders the node. 30 //! renders the node.
31 virtual void render(); 31 virtual void render();
32 32
33 //! returns the axis aligned bounding box of this node 33 //! returns the axis aligned bounding box of this node
34 virtual const core::aabbox3d<f32>& getBoundingBox() const; 34 virtual const core::aabbox3d<f32>& getBoundingBox() const;
35 35
36 //! returns the material based on the zero based index i. To get the amount 36 //! returns the material based on the zero based index i. To get the amount
37 //! of materials used by this scene node, use getMaterialCount(). 37 //! of materials used by this scene node, use getMaterialCount().
38 //! This function is needed for inserting the node into the scene hirachy on a 38 //! This function is needed for inserting the node into the scene hirachy on a
39 //! optimal position for minimizing renderstate changes, but can also be used 39 //! optimal position for minimizing renderstate changes, but can also be used
40 //! to directly modify the material of a scene node. 40 //! to directly modify the material of a scene node.
41 virtual video::SMaterial& getMaterial(u32 i); 41 virtual video::SMaterial& getMaterial(u32 i);
42 42
43 //! returns amount of materials used by this scene node. 43 //! returns amount of materials used by this scene node.
44 virtual u32 getMaterialCount() const; 44 virtual u32 getMaterialCount() const;
45 45
46 //! Returns type of the scene node 46 //! Returns type of the scene node
47 virtual ESCENE_NODE_TYPE getType() const { return ESNT_SPHERE; } 47 virtual ESCENE_NODE_TYPE getType() const { return ESNT_SPHERE; }
48 48
49 //! Writes attributes of the scene node. 49 //! Writes attributes of the scene node.
50 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; 50 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
51 51
52 //! Reads attributes of the scene node. 52 //! Reads attributes of the scene node.
53 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); 53 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
54 54
55 //! Creates a clone of this scene node and its children. 55 //! Creates a clone of this scene node and its children.
56 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); 56 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
57 57
58 //! The mesh cannot be changed 58 //! The mesh cannot be changed
59 virtual void setMesh(IMesh* mesh) {} 59 virtual void setMesh(IMesh* mesh) {}
60 60
61 //! Returns the current mesh 61 //! Returns the current mesh
62 virtual IMesh* getMesh() { return Mesh; } 62 virtual IMesh* getMesh() { return Mesh; }
63 63
64 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. 64 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
65 /* In this way it is possible to change the materials a mesh causing all mesh scene nodes 65 /* In this way it is possible to change the materials a mesh causing all mesh scene nodes
66 referencing this mesh to change too. */ 66 referencing this mesh to change too. */
67 virtual void setReadOnlyMaterials(bool readonly) {} 67 virtual void setReadOnlyMaterials(bool readonly) {}
68 68
69 //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style 69 //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
70 virtual bool isReadOnlyMaterials() const { return false; } 70 virtual bool isReadOnlyMaterials() const { return false; }
71 71
72 //! Creates shadow volume scene node as child of this node 72 //! Creates shadow volume scene node as child of this node
73 //! and returns a pointer to it. 73 //! and returns a pointer to it.
74 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, 74 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
75 s32 id, bool zfailmethod=true, f32 infinity=10000.0f); 75 s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
76 76
77 //! Removes a child from this scene node. 77 //! Removes a child from this scene node.
78 //! Implemented here, to be able to remove the shadow properly, if there is one, 78 //! Implemented here, to be able to remove the shadow properly, if there is one,
79 //! or to remove attached childs. 79 //! or to remove attached childs.
80 virtual bool removeChild(ISceneNode* child); 80 virtual bool removeChild(ISceneNode* child);
81 81
82 private: 82 private:
83 83
84 IMesh* Mesh; 84 IMesh* Mesh;
85 IShadowVolumeSceneNode* Shadow; 85 IShadowVolumeSceneNode* Shadow;
86 core::aabbox3d<f32> Box; 86 core::aabbox3d<f32> Box;
87 f32 Radius; 87 f32 Radius;
88 u32 PolyCountX; 88 u32 PolyCountX;
89 u32 PolyCountY; 89 u32 PolyCountY;
90 }; 90 };
91 91
92} // end namespace scene 92} // end namespace scene
93} // end namespace irr 93} // end namespace irr
94 94
95#endif 95#endif
96 96