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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_MESH_SCENE_NODE_H_INCLUDED__
6#define __C_MESH_SCENE_NODE_H_INCLUDED__
7
8#include "IMeshSceneNode.h"
9#include "IMesh.h"
10
11namespace irr
12{
13namespace scene
14{
15
16 class CMeshSceneNode : public IMeshSceneNode
17 {
18 public:
19
20 //! constructor
21 CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
22 const core::vector3df& position = core::vector3df(0,0,0),
23 const core::vector3df& rotation = core::vector3df(0,0,0),
24 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
25
26 //! destructor
27 virtual ~CMeshSceneNode();
28
29 //! frame
30 virtual void OnRegisterSceneNode();
31
32 //! renders the node.
33 virtual void render();
34
35 //! returns the axis aligned bounding box of this node
36 virtual const core::aabbox3d<f32>& getBoundingBox() const;
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_MESH; }
56
57 //! Sets a new mesh
58 virtual void setMesh(IMesh* mesh);
59
60 //! Returns the current mesh
61 virtual IMesh* getMesh(void) { return Mesh; }
62
63 //! Creates shadow volume scene node as child of this node
64 //! and returns a pointer to it.
65 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
66 s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
67
68 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
69 /* In this way it is possible to change the materials a mesh causing all mesh scene nodes
70 referencing this mesh to change too. */
71 virtual void setReadOnlyMaterials(bool readonly);
72
73 //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
74 virtual bool isReadOnlyMaterials() const;
75
76 //! Creates a clone of this scene node and its children.
77 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
78
79 //! Removes a child from this scene node.
80 //! Implemented here, to be able to remove the shadow properly, if there is one,
81 //! or to remove attached childs.
82 virtual bool removeChild(ISceneNode* child);
83
84 protected:
85
86 void copyMaterials();
87
88 core::array<video::SMaterial> Materials;
89 core::aabbox3d<f32> Box;
90 video::SMaterial ReadOnlyMaterial;
91
92 IMesh* Mesh;
93 IShadowVolumeSceneNode* Shadow;
94
95 s32 PassCount;
96 bool ReadOnlyMaterials;
97 };
98
99} // end namespace scene
100} // end namespace irr
101
102#endif
103