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Diffstat (limited to 'libraries/irrlicht-1.8/include/IMeshSceneNode.h')
-rw-r--r-- | libraries/irrlicht-1.8/include/IMeshSceneNode.h | 79 |
1 files changed, 0 insertions, 79 deletions
diff --git a/libraries/irrlicht-1.8/include/IMeshSceneNode.h b/libraries/irrlicht-1.8/include/IMeshSceneNode.h deleted file mode 100644 index 4541069..0000000 --- a/libraries/irrlicht-1.8/include/IMeshSceneNode.h +++ /dev/null | |||
@@ -1,79 +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 __I_MESH_SCENE_NODE_H_INCLUDED__ | ||
6 | #define __I_MESH_SCENE_NODE_H_INCLUDED__ | ||
7 | |||
8 | #include "ISceneNode.h" | ||
9 | |||
10 | namespace irr | ||
11 | { | ||
12 | namespace scene | ||
13 | { | ||
14 | |||
15 | class IShadowVolumeSceneNode; | ||
16 | class IMesh; | ||
17 | |||
18 | |||
19 | //! A scene node displaying a static mesh | ||
20 | class IMeshSceneNode : public ISceneNode | ||
21 | { | ||
22 | public: | ||
23 | |||
24 | //! Constructor | ||
25 | /** Use setMesh() to set the mesh to display. | ||
26 | */ | ||
27 | IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, | ||
28 | const core::vector3df& position = 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)) | ||
31 | : ISceneNode(parent, mgr, id, position, rotation, scale) {} | ||
32 | |||
33 | //! Sets a new mesh to display | ||
34 | /** \param mesh Mesh to display. */ | ||
35 | virtual void setMesh(IMesh* mesh) = 0; | ||
36 | |||
37 | //! Get the currently defined mesh for display. | ||
38 | /** \return Pointer to mesh which is displayed by this node. */ | ||
39 | virtual IMesh* getMesh(void) = 0; | ||
40 | |||
41 | //! Creates shadow volume scene node as child of this node. | ||
42 | /** The shadow can be rendered using the ZPass or the zfail | ||
43 | method. ZPass is a little bit faster because the shadow volume | ||
44 | creation is easier, but with this method there occur ugly | ||
45 | looking artifacs when the camera is inside the shadow volume. | ||
46 | These error do not occur with the ZFail method. | ||
47 | \param shadowMesh: Optional custom mesh for shadow volume. | ||
48 | \param id: Id of the shadow scene node. This id can be used to | ||
49 | identify the node later. | ||
50 | \param zfailmethod: If set to true, the shadow will use the | ||
51 | zfail method, if not, zpass is used. | ||
52 | \param infinity: Value used by the shadow volume algorithm to | ||
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, | ||
55 | which is depend on infinity parameter). | ||
56 | \return Pointer to the created shadow scene node. This pointer | ||
57 | should not be dropped. See IReferenceCounted::drop() for more | ||
58 | information. */ | ||
59 | virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0, | ||
60 | s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0; | ||
61 | |||
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 | ||
64 | causing all mesh scene nodes referencing this mesh to change, too. | ||
65 | \param readonly Flag if the materials shall be read-only. */ | ||
66 | virtual void setReadOnlyMaterials(bool readonly) = 0; | ||
67 | |||
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(). | ||
70 | \return Whether the materials are read-only. */ | ||
71 | virtual bool isReadOnlyMaterials() const = 0; | ||
72 | }; | ||
73 | |||
74 | } // end namespace scene | ||
75 | } // end namespace irr | ||
76 | |||
77 | |||
78 | #endif | ||
79 | |||