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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_OCTREE_SCENE_NODE_H_INCLUDED__
6#define __C_OCTREE_SCENE_NODE_H_INCLUDED__
7
8#include "IMeshSceneNode.h"
9#include "Octree.h"
10
11namespace irr
12{
13namespace scene
14{
15 //! implementation of the IBspTreeSceneNode
16 class COctreeSceneNode : public IMeshSceneNode
17 {
18 public:
19
20 //! constructor
21 COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
22 s32 minimalPolysPerNode=512);
23
24 //! destructor
25 virtual ~COctreeSceneNode();
26
27 virtual void OnRegisterSceneNode();
28
29 //! renders the node.
30 virtual void render();
31
32 //! returns the axis aligned bounding box of this node
33 virtual const core::aabbox3d<f32>& getBoundingBox() const;
34
35 //! creates the tree
36 bool createTree(IMesh* mesh);
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_OCTREE; }
56
57 //! Sets a new mesh to display
58 virtual void setMesh(IMesh* mesh);
59
60 //! Get the currently defined mesh for display.
61 virtual IMesh* getMesh(void);
62
63 //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
64 virtual void setReadOnlyMaterials(bool readonly);
65
66 //! Check if the scene node should not copy the materials of the mesh but use them in a read only style
67 virtual bool isReadOnlyMaterials() const;
68
69 //! Creates shadow volume scene node as child of this node
70 //! and returns a pointer to it.
71 virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
72 s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
73
74 //! Removes a child from this scene node.
75 //! Implemented here, to be able to remove the shadow properly, if there is one,
76 //! or to remove attached childs.
77 virtual bool removeChild(ISceneNode* child);
78
79 private:
80
81 void deleteTree();
82
83 core::aabbox3d<f32> Box;
84
85 Octree<video::S3DVertex>* StdOctree;
86 core::array< Octree<video::S3DVertex>::SMeshChunk > StdMeshes;
87
88 Octree<video::S3DVertex2TCoords>* LightMapOctree;
89 core::array< Octree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;
90
91 Octree<video::S3DVertexTangents>* TangentsOctree;
92 core::array< Octree<video::S3DVertexTangents>::SMeshChunk > TangentsMeshes;
93
94 video::E_VERTEX_TYPE VertexType;
95 core::array< video::SMaterial > Materials;
96
97 core::stringc MeshName;
98 s32 MinimalPolysPerNode;
99 s32 PassCount;
100
101 IMesh * Mesh;
102 IShadowVolumeSceneNode* Shadow;
103 //! use VBOs for rendering where possible
104 bool UseVBOs;
105 //! use visibility information together with VBOs
106 bool UseVisibilityAndVBOs;
107 //! use bounding box or frustum for calculate polys
108 bool BoxBased;
109 };
110
111} // end namespace scene
112} // end namespace irr
113
114#endif
115