From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/IMeshSceneNode.h | 158 ++++++++++++------------ 1 file changed, 79 insertions(+), 79 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IMeshSceneNode.h') diff --git a/libraries/irrlicht-1.8/include/IMeshSceneNode.h b/libraries/irrlicht-1.8/include/IMeshSceneNode.h index fdffc03..4541069 100644 --- a/libraries/irrlicht-1.8/include/IMeshSceneNode.h +++ b/libraries/irrlicht-1.8/include/IMeshSceneNode.h @@ -1,79 +1,79 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__ -#define __I_MESH_SCENE_NODE_H_INCLUDED__ - -#include "ISceneNode.h" - -namespace irr -{ -namespace scene -{ - -class IShadowVolumeSceneNode; -class IMesh; - - -//! A scene node displaying a static mesh -class IMeshSceneNode : public ISceneNode -{ -public: - - //! Constructor - /** Use setMesh() to set the mesh to display. - */ - IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, - const core::vector3df& position = core::vector3df(0,0,0), - const core::vector3df& rotation = core::vector3df(0,0,0), - const core::vector3df& scale = core::vector3df(1,1,1)) - : ISceneNode(parent, mgr, id, position, rotation, scale) {} - - //! Sets a new mesh to display - /** \param mesh Mesh to display. */ - virtual void setMesh(IMesh* mesh) = 0; - - //! Get the currently defined mesh for display. - /** \return Pointer to mesh which is displayed by this node. */ - virtual IMesh* getMesh(void) = 0; - - //! Creates shadow volume scene node as child of this node. - /** The shadow can be rendered using the ZPass or the zfail - method. ZPass is a little bit faster because the shadow volume - creation is easier, but with this method there occur ugly - looking artifacs when the camera is inside the shadow volume. - These error do not occur with the ZFail method. - \param shadowMesh: Optional custom mesh for shadow volume. - \param id: Id of the shadow scene node. This id can be used to - identify the node later. - \param zfailmethod: If set to true, the shadow will use the - zfail method, if not, zpass is used. - \param infinity: Value used by the shadow volume algorithm to - scale the shadow volume (for zfail shadow volume we support only - finite shadows, so camera zfar must be larger than shadow back cap, - which is depend on infinity parameter). - \return Pointer to the created shadow scene node. This pointer - should not be dropped. See IReferenceCounted::drop() for more - information. */ - virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0, - s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0; - - //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. - /** In this way it is possible to change the materials of a mesh - causing all mesh scene nodes referencing this mesh to change, too. - \param readonly Flag if the materials shall be read-only. */ - virtual void setReadOnlyMaterials(bool readonly) = 0; - - //! Check if the scene node should not copy the materials of the mesh but use them in a read only style - /** This flag can be set by setReadOnlyMaterials(). - \return Whether the materials are read-only. */ - virtual bool isReadOnlyMaterials() const = 0; -}; - -} // end namespace scene -} // end namespace irr - - -#endif - +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__ +#define __I_MESH_SCENE_NODE_H_INCLUDED__ + +#include "ISceneNode.h" + +namespace irr +{ +namespace scene +{ + +class IShadowVolumeSceneNode; +class IMesh; + + +//! A scene node displaying a static mesh +class IMeshSceneNode : public ISceneNode +{ +public: + + //! Constructor + /** Use setMesh() to set the mesh to display. + */ + IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, + const core::vector3df& position = core::vector3df(0,0,0), + const core::vector3df& rotation = core::vector3df(0,0,0), + const core::vector3df& scale = core::vector3df(1,1,1)) + : ISceneNode(parent, mgr, id, position, rotation, scale) {} + + //! Sets a new mesh to display + /** \param mesh Mesh to display. */ + virtual void setMesh(IMesh* mesh) = 0; + + //! Get the currently defined mesh for display. + /** \return Pointer to mesh which is displayed by this node. */ + virtual IMesh* getMesh(void) = 0; + + //! Creates shadow volume scene node as child of this node. + /** The shadow can be rendered using the ZPass or the zfail + method. ZPass is a little bit faster because the shadow volume + creation is easier, but with this method there occur ugly + looking artifacs when the camera is inside the shadow volume. + These error do not occur with the ZFail method. + \param shadowMesh: Optional custom mesh for shadow volume. + \param id: Id of the shadow scene node. This id can be used to + identify the node later. + \param zfailmethod: If set to true, the shadow will use the + zfail method, if not, zpass is used. + \param infinity: Value used by the shadow volume algorithm to + scale the shadow volume (for zfail shadow volume we support only + finite shadows, so camera zfar must be larger than shadow back cap, + which is depend on infinity parameter). + \return Pointer to the created shadow scene node. This pointer + should not be dropped. See IReferenceCounted::drop() for more + information. */ + virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0, + s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0; + + //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. + /** In this way it is possible to change the materials of a mesh + causing all mesh scene nodes referencing this mesh to change, too. + \param readonly Flag if the materials shall be read-only. */ + virtual void setReadOnlyMaterials(bool readonly) = 0; + + //! Check if the scene node should not copy the materials of the mesh but use them in a read only style + /** This flag can be set by setReadOnlyMaterials(). + \return Whether the materials are read-only. */ + virtual bool isReadOnlyMaterials() const = 0; +}; + +} // end namespace scene +} // end namespace irr + + +#endif + -- cgit v1.1