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. --- .../irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h | 186 ++++++++++----------- 1 file changed, 93 insertions(+), 93 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h index b676938..0327612 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h +++ b/libraries/irrlicht-1.8/source/Irrlicht/CCubeSceneNode.h @@ -1,93 +1,93 @@ -// 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 __C_CUBE_SCENE_NODE_H_INCLUDED__ -#define __C_CUBE_SCENE_NODE_H_INCLUDED__ - -#include "IMeshSceneNode.h" -#include "SMesh.h" - -namespace irr -{ -namespace scene -{ - class CCubeSceneNode : public IMeshSceneNode - { - public: - - //! constructor - CCubeSceneNode(f32 size, 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(1.0f, 1.0f, 1.0f)); - - virtual ~CCubeSceneNode(); - - virtual void OnRegisterSceneNode(); - - //! renders the node. - virtual void render(); - - //! returns the axis aligned bounding box of this node - virtual const core::aabbox3d& getBoundingBox() const; - - //! returns the material based on the zero based index i. To get the amount - //! of materials used by this scene node, use getMaterialCount(). - //! This function is needed for inserting the node into the scene hirachy on a - //! optimal position for minimizing renderstate changes, but can also be used - //! to directly modify the material of a scene node. - virtual video::SMaterial& getMaterial(u32 i); - - //! returns amount of materials used by this scene node. - virtual u32 getMaterialCount() const; - - //! Returns type of the scene node - virtual ESCENE_NODE_TYPE getType() const { return ESNT_CUBE; } - - //! Creates shadow volume scene node as child of this node - //! and returns a pointer to it. - virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, - s32 id, bool zfailmethod=true, f32 infinity=10000.0f); - - //! Writes attributes of the scene node. - virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; - - //! Reads attributes of the scene node. - virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); - - //! Creates a clone of this scene node and its children. - virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); - - //! Sets a new mesh to display - virtual void setMesh(IMesh* mesh) {} - - //! Returns the current mesh - virtual IMesh* getMesh(void) { return Mesh; } - - //! 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 a mesh causing all mesh scene nodes - referencing this mesh to change too. */ - virtual void setReadOnlyMaterials(bool readonly) {} - - //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style - virtual bool isReadOnlyMaterials() const { return false; } - - //! Removes a child from this scene node. - //! Implemented here, to be able to remove the shadow properly, if there is one, - //! or to remove attached childs. - virtual bool removeChild(ISceneNode* child); - - private: - void setSize(); - - IMesh* Mesh; - IShadowVolumeSceneNode* Shadow; - f32 Size; - }; - -} // 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 __C_CUBE_SCENE_NODE_H_INCLUDED__ +#define __C_CUBE_SCENE_NODE_H_INCLUDED__ + +#include "IMeshSceneNode.h" +#include "SMesh.h" + +namespace irr +{ +namespace scene +{ + class CCubeSceneNode : public IMeshSceneNode + { + public: + + //! constructor + CCubeSceneNode(f32 size, 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(1.0f, 1.0f, 1.0f)); + + virtual ~CCubeSceneNode(); + + virtual void OnRegisterSceneNode(); + + //! renders the node. + virtual void render(); + + //! returns the axis aligned bounding box of this node + virtual const core::aabbox3d& getBoundingBox() const; + + //! returns the material based on the zero based index i. To get the amount + //! of materials used by this scene node, use getMaterialCount(). + //! This function is needed for inserting the node into the scene hirachy on a + //! optimal position for minimizing renderstate changes, but can also be used + //! to directly modify the material of a scene node. + virtual video::SMaterial& getMaterial(u32 i); + + //! returns amount of materials used by this scene node. + virtual u32 getMaterialCount() const; + + //! Returns type of the scene node + virtual ESCENE_NODE_TYPE getType() const { return ESNT_CUBE; } + + //! Creates shadow volume scene node as child of this node + //! and returns a pointer to it. + virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, + s32 id, bool zfailmethod=true, f32 infinity=10000.0f); + + //! Writes attributes of the scene node. + virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; + + //! Reads attributes of the scene node. + virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); + + //! Creates a clone of this scene node and its children. + virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); + + //! Sets a new mesh to display + virtual void setMesh(IMesh* mesh) {} + + //! Returns the current mesh + virtual IMesh* getMesh(void) { return Mesh; } + + //! 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 a mesh causing all mesh scene nodes + referencing this mesh to change too. */ + virtual void setReadOnlyMaterials(bool readonly) {} + + //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style + virtual bool isReadOnlyMaterials() const { return false; } + + //! Removes a child from this scene node. + //! Implemented here, to be able to remove the shadow properly, if there is one, + //! or to remove attached childs. + virtual bool removeChild(ISceneNode* child); + + private: + void setSize(); + + IMesh* Mesh; + IShadowVolumeSceneNode* Shadow; + f32 Size; + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1