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. --- .../source/Irrlicht/CMeshSceneNode.cpp | 892 ++++++++++----------- 1 file changed, 446 insertions(+), 446 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp index 9fde479..f9273c4 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CMeshSceneNode.cpp @@ -1,446 +1,446 @@ -// 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 - -#include "CMeshSceneNode.h" -#include "IVideoDriver.h" -#include "ISceneManager.h" -#include "S3DVertex.h" -#include "ICameraSceneNode.h" -#include "IMeshCache.h" -#include "IAnimatedMesh.h" -#include "IMaterialRenderer.h" -#include "IFileSystem.h" -#include "CShadowVolumeSceneNode.h" - -namespace irr -{ -namespace scene -{ - - - -//! constructor -CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, - const core::vector3df& position, const core::vector3df& rotation, - const core::vector3df& scale) -: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0), - PassCount(0), ReadOnlyMaterials(false) -{ - #ifdef _DEBUG - setDebugName("CMeshSceneNode"); - #endif - - setMesh(mesh); -} - - -//! destructor -CMeshSceneNode::~CMeshSceneNode() -{ - if (Shadow) - Shadow->drop(); - if (Mesh) - Mesh->drop(); -} - - -//! frame -void CMeshSceneNode::OnRegisterSceneNode() -{ - if (IsVisible) - { - // because this node supports rendering of mixed mode meshes consisting of - // transparent and solid material at the same time, we need to go through all - // materials, check of what type they are and register this node for the right - // render pass according to that. - - video::IVideoDriver* driver = SceneManager->getVideoDriver(); - - PassCount = 0; - int transparentCount = 0; - int solidCount = 0; - - // count transparent and solid materials in this scene node - if (ReadOnlyMaterials && Mesh) - { - // count mesh materials - - for (u32 i=0; igetMeshBufferCount(); ++i) - { - scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); - video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0; - - if (rnd && rnd->isTransparent()) - ++transparentCount; - else - ++solidCount; - - if (solidCount && transparentCount) - break; - } - } - else - { - // count copied materials - - for (u32 i=0; igetMaterialRenderer(Materials[i].MaterialType); - - if (rnd && rnd->isTransparent()) - ++transparentCount; - else - ++solidCount; - - if (solidCount && transparentCount) - break; - } - } - - // register according to material types counted - - if (solidCount) - SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); - - if (transparentCount) - SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); - - ISceneNode::OnRegisterSceneNode(); - } -} - - -//! renders the node. -void CMeshSceneNode::render() -{ - video::IVideoDriver* driver = SceneManager->getVideoDriver(); - - if (!Mesh || !driver) - return; - - bool isTransparentPass = - SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; - - ++PassCount; - - driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); - Box = Mesh->getBoundingBox(); - - if (Shadow && PassCount==1) - Shadow->updateShadowVolumes(); - - // for debug purposes only: - - bool renderMeshes = true; - video::SMaterial mat; - if (DebugDataVisible && PassCount==1) - { - // overwrite half transparency - if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) - { - for (u32 g=0; ggetMeshBufferCount(); ++g) - { - mat = Materials[g]; - mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; - driver->setMaterial(mat); - driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); - } - renderMeshes = false; - } - } - - // render original meshes - if (renderMeshes) - { - for (u32 i=0; igetMeshBufferCount(); ++i) - { - scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); - if (mb) - { - const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; - - video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); - bool transparent = (rnd && rnd->isTransparent()); - - // only render transparent buffer if this is the transparent render pass - // and solid only in solid pass - if (transparent == isTransparentPass) - { - driver->setMaterial(material); - driver->drawMeshBuffer(mb); - } - } - } - } - - driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); - - // for debug purposes only: - if (DebugDataVisible && PassCount==1) - { - video::SMaterial m; - m.Lighting = false; - m.AntiAliasing=0; - driver->setMaterial(m); - - if (DebugDataVisible & scene::EDS_BBOX) - { - driver->draw3DBox(Box, video::SColor(255,255,255,255)); - } - if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) - { - for (u32 g=0; ggetMeshBufferCount(); ++g) - { - driver->draw3DBox( - Mesh->getMeshBuffer(g)->getBoundingBox(), - video::SColor(255,190,128,128)); - } - } - - if (DebugDataVisible & scene::EDS_NORMALS) - { - // draw normals - const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH); - const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR); - const u32 count = Mesh->getMeshBufferCount(); - - for (u32 i=0; i != count; ++i) - { - driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor); - } - } - - // show mesh - if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) - { - m.Wireframe = true; - driver->setMaterial(m); - - for (u32 g=0; ggetMeshBufferCount(); ++g) - { - driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); - } - } - } -} - - -//! 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. -bool CMeshSceneNode::removeChild(ISceneNode* child) -{ - if (child && Shadow == child) - { - Shadow->drop(); - Shadow = 0; - } - - return ISceneNode::removeChild(child); -} - - -//! returns the axis aligned bounding box of this node -const core::aabbox3d& CMeshSceneNode::getBoundingBox() const -{ - return Mesh ? Mesh->getBoundingBox() : Box; -} - - -//! 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 hierarchy on a -//! optimal position for minimizing renderstate changes, but can also be used -//! to directly modify the material of a scene node. -video::SMaterial& CMeshSceneNode::getMaterial(u32 i) -{ - if (Mesh && ReadOnlyMaterials && igetMeshBufferCount()) - { - ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial(); - return ReadOnlyMaterial; - } - - if (i >= Materials.size()) - return ISceneNode::getMaterial(i); - - return Materials[i]; -} - - -//! returns amount of materials used by this scene node. -u32 CMeshSceneNode::getMaterialCount() const -{ - if (Mesh && ReadOnlyMaterials) - return Mesh->getMeshBufferCount(); - - return Materials.size(); -} - - -//! Sets a new mesh -void CMeshSceneNode::setMesh(IMesh* mesh) -{ - if (mesh) - { - mesh->grab(); - if (Mesh) - Mesh->drop(); - - Mesh = mesh; - copyMaterials(); - } -} - - -//! Creates shadow volume scene node as child of this node -//! and returns a pointer to it. -IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode( - const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity) -{ - if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER)) - return 0; - - if (!shadowMesh) - shadowMesh = Mesh; // if null is given, use the mesh of node - - if (Shadow) - Shadow->drop(); - - Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity); - return Shadow; -} - - -void CMeshSceneNode::copyMaterials() -{ - Materials.clear(); - - if (Mesh) - { - video::SMaterial mat; - - for (u32 i=0; igetMeshBufferCount(); ++i) - { - IMeshBuffer* mb = Mesh->getMeshBuffer(i); - if (mb) - mat = mb->getMaterial(); - - Materials.push_back(mat); - } - } -} - - -//! Writes attributes of the scene node. -void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const -{ - IMeshSceneNode::serializeAttributes(out, options); - - if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename) - { - const io::path path = SceneManager->getFileSystem()->getRelativeFilename( - SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()), - options->Filename); - out->addString("Mesh", path.c_str()); - } - else - out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str()); - out->addBool("ReadOnlyMaterials", ReadOnlyMaterials); -} - - -//! Reads attributes of the scene node. -void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) -{ - io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh); - io::path newMeshStr = in->getAttributeAsString("Mesh"); - ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); - - if (newMeshStr != "" && oldMeshStr != newMeshStr) - { - IMesh* newMesh = 0; - IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); - - if (newAnimatedMesh) - newMesh = newAnimatedMesh->getMesh(0); - - if (newMesh) - setMesh(newMesh); - } - - // optional attribute to assign the hint to the whole mesh - if (in->existsAttribute("HardwareMappingHint") && - in->existsAttribute("HardwareMappingBufferType")) - { - scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER; - scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE; - - core::stringc smapping = in->getAttributeAsString("HardwareMappingHint"); - if (smapping.equals_ignore_case("static")) - mapping = scene::EHM_STATIC; - else if (smapping.equals_ignore_case("dynamic")) - mapping = scene::EHM_DYNAMIC; - else if (smapping.equals_ignore_case("stream")) - mapping = scene::EHM_STREAM; - - core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType"); - if (sbufferType.equals_ignore_case("vertex")) - bufferType = scene::EBT_VERTEX; - else if (sbufferType.equals_ignore_case("index")) - bufferType = scene::EBT_INDEX; - else if (sbufferType.equals_ignore_case("vertexindex")) - bufferType = scene::EBT_VERTEX_AND_INDEX; - - IMesh* mesh = getMesh(); - if (mesh) - mesh->setHardwareMappingHint(mapping, bufferType); - } - - IMeshSceneNode::deserializeAttributes(in, options); -} - - -//! 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. */ -void CMeshSceneNode::setReadOnlyMaterials(bool readonly) -{ - ReadOnlyMaterials = readonly; -} - - -//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style -bool CMeshSceneNode::isReadOnlyMaterials() const -{ - return ReadOnlyMaterials; -} - - -//! Creates a clone of this scene node and its children. -ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager) -{ - if (!newParent) - newParent = Parent; - if (!newManager) - newManager = SceneManager; - - CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent, - newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale); - - nb->cloneMembers(this, newManager); - nb->ReadOnlyMaterials = ReadOnlyMaterials; - nb->Materials = Materials; - nb->Shadow = Shadow; - nb->Shadow->grab(); - - if (newParent) - nb->drop(); - return nb; -} - - -} // end namespace scene -} // end namespace irr - +// 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 + +#include "CMeshSceneNode.h" +#include "IVideoDriver.h" +#include "ISceneManager.h" +#include "S3DVertex.h" +#include "ICameraSceneNode.h" +#include "IMeshCache.h" +#include "IAnimatedMesh.h" +#include "IMaterialRenderer.h" +#include "IFileSystem.h" +#include "CShadowVolumeSceneNode.h" + +namespace irr +{ +namespace scene +{ + + + +//! constructor +CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id, + const core::vector3df& position, const core::vector3df& rotation, + const core::vector3df& scale) +: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0), + PassCount(0), ReadOnlyMaterials(false) +{ + #ifdef _DEBUG + setDebugName("CMeshSceneNode"); + #endif + + setMesh(mesh); +} + + +//! destructor +CMeshSceneNode::~CMeshSceneNode() +{ + if (Shadow) + Shadow->drop(); + if (Mesh) + Mesh->drop(); +} + + +//! frame +void CMeshSceneNode::OnRegisterSceneNode() +{ + if (IsVisible) + { + // because this node supports rendering of mixed mode meshes consisting of + // transparent and solid material at the same time, we need to go through all + // materials, check of what type they are and register this node for the right + // render pass according to that. + + video::IVideoDriver* driver = SceneManager->getVideoDriver(); + + PassCount = 0; + int transparentCount = 0; + int solidCount = 0; + + // count transparent and solid materials in this scene node + if (ReadOnlyMaterials && Mesh) + { + // count mesh materials + + for (u32 i=0; igetMeshBufferCount(); ++i) + { + scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); + video::IMaterialRenderer* rnd = mb ? driver->getMaterialRenderer(mb->getMaterial().MaterialType) : 0; + + if (rnd && rnd->isTransparent()) + ++transparentCount; + else + ++solidCount; + + if (solidCount && transparentCount) + break; + } + } + else + { + // count copied materials + + for (u32 i=0; igetMaterialRenderer(Materials[i].MaterialType); + + if (rnd && rnd->isTransparent()) + ++transparentCount; + else + ++solidCount; + + if (solidCount && transparentCount) + break; + } + } + + // register according to material types counted + + if (solidCount) + SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID); + + if (transparentCount) + SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); + + ISceneNode::OnRegisterSceneNode(); + } +} + + +//! renders the node. +void CMeshSceneNode::render() +{ + video::IVideoDriver* driver = SceneManager->getVideoDriver(); + + if (!Mesh || !driver) + return; + + bool isTransparentPass = + SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT; + + ++PassCount; + + driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); + Box = Mesh->getBoundingBox(); + + if (Shadow && PassCount==1) + Shadow->updateShadowVolumes(); + + // for debug purposes only: + + bool renderMeshes = true; + video::SMaterial mat; + if (DebugDataVisible && PassCount==1) + { + // overwrite half transparency + if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) + { + for (u32 g=0; ggetMeshBufferCount(); ++g) + { + mat = Materials[g]; + mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; + driver->setMaterial(mat); + driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); + } + renderMeshes = false; + } + } + + // render original meshes + if (renderMeshes) + { + for (u32 i=0; igetMeshBufferCount(); ++i) + { + scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i); + if (mb) + { + const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i]; + + video::IMaterialRenderer* rnd = driver->getMaterialRenderer(material.MaterialType); + bool transparent = (rnd && rnd->isTransparent()); + + // only render transparent buffer if this is the transparent render pass + // and solid only in solid pass + if (transparent == isTransparentPass) + { + driver->setMaterial(material); + driver->drawMeshBuffer(mb); + } + } + } + } + + driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); + + // for debug purposes only: + if (DebugDataVisible && PassCount==1) + { + video::SMaterial m; + m.Lighting = false; + m.AntiAliasing=0; + driver->setMaterial(m); + + if (DebugDataVisible & scene::EDS_BBOX) + { + driver->draw3DBox(Box, video::SColor(255,255,255,255)); + } + if (DebugDataVisible & scene::EDS_BBOX_BUFFERS) + { + for (u32 g=0; ggetMeshBufferCount(); ++g) + { + driver->draw3DBox( + Mesh->getMeshBuffer(g)->getBoundingBox(), + video::SColor(255,190,128,128)); + } + } + + if (DebugDataVisible & scene::EDS_NORMALS) + { + // draw normals + const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH); + const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR); + const u32 count = Mesh->getMeshBufferCount(); + + for (u32 i=0; i != count; ++i) + { + driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor); + } + } + + // show mesh + if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY) + { + m.Wireframe = true; + driver->setMaterial(m); + + for (u32 g=0; ggetMeshBufferCount(); ++g) + { + driver->drawMeshBuffer(Mesh->getMeshBuffer(g)); + } + } + } +} + + +//! 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. +bool CMeshSceneNode::removeChild(ISceneNode* child) +{ + if (child && Shadow == child) + { + Shadow->drop(); + Shadow = 0; + } + + return ISceneNode::removeChild(child); +} + + +//! returns the axis aligned bounding box of this node +const core::aabbox3d& CMeshSceneNode::getBoundingBox() const +{ + return Mesh ? Mesh->getBoundingBox() : Box; +} + + +//! 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 hierarchy on a +//! optimal position for minimizing renderstate changes, but can also be used +//! to directly modify the material of a scene node. +video::SMaterial& CMeshSceneNode::getMaterial(u32 i) +{ + if (Mesh && ReadOnlyMaterials && igetMeshBufferCount()) + { + ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial(); + return ReadOnlyMaterial; + } + + if (i >= Materials.size()) + return ISceneNode::getMaterial(i); + + return Materials[i]; +} + + +//! returns amount of materials used by this scene node. +u32 CMeshSceneNode::getMaterialCount() const +{ + if (Mesh && ReadOnlyMaterials) + return Mesh->getMeshBufferCount(); + + return Materials.size(); +} + + +//! Sets a new mesh +void CMeshSceneNode::setMesh(IMesh* mesh) +{ + if (mesh) + { + mesh->grab(); + if (Mesh) + Mesh->drop(); + + Mesh = mesh; + copyMaterials(); + } +} + + +//! Creates shadow volume scene node as child of this node +//! and returns a pointer to it. +IShadowVolumeSceneNode* CMeshSceneNode::addShadowVolumeSceneNode( + const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity) +{ + if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER)) + return 0; + + if (!shadowMesh) + shadowMesh = Mesh; // if null is given, use the mesh of node + + if (Shadow) + Shadow->drop(); + + Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity); + return Shadow; +} + + +void CMeshSceneNode::copyMaterials() +{ + Materials.clear(); + + if (Mesh) + { + video::SMaterial mat; + + for (u32 i=0; igetMeshBufferCount(); ++i) + { + IMeshBuffer* mb = Mesh->getMeshBuffer(i); + if (mb) + mat = mb->getMaterial(); + + Materials.push_back(mat); + } + } +} + + +//! Writes attributes of the scene node. +void CMeshSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const +{ + IMeshSceneNode::serializeAttributes(out, options); + + if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename) + { + const io::path path = SceneManager->getFileSystem()->getRelativeFilename( + SceneManager->getFileSystem()->getAbsolutePath(SceneManager->getMeshCache()->getMeshName(Mesh).getPath()), + options->Filename); + out->addString("Mesh", path.c_str()); + } + else + out->addString("Mesh", SceneManager->getMeshCache()->getMeshName(Mesh).getPath().c_str()); + out->addBool("ReadOnlyMaterials", ReadOnlyMaterials); +} + + +//! Reads attributes of the scene node. +void CMeshSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) +{ + io::path oldMeshStr = SceneManager->getMeshCache()->getMeshName(Mesh); + io::path newMeshStr = in->getAttributeAsString("Mesh"); + ReadOnlyMaterials = in->getAttributeAsBool("ReadOnlyMaterials"); + + if (newMeshStr != "" && oldMeshStr != newMeshStr) + { + IMesh* newMesh = 0; + IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str()); + + if (newAnimatedMesh) + newMesh = newAnimatedMesh->getMesh(0); + + if (newMesh) + setMesh(newMesh); + } + + // optional attribute to assign the hint to the whole mesh + if (in->existsAttribute("HardwareMappingHint") && + in->existsAttribute("HardwareMappingBufferType")) + { + scene::E_HARDWARE_MAPPING mapping = scene::EHM_NEVER; + scene::E_BUFFER_TYPE bufferType = scene::EBT_NONE; + + core::stringc smapping = in->getAttributeAsString("HardwareMappingHint"); + if (smapping.equals_ignore_case("static")) + mapping = scene::EHM_STATIC; + else if (smapping.equals_ignore_case("dynamic")) + mapping = scene::EHM_DYNAMIC; + else if (smapping.equals_ignore_case("stream")) + mapping = scene::EHM_STREAM; + + core::stringc sbufferType = in->getAttributeAsString("HardwareMappingBufferType"); + if (sbufferType.equals_ignore_case("vertex")) + bufferType = scene::EBT_VERTEX; + else if (sbufferType.equals_ignore_case("index")) + bufferType = scene::EBT_INDEX; + else if (sbufferType.equals_ignore_case("vertexindex")) + bufferType = scene::EBT_VERTEX_AND_INDEX; + + IMesh* mesh = getMesh(); + if (mesh) + mesh->setHardwareMappingHint(mapping, bufferType); + } + + IMeshSceneNode::deserializeAttributes(in, options); +} + + +//! 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. */ +void CMeshSceneNode::setReadOnlyMaterials(bool readonly) +{ + ReadOnlyMaterials = readonly; +} + + +//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style +bool CMeshSceneNode::isReadOnlyMaterials() const +{ + return ReadOnlyMaterials; +} + + +//! Creates a clone of this scene node and its children. +ISceneNode* CMeshSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager) +{ + if (!newParent) + newParent = Parent; + if (!newManager) + newManager = SceneManager; + + CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent, + newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale); + + nb->cloneMembers(this, newManager); + nb->ReadOnlyMaterials = ReadOnlyMaterials; + nb->Materials = Materials; + nb->Shadow = Shadow; + nb->Shadow->grab(); + + if (newParent) + nb->drop(); + return nb; +} + + +} // end namespace scene +} // end namespace irr + -- cgit v1.1