// 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_OCTREE_SCENE_NODE_H_INCLUDED__ #define __C_OCTREE_SCENE_NODE_H_INCLUDED__ #include "IMeshSceneNode.h" #include "Octree.h" namespace irr { namespace scene { //! implementation of the IBspTreeSceneNode class COctreeSceneNode : public IMeshSceneNode { public: //! constructor COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, s32 minimalPolysPerNode=512); //! destructor virtual ~COctreeSceneNode(); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const; //! creates the tree bool createTree(IMesh* mesh); //! 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; //! 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); //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_OCTREE; } //! Sets a new mesh to display virtual void setMesh(IMesh* mesh); //! Get the currently defined mesh for display. virtual IMesh* getMesh(void); //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. virtual void setReadOnlyMaterials(bool readonly); //! Check if the scene node should not copy the materials of the mesh but use them in a read only style virtual bool isReadOnlyMaterials() const; //! 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); //! 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 deleteTree(); core::aabbox3d Box; Octree* StdOctree; core::array< Octree::SMeshChunk > StdMeshes; Octree* LightMapOctree; core::array< Octree::SMeshChunk > LightMapMeshes; Octree* TangentsOctree; core::array< Octree::SMeshChunk > TangentsMeshes; video::E_VERTEX_TYPE VertexType; core::array< video::SMaterial > Materials; core::stringc MeshName; s32 MinimalPolysPerNode; s32 PassCount; IMesh * Mesh; IShadowVolumeSceneNode* Shadow; //! use VBOs for rendering where possible bool UseVBOs; //! use visibility information together with VBOs bool UseVisibilityAndVBOs; //! use bounding box or frustum for calculate polys bool BoxBased; }; } // end namespace scene } // end namespace irr #endif