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// 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<f32>& 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<f32> Box;
Octree<video::S3DVertex>* StdOctree;
core::array< Octree<video::S3DVertex>::SMeshChunk > StdMeshes;
Octree<video::S3DVertex2TCoords>* LightMapOctree;
core::array< Octree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;
Octree<video::S3DVertexTangents>* TangentsOctree;
core::array< Octree<video::S3DVertexTangents>::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
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