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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_MESH_SCENE_NODE_H_INCLUDED__
- #define __C_MESH_SCENE_NODE_H_INCLUDED__
- #include "IMeshSceneNode.h"
- #include "IMesh.h"
- namespace irr
- {
- namespace scene
- {
- class CMeshSceneNode : public IMeshSceneNode
- {
- public:
- //! constructor
- CMeshSceneNode(IMesh* mesh, 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));
- //! destructor
- virtual ~CMeshSceneNode();
- //! frame
- 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;
- //! 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_MESH; }
- //! Sets a new mesh
- 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;
- //! Creates a clone of this scene node and its children.
- virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
- //! 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);
- protected:
- void copyMaterials();
- core::array<video::SMaterial> Materials;
- core::aabbox3d<f32> Box;
- video::SMaterial ReadOnlyMaterial;
- IMesh* Mesh;
- s32 PassCount;
- bool ReadOnlyMaterials;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
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