94 lines
3.2 KiB
C
94 lines
3.2 KiB
C
|
// 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<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;
|
||
|
|
||
|
//! 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
|
||
|
|