// 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& 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 Materials; core::aabbox3d Box; video::SMaterial ReadOnlyMaterial; IMesh* Mesh; s32 PassCount; bool ReadOnlyMaterials; }; } // end namespace scene } // end namespace irr #endif