974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__
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#define __I_MESH_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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namespace irr
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{
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namespace scene
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{
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class IShadowVolumeSceneNode;
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class IMesh;
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//! A scene node displaying a static mesh
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class IMeshSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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/** Use setMesh() to set the mesh to display.
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*/
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IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1,1,1))
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: ISceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Sets a new mesh to display
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/** \param mesh Mesh to display. */
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virtual void setMesh(IMesh* mesh) = 0;
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//! Get the currently defined mesh for display.
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/** \return Pointer to mesh which is displayed by this node. */
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virtual IMesh* getMesh(void) = 0;
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//! Creates shadow volume scene node as child of this node.
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/** The shadow can be rendered using the ZPass or the zfail
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method. ZPass is a little bit faster because the shadow volume
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creation is easier, but with this method there occur ugly
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looking artifacs when the camera is inside the shadow volume.
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These error do not occur with the ZFail method.
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\param shadowMesh: Optional custom mesh for shadow volume.
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\param id: Id of the shadow scene node. This id can be used to
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identify the node later.
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume (for zfail shadow volume we support only
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finite shadows, so camera zfar must be larger than shadow back cap,
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which is depend on infinity parameter).
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/** In this way it is possible to change the materials of a mesh
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causing all mesh scene nodes referencing this mesh to change, too.
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\param readonly Flag if the materials shall be read-only. */
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virtual void setReadOnlyMaterials(bool readonly) = 0;
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//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
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/** This flag can be set by setReadOnlyMaterials().
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\return Whether the materials are read-only. */
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virtual bool isReadOnlyMaterials() const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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