stk-code_catmod/lib/irrlicht/source/Irrlicht/CSphereSceneNode.h
Vincent Lejeune c1d85e8674 Remove shadow volume code
We use shadowmap
2015-01-16 01:51:56 +01:00

91 lines
3.0 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_SHPERE_SCENE_NODE_H_INCLUDED__
#define __C_SHPERE_SCENE_NODE_H_INCLUDED__
#include "IMeshSceneNode.h"
#include "IMesh.h"
namespace irr
{
namespace scene
{
class CSphereSceneNode : public IMeshSceneNode
{
public:
//! constructor
CSphereSceneNode(f32 size, u32 polyCountX, u32 polyCountY, 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 ~CSphereSceneNode();
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_SPHERE; }
//! 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);
//! The mesh cannot be changed
virtual void setMesh(IMesh* mesh) {}
//! Returns the current mesh
virtual IMesh* getMesh() { 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:
IMesh* Mesh;
core::aabbox3d<f32> Box;
f32 Radius;
u32 PolyCountX;
u32 PolyCountY;
};
} // end namespace scene
} // end namespace irr
#endif