85bd8c3146
Also fix normal map with skinned mesh, now vertices and joints will be recalculated for tangents mesh
616 lines
18 KiB
C++
616 lines
18 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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#include "COctreeSceneNode.h"
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#include "Octree.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.h"
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#include "ICameraSceneNode.h"
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#include "IMeshCache.h"
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#include "IAnimatedMesh.h"
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#include "IMaterialRenderer.h"
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#include "os.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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//! constructor
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COctreeSceneNode::COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr,
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s32 id, s32 minimalPolysPerNode)
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: IMeshSceneNode(parent, mgr, id), StdOctree(0), LightMapOctree(0),
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TangentsOctree(0), VertexType((video::E_VERTEX_TYPE)-1),
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MinimalPolysPerNode(minimalPolysPerNode), Mesh(0),
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UseVBOs(OCTREE_USE_HARDWARE), UseVisibilityAndVBOs(OCTREE_USE_VISIBILITY),
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BoxBased(OCTREE_BOX_BASED)
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{
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#ifdef _DEBUG
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setDebugName("COctreeSceneNode");
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#endif
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}
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//! destructor
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COctreeSceneNode::~COctreeSceneNode()
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{
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deleteTree();
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}
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void COctreeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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// because this node supports rendering of mixed mode meshes consisting of
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// transparent and solid material at the same time, we need to go through all
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// materials, check of what type they are and register this node for the right
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// render pass according to that.
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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PassCount = 0;
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u32 transparentCount = 0;
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u32 solidCount = 0;
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// count transparent and solid materials in this scene node
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for (u32 i=0; i<Materials.size(); ++i)
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{
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const video::IMaterialRenderer* const rnd =
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driver->getMaterialRenderer(Materials[i].MaterialType);
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if (rnd && rnd->isTransparent())
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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}
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// register according to material types counted
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if (solidCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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if (transparentCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! renders the node.
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void COctreeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (VertexType == -1 || !driver)
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return;
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ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera)
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return;
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bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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++PassCount;
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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SViewFrustum frust = *camera->getViewFrustum();
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//transform the frustum to the current absolute transformation
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if ( !AbsoluteTransformation.isIdentity() )
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{
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core::matrix4 invTrans(AbsoluteTransformation, core::matrix4::EM4CONST_INVERSE);
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frust.transform(invTrans);
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}
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const core::aabbox3d<float> &box = frust.getBoundingBox();
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switch (VertexType)
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{
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case video::EVT_STANDARD:
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{
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if (BoxBased)
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StdOctree->calculatePolys(box);
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else
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StdOctree->calculatePolys(frust);
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const Octree<video::S3DVertex>::SIndexData* d = StdOctree->getIndexData();
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for (u32 i=0; i<Materials.size(); ++i)
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{
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if ( 0 == d[i].CurrentSize )
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continue;
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const video::IMaterialRenderer* const rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
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const bool transparent = (rnd && rnd->isTransparent());
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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driver->setMaterial(Materials[i]);
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driver->drawIndexedTriangleList(
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&StdMeshes[i].Vertices[0], StdMeshes[i].Vertices.size(),
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d[i].Indices, d[i].CurrentSize / 3);
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}
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}
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// for debug purposes only
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if (DebugDataVisible && !Materials.empty() && PassCount==1)
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{
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const core::aabbox3df& box = frust.getBoundingBox();
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core::array< const core::aabbox3d<f32>* > boxes;
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
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{
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StdOctree->getBoundingBoxes(box, boxes);
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for (u32 b=0; b!=boxes.size(); ++b)
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driver->draw3DBox(*boxes[b]);
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}
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if ( DebugDataVisible & scene::EDS_BBOX )
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driver->draw3DBox(Box,video::SColor(0,255,0,0));
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}
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}
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break;
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case video::EVT_2TCOORDS:
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{
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if (BoxBased)
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LightMapOctree->calculatePolys(box);
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else
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LightMapOctree->calculatePolys(frust);
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const Octree<video::S3DVertex2TCoords>::SIndexData* d = LightMapOctree->getIndexData();
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for (u32 i=0; i<Materials.size(); ++i)
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{
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if ( 0 == d[i].CurrentSize )
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continue;
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const video::IMaterialRenderer* const rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
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const bool transparent = (rnd && rnd->isTransparent());
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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driver->setMaterial(Materials[i]);
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if (UseVBOs)
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{
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if (UseVisibilityAndVBOs)
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{
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u16* oldPointer = LightMapMeshes[i].Indices.pointer();
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const u32 oldSize = LightMapMeshes[i].Indices.size();
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LightMapMeshes[i].Indices.set_free_when_destroyed(false);
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LightMapMeshes[i].Indices.set_pointer(d[i].Indices, d[i].CurrentSize, false, false);
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LightMapMeshes[i].setDirty(scene::EBT_INDEX);
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driver->drawMeshBuffer ( &LightMapMeshes[i] );
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LightMapMeshes[i].Indices.set_pointer(oldPointer, oldSize);
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LightMapMeshes[i].setDirty(scene::EBT_INDEX);
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}
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else
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driver->drawMeshBuffer ( &LightMapMeshes[i] );
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}
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else
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driver->drawIndexedTriangleList(
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&LightMapMeshes[i].Vertices[0],
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LightMapMeshes[i].Vertices.size(),
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d[i].Indices, d[i].CurrentSize / 3);
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}
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}
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// for debug purposes only
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if (DebugDataVisible && !Materials.empty() && PassCount==1)
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{
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const core::aabbox3d<float> &box = frust.getBoundingBox();
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core::array< const core::aabbox3d<f32>* > boxes;
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
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{
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LightMapOctree->getBoundingBoxes(box, boxes);
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for (u32 b=0; b<boxes.size(); ++b)
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driver->draw3DBox(*boxes[b]);
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}
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if ( DebugDataVisible & scene::EDS_BBOX )
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driver->draw3DBox(Box,video::SColor(0,255,0,0));
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}
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}
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break;
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case video::EVT_TANGENTS:
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{
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if (BoxBased)
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TangentsOctree->calculatePolys(box);
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else
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TangentsOctree->calculatePolys(frust);
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const Octree<video::S3DVertexTangents>::SIndexData* d = TangentsOctree->getIndexData();
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for (u32 i=0; i<Materials.size(); ++i)
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{
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if ( 0 == d[i].CurrentSize )
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continue;
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const video::IMaterialRenderer* const rnd = driver->getMaterialRenderer(Materials[i].MaterialType);
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const bool transparent = (rnd && rnd->isTransparent());
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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{
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driver->setMaterial(Materials[i]);
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driver->drawIndexedTriangleList(
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&TangentsMeshes[i].Vertices[0], TangentsMeshes[i].Vertices.size(),
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d[i].Indices, d[i].CurrentSize / 3);
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}
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}
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// for debug purposes only
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if (DebugDataVisible && !Materials.empty() && PassCount==1)
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{
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const core::aabbox3d<float> &box = frust.getBoundingBox();
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core::array< const core::aabbox3d<f32>* > boxes;
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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if ( DebugDataVisible & scene::EDS_BBOX_BUFFERS )
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{
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TangentsOctree->getBoundingBoxes(box, boxes);
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for (u32 b=0; b<boxes.size(); ++b)
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driver->draw3DBox(*boxes[b]);
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}
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if ( DebugDataVisible & scene::EDS_BBOX )
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driver->draw3DBox(Box,video::SColor(0,255,0,0));
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}
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}
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break;
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default:
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break;
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}
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}
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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bool COctreeSceneNode::removeChild(ISceneNode* child)
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{
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return ISceneNode::removeChild(child);
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& COctreeSceneNode::getBoundingBox() const
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{
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return Box;
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}
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//! creates the tree
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/* This method has a lot of duplication and overhead. Moreover, the tangents mesh conversion does not really work. I think we need a a proper mesh implementation for octrees, which handle all vertex types internally. Converting all structures to just one vertex type is always problematic.
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Thanks to Auria for fixing major parts of this method. */
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bool COctreeSceneNode::createTree(IMesh* mesh)
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{
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if (!mesh)
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return false;
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MeshName = SceneManager->getMeshCache()->getMeshName(mesh);
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mesh->grab();
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deleteTree();
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Mesh = mesh;
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const u32 beginTime = os::Timer::getRealTime();
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u32 nodeCount = 0;
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u32 polyCount = 0;
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u32 i;
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Box = mesh->getBoundingBox();
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if (mesh->getMeshBufferCount())
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{
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// check for "larger" buffer types
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VertexType = video::EVT_STANDARD;
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u32 meshReserve = 0;
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for (i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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const IMeshBuffer* b = mesh->getMeshBuffer(i);
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if (b->getVertexCount() && b->getIndexCount())
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{
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++meshReserve;
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if (b->getVertexType() == video::EVT_2TCOORDS)
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VertexType = video::EVT_2TCOORDS;
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else if (b->getVertexType() == video::EVT_TANGENTS)
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VertexType = video::EVT_TANGENTS;
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}
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}
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Materials.reallocate(Materials.size()+meshReserve);
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switch(VertexType)
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{
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case video::EVT_STANDARD:
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{
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StdMeshes.reallocate(StdMeshes.size() + meshReserve);
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for (i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* b = mesh->getMeshBuffer(i);
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if (b->getVertexCount() && b->getIndexCount())
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{
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Materials.push_back(b->getMaterial());
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StdMeshes.push_back(Octree<video::S3DVertex>::SMeshChunk());
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Octree<video::S3DVertex>::SMeshChunk &nchunk = StdMeshes.getLast();
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nchunk.MaterialId = Materials.size() - 1;
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u32 v;
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nchunk.Vertices.reallocate(b->getVertexCount());
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switch (b->getVertexType())
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{
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case video::EVT_STANDARD:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertex*)b->getVertices())[v]);
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break;
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case video::EVT_2TCOORDS:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertex2TCoords*)b->getVertices())[v]);
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break;
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case video::EVT_TANGENTS:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertexTangents*)b->getVertices())[v]);
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break;
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default:
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break;
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}
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polyCount += b->getIndexCount();
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nchunk.Indices.reallocate(b->getIndexCount());
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for (v=0; v<b->getIndexCount(); ++v)
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nchunk.Indices.push_back(b->getIndices()[v]);
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}
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}
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StdOctree = new Octree<video::S3DVertex>(StdMeshes, MinimalPolysPerNode);
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nodeCount = StdOctree->getNodeCount();
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}
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break;
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case video::EVT_2TCOORDS:
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{
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LightMapMeshes.reallocate(LightMapMeshes.size() + meshReserve);
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for ( i=0; i < mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* b = mesh->getMeshBuffer(i);
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if (b->getVertexCount() && b->getIndexCount())
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{
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Materials.push_back(b->getMaterial());
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LightMapMeshes.push_back(Octree<video::S3DVertex2TCoords>::SMeshChunk());
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Octree<video::S3DVertex2TCoords>::SMeshChunk& nchunk = LightMapMeshes.getLast();
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nchunk.MaterialId = Materials.size() - 1;
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if (UseVisibilityAndVBOs)
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{
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nchunk.setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
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nchunk.setHardwareMappingHint(scene::EHM_DYNAMIC, scene::EBT_INDEX);
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}
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else
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nchunk.setHardwareMappingHint(scene::EHM_STATIC);
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u32 v;
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nchunk.Vertices.reallocate(b->getVertexCount());
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switch (b->getVertexType())
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{
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case video::EVT_STANDARD:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertex*)b->getVertices())[v]);
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break;
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case video::EVT_2TCOORDS:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertex2TCoords*)b->getVertices())[v]);
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break;
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case video::EVT_TANGENTS:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertexTangents*)b->getVertices())[v]);
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break;
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default:
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break;
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}
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polyCount += b->getIndexCount();
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nchunk.Indices.reallocate(b->getIndexCount());
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for (v=0; v<b->getIndexCount(); ++v)
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nchunk.Indices.push_back(b->getIndices()[v]);
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}
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}
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LightMapOctree = new Octree<video::S3DVertex2TCoords>(LightMapMeshes, MinimalPolysPerNode);
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nodeCount = LightMapOctree->getNodeCount();
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}
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break;
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case video::EVT_TANGENTS:
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{
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TangentsMeshes.reallocate(TangentsMeshes.size() + meshReserve);
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for (u32 i=0; i<mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* b = mesh->getMeshBuffer(i);
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if (b->getVertexCount() && b->getIndexCount())
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{
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Materials.push_back(b->getMaterial());
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TangentsMeshes.push_back(Octree<video::S3DVertexTangents>::SMeshChunk());
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Octree<video::S3DVertexTangents>::SMeshChunk& nchunk = TangentsMeshes.getLast();
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nchunk.MaterialId = Materials.size() - 1;
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u32 v;
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nchunk.Vertices.reallocate(b->getVertexCount());
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switch (b->getVertexType())
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{
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case video::EVT_STANDARD:
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for (v=0; v<b->getVertexCount(); ++v)
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{
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const video::S3DVertex& tmpV = ((video::S3DVertex*)b->getVertices())[v];
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nchunk.Vertices.push_back(video::S3DVertexTangents(tmpV.Pos, tmpV.Color, tmpV.TCoords));
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}
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break;
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case video::EVT_2TCOORDS:
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for (v=0; v<b->getVertexCount(); ++v)
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{
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const video::S3DVertex2TCoords& tmpV = ((video::S3DVertex2TCoords*)b->getVertices())[v];
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nchunk.Vertices.push_back(video::S3DVertexTangents(tmpV.Pos, tmpV.Color, tmpV.TCoords));
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}
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break;
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case video::EVT_TANGENTS:
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for (v=0; v<b->getVertexCount(); ++v)
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nchunk.Vertices.push_back(((video::S3DVertexTangents*)b->getVertices())[v]);
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break;
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default:
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break;
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}
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polyCount += b->getIndexCount();
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nchunk.Indices.reallocate(b->getIndexCount());
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for (v=0; v<b->getIndexCount(); ++v)
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nchunk.Indices.push_back(b->getIndices()[v]);
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}
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}
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TangentsOctree = new Octree<video::S3DVertexTangents>(TangentsMeshes, MinimalPolysPerNode);
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nodeCount = TangentsOctree->getNodeCount();
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}
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break;
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|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
const u32 endTime = os::Timer::getRealTime();
|
|
c8 tmp[255];
|
|
sprintf(tmp, "Needed %ums to create Octree SceneNode.(%u nodes, %u polys)",
|
|
endTime - beginTime, nodeCount, polyCount/3);
|
|
os::Printer::log(tmp, ELL_INFORMATION);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! 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.
|
|
video::SMaterial& COctreeSceneNode::getMaterial(u32 i)
|
|
{
|
|
if ( i >= Materials.size() )
|
|
return ISceneNode::getMaterial(i);
|
|
|
|
return Materials[i];
|
|
}
|
|
|
|
|
|
//! returns amount of materials used by this scene node.
|
|
u32 COctreeSceneNode::getMaterialCount() const
|
|
{
|
|
return Materials.size();
|
|
}
|
|
|
|
|
|
//! Writes attributes of the scene node.
|
|
void COctreeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
|
{
|
|
ISceneNode::serializeAttributes(out, options);
|
|
|
|
out->addInt("MinimalPolysPerNode", MinimalPolysPerNode);
|
|
out->addString("Mesh", MeshName.c_str());
|
|
}
|
|
|
|
|
|
//! Reads attributes of the scene node.
|
|
void COctreeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
|
{
|
|
const s32 oldMinimal = MinimalPolysPerNode;
|
|
|
|
MinimalPolysPerNode = in->getAttributeAsInt("MinimalPolysPerNode");
|
|
io::path newMeshStr = in->getAttributeAsString("Mesh");
|
|
|
|
IMesh* newMesh = 0;
|
|
|
|
if (newMeshStr == "")
|
|
newMeshStr = MeshName;
|
|
|
|
IAnimatedMesh* newAnimatedMesh = SceneManager->getMesh(newMeshStr.c_str());
|
|
|
|
if (newAnimatedMesh)
|
|
newMesh = newAnimatedMesh->getMesh(0);
|
|
|
|
if (newMesh && ((MeshName != newMeshStr) || (MinimalPolysPerNode != oldMinimal)))
|
|
{
|
|
// recalculate tree
|
|
createTree(newMesh);
|
|
}
|
|
|
|
ISceneNode::deserializeAttributes(in, options);
|
|
}
|
|
|
|
|
|
void COctreeSceneNode::deleteTree()
|
|
{
|
|
delete StdOctree;
|
|
StdOctree = 0;
|
|
StdMeshes.clear();
|
|
|
|
delete LightMapOctree;
|
|
LightMapOctree = 0;
|
|
LightMapMeshes.clear();
|
|
|
|
delete TangentsOctree;
|
|
TangentsOctree = 0;
|
|
TangentsMeshes.clear();
|
|
|
|
Materials.clear();
|
|
|
|
if(Mesh)
|
|
Mesh->drop();
|
|
}
|
|
|
|
void COctreeSceneNode::setMesh(IMesh* mesh)
|
|
{
|
|
createTree(mesh);
|
|
}
|
|
|
|
IMesh* COctreeSceneNode::getMesh(void)
|
|
{
|
|
return Mesh;
|
|
}
|
|
|
|
void COctreeSceneNode::setReadOnlyMaterials(bool readonly)
|
|
{
|
|
// Do nothing
|
|
}
|
|
|
|
bool COctreeSceneNode::isReadOnlyMaterials() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|