c1d85e8674
We use shadowmap
110 lines
3.4 KiB
C++
110 lines
3.4 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 __C_OCTREE_SCENE_NODE_H_INCLUDED__
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#define __C_OCTREE_SCENE_NODE_H_INCLUDED__
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#include "IMeshSceneNode.h"
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#include "Octree.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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//! implementation of the IBspTreeSceneNode
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class COctreeSceneNode : public IMeshSceneNode
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{
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public:
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//! constructor
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COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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s32 minimalPolysPerNode=512);
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//! destructor
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virtual ~COctreeSceneNode();
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virtual void OnRegisterSceneNode();
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! creates the tree
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bool createTree(IMesh* mesh);
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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virtual video::SMaterial& getMaterial(u32 i);
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const;
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_OCTREE; }
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//! Sets a new mesh to display
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virtual void setMesh(IMesh* mesh);
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//! Get the currently defined mesh for display.
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virtual IMesh* getMesh(void);
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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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virtual void setReadOnlyMaterials(bool readonly);
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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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virtual bool isReadOnlyMaterials() const;
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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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virtual bool removeChild(ISceneNode* child);
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private:
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void deleteTree();
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core::aabbox3d<f32> Box;
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Octree<video::S3DVertex>* StdOctree;
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core::array< Octree<video::S3DVertex>::SMeshChunk > StdMeshes;
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Octree<video::S3DVertex2TCoords>* LightMapOctree;
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core::array< Octree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;
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Octree<video::S3DVertexTangents>* TangentsOctree;
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core::array< Octree<video::S3DVertexTangents>::SMeshChunk > TangentsMeshes;
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video::E_VERTEX_TYPE VertexType;
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core::array< video::SMaterial > Materials;
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core::stringc MeshName;
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s32 MinimalPolysPerNode;
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s32 PassCount;
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IMesh * Mesh;
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//! use VBOs for rendering where possible
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bool UseVBOs;
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//! use visibility information together with VBOs
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bool UseVisibilityAndVBOs;
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//! use bounding box or frustum for calculate polys
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bool BoxBased;
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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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