git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			84 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
		
			3.2 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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| 
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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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| 
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| #include "ISceneNode.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| 
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| class IShadowVolumeSceneNode;
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| class IMesh;
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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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 artifacts when the camera is inside the shadow volume.
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| 	These error do not occur with the ZFail method, but it can 
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| 	have trouble with clipping to the far-plane (it usually works 
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| 	well in OpenGL and fails with other drivers).
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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 volumes on some drivers 
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| 	only suppport finite shadows, so camera zfar must be larger than 
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| 	shadow back cap,which is depending on the infinity parameter).
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| 	Infinity value also scales by the scaling factors of the model.
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| 	If shadows don't show up with zfail then try reducing infinity.
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| 	If shadows are cut-off then try increasing infinity.
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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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| 
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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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| 
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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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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| 
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| #endif
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| 
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