The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
		
			
				
	
	
		
			92 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.8 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 __C_MESH_SCENE_NODE_H_INCLUDED__
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| #define __C_MESH_SCENE_NODE_H_INCLUDED__
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| 
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| #include "IMeshSceneNode.h"
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| #include "IMesh.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 CMeshSceneNode : public IMeshSceneNode
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| 	{
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| 	public:
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| 
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| 		//! constructor
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| 		CMeshSceneNode(IMesh* mesh, 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(1.0f, 1.0f, 1.0f));
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| 
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| 		//! destructor
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| 		virtual ~CMeshSceneNode();
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| 
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| 		//! frame
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| 		void OnRegisterSceneNode() override;
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| 
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| 		//! renders the node.
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| 		void render() override;
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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>& getBoundingBox() const override;
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| 
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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 hierarchy 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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| 		video::SMaterial& getMaterial(u32 i) override;
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| 
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| 		//! returns amount of materials used by this scene node.
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| 		u32 getMaterialCount() const override;
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| 
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| 		//! Returns type of the scene node
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| 		ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; }
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| 
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| 		//! Sets a new mesh
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| 		void setMesh(IMesh* mesh) override;
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| 
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| 		//! Returns the current mesh
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| 		IMesh* getMesh(void) override { return Mesh; }
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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 a mesh causing all mesh scene nodes
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| 		referencing this mesh to change too. */
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| 		void setReadOnlyMaterials(bool readonly) override;
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| 
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| 		//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
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| 		bool isReadOnlyMaterials() const override;
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| 
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| 		//! Creates a clone of this scene node and its children.
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| 		ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
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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 child.
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| 		bool removeChild(ISceneNode* child) override;
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| 
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| 	protected:
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| 
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| 		void copyMaterials();
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| 
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| 		core::array<video::SMaterial> Materials;
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| 		core::aabbox3d<f32> Box;
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| 		video::SMaterial ReadOnlyMaterial;
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| 
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| 		IMesh* Mesh;
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| 
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| 		s32 PassCount;
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| 		bool ReadOnlyMaterials;
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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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| #endif
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| 
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