2019-12-12 17:32:41 +01:00
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// 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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// Code for this scene node has been contributed by Anders la Cour-Harbo (alc)
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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#include "CSkyDomeSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "IAnimatedMesh.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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/* horiRes and vertRes:
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Controls the number of faces along the horizontal axis (30 is a good value)
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and the number of faces along the vertical axis (8 is a good value).
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texturePercentage:
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Only the top texturePercentage of the image is used, e.g. 0.8 uses the top 80% of the image,
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1.0 uses the entire image. This is useful as some landscape images have a small banner
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at the bottom that you don't want.
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spherePercentage:
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This controls how far around the sphere the sky dome goes. For value 1.0 you get exactly the upper
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hemisphere, for 1.1 you get slightly more, and for 2.0 you get a full sphere. It is sometimes useful
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to use a value slightly bigger than 1 to avoid a gap between some ground place and the sky. This
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parameters stretches the image to fit the chosen "sphere-size". */
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CSkyDomeSceneNode::CSkyDomeSceneNode(video::ITexture* sky, u32 horiRes, u32 vertRes,
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f32 texturePercentage, f32 spherePercentage, f32 radius,
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ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id), Buffer(0),
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HorizontalResolution(horiRes), VerticalResolution(vertRes),
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TexturePercentage(texturePercentage),
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SpherePercentage(spherePercentage), Radius(radius)
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{
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#ifdef _DEBUG
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setDebugName("CSkyDomeSceneNode");
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#endif
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setAutomaticCulling(scene::EAC_OFF);
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Buffer = new SMeshBuffer();
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Buffer->Material.Lighting = false;
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Buffer->Material.ZBuffer = video::ECFN_DISABLED;
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2020-01-02 16:34:52 +01:00
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Buffer->Material.ZWriteEnable = video::EZW_OFF;
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2019-12-12 17:32:41 +01:00
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Buffer->Material.AntiAliasing = video::EAAM_OFF;
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Buffer->Material.setTexture(0, sky);
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Buffer->BoundingBox.MaxEdge.set(0,0,0);
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Buffer->BoundingBox.MinEdge.set(0,0,0);
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// regenerate the mesh
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generateMesh();
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}
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CSkyDomeSceneNode::~CSkyDomeSceneNode()
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{
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if (Buffer)
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Buffer->drop();
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}
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void CSkyDomeSceneNode::generateMesh()
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{
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f32 azimuth;
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u32 k;
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Buffer->Vertices.clear();
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Buffer->Indices.clear();
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const f32 azimuth_step = (core::PI * 2.f) / HorizontalResolution;
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if (SpherePercentage < 0.f)
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SpherePercentage = -SpherePercentage;
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if (SpherePercentage > 2.f)
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SpherePercentage = 2.f;
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const f32 elevation_step = SpherePercentage * core::HALF_PI / (f32)VerticalResolution;
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Buffer->Vertices.reallocate( (HorizontalResolution + 1) * (VerticalResolution + 1) );
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Buffer->Indices.reallocate(3 * (2*VerticalResolution - 1) * HorizontalResolution);
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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vtx.Normal.set(0.0f,-1.f,0.0f);
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const f32 tcV = TexturePercentage / VerticalResolution;
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for (k = 0, azimuth = 0; k <= HorizontalResolution; ++k)
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{
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f32 elevation = core::HALF_PI;
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const f32 tcU = (f32)k / (f32)HorizontalResolution;
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const f32 sinA = sinf(azimuth);
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const f32 cosA = cosf(azimuth);
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for (u32 j = 0; j <= VerticalResolution; ++j)
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{
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const f32 cosEr = Radius * cosf(elevation);
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vtx.Pos.set(cosEr*sinA, Radius*sinf(elevation), cosEr*cosA);
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vtx.TCoords.set(tcU, j*tcV);
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vtx.Normal = -vtx.Pos;
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vtx.Normal.normalize();
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Buffer->Vertices.push_back(vtx);
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elevation -= elevation_step;
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}
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azimuth += azimuth_step;
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}
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for (k = 0; k < HorizontalResolution; ++k)
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{
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k);
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Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k);
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for (u32 j = 1; j < VerticalResolution; ++j)
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{
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(VerticalResolution + 1 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
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}
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}
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Buffer->setHardwareMappingHint(scene::EHM_STATIC);
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}
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//! renders the node.
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void CSkyDomeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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if ( !camera->isOrthogonal() )
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{
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core::matrix4 mat(AbsoluteTransformation);
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mat.setTranslation(camera->getAbsolutePosition());
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driver->setTransform(video::ETS_WORLD, mat);
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driver->setMaterial(Buffer->Material);
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driver->drawMeshBuffer(Buffer);
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}
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// for debug purposes only:
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if ( DebugDataVisible )
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{
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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_NORMALS )
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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driver->drawMeshBufferNormals(Buffer, debugNormalLength, debugNormalColor);
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}
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// show mesh
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if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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driver->drawMeshBuffer(Buffer);
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}
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}
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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>& CSkyDomeSceneNode::getBoundingBox() const
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{
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return Buffer->BoundingBox;
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}
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void CSkyDomeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX );
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}
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ISceneNode::OnRegisterSceneNode();
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}
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//! returns the material based on the zero based index i.
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video::SMaterial& CSkyDomeSceneNode::getMaterial(u32 i)
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{
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return Buffer->Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CSkyDomeSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! Writes attributes of the scene node.
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void CSkyDomeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNode::serializeAttributes(out, options);
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out->addInt ("HorizontalResolution", HorizontalResolution);
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out->addInt ("VerticalResolution", VerticalResolution);
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out->addFloat("TexturePercentage", TexturePercentage);
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out->addFloat("SpherePercentage", SpherePercentage);
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out->addFloat("Radius", Radius);
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}
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//! Reads attributes of the scene node.
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void CSkyDomeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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HorizontalResolution = in->getAttributeAsInt ("HorizontalResolution");
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VerticalResolution = in->getAttributeAsInt ("VerticalResolution");
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TexturePercentage = in->getAttributeAsFloat("TexturePercentage");
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SpherePercentage = in->getAttributeAsFloat("SpherePercentage");
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Radius = in->getAttributeAsFloat("Radius");
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ISceneNode::deserializeAttributes(in, options);
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// regenerate the mesh
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generateMesh();
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CSkyDomeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CSkyDomeSceneNode* nb = new CSkyDomeSceneNode(Buffer->Material.TextureLayer[0].Texture, HorizontalResolution, VerticalResolution, TexturePercentage,
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SpherePercentage, Radius, newParent, newManager, ID);
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nb->cloneMembers(this, newManager);
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if ( newParent )
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nb->drop();
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return nb;
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}
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} // namespace scene
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} // namespace irr
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#endif // _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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