2023-10-03 20:37:00 +02:00
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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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#include "CMeshSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.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 "IFileSystem.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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CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation,
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const core::vector3df& scale)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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PassCount(0), ReadOnlyMaterials(false)
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{
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#ifdef _DEBUG
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setDebugName("CMeshSceneNode");
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#endif
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setMesh(mesh);
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}
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//! destructor
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CMeshSceneNode::~CMeshSceneNode()
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{
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if (Mesh)
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Mesh->drop();
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}
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//! frame
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void CMeshSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible && Mesh)
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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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int transparentCount = 0;
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int solidCount = 0;
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// count transparent and solid materials in this scene node
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const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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for (u32 i=0; i<numMaterials; ++i)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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if ( driver->needsTransparentRenderPass(material) )
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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 CMeshSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!Mesh || !driver)
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return;
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const 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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Box = Mesh->getBoundingBox();
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (mb)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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const bool transparent = driver->needsTransparentRenderPass(material);
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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(material);
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driver->drawMeshBuffer(mb);
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}
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}
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}
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// for debug purposes only:
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if (DebugDataVisible && PassCount==1)
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{
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video::SMaterial m;
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m.Lighting = false;
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m.AntiAliasing=0;
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driver->setMaterial(m);
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if (DebugDataVisible & scene::EDS_BBOX)
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{
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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}
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->draw3DBox(
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Mesh->getMeshBuffer(g)->getBoundingBox(),
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video::SColor(255,190,128,128));
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}
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}
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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 = 1.f;
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const video::SColor debugNormalColor = video::SColor(255, 34, 221, 221);
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const u32 count = Mesh->getMeshBufferCount();
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for (u32 i=0; i != count; ++i)
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{
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driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
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}
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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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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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}
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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 CMeshSceneNode::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>& CMeshSceneNode::getBoundingBox() const
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{
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return Mesh ? Mesh->getBoundingBox() : Box;
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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& CMeshSceneNode::getMaterial(u32 i)
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{
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if (Mesh && ReadOnlyMaterials && i<Mesh->getMeshBufferCount())
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{
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ReadOnlyMaterial = Mesh->getMeshBuffer(i)->getMaterial();
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return ReadOnlyMaterial;
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}
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if (i >= Materials.size())
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return ISceneNode::getMaterial(i);
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return Materials[i];
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}
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//! returns amount of materials used by this scene node.
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u32 CMeshSceneNode::getMaterialCount() const
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{
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if (Mesh && ReadOnlyMaterials)
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return Mesh->getMeshBufferCount();
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return Materials.size();
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}
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//! Sets a new mesh
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void CMeshSceneNode::setMesh(IMesh* mesh)
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{
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if (mesh)
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{
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mesh->grab();
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if (Mesh)
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Mesh->drop();
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Mesh = mesh;
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copyMaterials();
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}
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}
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void CMeshSceneNode::copyMaterials()
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{
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Materials.clear();
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if (Mesh)
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{
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video::SMaterial mat;
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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{
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IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (mb)
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mat = mb->getMaterial();
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Materials.push_back(mat);
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}
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}
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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 CMeshSceneNode::setReadOnlyMaterials(bool readonly)
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{
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ReadOnlyMaterials = readonly;
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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 CMeshSceneNode::isReadOnlyMaterials() const
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{
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return ReadOnlyMaterials;
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CMeshSceneNode::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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CMeshSceneNode* nb = new CMeshSceneNode(Mesh, newParent,
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newManager, ID, RelativeTranslation, RelativeRotation, RelativeScale);
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nb->cloneMembers(this, newManager);
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nb->ReadOnlyMaterials = ReadOnlyMaterials;
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nb->Materials = Materials;
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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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} // end namespace scene
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} // end namespace irr
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