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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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2021-08-27 17:55:04 +02:00
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#ifndef IRR_C_CUBE_SCENE_NODE_H_INCLUDED
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#define IRR_C_CUBE_SCENE_NODE_H_INCLUDED
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#include "IMeshSceneNode.h"
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#include "SMesh.h"
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#include "IGeometryCreator.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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class CCubeSceneNode : public IMeshSceneNode
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{
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public:
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//! constructor
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CCubeSceneNode(f32 size, 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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ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA);
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virtual ~CCubeSceneNode();
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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//! renders the node.
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virtual void render() IRR_OVERRIDE;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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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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virtual video::SMaterial& getMaterial(u32 i) IRR_OVERRIDE;
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const IRR_OVERRIDE;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_CUBE; }
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it.
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
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s32 id, bool zfailmethod=true, f32 infinity=10000.0f) IRR_OVERRIDE;
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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 IRR_OVERRIDE;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) IRR_OVERRIDE;
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//! Sets a new mesh to display
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virtual void setMesh(IMesh* mesh) IRR_OVERRIDE {}
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//! Returns the current mesh
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virtual IMesh* getMesh(void) IRR_OVERRIDE { return Mesh; }
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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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virtual void setReadOnlyMaterials(bool readonly) IRR_OVERRIDE {}
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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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virtual bool isReadOnlyMaterials() const IRR_OVERRIDE { return false; }
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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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virtual bool removeChild(ISceneNode* child) IRR_OVERRIDE;
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private:
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void setSize();
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IMesh* Mesh;
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IShadowVolumeSceneNode* Shadow;
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f32 Size;
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ECUBE_MESH_TYPE MeshType;
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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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