IBillboardSceneNode got functions to access meshbuffers.

So uv-coordinates can now be modified directly (previously only possible via texture matrix).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6299 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2022-02-08 21:00:12 +00:00
parent 57f518737d
commit 19b003a840
4 changed files with 39 additions and 0 deletions

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@ -12,6 +12,7 @@ namespace irr
namespace scene
{
class ICameraSceneNode;
class IMeshBuffer;
//! A billboard scene node.
/** A billboard is like a 3d sprite: A 2d element,
@ -74,6 +75,17 @@ public:
That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
to contain the billboard. While this function can return the real one. */
virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
//! Get the amount of mesh buffers.
/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
virtual u32 getMeshBufferCount() const = 0;
//! Get pointer to a mesh buffer.
/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
So this is mainly useful to access/modify the uv-coordinates.
\param nr: Zero based index of the mesh buffer.
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
};
} // end namespace scene