// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include "IMeshSceneNode.h" #include "IMesh.h" namespace irr { namespace scene { class CMeshSceneNode : public IMeshSceneNode { public: //! constructor CMeshSceneNode(IMesh *mesh, ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position = core::vector3df(0, 0, 0), const core::vector3df &rotation = core::vector3df(0, 0, 0), const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f)); //! destructor virtual ~CMeshSceneNode(); //! frame void OnRegisterSceneNode() override; //! renders the node. void render() override; //! returns the axis aligned bounding box of this node const core::aabbox3d &getBoundingBox() const override; //! returns the material based on the zero based index i. To get the amount //! of materials used by this scene node, use getMaterialCount(). //! This function is needed for inserting the node into the scene hierarchy on a //! optimal position for minimizing renderstate changes, but can also be used //! to directly modify the material of a scene node. video::SMaterial &getMaterial(u32 i) override; //! returns amount of materials used by this scene node. u32 getMaterialCount() const override; //! Returns type of the scene node ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; } //! Sets a new mesh void setMesh(IMesh *mesh) override; //! Returns the current mesh IMesh *getMesh(void) override { return Mesh; } //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. /* In this way it is possible to change the materials a mesh causing all mesh scene nodes referencing this mesh to change too. */ void setReadOnlyMaterials(bool readonly) override; //! Returns if the scene node should not copy the materials of the mesh but use them in a read only style bool isReadOnlyMaterials() const override; //! Creates a clone of this scene node and its children. ISceneNode *clone(ISceneNode *newParent = 0, ISceneManager *newManager = 0) override; //! Removes a child from this scene node. //! Implemented here, to be able to remove the shadow properly, if there is one, //! or to remove attached child. bool removeChild(ISceneNode *child) override; protected: void copyMaterials(); core::array Materials; core::aabbox3d Box; video::SMaterial ReadOnlyMaterial; IMesh *Mesh; s32 PassCount; bool ReadOnlyMaterials; }; } // end namespace scene } // end namespace irr