// 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 #ifndef __C_OCTREE_SCENE_NODE_H_INCLUDED__ #define __C_OCTREE_SCENE_NODE_H_INCLUDED__ #include "IOctreeSceneNode.h" #include "Octree.h" namespace irr { namespace scene { class COctreeSceneNode; //! implementation of the IOctreeSceneNode class COctreeSceneNode : public IOctreeSceneNode { public: //! constructor COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, s32 minimalPolysPerNode=512); //! destructor virtual ~COctreeSceneNode(); virtual void OnRegisterSceneNode() _IRR_OVERRIDE_; //! renders the node. virtual void render() _IRR_OVERRIDE_; //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const _IRR_OVERRIDE_; //! creates the tree bool createTree(IMesh* mesh); //! 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. virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_; //! returns amount of materials used by this scene node. virtual u32 getMaterialCount() const _IRR_OVERRIDE_; //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_; //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_OCTREE; } //! Sets a new mesh to display virtual void setMesh(IMesh* mesh) _IRR_OVERRIDE_; //! Get the currently defined mesh for display. virtual IMesh* getMesh(void) _IRR_OVERRIDE_; //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style. virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_; //! Check if the scene node should not copy the materials of the mesh but use them in a read only style virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_; //! Creates shadow volume scene node as child of this node //! and returns a pointer to it. virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, s32 id, bool zfailmethod=true, f32 infinity=10000.0f) _IRR_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. virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_; // TODO: Currently using VBO's will crash when reloading the model. // The reason is that COctreeSceneNode uses Octree::SMeshChunk // which does use a an IReferenceCounted object on the stack. // Which breaks VBO's which correctly use reference counting., //! Set if/how vertex buffer object are used for the meshbuffers /** NOTE: When there is already a mesh in the node this will rebuild the octree. */ virtual void setUseVBO(EOCTREENODE_VBO useVBO); //! Get if/how vertex buffer object are used for the meshbuffers virtual EOCTREENODE_VBO getUseVBO() const _IRR_OVERRIDE_; //! Set the kind of tests polygons do for visibility against the camera virtual void setPolygonChecks(EOCTREE_POLYGON_CHECKS checks) _IRR_OVERRIDE_; //! Get the kind of tests polygons do for visibility against the camera virtual EOCTREE_POLYGON_CHECKS getPolygonChecks() const _IRR_OVERRIDE_; private: void deleteTree(); core::aabbox3d Box; Octree* StdOctree; core::array< Octree::SMeshChunk > StdMeshes; Octree* LightMapOctree; core::array< Octree::SMeshChunk > LightMapMeshes; Octree* TangentsOctree; core::array< Octree::SMeshChunk > TangentsMeshes; video::E_VERTEX_TYPE VertexType; core::array< video::SMaterial > Materials; core::stringc MeshName; s32 MinimalPolysPerNode; s32 PassCount; IMesh * Mesh; IShadowVolumeSceneNode* Shadow; EOCTREENODE_VBO UseVBOs; EOCTREE_POLYGON_CHECKS PolygonChecks; }; } // end namespace scene } // end namespace irr #endif