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ffd7b63af0
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
62 lines
1.7 KiB
C++
62 lines
1.7 KiB
C++
// 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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#ifndef __C_WATER_SURFACE_SCENE_NODE_H_INCLUDED__
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#define __C_WATER_SURFACE_SCENE_NODE_H_INCLUDED__
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#include "CMeshSceneNode.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 CWaterSurfaceSceneNode : public CMeshSceneNode
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{
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public:
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//! constructor
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CWaterSurfaceSceneNode(f32 waveHeight, f32 waveSpeed, f32 waveLength,
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IMesh* mesh, 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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//! destructor
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virtual ~CWaterSurfaceSceneNode();
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//! frame registration
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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//! animated update
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virtual void OnAnimate(u32 timeMs) IRR_OVERRIDE;
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//! Update mesh
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virtual void setMesh(IMesh* mesh) 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_WATER_SURFACE; }
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) 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) IRR_OVERRIDE;
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private:
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inline f32 addWave(const core::vector3df &source, f32 time) const;
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f32 WaveLength;
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f32 WaveSpeed;
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f32 WaveHeight;
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IMesh* OriginalMesh;
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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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