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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
94 lines
3.4 KiB
C++
94 lines
3.4 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_CUBE_SCENE_NODE_H_INCLUDED__
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#define __C_CUBE_SCENE_NODE_H_INCLUDED__
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#include "IMeshSceneNode.h"
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#include "SMesh.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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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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};
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} // end namespace scene
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} // end namespace irr
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#endif
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