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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
82 lines
3.2 KiB
C++
82 lines
3.2 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 IRR_I_MESH_SCENE_NODE_H_INCLUDED
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#define IRR_I_MESH_SCENE_NODE_H_INCLUDED
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#include "ISceneNode.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 IShadowVolumeSceneNode;
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class IMesh;
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//! A scene node displaying a static mesh
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class IMeshSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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/** Use setMesh() to set the mesh to display.
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*/
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IMeshSceneNode(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(1,1,1))
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: ISceneNode(parent, mgr, id, position, rotation, scale) {}
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//! Sets a new mesh to display
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/** \param mesh Mesh to display. */
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virtual void setMesh(IMesh* mesh) = 0;
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//! Get the currently defined mesh for display.
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/** \return Pointer to mesh which is displayed by this node. */
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virtual IMesh* getMesh(void) = 0;
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/** The shadow can be rendered using the ZPass or the zfail
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method. ZPass is a little bit faster because the shadow volume
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creation is easier, but with this method there occur ugly
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looking artifacts when the camera is inside the shadow volume.
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These error do not occur with the ZFail method, but it can
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have trouble with clipping to the far-plane (it usually works
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well in OpenGL and fails with other drivers).
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\param shadowMesh: Optional custom mesh for shadow volume.
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\param id: Id of the shadow scene node. This id can be used to
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identify the node later.
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume. For zfail shadow volumes on some drivers
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only suppport finite shadows, so camera zfar must be larger than
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shadow back cap,which is depending on the infinity parameter).
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Infinity value also scales by the scaling factors of the model.
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If shadows don't show up with zfail then try reducing infinity.
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If shadows are cut-off then try increasing infinity.
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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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 of a mesh
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causing all mesh scene nodes referencing this mesh to change, too.
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\param readonly Flag if the materials shall be read-only. */
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virtual void setReadOnlyMaterials(bool readonly) = 0;
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//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
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/** This flag can be set by setReadOnlyMaterials().
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\return Whether the materials are read-only. */
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virtual bool isReadOnlyMaterials() const = 0;
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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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