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2928a632a4
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO. There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version. Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead. So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial. This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated. So to keep maintance somewhat sane I decided to break compiling now and merge those two flags. The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now. Serialization is switched on loading old files (so SMaterial has enum already and writes that out). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
265 lines
7.9 KiB
C++
265 lines
7.9 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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// Code for this scene node has been contributed by Anders la Cour-Harbo (alc)
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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#include "CSkyDomeSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "IAnimatedMesh.h"
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#include "os.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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/* horiRes and vertRes:
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Controls the number of faces along the horizontal axis (30 is a good value)
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and the number of faces along the vertical axis (8 is a good value).
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texturePercentage:
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Only the top texturePercentage of the image is used, e.g. 0.8 uses the top 80% of the image,
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1.0 uses the entire image. This is useful as some landscape images have a small banner
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at the bottom that you don't want.
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spherePercentage:
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This controls how far around the sphere the sky dome goes. For value 1.0 you get exactly the upper
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hemisphere, for 1.1 you get slightly more, and for 2.0 you get a full sphere. It is sometimes useful
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to use a value slightly bigger than 1 to avoid a gap between some ground place and the sky. This
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parameters stretches the image to fit the chosen "sphere-size". */
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CSkyDomeSceneNode::CSkyDomeSceneNode(video::ITexture* sky, u32 horiRes, u32 vertRes,
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f32 texturePercentage, f32 spherePercentage, f32 radius,
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ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id), Buffer(0),
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HorizontalResolution(horiRes), VerticalResolution(vertRes),
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TexturePercentage(texturePercentage),
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SpherePercentage(spherePercentage), Radius(radius)
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{
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#ifdef _DEBUG
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setDebugName("CSkyDomeSceneNode");
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#endif
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setAutomaticCulling(scene::EAC_OFF);
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Buffer = new SMeshBuffer();
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Buffer->Material.Lighting = false;
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Buffer->Material.ZBuffer = video::ECFN_DISABLED;
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Buffer->Material.ZWriteEnable = video::EZW_OFF;
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Buffer->Material.AntiAliasing = video::EAAM_OFF;
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Buffer->Material.setTexture(0, sky);
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Buffer->BoundingBox.MaxEdge.set(0,0,0);
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Buffer->BoundingBox.MinEdge.set(0,0,0);
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// regenerate the mesh
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generateMesh();
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}
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CSkyDomeSceneNode::~CSkyDomeSceneNode()
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{
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if (Buffer)
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Buffer->drop();
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}
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void CSkyDomeSceneNode::generateMesh()
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{
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f32 azimuth;
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u32 k;
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Buffer->Vertices.clear();
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Buffer->Indices.clear();
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const f32 azimuth_step = (core::PI * 2.f) / HorizontalResolution;
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if (SpherePercentage < 0.f)
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SpherePercentage = -SpherePercentage;
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if (SpherePercentage > 2.f)
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SpherePercentage = 2.f;
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const f32 elevation_step = SpherePercentage * core::HALF_PI / (f32)VerticalResolution;
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Buffer->Vertices.reallocate( (HorizontalResolution + 1) * (VerticalResolution + 1) );
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Buffer->Indices.reallocate(3 * (2*VerticalResolution - 1) * HorizontalResolution);
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video::S3DVertex vtx;
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vtx.Color.set(255,255,255,255);
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vtx.Normal.set(0.0f,-1.f,0.0f);
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const f32 tcV = TexturePercentage / VerticalResolution;
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for (k = 0, azimuth = 0; k <= HorizontalResolution; ++k)
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{
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f32 elevation = core::HALF_PI;
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const f32 tcU = (f32)k / (f32)HorizontalResolution;
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const f32 sinA = sinf(azimuth);
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const f32 cosA = cosf(azimuth);
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for (u32 j = 0; j <= VerticalResolution; ++j)
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{
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const f32 cosEr = Radius * cosf(elevation);
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vtx.Pos.set(cosEr*sinA, Radius*sinf(elevation), cosEr*cosA);
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vtx.TCoords.set(tcU, j*tcV);
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vtx.Normal = -vtx.Pos;
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vtx.Normal.normalize();
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Buffer->Vertices.push_back(vtx);
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elevation -= elevation_step;
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}
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azimuth += azimuth_step;
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}
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for (k = 0; k < HorizontalResolution; ++k)
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{
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k);
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Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k);
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for (u32 j = 1; j < VerticalResolution; ++j)
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{
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(VerticalResolution + 1 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
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Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
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}
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}
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Buffer->setHardwareMappingHint(scene::EHM_STATIC);
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}
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//! renders the node.
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void CSkyDomeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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if ( !camera->isOrthogonal() )
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{
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core::matrix4 mat(AbsoluteTransformation);
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mat.setTranslation(camera->getAbsolutePosition());
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driver->setTransform(video::ETS_WORLD, mat);
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driver->setMaterial(Buffer->Material);
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driver->drawMeshBuffer(Buffer);
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}
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// for debug purposes only:
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if ( DebugDataVisible )
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{
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video::SMaterial m;
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m.Lighting = false;
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driver->setMaterial(m);
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if ( DebugDataVisible & scene::EDS_NORMALS )
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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driver->drawMeshBufferNormals(Buffer, debugNormalLength, debugNormalColor);
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}
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// show mesh
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if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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driver->drawMeshBuffer(Buffer);
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}
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}
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CSkyDomeSceneNode::getBoundingBox() const
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{
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return Buffer->BoundingBox;
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}
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void CSkyDomeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX );
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}
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ISceneNode::OnRegisterSceneNode();
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}
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//! returns the material based on the zero based index i.
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video::SMaterial& CSkyDomeSceneNode::getMaterial(u32 i)
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{
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return Buffer->Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CSkyDomeSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! Writes attributes of the scene node.
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void CSkyDomeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNode::serializeAttributes(out, options);
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out->addInt ("HorizontalResolution", HorizontalResolution);
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out->addInt ("VerticalResolution", VerticalResolution);
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out->addFloat("TexturePercentage", TexturePercentage);
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out->addFloat("SpherePercentage", SpherePercentage);
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out->addFloat("Radius", Radius);
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}
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//! Reads attributes of the scene node.
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void CSkyDomeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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HorizontalResolution = in->getAttributeAsInt ("HorizontalResolution");
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VerticalResolution = in->getAttributeAsInt ("VerticalResolution");
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TexturePercentage = in->getAttributeAsFloat("TexturePercentage");
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SpherePercentage = in->getAttributeAsFloat("SpherePercentage");
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Radius = in->getAttributeAsFloat("Radius");
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ISceneNode::deserializeAttributes(in, options);
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// regenerate the mesh
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generateMesh();
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CSkyDomeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CSkyDomeSceneNode* nb = new CSkyDomeSceneNode(Buffer->Material.TextureLayer[0].Texture, HorizontalResolution, VerticalResolution, TexturePercentage,
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SpherePercentage, Radius, newParent, newManager, ID);
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nb->cloneMembers(this, newManager);
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if ( newParent )
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nb->drop();
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return nb;
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}
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} // namespace scene
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} // namespace irr
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#endif // _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
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