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Diffstat (limited to 'include/IMeshSceneNode.h')
| -rw-r--r-- | include/IMeshSceneNode.h | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/include/IMeshSceneNode.h b/include/IMeshSceneNode.h new file mode 100644 index 0000000..fdffc03 --- /dev/null +++ b/include/IMeshSceneNode.h @@ -0,0 +1,79 @@ +// 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 __I_MESH_SCENE_NODE_H_INCLUDED__
+#define __I_MESH_SCENE_NODE_H_INCLUDED__
+
+#include "ISceneNode.h"
+
+namespace irr
+{
+namespace scene
+{
+
+class IShadowVolumeSceneNode;
+class IMesh;
+
+
+//! A scene node displaying a static mesh
+class IMeshSceneNode : public ISceneNode
+{
+public:
+
+ //! Constructor
+ /** Use setMesh() to set the mesh to display.
+ */
+ IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
+ const core::vector3df& position = core::vector3df(0,0,0),
+ const core::vector3df& rotation = core::vector3df(0,0,0),
+ const core::vector3df& scale = core::vector3df(1,1,1))
+ : ISceneNode(parent, mgr, id, position, rotation, scale) {}
+
+ //! Sets a new mesh to display
+ /** \param mesh Mesh to display. */
+ virtual void setMesh(IMesh* mesh) = 0;
+
+ //! Get the currently defined mesh for display.
+ /** \return Pointer to mesh which is displayed by this node. */
+ virtual IMesh* getMesh(void) = 0;
+
+ //! Creates shadow volume scene node as child of this node.
+ /** The shadow can be rendered using the ZPass or the zfail
+ method. ZPass is a little bit faster because the shadow volume
+ creation is easier, but with this method there occur ugly
+ looking artifacs when the camera is inside the shadow volume.
+ These error do not occur with the ZFail method.
+ \param shadowMesh: Optional custom mesh for shadow volume.
+ \param id: Id of the shadow scene node. This id can be used to
+ identify the node later.
+ \param zfailmethod: If set to true, the shadow will use the
+ zfail method, if not, zpass is used.
+ \param infinity: Value used by the shadow volume algorithm to
+ scale the shadow volume (for zfail shadow volume we support only
+ finite shadows, so camera zfar must be larger than shadow back cap,
+ which is depend on infinity parameter).
+ \return Pointer to the created shadow scene node. This pointer
+ should not be dropped. See IReferenceCounted::drop() for more
+ information. */
+ virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
+ s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
+
+ //! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
+ /** In this way it is possible to change the materials of a mesh
+ causing all mesh scene nodes referencing this mesh to change, too.
+ \param readonly Flag if the materials shall be read-only. */
+ virtual void setReadOnlyMaterials(bool readonly) = 0;
+
+ //! Check if the scene node should not copy the materials of the mesh but use them in a read only style
+ /** This flag can be set by setReadOnlyMaterials().
+ \return Whether the materials are read-only. */
+ virtual bool isReadOnlyMaterials() const = 0;
+};
+
+} // end namespace scene
+} // end namespace irr
+
+
+#endif
+
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