80 lines
2.9 KiB
C++
80 lines
2.9 KiB
C++
// 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
|
|
|