irrlicht/source/Irrlicht/CMeshSceneNode.h
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00

92 lines
2.8 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 __C_MESH_SCENE_NODE_H_INCLUDED__
#define __C_MESH_SCENE_NODE_H_INCLUDED__
#include "IMeshSceneNode.h"
#include "IMesh.h"
namespace irr
{
namespace scene
{
class CMeshSceneNode : public IMeshSceneNode
{
public:
//! constructor
CMeshSceneNode(IMesh* mesh, 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(1.0f, 1.0f, 1.0f));
//! destructor
virtual ~CMeshSceneNode();
//! frame
void OnRegisterSceneNode() override;
//! renders the node.
void render() override;
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& getBoundingBox() const override;
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hierarchy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& getMaterial(u32 i) override;
//! returns amount of materials used by this scene node.
u32 getMaterialCount() const override;
//! Returns type of the scene node
ESCENE_NODE_TYPE getType() const override { return ESNT_MESH; }
//! Sets a new mesh
void setMesh(IMesh* mesh) override;
//! Returns the current mesh
IMesh* getMesh(void) override { return Mesh; }
//! 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 a mesh causing all mesh scene nodes
referencing this mesh to change too. */
void setReadOnlyMaterials(bool readonly) override;
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
bool isReadOnlyMaterials() const override;
//! Creates a clone of this scene node and its children.
ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) override;
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
//! or to remove attached child.
bool removeChild(ISceneNode* child) override;
protected:
void copyMaterials();
core::array<video::SMaterial> Materials;
core::aabbox3d<f32> Box;
video::SMaterial ReadOnlyMaterial;
IMesh* Mesh;
s32 PassCount;
bool ReadOnlyMaterials;
};
} // end namespace scene
} // end namespace irr
#endif