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IBillboardSceneNode got functions to access meshbuffers.
So uv-coordinates can now be modified directly (previously only possible via texture matrix). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6299 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -9,6 +9,7 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
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--------------------------
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Changes in 1.9 (not yet released)
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- IBillboardSceneNode got functions to access meshbuffers. So uv-coordinates can now be modified directly (previously only possible via texture matrix).
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- vector3d scalar operator/ and operator/= no longer multiply by the inverse but use the expected division.
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Costs some speed, but fixes floating point troubles caused by this optimization (like x/x no longer being 1.0).
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- Add equals and set_data functions to core::array for easier working with blocks of data.
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@ -12,6 +12,7 @@ namespace irr
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namespace scene
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{
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class ICameraSceneNode;
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class IMeshBuffer;
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//! A billboard scene node.
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/** A billboard is like a 3d sprite: A 2d element,
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@ -74,6 +75,17 @@ public:
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That is why the usual getBoundingBox will return a "safe" boundingbox which is guaranteed
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to contain the billboard. While this function can return the real one. */
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virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) = 0;
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//! Get the amount of mesh buffers.
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/** \return Amount of mesh buffers (IMeshBuffer) in this mesh. */
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virtual u32 getMeshBufferCount() const = 0;
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//! Get pointer to a mesh buffer.
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/** NOTE: Positions and normals of this meshbuffers are re-calculated before rendering.
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So this is mainly useful to access/modify the uv-coordinates.
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\param nr: Zero based index of the mesh buffer.
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\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const = 0;
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};
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} // end namespace scene
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@ -72,6 +72,20 @@ public:
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//! Get the real boundingbox used by the billboard (which depends on the active camera)
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virtual const core::aabbox3d<f32>& getTransformedBillboardBoundingBox(const irr::scene::ICameraSceneNode* camera) _IRR_OVERRIDE_;
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//! Get the amount of mesh buffers.
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virtual u32 getMeshBufferCount() const
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{
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return Buffer ? 1 : 0;
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}
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//! Get pointer to the mesh buffer.
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const
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{
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if ( nr == 0 )
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return Buffer;
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return 0;
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}
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_BILLBOARD; }
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