irrlicht/source/Irrlicht/CCubeSceneNode.h
cutealien 2ae2a551a6 Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 19:05:16 +00:00

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3.4 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_CUBE_SCENE_NODE_H_INCLUDED__
#define __C_CUBE_SCENE_NODE_H_INCLUDED__
#include "IMeshSceneNode.h"
#include "SMesh.h"
namespace irr
{
namespace scene
{
class CCubeSceneNode : public IMeshSceneNode
{
public:
//! constructor
CCubeSceneNode(f32 size, 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));
virtual ~CCubeSceneNode();
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_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.
virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_;
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_CUBE; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
s32 id, bool zfailmethod=true, f32 infinity=10000.0f) _IRR_OVERRIDE_;
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) _IRR_OVERRIDE_;
//! Sets a new mesh to display
virtual void setMesh(IMesh* mesh) _IRR_OVERRIDE_ {}
//! Returns the current mesh
virtual IMesh* getMesh(void) _IRR_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. */
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return false; }
//! 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.
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
private:
void setSize();
IMesh* Mesh;
IShadowVolumeSceneNode* Shadow;
f32 Size;
};
} // end namespace scene
} // end namespace irr
#endif