irrlicht/source/Irrlicht/CCubeSceneNode.h
cutealien ce1cdd2543 Clean-up include dependencies (scene namespace)
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6527 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-08-14 22:01:22 +00:00

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3.5 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 IRR_C_CUBE_SCENE_NODE_H_INCLUDED
#define IRR_C_CUBE_SCENE_NODE_H_INCLUDED
#include "IMeshSceneNode.h"
#include "IMesh.h"
#include "IGeometryCreator.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),
ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA);
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;
ECUBE_MESH_TYPE MeshType;
};
} // end namespace scene
} // end namespace irr
#endif