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https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_C_OCTREE_SCENE_NODE_H_INCLUDED
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#define IRR_C_OCTREE_SCENE_NODE_H_INCLUDED
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#include "IOctreeSceneNode.h"
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#include "Octree.h"
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namespace irr
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{
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namespace scene
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{
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class COctreeSceneNode;
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//! implementation of the IOctreeSceneNode
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class COctreeSceneNode : public IOctreeSceneNode
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{
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public:
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//! constructor
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COctreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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s32 minimalPolysPerNode=512);
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//! destructor
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virtual ~COctreeSceneNode();
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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//! renders the node.
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virtual void render() IRR_OVERRIDE;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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//! creates the tree
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bool createTree(IMesh* mesh);
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hierarchy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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virtual video::SMaterial& getMaterial(u32 i) IRR_OVERRIDE;
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const IRR_OVERRIDE;
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_OCTREE; }
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//! Sets a new mesh to display
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virtual void setMesh(IMesh* mesh) IRR_OVERRIDE;
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//! Get the currently defined mesh for display.
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virtual IMesh* getMesh(void) IRR_OVERRIDE;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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virtual void setReadOnlyMaterials(bool readonly) IRR_OVERRIDE;
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//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
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virtual bool isReadOnlyMaterials() const IRR_OVERRIDE;
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it.
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
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s32 id, bool zfailmethod=true, f32 infinity=10000.0f) IRR_OVERRIDE;
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached child.
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virtual bool removeChild(ISceneNode* child) IRR_OVERRIDE;
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// TODO: Currently using VBO's will crash when reloading the model.
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// The reason is that COctreeSceneNode uses Octree::SMeshChunk
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// which does use a an IReferenceCounted object on the stack.
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// Which breaks VBO's which correctly use reference counting.,
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//! Set if/how vertex buffer object are used for the meshbuffers
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/** NOTE: When there is already a mesh in the node this will rebuild
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the octree. */
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virtual void setUseVBO(EOCTREENODE_VBO useVBO);
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//! Get if/how vertex buffer object are used for the meshbuffers
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virtual EOCTREENODE_VBO getUseVBO() const IRR_OVERRIDE;
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//! Set the kind of tests polygons do for visibility against the camera
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virtual void setPolygonChecks(EOCTREE_POLYGON_CHECKS checks) IRR_OVERRIDE;
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//! Get the kind of tests polygons do for visibility against the camera
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virtual EOCTREE_POLYGON_CHECKS getPolygonChecks() const IRR_OVERRIDE;
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private:
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void deleteTree();
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core::aabbox3d<f32> Box;
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Octree<video::S3DVertex>* StdOctree;
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core::array< Octree<video::S3DVertex>::SMeshChunk > StdMeshes;
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Octree<video::S3DVertex2TCoords>* LightMapOctree;
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core::array< Octree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;
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Octree<video::S3DVertexTangents>* TangentsOctree;
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core::array< Octree<video::S3DVertexTangents>::SMeshChunk > TangentsMeshes;
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video::E_VERTEX_TYPE VertexType;
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core::array< video::SMaterial > Materials;
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core::stringc MeshName;
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s32 MinimalPolysPerNode;
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s32 PassCount;
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IMesh * Mesh;
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IShadowVolumeSceneNode* Shadow;
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EOCTREENODE_VBO UseVBOs;
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EOCTREE_POLYGON_CHECKS PolygonChecks;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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