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ffd7b63af0
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
51 lines
1.6 KiB
C++
51 lines
1.6 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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// Code for this scene node has been contributed by Anders la Cour-Harbo (alc)
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#ifndef __C_SKY_DOME_SCENE_NODE_H_INCLUDED__
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#define __C_SKY_DOME_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "SMeshBuffer.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 CSkyDomeSceneNode : public ISceneNode
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{
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public:
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CSkyDomeSceneNode(video::ITexture* texture, u32 horiRes, u32 vertRes,
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f32 texturePercentage, f32 spherePercentage, f32 radius,
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ISceneNode* parent, ISceneManager* smgr, s32 id);
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virtual ~CSkyDomeSceneNode();
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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virtual void render() IRR_OVERRIDE;
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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virtual video::SMaterial& getMaterial(u32 i) IRR_OVERRIDE;
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virtual u32 getMaterialCount() const IRR_OVERRIDE;
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virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_SKY_DOME; }
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE;
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE;
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) IRR_OVERRIDE;
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private:
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void generateMesh();
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SMeshBuffer* Buffer;
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u32 HorizontalResolution, VerticalResolution;
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f32 TexturePercentage, SpherePercentage, Radius;
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};
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}
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}
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#endif
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