123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115 |
- // 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_I_MESH_SCENE_NODE_H_INCLUDED
- #define IRR_I_MESH_SCENE_NODE_H_INCLUDED
- #include "ISceneNode.h"
- namespace irr
- {
- namespace scene
- {
- class IShadowVolumeSceneNode;
- class IMesh;
- //! Option for nodes how to register themeselves at the SceneManager
- enum ENodeRegistration
- {
- //! Each node registers once and renders all it's mesh-buffers
- ENR_DEFAULT,
- //! Register a new node per mesh-buffer at the SceneManager
- //! It allows the SceneManager to sort in each render stage per buffer instead of per node.
- //! This can be useful when having several transparent buffers in a mesh.
- //! Depending on the scene (and hardware) this can have a positive or negative effect on performance.
- //! It can avoid texture-switches, but adds nodes to sort and more matrix transformations are set.
- ENR_PER_MESH_BUFFER
- };
- //! A scene node displaying a static mesh
- class IMeshSceneNode : public ISceneNode
- {
- public:
- //! Constructor
- /** Use setMesh() to set the mesh to display.
- */
- IMeshSceneNode(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(1,1,1))
- : ISceneNode(parent, mgr, id, position, rotation, scale)
- , NodeRegistration(ENR_DEFAULT)
- {}
- //! Sets a new mesh to display or update mesh when it changed
- /** \param mesh Mesh to display. */
- virtual void setMesh(IMesh* mesh) = 0;
- //! Get the currently defined mesh for display.
- /** \return Pointer to mesh which is displayed by this node. */
- virtual IMesh* getMesh(void) = 0;
- /** The shadow can be rendered using the ZPass or the zfail
- method. ZPass is a little bit faster because the shadow volume
- creation is easier, but with this method there occur ugly
- looking artifacts when the camera is inside the shadow volume.
- These error do not occur with the ZFail method, but it can
- have trouble with clipping to the far-plane (it usually works
- well in OpenGL and fails with other drivers).
- \param shadowMesh: Optional custom mesh for shadow volume.
- \param id: Id of the shadow scene node. This id can be used to
- identify the node later.
- \param zfailmethod: If set to true, the shadow will use the
- zfail method, if not, zpass is used.
- \param infinity: Value used by the shadow volume algorithm to
- scale the shadow volume. For zfail shadow volumes on some drivers
- only support finite shadows, so camera zfar must be larger than
- shadow back cap,which is depending on the infinity parameter).
- Infinity value also scales by the scaling factors of the model.
- If shadows don't show up with zfail then try reducing infinity.
- If shadows are cut-off then try increasing infinity.
- \return Pointer to the created shadow scene node. This pointer
- should not be dropped. See IReferenceCounted::drop() for more
- information. */
- virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
- s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
- //! 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 of a mesh
- causing all mesh scene nodes referencing this mesh to change, too.
- \param readonly Flag if the materials shall be read-only. */
- virtual void setReadOnlyMaterials(bool readonly) = 0;
- //! Check if the scene node should not copy the materials of the mesh but use them in a read only style
- /** This flag can be set by setReadOnlyMaterials().
- \return Whether the materials are read-only. */
- virtual bool isReadOnlyMaterials() const = 0;
- //! Set how the node registers itself to the SceneManager
- /** Note: Derived classes can ignore this flag, so think of it as a hint. */
- virtual void setNodeRegistration(ENodeRegistration nodeRegistration)
- {
- NodeRegistration = nodeRegistration;
- }
- //! How does a node register itself to the SceneManager
- /** Note: Derived classes may ignore this flag */
- virtual ENodeRegistration getNodeRegistration() const
- {
- return NodeRegistration;
- }
- protected:
- ENodeRegistration NodeRegistration;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
|