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- // 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 __I_MESH_SCENE_NODE_H_INCLUDED__
- #define __I_MESH_SCENE_NODE_H_INCLUDED__
- #include "ISceneNode.h"
- namespace irr
- {
- namespace scene
- {
- class IShadowVolumeSceneNode;
- class IMesh;
- //! 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) {}
- //! Sets a new mesh to display
- /** \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 suppport 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;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
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