Give access to the sphere mesh of the scene node.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1259 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
a278844150
commit
3977eb1ad5
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@ -492,7 +492,7 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
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buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2);
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buffer->Indices.set_used((polyCountX * polyCountY) * 6);
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video::SColor clr(100, 255,255,255);
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const video::SColor clr(100, 255,255,255);
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u32 i=0;
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u32 level = 0;
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@ -17,7 +17,7 @@ namespace scene
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//! constructor
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CSphereSceneNode::CSphereSceneNode(f32 radius, u32 polyCountX, u32 polyCountY, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
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: ISceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0),
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Radius(radius), PolyCountX(polyCountX), PolyCountY(polyCountY)
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{
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#ifdef _DEBUG
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@ -5,14 +5,14 @@
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#ifndef __C_SHPERE_SCENE_NODE_H_INCLUDED__
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#define __C_SHPERE_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "IMeshSceneNode.h"
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#include "IMesh.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 CSphereSceneNode : public ISceneNode
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class CSphereSceneNode : public IMeshSceneNode
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{
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public:
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@ -55,6 +55,20 @@ namespace scene
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
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//! The mesh cannot be changed
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virtual void setMesh(IMesh* mesh) {}
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//! Returns the current mesh
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virtual IMesh* getMesh() { return Mesh; }
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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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/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
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referencing this mesh to change too. */
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virtual void setReadOnlyMaterials(bool readonly) {}
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//! Returns 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 { return false; }
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private:
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IMesh* Mesh;
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