irrlicht/source/Irrlicht/COctTreeSceneNode.h

84 lines
2.4 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OCT_TREE_SCENE_NODE_H_INCLUDED__
#define __C_OCT_TREE_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "IMesh.h"
#include "OctTree.h"
namespace irr
{
namespace scene
{
//! implementation of the IBspTreeSceneNode
class COctTreeSceneNode : public ISceneNode
{
public:
//! constructor
COctTreeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
s32 minimalPolysPerNode=128);
//! destructor
virtual ~COctTreeSceneNode();
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! creates the tree
bool createTree(IMesh* mesh);
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
virtual video::SMaterial& getMaterial(u32 i);
//! returns amount of materials used by this scene node.
virtual u32 getMaterialCount();
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0);
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_OCT_TREE; }
private:
void deleteTree();
core::aabbox3d<f32> Box;
OctTree<video::S3DVertex>* StdOctTree;
core::array< OctTree<video::S3DVertex>::SMeshChunk > StdMeshes;
OctTree<video::S3DVertex2TCoords>* LightMapOctTree;
core::array< OctTree<video::S3DVertex2TCoords>::SMeshChunk > LightMapMeshes;
video::E_VERTEX_TYPE vertexType;
core::array< video::SMaterial > Materials;
//IMesh* Mesh;
core::stringc MeshName;
s32 MinimalPolysPerNode;
s32 PassCount;
};
} // end namespace scene
} // end namespace irr
#endif