5#ifndef __I_MESH_SCENE_NODE_H_INCLUDED__
6#define __I_MESH_SCENE_NODE_H_INCLUDED__
31 :
ISceneNode(parent, mgr, id, position, rotation, scale) {}
60 s32 id=-1,
bool zfailmethod=
true,
f32 infinity=1000.0f) = 0;
Class which holds the geometry of an object.
virtual bool isReadOnlyMaterials() const =0
Check if the scene node should not copy the materials of the mesh but use them in a read only style.
virtual void setReadOnlyMaterials(bool readonly)=0
Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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))
Constructor.
virtual IMesh * getMesh(void)=0
Get the currently defined mesh for display.
virtual void setMesh(IMesh *mesh)=0
Sets a new mesh to display.
virtual IShadowVolumeSceneNode * addShadowVolumeSceneNode(const IMesh *shadowMesh=0, s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f)=0
Creates shadow volume scene node as child of this node.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
ISceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
Constructor.
Scene node for rendering a shadow volume into a stencil buffer.
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees a...
Everything in the Irrlicht Engine can be found in this namespace.
float f32
32 bit floating point variable.
signed int s32
32 bit signed variable.