Commit eefa8390 authored by hybrid's avatar hybrid

Made cube node a mesh node.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1288 dfc29bdd-3216-0410-991c-e03cc46cb475
parent b6f67a0b
......@@ -6,6 +6,7 @@
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "SMeshBuffer.h"
#include "os.h"
namespace irr
......@@ -30,7 +31,7 @@ namespace scene
CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
: ISceneNode(parent, mgr, id, position, rotation, scale), Size(size)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Size(size)
{
#ifdef _DEBUG
setDebugName("CCubeSceneNode");
......@@ -39,9 +40,11 @@ CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
const u16 u[36] = { 0,2,1, 0,3,2, 1,5,4, 1,2,5, 4,6,7, 4,5,6,
7,3,0, 7,6,3, 9,5,2, 9,8,5, 0,11,10, 0,10,7};
Buffer.Indices.set_used(36);
SMeshBuffer* buf = new SMeshBuffer();
Mesh.addMeshBuffer(buf);
buf->Indices.set_used(36);
for (u32 i=0; i<36; ++i)
Buffer.Indices[i] = u[i];
buf->Indices[i] = u[i];
setSize();
}
......@@ -61,27 +64,28 @@ void CCubeSceneNode::setSize()
video::SColor clr(255,255,255,255);
Buffer.Vertices.set_used(12);
Buffer.Vertices[0] = video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1);
Buffer.Vertices[1] = video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1);
Buffer.Vertices[2] = video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0);
Buffer.Vertices[3] = video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0);
Buffer.Vertices[4] = video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1);
Buffer.Vertices[5] = video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0);
Buffer.Vertices[6] = video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0);
Buffer.Vertices[7] = video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1);
Buffer.Vertices[8] = video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1);
Buffer.Vertices[9] = video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1);
Buffer.Vertices[10] = video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0);
Buffer.Vertices[11] = video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0);
Buffer.BoundingBox.reset(0,0,0);
SMeshBuffer* buf = (SMeshBuffer*)Mesh.getMeshBuffer(0);
buf->Vertices.reallocate(12);
buf->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0));
buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0));
buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0));
buf->BoundingBox.reset(0,0,0);
for (u32 i=0; i<12; ++i)
{
Buffer.Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
Buffer.Vertices[i].Pos *= Size;
Buffer.BoundingBox.addInternalPoint(Buffer.Vertices[i].Pos);
buf->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buf->Vertices[i].Pos *= Size;
buf->BoundingBox.addInternalPoint(buf->Vertices[i].Pos);
}
}
......@@ -90,16 +94,16 @@ void CCubeSceneNode::setSize()
void CCubeSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Buffer.Material);
driver->setMaterial(Mesh.getMeshBuffer(0)->getMaterial());
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawMeshBuffer(&Buffer);
driver->drawMeshBuffer(Mesh.getMeshBuffer(0));
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
{
return Buffer.BoundingBox;
return Mesh.getMeshBuffer(0)->getBoundingBox();
}
......@@ -118,7 +122,7 @@ void CCubeSceneNode::OnRegisterSceneNode()
//! to directly modify the material of a scene node.
video::SMaterial& CCubeSceneNode::getMaterial(u32 i)
{
return Buffer.Material;
return Mesh.getMeshBuffer(0)->getMaterial();
}
......@@ -159,7 +163,7 @@ ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManag
newManager, ID, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->Buffer.Material = Buffer.Material;
nb->getMaterial(0) = getMaterial(0);
nb->drop();
return nb;
......
......@@ -5,14 +5,14 @@
#ifndef __C_TEST_SCENE_NODE_H_INCLUDED__
#define __C_TEST_SCENE_NODE_H_INCLUDED__
#include "ISceneNode.h"
#include "SMeshBuffer.h"
#include "IMeshSceneNode.h"
#include "SMesh.h"
namespace irr
{
namespace scene
{
class CCubeSceneNode : public ISceneNode
class CCubeSceneNode : public IMeshSceneNode
{
public:
......@@ -55,10 +55,24 @@ namespace scene
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
//! Sets a new mesh to display
virtual void setMesh(IMesh* mesh) {}
//! Returns the current mesh
virtual IMesh* getMesh(void) { return &Mesh; }
//! 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 a mesh causing all mesh scene nodes
referencing this mesh to change too. */
virtual void setReadOnlyMaterials(bool readonly) {}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const { return false; }
private:
void setSize();
SMeshBuffer Buffer;
SMesh Mesh;
f32 Size;
};
......
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