Duckcpp 2.1.0
Duckcpp is a high-performance c++ graphics engine.
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dcpp::scene::IMeshSceneNode Class Referenceabstract

A scene node displaying a static mesh. More...

#include <duckcpp/core/engine/IMeshSceneNode.hpp>

Inheritance diagram for dcpp::scene::IMeshSceneNode:
Inheritance graph
Collaboration diagram for dcpp::scene::IMeshSceneNode:
Collaboration graph

Public Member Functions

 IMeshSceneNode (ISceneNode *parent, ISceneManager *mgr, i32 id, const nub::vector3df &position=nub::vector3df(0, 0, 0), const nub::vector3df &rotation=nub::vector3df(0, 0, 0), const nub::vector3df &scale=nub::vector3df(1, 1, 1))
 Constructor.
 
virtual void setMesh (IMesh *mesh)=0
 Sets a new mesh to display.
 
virtual IMeshgetMesh (void)=0
 Get the currently defined mesh for display.
 
virtual IShadowVolumeSceneNodeaddShadowVolumeSceneNode (const IMesh *shadowMesh=0, i32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f)=0
 
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.
 
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.
 
- Public Member Functions inherited from dcpp::scene::ISceneNode
 ISceneNode (ISceneNode *parent, ISceneManager *mgr, i32 id=-1, const nub::vector3df &position=nub::vector3df(0, 0, 0), const nub::vector3df &rotation=nub::vector3df(0, 0, 0), const nub::vector3df &scale=nub::vector3df(1.0f, 1.0f, 1.0f))
 Constructor.
 
virtual ~ISceneNode ()
 Destructor.
 
virtual void OnRegisterSceneNode ()
 This method is called just before the rendering process of the whole scene.
 
virtual void OnAnimate (u32 timeMs)
 OnAnimate() is called just before rendering the whole scene.
 
virtual void render ()=0
 Renders the node.
 
virtual const c8getName () const
 Returns the name of the node.
 
virtual void setName (const c8 *name)
 Sets the name of the node.
 
virtual void setName (const nub::string &name)
 Sets the name of the node.
 
virtual const nub::aabbox3d< f32 > & getBoundingBox () const =0
 Get the axis aligned, not transformed bounding box of this node.
 
virtual const nub::aabbox3d< f32getTransformedBoundingBox () const
 Get the axis aligned, transformed and animated absolute bounding box of this node.
 
virtual void getTransformedBoundingBoxEdges (nub::array< nub::vector3d< f32 > > &edges) const
 
virtual const nub::matrix4getAbsoluteTransformation () const
 Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
 
virtual nub::matrix4 getRelativeTransformation () const
 Returns the relative transformation of the scene node.
 
virtual bool isVisible () const
 Returns whether the node should be visible (if all of its parents are visible).
 
virtual bool isTrulyVisible () const
 Check whether the node is truly visible, taking into accounts its parents' visibility.
 
virtual void setVisible (bool isVisible)
 Sets if the node should be visible or not.
 
virtual i32 getID () const
 Get the id of the scene node.
 
virtual void setID (i32 id)
 Sets the id of the scene node.
 
virtual void addChild (ISceneNode *child)
 Adds a child to this scene node.
 
virtual bool removeChild (ISceneNode *child)
 Removes a child from this scene node.
 
virtual void removeAll ()
 Removes all children of this scene node.
 
virtual void remove ()
 Removes this scene node from the scene.
 
virtual void addAnimator (ISceneNodeAnimator *animator)
 Adds an animator which should animate this node.
 
const nub::list< ISceneNodeAnimator * > & getAnimators () const
 Get a list of all scene node animators.
 
virtual void removeAnimator (ISceneNodeAnimator *animator)
 Removes an animator from this scene node.
 
virtual void removeAnimators ()
 Removes all animators from this scene node.
 
virtual video::SMaterialgetMaterial (u32 num)
 Returns the material based on the zero based index i.
 
virtual u32 getMaterialCount () const
 Get amount of materials used by this scene node.
 
void setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue)
 Sets all material flags at once to a new value.
 
void setMaterialTexture (u32 textureLayer, video::ITexture *texture)
 Sets the texture of the specified layer in all materials of this scene node to the new texture.
 
void setMaterialType (video::E_MATERIAL_TYPE newType)
 Sets the material type of all materials in this scene node to a new material type.
 
virtual const nub::vector3dfgetScale () const
 Gets the scale of the scene node relative to its parent.
 
virtual void setScale (const nub::vector3df &scale)
 Sets the relative scale of the scene node.
 
virtual const nub::vector3dfgetRotation () const
 Gets the rotation of the node relative to its parent.
 
virtual void setRotation (const nub::vector3df &rotation)
 Sets the rotation of the node relative to its parent.
 
virtual const nub::vector3dfgetPosition () const
 Gets the position of the node relative to its parent.
 
virtual void setPosition (const nub::vector3df &newpos)
 Sets the position of the node relative to its parent.
 
virtual nub::vector3df getAbsolutePosition () const
 Gets the absolute position of the node in world coordinates.
 
void setAutomaticCulling (u32 state)
 Set a culling style or disable culling completely.
 
u32 getAutomaticCulling () const
 Gets the automatic culling state.
 
void setUpdateAbsolutePosBehavior (ESCENE_NODE_UPDATE_ABS behavior)
 Set how updateAbsolutePosition calculates the absolute transformation matrix.
 
ESCENE_NODE_UPDATE_ABS getUpdateAbsolutePosBehavior () const
 Get how updateAbsolutePosition calculates the absolute transformation matrix.
 
virtual void setDebugDataVisible (u32 state)
 Sets if debug data like bounding boxes should be drawn.
 
u32 isDebugDataVisible () const
 Returns if debug data like bounding boxes are drawn.
 
void setIsDebugObject (bool debugObject)
 Sets if this scene node is a debug object.
 
bool isDebugObject () const
 Returns if this scene node is a debug object.
 
const nub::list< ISceneNode * > & getChildren () const
 Returns a const reference to the list of all children.
 
virtual void setParent (ISceneNode *newParent)
 Changes the parent of the scene node.
 
virtual ITriangleSelectorgetTriangleSelector () const
 Returns the triangle selector attached to this scene node.
 
virtual void setTriangleSelector (ITriangleSelector *selector)
 Sets the triangle selector of the scene node.
 
virtual void updateAbsolutePosition ()
 Updates the absolute tranformation or position based on the relative and the parents transformation.
 
scene::ISceneNodegetParent () const
 Returns the parent of this scene node.
 
virtual ESCENE_NODE_TYPE getType () const
 Returns type of the scene node.
 
virtual void serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const override
 Writes attributes of the scene node.
 
virtual void deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) override
 Reads attributes of the scene node.
 
virtual ISceneNodeclone (ISceneNode *newParent=0, ISceneManager *newManager=0)
 Creates a clone of this scene node and its children.
 
virtual ISceneManagergetSceneManager (void) const
 Retrieve the scene manager for this node.
 
- Public Member Functions inherited from dcpp::IReferenceCounted
 IReferenceCounted ()
 Constructor.
 
virtual ~IReferenceCounted ()
 Destructor.
 
void grab () const
 Grabs the object. Increments the reference counter by one.
 
bool drop () const
 Drops the object. Decrements the reference counter by one.
 
i32 getReferenceCount () const
 Get the reference count.
 
const c8getDebugName () const
 Returns the debug name of the object.
 

Additional Inherited Members

- Protected Member Functions inherited from dcpp::scene::ISceneNode
void cloneMembers (ISceneNode *toCopyFrom, ISceneManager *newManager)
 A clone function for the ISceneNode members.
 
void setSceneManager (ISceneManager *newManager)
 
- Protected Member Functions inherited from dcpp::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object.
 
- Protected Attributes inherited from dcpp::scene::ISceneNode
nub::string Name
 Name of the scene node.
 
nub::matrix4 AbsoluteTransformation
 Absolute transformation of the node.
 
nub::vector3df RelativeTranslation
 Relative translation of the scene node.
 
nub::vector3df RelativeRotation
 Relative rotation of the scene node.
 
nub::vector3df RelativeScale
 Relative scale of the scene node.
 
ISceneNodeParent
 Pointer to the parent.
 
nub::list< ISceneNode * > Children
 List of all children of this node.
 
nub::list< ISceneNodeAnimator * > Animators
 List of all animator nodes.
 
ISceneManagerSceneManager
 Pointer to the scene manager.
 
ITriangleSelectorTriangleSelector
 Pointer to the triangle selector.
 
i32 ID
 ID of the node.
 
ESCENE_NODE_UPDATE_ABS UpdateAbsolutePosBehavior
 How updateAbsolutePosition calculates AbsoluteTransformation.
 
u32 AutomaticCullingState
 Automatic culling state.
 
u32 DebugDataVisible
 Flag if debug data should be drawn, such as Bounding Boxes.
 
bool IsVisible
 Is the node visible?
 
bool IsDebugObject
 Is debug object?
 

Detailed Description

A scene node displaying a static mesh.

Constructor & Destructor Documentation

◆ IMeshSceneNode()

dcpp::scene::IMeshSceneNode::IMeshSceneNode ( ISceneNode parent,
ISceneManager mgr,
i32  id,
const nub::vector3df position = nub::vector3df(0,0,0),
const nub::vector3df rotation = nub::vector3df(0,0,0),
const nub::vector3df scale = nub::vector3df(1,1,1) 
)
inline

Constructor.

Use setMesh() to set the mesh to display.

Member Function Documentation

◆ addShadowVolumeSceneNode()

virtual IShadowVolumeSceneNode * dcpp::scene::IMeshSceneNode::addShadowVolumeSceneNode ( const IMesh shadowMesh = 0,
i32  id = -1,
bool  zfailmethod = true,
f32  infinity = 1000.0f 
)
pure virtual

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).

Parameters
shadowMeshOptional custom mesh for shadow volume.
idId of the shadow scene node. This id can be used to identify the node later.
zfailmethodIf set to true, the shadow will use the zfail method, if not, zpass is used.
infinityValue 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.
Returns
Pointer to the created shadow scene node. This pointer should not be dropped. See IReferenceCounted::drop() for more information.

◆ getMesh()

virtual IMesh * dcpp::scene::IMeshSceneNode::getMesh ( void  )
pure virtual

Get the currently defined mesh for display.

Returns
Pointer to mesh which is displayed by this node.

◆ isReadOnlyMaterials()

virtual bool dcpp::scene::IMeshSceneNode::isReadOnlyMaterials ( ) const
pure virtual

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().

Returns
Whether the materials are read-only.

◆ setMesh()

virtual void dcpp::scene::IMeshSceneNode::setMesh ( IMesh mesh)
pure virtual

Sets a new mesh to display.

Parameters
meshMesh to display.

◆ setReadOnlyMaterials()

virtual void dcpp::scene::IMeshSceneNode::setReadOnlyMaterials ( bool  readonly)
pure virtual

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.

Parameters
readonlyFlag if the materials shall be read-only.

The documentation for this class was generated from the following file:

Duckcpp    @cppfx.xyz