自定义场景节点需要继承ISceneNode,注意ISceneNode有几个函数必须覆盖
自定义网格数据需要继承 IMeshNode,IMeshNode继承与ISceneNode
class CSampleSceneNode : public scene::ISceneNode
{
core::aabbox3d<f32> Box;
//顶点数据
video::S3DVertex Vertices[4];
//材质
video::SMaterial Material;
public:
CSampleSceneNode(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id)
: scene::ISceneNode(parent, mgr, id)
{
//设置节点的材质 ,一般情况下需要将lighting 设置为false (表示不需要光照)
Material.Wireframe = false;
Material.Lighting = false;
//节点的四个顶点数据
Vertices[0] = video::S3DVertex(0,0,10, 1,1,0,
video::SColor(255,0,255,255), 0, 1);
Vertices[1] = video::S3DVertex(10,0,-10, 1,0,0,
video::SColor(255,255,0,255), 1, 1);
Vertices[2] = video::S3DVertex(0,20,0, 0,1,1,
video::SColor(255,255,255,0), 1, 0);
Vertices[3] = video::S3DVertex(-10,0,-10, 0,0,1,
video::SColor(255,0,255,0), 0, 0);
Box.reset(Vertices[0].Pos);
for (s32 i=1; i<4; ++i)
Box.addInternalPoint(Vertices[i].Pos);
}
virtual void OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
virtual void render()
{
u16 indices[] = { 0,2,3, 2,1,3, 1,0,3, 2,0,1 };
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
//通过4个顶点画出立体三角形
driver->drawVertexPrimitiveList(&Vertices[0], 4, &indices[0], 4, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return Material;
}
};