irr_core_vector3df* scale,
bool alsoAddIfMeshPointerZero)
{
- const irr::core::vector3df iPosition =
- position ?
- irr::core::vector3df(position->x, position->y, position->z) :
- irr::core::vector3df(0, 0, 0);
-
- const irr::core::vector3df iRotation =
- rotation ?
- irr::core::vector3df(rotation->x, rotation->y, rotation->z) :
- irr::core::vector3df(0, 0, 0);
-
- const irr::core::vector3df& iScale =
- scale ?
- irr::core::vector3df(scale->x, scale->y, scale->z) :
- irr::core::vector3df(1, 1, 1);
-
return (irr_scene_IAnimatedMeshSceneNode*)
((irr::scene::ISceneManager*)smgr)
->addAnimatedMeshSceneNode((irr::scene::IAnimatedMesh*)mesh,
(irr::scene::ISceneNode*)parent,
id,
- iPosition,
- iRotation,
- iScale,
+ position ? *(irr::core::vector3df*)position : irr::core::vector3df(0, 0, 0),
+ rotation ? *(irr::core::vector3df*)rotation : irr::core::vector3df(0, 0, 0),
+ scale ? *(irr::core::vector3df*)scale : irr::core::vector3df(1, 1, 1),
alsoAddIfMeshPointerZero);
}
int32_t id,
bool makeActive)
{
- const irr::core::vector3df& iPosition =
- position ?
- irr::core::vector3df(position->x, position->y, position->z) :
- irr::core::vector3df(0, 0, 0);
-
- const irr::core::vector3df& iLookat =
- lookat ?
- irr::core::vector3df(lookat->x, lookat->y, lookat->z) :
- irr::core::vector3df(0, 0, 100);
-
return (irr_scene_ICameraSceneNode*)
((irr::scene::ISceneManager*)smgr)
->addCameraSceneNode((irr::scene::ISceneNode*)parent,
- iPosition,
- iLookat,
+ position ? *(irr::core::vector3df*)position : irr::core::vector3df(0, 0, 0),
+ lookat ? *(irr::core::vector3df*)lookat : irr::core::vector3df(0, 0, 100),
id,
makeActive);
}
parent = irr_scene_getRootSceneNode(smgr);
}
- const irr::core::vector3df iPosition =
- position ?
- irr::core::vector3df(position->x, position->y, position->z) :
- irr::core::vector3df(0, 0, 0);
-
- const irr::core::vector3df iRotation =
- rotation ?
- irr::core::vector3df(rotation->x, rotation->y, rotation->z) :
- irr::core::vector3df(0, 0, 0);
-
- const irr::core::vector3df& iScale =
- scale ?
- irr::core::vector3df(scale->x, scale->y, scale->z) :
- irr::core::vector3df(1, 1, 1);
-
CustomSceneNode *node =
new CustomSceneNode((irr::scene::ISceneNode*)parent,
(irr::scene::ISceneManager*)smgr,
id,
- iPosition,
- iRotation,
- iScale,
+ position ? *(irr::core::vector3df*)position : irr::core::vector3df(0, 0, 0),
+ rotation ? *(irr::core::vector3df*)rotation : irr::core::vector3df(0, 0, 0),
+ scale ? *(irr::core::vector3df*)scale : irr::core::vector3df(1, 1, 1),
render,
getBoundingBox,
getMaterialCount,
irr_scene_createRotationAnimator(irr_scene_ISceneManager* smgr,
irr_core_vector3df* rotationSpeed)
{
- const irr::core::vector3df& irrRotationSpeed =
- irr::core::vector3df(rotationSpeed->x, rotationSpeed->y, rotationSpeed->z);
-
return ((irr::scene::ISceneManager*)smgr)
- ->createRotationAnimator(irrRotationSpeed);
+ ->createRotationAnimator(*(irr::core::vector3df*)rotationSpeed);
}
void