2020-01-03 20:05:16 +01:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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2021-08-27 21:20:42 +02:00
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#ifndef IRR_I_SCENE_MANAGER_H_INCLUDED
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#define IRR_I_SCENE_MANAGER_H_INCLUDED
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2020-01-03 20:05:16 +01:00
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#include "IReferenceCounted.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "path.h"
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#include "vector3d.h"
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#include "dimension2d.h"
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#include "SColor.h"
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#include "ETerrainElements.h"
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#include "ESceneNodeTypes.h"
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#include "ESceneNodeAnimatorTypes.h"
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#include "EMeshWriterEnums.h"
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#include "SceneParameters.h"
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#include "IGeometryCreator.h"
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#include "ISkinnedMesh.h"
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#include "IXMLWriter.h"
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namespace irr
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{
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struct SKeyMap;
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struct SEvent;
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namespace io
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{
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class IReadFile;
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class IAttributes;
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class IWriteFile;
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class IFileSystem;
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} // end namespace io
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namespace gui
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{
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class IGUIFont;
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class IGUIEnvironment;
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} // end namespace gui
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namespace video
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{
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class IVideoDriver;
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class SMaterial;
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class IImage;
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class ITexture;
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} // end namespace video
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namespace scene
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{
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//! Enumeration for render passes.
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/** A parameter passed to the registerNodeForRendering() method of the ISceneManager,
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specifying when the node wants to be drawn in relation to the other nodes.
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Note: Despite the numbering this is not used as bit-field.
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*/
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enum E_SCENE_NODE_RENDER_PASS
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{
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//! No pass currently active
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ESNRP_NONE =0,
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//! Camera pass. The active view is set up here. The very first pass.
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ESNRP_CAMERA =1,
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//! In this pass, lights are transformed into camera space and added to the driver
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ESNRP_LIGHT =2,
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2023-05-05 21:28:40 +02:00
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//! This is mostly used for sky boxes. Stage between light and solid.
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ESNRP_SKY_BOX =4,
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//! All normal objects can use this for registering themselves.
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/** This value will never be returned by
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ISceneManager::getSceneNodeRenderPass(). The scene manager
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will determine by itself if an object is transparent or solid
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and register the object as ESNRT_TRANSPARENT or ESNRP_SOLID
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automatically if you call registerNodeForRendering with this
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value (which is default). Note that it will register the node
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only as ONE type. If your scene node has both solid and
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transparent material types register it twice (one time as
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ESNRP_SOLID, the other time as ESNRT_TRANSPARENT) and in the
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render() method call getSceneNodeRenderPass() to find out the
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current render pass and render only the corresponding parts of
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the node. */
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ESNRP_AUTOMATIC =24,
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//! Solid scene nodes or special scene nodes without materials.
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ESNRP_SOLID =8,
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//! Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.
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ESNRP_TRANSPARENT =16,
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//! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
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ESNRP_TRANSPARENT_EFFECT =32,
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//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
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ESNRP_SHADOW =64,
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//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
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ESNRP_GUI = 128
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2020-01-03 20:05:16 +01:00
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};
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class IAnimatedMesh;
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class IAnimatedMeshSceneNode;
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class IBillboardSceneNode;
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class IBillboardTextSceneNode;
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class ICameraSceneNode;
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class IDummyTransformationSceneNode;
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class ILightManager;
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class ILightSceneNode;
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class IMesh;
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class IMeshBuffer;
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class IMeshCache;
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class IMeshLoader;
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class IMeshManipulator;
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class IMeshSceneNode;
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class IMeshWriter;
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class IMetaTriangleSelector;
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class IOctreeSceneNode;
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class IParticleSystemSceneNode;
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class ISceneCollisionManager;
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class ISceneLoader;
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class ISceneNode;
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class ISceneNodeAnimator;
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class ISceneNodeAnimatorCollisionResponse;
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class ISceneNodeAnimatorFactory;
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class ISceneNodeFactory;
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class ISceneUserDataSerializer;
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class IShadowVolumeSceneNode;
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class ITerrainSceneNode;
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class ITextSceneNode;
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class ITriangleSelector;
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class IVolumeLightSceneNode;
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namespace quake3
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{
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struct IShader;
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} // end namespace quake3
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//! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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/** All Scene nodes can be created only here. There is a always growing
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list of scene nodes for lots of purposes: Indoor rendering scene nodes
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like the Octree (addOctreeSceneNode()) or the terrain renderer
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(addTerrainSceneNode()), different Camera scene nodes
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(addCameraSceneNode(), addCameraSceneNodeMaya()), scene nodes for Light
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(addLightSceneNode()), Billboards (addBillboardSceneNode()) and so on.
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A scene node is a node in the hierarchical scene graph. Every scene node
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may have children, which are other scene nodes. Children move relative
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the their parents position. If the parent of a node is not visible, its
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children won't be visible, too. In this way, it is for example easily
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possible to attach a light to a moving car or to place a walking
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character on a moving platform on a moving ship.
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The SceneManager is also able to load 3d mesh files of different
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formats. Take a look at getMesh() to find out what formats are
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supported. If these formats are not enough, use
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addExternalMeshLoader() to add new formats to the engine.
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*/
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class ISceneManager : public virtual IReferenceCounted
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{
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public:
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//! Get pointer to an animatable mesh. Loads the file if not loaded already.
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/**
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* If you want to remove a loaded mesh from the cache again, use removeMesh().
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* Currently there are the following mesh formats supported:
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* <TABLE border="1" cellpadding="2" cellspacing="0">
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* <TR>
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* <TD>Format</TD>
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* <TD>Description</TD>
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* </TR>
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* <TR>
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* <TD>3D Studio (.3ds)</TD>
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* <TD>Loader for 3D-Studio files which lots of 3D packages
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* are able to export. Only static meshes are currently
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* supported by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>3D World Studio (.smf)</TD>
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* <TD>Loader for Leadwerks SMF mesh files, a simple mesh format
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* containing static geometry for games. The proprietary .STF texture format
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* is not supported yet. This loader was originally written by Joseph Ellis. </TD>
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* </TR>
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* <TR>
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* <TD>Bliz Basic B3D (.b3d)</TD>
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* <TD>Loader for blitz basic files, developed by Mark
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* Sibly. This is the ideal animated mesh format for game
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* characters as it is both rigidly defined and widely
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* supported by modeling and animation software.
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* As this format supports skeletal animations, an
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* ISkinnedMesh will be returned by this importer.</TD>
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* </TR>
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* <TR>
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* <TD>Cartography shop 4 (.csm)</TD>
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* <TD>Cartography Shop is a modeling program for creating
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* architecture and calculating lighting. Irrlicht can
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* directly import .csm files thanks to the IrrCSM library
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* created by Saurav Mohapatra which is now integrated
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* directly in Irrlicht.
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* </TR>
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* <TR>
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* <TD>COLLADA (.dae, .xml)</TD>
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* <TD>COLLADA is an open Digital Asset Exchange Schema for
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* the interactive 3D industry. There are exporters and
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* importers for this format available for most of the
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* big 3d packagesat http://collada.org. Irrlicht can
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* import COLLADA files by using the
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* ISceneManager::getMesh() method. COLLADA files need
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* not contain only one single mesh but multiple meshes
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* and a whole scene setup with lights, cameras and mesh
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* instances, this loader can set up a scene as
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* described by the COLLADA file instead of loading and
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* returning one single mesh. By default, this loader
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* behaves like the other loaders and does not create
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* instances, but it can be switched into this mode by
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* using
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* SceneManager->getParameters()->setAttribute(COLLADA_CREATE_SCENE_INSTANCES, true);
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* Created scene nodes will be named as the names of the
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* nodes in the COLLADA file. The returned mesh is just
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* a dummy object in this mode. Meshes included in the
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* scene will be added into the scene manager with the
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* following naming scheme:
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* "path/to/file/file.dea#meshname". The loading of such
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* meshes is logged. Currently, this loader is able to
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* create meshes (made of only polygons), lights, and
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* cameras. Materials and animations are currently not
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* supported but this will change with future releases.
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* </TD>
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* </TR>
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* <TR>
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* <TD>Delgine DeleD (.dmf)</TD>
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* <TD>DeleD (delgine.com) is a 3D editor and level-editor
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* combined into one and is specifically designed for 3D
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* game-development. With this loader, it is possible to
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* directly load all geometry is as well as textures and
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* lightmaps from .dmf files. To set texture and
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* material paths, see scene::DMF_USE_MATERIALS_DIRS.
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* It is also possible to flip the alpha texture by setting
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* scene::DMF_FLIP_ALPHA_TEXTURES to true and to set the
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* material transparent reference value by setting
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* scene::DMF_ALPHA_CHANNEL_REF to a float between 0 and
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* 1. The loader is based on Salvatore Russo's .dmf
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* loader, I just changed some parts of it. Thanks to
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* Salvatore for his work and for allowing me to use his
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* code in Irrlicht and put it under Irrlicht's license.
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* For newer and more enhanced versions of the loader,
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* take a look at delgine.com.
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* </TD>
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* </TR>
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* <TR>
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* <TD>DirectX (.x)</TD>
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* <TD>Platform independent importer (so not D3D-only) for
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* .x files. Most 3D packages can export these natively
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* and there are several tools for them available, e.g.
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* the Maya exporter included in the DX SDK.
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* .x files can include skeletal animations and Irrlicht
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* is able to play and display them, users can manipulate
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* the joints via the ISkinnedMesh interface. Currently,
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* Irrlicht only supports uncompressed .x files.</TD>
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* </TR>
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* <TR>
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* <TD>Half-Life model (.mdl)</TD>
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* <TD>This loader opens Half-life 1 models, it was contributed
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* by Fabio Concas and adapted by Thomas Alten.</TD>
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* </TR>
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* <TR>
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* <TD>Irrlicht Mesh (.irrMesh)</TD>
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* <TD>This is a static mesh format written in XML, native
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* to Irrlicht and written by the irr mesh writer.
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* This format is exported by the CopperCube engine's
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* lightmapper.</TD>
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* </TR>
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* <TR>
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* <TD>LightWave (.lwo)</TD>
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* <TD>Native to NewTek's LightWave 3D, the LWO format is well
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* known and supported by many exporters. This loader will
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* import LWO2 models including lightmaps, bumpmaps and
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* reflection textures.</TD>
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* </TR>
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* <TR>
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* <TD>Maya (.obj)</TD>
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* <TD>Most 3D software can create .obj files which contain
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* static geometry without material data. The material
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* files .mtl are also supported. This importer for
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* Irrlicht can load them directly. </TD>
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* </TR>
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* <TR>
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* <TD>Milkshape (.ms3d)</TD>
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* <TD>.MS3D files contain models and sometimes skeletal
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* animations from the Milkshape 3D modeling and animation
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* software. Like the other skeletal mesh loaders, joints
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* are exposed via the ISkinnedMesh animated mesh type.</TD>
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* </TR>
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* <TR>
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* <TD>My3D (.my3d)</TD>
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* <TD>.my3D is a flexible 3D file format. The My3DTools
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* contains plug-ins to export .my3D files from several
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* 3D packages. With this built-in importer, Irrlicht
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* can read and display those files directly. This
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* loader was written by Zhuck Dimitry who also created
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* the whole My3DTools package.
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* </TD>
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* </TR>
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* <TR>
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* <TD>OCT (.oct)</TD>
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* <TD>The oct file format contains 3D geometry and
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* lightmaps and can be loaded directly by Irrlicht. OCT
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* files<br> can be created by FSRad, Paul Nette's
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* radiosity processor or exported from Blender using
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* OCTTools which can be found in the exporters/OCTTools
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* directory of the SDK. Thanks to Murphy McCauley for
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* creating all this.</TD>
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* </TR>
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* <TR>
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* <TD>OGRE Meshes (.mesh)</TD>
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* <TD>Ogre .mesh files contain 3D data for the OGRE 3D
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* engine. Irrlicht can read and display them directly
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* with this importer. To define materials for the mesh,
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* copy a .material file named like the corresponding
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* .mesh file where the .mesh file is. (For example
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* ogrehead.material for ogrehead.mesh). Thanks to
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* Christian Stehno who wrote and contributed this
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* loader.</TD>
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* </TR>
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* <TR>
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* <TD>Pulsar LMTools (.lmts)</TD>
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* <TD>LMTools is a set of tools (Windows & Linux) for
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* creating lightmaps. Irrlicht can directly read .lmts
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* files thanks to<br> the importer created by Jonas
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* Petersen.
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* Notes for<br> this version of the loader:<br>
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* - It does not recognize/support user data in the
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* *.lmts files.<br>
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* - The TGAs generated by LMTools don't work in
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* Irrlicht for some reason (the textures are upside
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* down). Opening and resaving them in a graphics app
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* will solve the problem.</TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 levels (.bsp)</TD>
|
|
|
|
* <TD>Quake 3 is a popular game by IDSoftware, and .pk3
|
|
|
|
* files contain .bsp files and textures/lightmaps
|
|
|
|
* describing huge prelighted levels. Irrlicht can read
|
|
|
|
* .pk3 and .bsp files directly and thus render Quake 3
|
|
|
|
* levels directly. Written by Nikolaus Gebhardt
|
|
|
|
* enhanced by Dean P. Macri with the curved surfaces
|
|
|
|
* feature. </TD>
|
|
|
|
* </TR>
|
|
|
|
* <TR>
|
|
|
|
* <TD>Quake 2 models (.md2)</TD>
|
|
|
|
* <TD>Quake 2 models are characters with morph target
|
|
|
|
* animation. Irrlicht can read, display and animate
|
|
|
|
* them directly with this importer. </TD>
|
|
|
|
* </TR>
|
|
|
|
* <TR>
|
|
|
|
* <TD>Quake 3 models (.md3)</TD>
|
|
|
|
* <TD>Quake 3 models are characters with morph target
|
|
|
|
* animation, they contain mount points for weapons and body
|
|
|
|
* parts and are typically made of several sections which are
|
|
|
|
* manually joined together.</TD>
|
|
|
|
* </TR>
|
|
|
|
* <TR>
|
|
|
|
* <TD>Stanford Triangle (.ply)</TD>
|
|
|
|
* <TD>Invented by Stanford University and known as the native
|
|
|
|
* format of the infamous "Stanford Bunny" model, this is a
|
|
|
|
* popular static mesh format used by 3D scanning hardware
|
|
|
|
* and software. This loader supports extremely large models
|
|
|
|
* in both ASCII and binary format, but only has rudimentary
|
|
|
|
* material support in the form of vertex colors and texture
|
|
|
|
* coordinates.</TD>
|
|
|
|
* </TR>
|
|
|
|
* <TR>
|
|
|
|
* <TD>Stereolithography (.stl)</TD>
|
|
|
|
* <TD>The STL format is used for rapid prototyping and
|
|
|
|
* computer-aided manufacturing, thus has no support for
|
|
|
|
* materials.</TD>
|
|
|
|
* </TR>
|
|
|
|
* </TABLE>
|
|
|
|
*
|
|
|
|
* To load and display a mesh quickly, just do this:
|
|
|
|
* \code
|
|
|
|
* SceneManager->addAnimatedMeshSceneNode(
|
|
|
|
* SceneManager->getMesh("yourmesh.3ds"));
|
|
|
|
* \endcode
|
|
|
|
* If you would like to implement and add your own file format loader to Irrlicht,
|
|
|
|
* see addExternalMeshLoader().
|
|
|
|
* \param filename: Filename of the mesh to load.
|
|
|
|
* \param alternativeCacheName: In case you want to have the mesh under another name in the cache (to create real copies)
|
|
|
|
* \return Null if failed, otherwise pointer to the mesh.
|
|
|
|
* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
|
|
|
|
**/
|
|
|
|
virtual IAnimatedMesh* getMesh(const io::path& filename, const io::path& alternativeCacheName=io::path("")) = 0;
|
|
|
|
|
2023-04-27 21:51:22 +02:00
|
|
|
//! Get pointer to an animatable mesh. Loads the file if not loaded already.
|
2020-01-03 20:05:16 +01:00
|
|
|
/** Works just as getMesh(const char* filename). If you want to
|
|
|
|
remove a loaded mesh from the cache again, use removeMesh().
|
|
|
|
\param file File handle of the mesh to load.
|
|
|
|
\return NULL if failed and pointer to the mesh if successful.
|
|
|
|
This pointer should not be dropped. See
|
|
|
|
IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
|
|
|
|
|
|
|
|
//! Get interface to the mesh cache which is shared between all existing scene managers.
|
|
|
|
/** With this interface, it is possible to manually add new loaded
|
|
|
|
meshes (if ISceneManager::getMesh() is not sufficient), to remove them and to iterate
|
|
|
|
through already loaded meshes. */
|
|
|
|
virtual IMeshCache* getMeshCache() = 0;
|
|
|
|
|
|
|
|
//! Get the video driver.
|
|
|
|
/** \return Pointer to the video Driver.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual video::IVideoDriver* getVideoDriver() = 0;
|
|
|
|
|
|
|
|
//! Get the active GUIEnvironment
|
|
|
|
/** \return Pointer to the GUIEnvironment
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
|
|
|
|
|
|
|
|
//! Get the active FileSystem
|
|
|
|
/** \return Pointer to the FileSystem
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual io::IFileSystem* getFileSystem() = 0;
|
|
|
|
|
|
|
|
//! adds Volume Lighting Scene Node.
|
|
|
|
/** Example Usage:
|
|
|
|
scene::IVolumeLightSceneNode * n = smgr->addVolumeLightSceneNode(0, -1,
|
|
|
|
32, 32, //Subdivide U/V
|
|
|
|
video::SColor(0, 180, 180, 180), //foot color
|
|
|
|
video::SColor(0, 0, 0, 0) //tail color
|
|
|
|
);
|
|
|
|
if (n)
|
|
|
|
{
|
|
|
|
n->setScale(core::vector3df(46.0f, 45.0f, 46.0f));
|
|
|
|
n->getMaterial(0).setTexture(0, smgr->getVideoDriver()->getTexture("lightFalloff.png"));
|
|
|
|
}
|
|
|
|
\return Pointer to the volumeLight if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
|
|
|
|
const u32 subdivU = 32, const u32 subdivV = 32,
|
|
|
|
const video::SColor foot = video::SColor(51, 0, 230, 180),
|
|
|
|
const video::SColor tail = video::SColor(0, 0, 0, 0),
|
|
|
|
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)) = 0;
|
|
|
|
|
|
|
|
//! Adds a cube scene node
|
|
|
|
/** \param size: Size of the cube, uniformly in each dimension.
|
|
|
|
\param parent: Parent of the scene node. Can be 0 if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent
|
|
|
|
where the scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
2022-04-15 20:51:09 +02:00
|
|
|
\param type: Type of cube-mesh to create. Check ECUBE_MESH_TYPE documentation for more info
|
2020-01-03 20:05:16 +01:00
|
|
|
\return Pointer to the created test scene node. This
|
|
|
|
pointer should not be dropped. See IReferenceCounted::drop()
|
|
|
|
for more information. */
|
|
|
|
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
|
|
|
|
const core::vector3df& position = core::vector3df(0,0,0),
|
|
|
|
const core::vector3df& rotation = core::vector3df(0,0,0),
|
2022-04-15 20:51:09 +02:00
|
|
|
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
|
|
|
|
ECUBE_MESH_TYPE type=ECMT_1BUF_12VTX_NA) = 0;
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
//! Adds a sphere scene node of the given radius and detail
|
|
|
|
/** \param radius: Radius of the sphere.
|
|
|
|
\param polyCount: The number of vertices in horizontal and
|
|
|
|
vertical direction. The total polyCount of the sphere is
|
|
|
|
polyCount*polyCount. This parameter must be less than 256 to
|
|
|
|
stay within the 16-bit limit of the indices of a meshbuffer.
|
|
|
|
\param parent: Parent of the scene node. Can be 0 if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent
|
|
|
|
where the scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
|
|
|
\return Pointer to the created test scene node. This
|
|
|
|
pointer should not be dropped. See IReferenceCounted::drop()
|
|
|
|
for more information. */
|
|
|
|
virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16,
|
|
|
|
ISceneNode* parent=0, 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)) = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node for rendering an animated mesh model.
|
|
|
|
/** \param mesh: Pointer to the loaded animated mesh to be displayed.
|
|
|
|
\param parent: Parent of the scene node. Can be NULL if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent where the
|
|
|
|
scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
|
|
|
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
|
|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh,
|
|
|
|
ISceneNode* parent=0, 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),
|
|
|
|
bool alsoAddIfMeshPointerZero=false) = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node for rendering a static mesh.
|
|
|
|
/** \param mesh: Pointer to the loaded static mesh to be displayed.
|
|
|
|
\param parent: Parent of the scene node. Can be NULL if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent where the
|
|
|
|
scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
|
|
|
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
|
|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, 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),
|
|
|
|
bool alsoAddIfMeshPointerZero=false) = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node for rendering a animated water surface mesh.
|
|
|
|
/** Looks really good when the Material type EMT_TRANSPARENT_REFLECTION
|
|
|
|
is used.
|
|
|
|
\param waveHeight: Height of the water waves.
|
|
|
|
\param waveSpeed: Speed of the water waves.
|
|
|
|
\param waveLength: Length of a water wave.
|
|
|
|
\param mesh: Pointer to the loaded static mesh to be displayed with water waves on it.
|
|
|
|
\param parent: Parent of the scene node. Can be NULL if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent where the
|
|
|
|
scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
|
|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh,
|
|
|
|
f32 waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f,
|
|
|
|
ISceneNode* parent=0, 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)) = 0;
|
|
|
|
|
|
|
|
|
|
|
|
//! Adds a scene node for rendering using a octree to the scene graph.
|
|
|
|
/** This a good method for rendering
|
|
|
|
scenes with lots of geometry. The octree is built on the fly from the mesh.
|
|
|
|
\param mesh: The mesh containing all geometry from which the octree will be build.
|
|
|
|
If this animated mesh has more than one frames in it, the first frame is taken.
|
|
|
|
\param parent: Parent node of the octree node.
|
|
|
|
\param id: id of the node. This id can be used to identify the node.
|
|
|
|
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
|
|
|
|
If a node gets less polys than this value it will not be split into
|
|
|
|
smaller nodes.
|
|
|
|
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
|
|
|
\return Pointer to the octree if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IOctreeSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
|
|
|
|
s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node for rendering using a octree to the scene graph.
|
|
|
|
/** This a good method for rendering scenes with lots of
|
|
|
|
geometry. The octree is built on the fly from the mesh, much
|
|
|
|
faster then a bsp tree.
|
|
|
|
\param mesh: The mesh containing all geometry from which the octree will be build.
|
|
|
|
\param parent: Parent node of the octree node.
|
|
|
|
\param id: id of the node. This id can be used to identify the node.
|
|
|
|
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
|
|
|
|
If a node gets less polys than this value it will not be split into
|
|
|
|
smaller nodes.
|
|
|
|
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
|
|
|
|
\return Pointer to the octree if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IOctreeSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
|
|
|
|
s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;
|
|
|
|
|
|
|
|
//! Adds a camera scene node to the scene graph and sets it as active camera.
|
|
|
|
/** This camera does not react on user input like for example the one created with
|
|
|
|
addCameraSceneNodeFPS(). If you want to move or animate it, use animators or the
|
|
|
|
ISceneNode::setPosition(), ICameraSceneNode::setTarget() etc methods.
|
|
|
|
By default, a camera's look at position (set with setTarget()) and its scene node
|
|
|
|
rotation (set with setRotation()) are independent. If you want to be able to
|
|
|
|
control the direction that the camera looks by using setRotation() then call
|
|
|
|
ICameraSceneNode::bindTargetAndRotation(true) on it.
|
|
|
|
\param position: Position of the space relative to its parent where the camera will be placed.
|
|
|
|
\param lookat: Position where the camera will look at. Also known as target.
|
|
|
|
\param parent: Parent scene node of the camera. Can be null. If the parent moves,
|
|
|
|
the camera will move too.
|
|
|
|
\param id: id of the camera. This id can be used to identify the camera.
|
|
|
|
\param makeActive Flag whether this camera should become the active one.
|
|
|
|
Make sure you always have one active camera.
|
|
|
|
\return Pointer to interface to camera if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
|
|
|
|
const core::vector3df& position = core::vector3df(0,0,0),
|
|
|
|
const core::vector3df& lookat = core::vector3df(0,0,100),
|
|
|
|
s32 id=-1, bool makeActive=true) = 0;
|
|
|
|
|
|
|
|
//! Adds a maya style user controlled camera scene node to the scene graph.
|
|
|
|
/** This is a standard camera with an animator that provides mouse control similar
|
|
|
|
to camera in the 3D Software Maya by Alias Wavefront.
|
|
|
|
The camera does not react on setPosition anymore after applying this animator. Instead
|
|
|
|
use setTarget, to fix the target the camera the camera hovers around. And setDistance
|
|
|
|
to set the current distance from that target, i.e. the radius of the orbit the camera
|
|
|
|
hovers on.
|
|
|
|
\param parent: Parent scene node of the camera. Can be null.
|
|
|
|
\param rotateSpeed: Rotation speed of the camera.
|
|
|
|
\param zoomSpeed: Zoom speed of the camera.
|
|
|
|
\param translationSpeed: TranslationSpeed of the camera.
|
|
|
|
\param id: id of the camera. This id can be used to identify the camera.
|
|
|
|
\param distance Initial distance of the camera from the object
|
|
|
|
\param makeActive Flag whether this camera should become the active one.
|
|
|
|
Make sure you always have one active camera.
|
|
|
|
\return Returns a pointer to the interface of the camera if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
|
|
|
|
f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
|
|
|
|
f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
|
2022-05-04 23:38:12 +02:00
|
|
|
bool makeActive=true
|
|
|
|
, f32 rotX = 0.f, f32 rotY = 0.f
|
|
|
|
) =0;
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
//! Adds a camera scene node with an animator which provides mouse and keyboard control appropriate for first person shooters (FPS).
|
|
|
|
/** This FPS camera is intended to provide a demonstration of a
|
|
|
|
camera that behaves like a typical First Person Shooter. It is
|
|
|
|
useful for simple demos and prototyping but is not intended to
|
|
|
|
provide a full solution for a production quality game. It binds
|
|
|
|
the camera scene node rotation to the look-at target; @see
|
|
|
|
ICameraSceneNode::bindTargetAndRotation(). With this camera,
|
|
|
|
you look with the mouse, and move with cursor keys. If you want
|
|
|
|
to change the key layout, you can specify your own keymap. For
|
|
|
|
example to make the camera be controlled by the cursor keys AND
|
|
|
|
the keys W,A,S, and D, do something like this:
|
|
|
|
\code
|
|
|
|
SKeyMap keyMap[8];
|
|
|
|
keyMap[0].Action = EKA_MOVE_FORWARD;
|
|
|
|
keyMap[0].KeyCode = KEY_UP;
|
|
|
|
keyMap[1].Action = EKA_MOVE_FORWARD;
|
|
|
|
keyMap[1].KeyCode = KEY_KEY_W;
|
|
|
|
|
|
|
|
keyMap[2].Action = EKA_MOVE_BACKWARD;
|
|
|
|
keyMap[2].KeyCode = KEY_DOWN;
|
|
|
|
keyMap[3].Action = EKA_MOVE_BACKWARD;
|
|
|
|
keyMap[3].KeyCode = KEY_KEY_S;
|
|
|
|
|
|
|
|
keyMap[4].Action = EKA_STRAFE_LEFT;
|
|
|
|
keyMap[4].KeyCode = KEY_LEFT;
|
|
|
|
keyMap[5].Action = EKA_STRAFE_LEFT;
|
|
|
|
keyMap[5].KeyCode = KEY_KEY_A;
|
|
|
|
|
|
|
|
keyMap[6].Action = EKA_STRAFE_RIGHT;
|
|
|
|
keyMap[6].KeyCode = KEY_RIGHT;
|
|
|
|
keyMap[7].Action = EKA_STRAFE_RIGHT;
|
|
|
|
keyMap[7].KeyCode = KEY_KEY_D;
|
|
|
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|
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|
|
camera = sceneManager->addCameraSceneNodeFPS(0, 100, 500, -1, keyMap, 8);
|
|
|
|
\endcode
|
|
|
|
\param parent: Parent scene node of the camera. Can be null.
|
|
|
|
\param rotateSpeed: Speed in degrees with which the camera is
|
|
|
|
rotated. This can be done only with the mouse.
|
|
|
|
\param moveSpeed: Speed in units per millisecond with which
|
|
|
|
the camera is moved. Movement is done with the cursor keys.
|
|
|
|
\param id: id of the camera. This id can be used to identify
|
|
|
|
the camera.
|
|
|
|
\param keyMapArray: Optional pointer to an array of a keymap,
|
|
|
|
specifying what keys should be used to move the camera. If this
|
|
|
|
is null, the default keymap is used. You can define actions
|
|
|
|
more then one time in the array, to bind multiple keys to the
|
|
|
|
same action.
|
|
|
|
\param keyMapSize: Amount of items in the keymap array.
|
|
|
|
\param noVerticalMovement: Setting this to true makes the
|
|
|
|
camera only move within a horizontal plane, and disables
|
|
|
|
vertical movement as known from most ego shooters. Default is
|
|
|
|
'false', with which it is possible to fly around in space, if
|
|
|
|
no gravity is there.
|
|
|
|
\param jumpSpeed: Speed with which the camera is moved when
|
|
|
|
jumping.
|
|
|
|
\param invertMouse: Setting this to true makes the camera look
|
|
|
|
up when the mouse is moved down and down when the mouse is
|
|
|
|
moved up, the default is 'false' which means it will follow the
|
|
|
|
movement of the mouse cursor.
|
|
|
|
\param makeActive Flag whether this camera should become the active one.
|
|
|
|
Make sure you always have one active camera.
|
|
|
|
\return Pointer to the interface of the camera if successful,
|
|
|
|
otherwise 0. This pointer should not be dropped. See
|
|
|
|
IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
|
|
|
|
f32 rotateSpeed = 100.0f, f32 moveSpeed = 0.5f, s32 id=-1,
|
|
|
|
SKeyMap* keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false,
|
|
|
|
f32 jumpSpeed = 0.f, bool invertMouse=false,
|
|
|
|
bool makeActive=true) = 0;
|
|
|
|
|
|
|
|
//! Adds a dynamic light scene node to the scene graph.
|
|
|
|
/** The light will cast dynamic light on all
|
|
|
|
other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
|
|
|
|
turned on. (This is the default setting in most scene nodes).
|
|
|
|
\param parent: Parent scene node of the light. Can be null. If the parent moves,
|
|
|
|
the light will move too.
|
|
|
|
\param position: Position of the space relative to its parent where the light will be placed.
|
|
|
|
\param color: Diffuse color of the light. Ambient or Specular colors can be set manually with
|
|
|
|
the ILightSceneNode::getLightData() method.
|
|
|
|
\param radius: Radius of the light.
|
|
|
|
\param id: id of the node. This id can be used to identify the node.
|
|
|
|
\return Pointer to the interface of the light if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
|
|
|
|
const core::vector3df& position = core::vector3df(0,0,0),
|
|
|
|
video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
|
|
|
|
f32 radius=100.0f, s32 id=-1) = 0;
|
|
|
|
|
|
|
|
//! Adds a billboard scene node to the scene graph.
|
|
|
|
/** A billboard is like a 3d sprite: A 2d element,
|
|
|
|
which always looks to the camera. It is usually used for things
|
|
|
|
like explosions, fire, lensflares and things like that.
|
|
|
|
\param parent Parent scene node of the billboard. Can be null.
|
|
|
|
If the parent moves, the billboard will move too.
|
|
|
|
\param size Size of the billboard. This size is 2 dimensional
|
|
|
|
because a billboard only has width and height.
|
|
|
|
\param position Position of the space relative to its parent
|
|
|
|
where the billboard will be placed.
|
|
|
|
\param id An id of the node. This id can be used to identify
|
|
|
|
the node.
|
|
|
|
\param colorTop The color of the vertices at the top of the
|
|
|
|
billboard (default: white).
|
|
|
|
\param colorBottom The color of the vertices at the bottom of
|
|
|
|
the billboard (default: white).
|
|
|
|
\return Pointer to the billboard if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See
|
|
|
|
IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
|
|
|
|
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
|
|
|
|
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
|
|
|
|
video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
|
|
|
|
|
|
|
|
//! Adds a skybox scene node to the scene graph.
|
|
|
|
/** A skybox is a big cube with 6 textures on it and
|
|
|
|
is drawn around the camera position.
|
|
|
|
\param top: Texture for the top plane of the box.
|
|
|
|
\param bottom: Texture for the bottom plane of the box.
|
|
|
|
\param left: Texture for the left plane of the box.
|
|
|
|
\param right: Texture for the right plane of the box.
|
|
|
|
\param front: Texture for the front plane of the box.
|
|
|
|
\param back: Texture for the back plane of the box.
|
|
|
|
\param parent: Parent scene node of the skybox. A skybox usually has no parent,
|
|
|
|
so this should be null. Note: If a parent is set to the skybox, the box will not
|
|
|
|
change how it is drawn.
|
|
|
|
\param id: An id of the node. This id can be used to identify the node.
|
|
|
|
\return Pointer to the sky box if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
|
|
|
|
video::ITexture* left, video::ITexture* right, video::ITexture* front,
|
|
|
|
video::ITexture* back, ISceneNode* parent = 0, s32 id=-1) = 0;
|
|
|
|
|
|
|
|
//! Adds a skydome scene node to the scene graph.
|
|
|
|
/** A skydome is a large (half-) sphere with a panoramic texture
|
|
|
|
on the inside and is drawn around the camera position.
|
2023-04-22 23:50:32 +02:00
|
|
|
Note: If the texture is mirrored you can use a negative scale for
|
|
|
|
the texture-matrix of the node to still work with it.
|
2020-01-03 20:05:16 +01:00
|
|
|
\param texture: Texture for the dome.
|
|
|
|
\param horiRes: Number of vertices of a horizontal layer of the sphere.
|
|
|
|
\param vertRes: Number of vertices of a vertical layer of the sphere.
|
|
|
|
\param texturePercentage: How much of the height of the
|
|
|
|
texture is used. Should be between 0 and 1.
|
|
|
|
\param spherePercentage: How much of the sphere is drawn.
|
|
|
|
Value should be between 0 and 2, where 1 is an exact
|
|
|
|
half-sphere and 2 is a full sphere.
|
|
|
|
\param radius The Radius of the sphere
|
|
|
|
\param parent: Parent scene node of the dome. A dome usually has no parent,
|
|
|
|
so this should be null. Note: If a parent is set, the dome will not
|
|
|
|
change how it is drawn.
|
|
|
|
\param id: An id of the node. This id can be used to identify the node.
|
|
|
|
\return Pointer to the sky dome if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
|
|
|
|
u32 horiRes=16, u32 vertRes=8,
|
|
|
|
f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
|
|
|
|
ISceneNode* parent=0, s32 id=-1) = 0;
|
|
|
|
|
|
|
|
//! Adds a particle system scene node to the scene graph.
|
|
|
|
/** \param withDefaultEmitter: Creates a default working point emitter
|
|
|
|
which emits some particles. Set this to true to see a particle system
|
|
|
|
in action. If set to false, you'll have to set the emitter you want by
|
|
|
|
calling IParticleSystemSceneNode::setEmitter().
|
|
|
|
\param parent: Parent of the scene node. Can be NULL if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: Position of the space relative to its parent where the
|
|
|
|
scene node will be placed.
|
|
|
|
\param rotation: Initial rotation of the scene node.
|
|
|
|
\param scale: Initial scale of the scene node.
|
|
|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
|
|
|
|
bool withDefaultEmitter=true, ISceneNode* parent=0, 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)) = 0;
|
|
|
|
|
|
|
|
//! Adds a terrain scene node to the scene graph.
|
|
|
|
/** This node implements is a simple terrain renderer which uses
|
|
|
|
a technique known as geo mip mapping
|
|
|
|
for reducing the detail of triangle blocks which are far away.
|
|
|
|
The code for the TerrainSceneNode is based on the terrain
|
|
|
|
renderer by Soconne and the GeoMipMapSceneNode developed by
|
|
|
|
Spintz. They made their code available for Irrlicht and allowed
|
|
|
|
it to be distributed under this licence. I only modified some
|
|
|
|
parts. A lot of thanks go to them.
|
|
|
|
|
|
|
|
This scene node is capable of loading terrains and updating
|
|
|
|
the indices at runtime to enable viewing very large terrains
|
|
|
|
very quickly. It uses a CLOD (Continuous Level of Detail)
|
|
|
|
algorithm which updates the indices for each patch based on
|
|
|
|
a LOD (Level of Detail) which is determined based on a patch's
|
|
|
|
distance from the camera.
|
|
|
|
|
|
|
|
The patch size of the terrain must always be a size of 2^N+1,
|
|
|
|
i.e. 8+1(9), 16+1(17), etc.
|
|
|
|
The MaxLOD available is directly dependent on the patch size
|
|
|
|
of the terrain. LOD 0 contains all of the indices to draw all
|
|
|
|
the triangles at the max detail for a patch. As each LOD goes
|
|
|
|
up by 1 the step taken, in generating indices increases by
|
|
|
|
-2^LOD, so for LOD 1, the step taken is 2, for LOD 2, the step
|
|
|
|
taken is 4, LOD 3 - 8, etc. The step can be no larger than
|
|
|
|
the size of the patch, so having a LOD of 8, with a patch size
|
|
|
|
of 17, is asking the algorithm to generate indices every 2^8 (
|
|
|
|
256 ) vertices, which is not possible with a patch size of 17.
|
|
|
|
The maximum LOD for a patch size of 17 is 2^4 ( 16 ). So,
|
|
|
|
with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 (
|
|
|
|
every 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every
|
|
|
|
8 vertices ) and LOD 4 ( every 16 vertices ).
|
|
|
|
\param heightMapFileName: The name of the file on disk, to read vertex data from. This should
|
|
|
|
be a gray scale bitmap.
|
|
|
|
\param parent: Parent of the scene node. Can be 0 if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: The absolute position of this node.
|
|
|
|
\param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
|
|
|
|
\param scale: The scale factor for the terrain. If you're
|
|
|
|
using a heightmap of size 129x129 and would like your terrain
|
|
|
|
to be 12900x12900 in game units, then use a scale factor of (
|
|
|
|
core::vector ( 100.0f, 100.0f, 100.0f ). If you use a Y
|
|
|
|
scaling factor of 0.0f, then your terrain will be flat.
|
|
|
|
\param vertexColor: The default color of all the vertices. If no texture is associated
|
|
|
|
with the scene node, then all vertices will be this color. Defaults to white.
|
|
|
|
\param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
|
|
|
|
know what you are doing, this might lead to strange behavior.
|
|
|
|
\param patchSize: patch size of the terrain. Only change if you
|
|
|
|
know what you are doing, this might lead to strange behavior.
|
|
|
|
\param smoothFactor: The number of times the vertices are smoothed.
|
|
|
|
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
|
|
|
|
\return Pointer to the created scene node. Can be null
|
|
|
|
if the terrain could not be created, for example because the
|
|
|
|
heightmap could not be loaded. The returned pointer should
|
|
|
|
not be dropped. See IReferenceCounted::drop() for more
|
|
|
|
information. */
|
|
|
|
virtual ITerrainSceneNode* addTerrainSceneNode(
|
|
|
|
const io::path& heightMapFileName,
|
|
|
|
ISceneNode* parent=0, s32 id=-1,
|
|
|
|
const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
|
|
|
|
const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
|
|
|
|
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
|
|
|
|
video::SColor vertexColor = video::SColor(255,255,255,255),
|
|
|
|
s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0,
|
|
|
|
bool addAlsoIfHeightmapEmpty = false) = 0;
|
|
|
|
|
|
|
|
//! Adds a terrain scene node to the scene graph.
|
|
|
|
/** Just like the other addTerrainSceneNode() method, but takes an IReadFile
|
|
|
|
pointer as parameter for the heightmap. For more information take a look
|
|
|
|
at the other function.
|
|
|
|
\param heightMapFile: The file handle to read vertex data from. This should
|
|
|
|
be a gray scale bitmap.
|
|
|
|
\param parent: Parent of the scene node. Can be 0 if no parent.
|
|
|
|
\param id: Id of the node. This id can be used to identify the scene node.
|
|
|
|
\param position: The absolute position of this node.
|
|
|
|
\param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
|
|
|
|
\param scale: The scale factor for the terrain. If you're
|
|
|
|
using a heightmap of size 129x129 and would like your terrain
|
|
|
|
to be 12900x12900 in game units, then use a scale factor of (
|
|
|
|
core::vector ( 100.0f, 100.0f, 100.0f ). If you use a Y
|
|
|
|
scaling factor of 0.0f, then your terrain will be flat.
|
|
|
|
\param vertexColor: The default color of all the vertices. If no texture is associated
|
|
|
|
with the scene node, then all vertices will be this color. Defaults to white.
|
|
|
|
\param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
|
|
|
|
know what you are doing, this might lead to strange behavior.
|
|
|
|
\param patchSize: patch size of the terrain. Only change if you
|
|
|
|
know what you are doing, this might lead to strange behavior.
|
|
|
|
\param smoothFactor: The number of times the vertices are smoothed.
|
|
|
|
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
|
|
|
|
\return Pointer to the created scene node. Can be null
|
|
|
|
if the terrain could not be created, for example because the
|
|
|
|
heightmap could not be loaded. The returned pointer should
|
|
|
|
not be dropped. See IReferenceCounted::drop() for more
|
|
|
|
information. */
|
|
|
|
virtual ITerrainSceneNode* addTerrainSceneNode(
|
|
|
|
io::IReadFile* heightMapFile,
|
|
|
|
ISceneNode* parent=0, s32 id=-1,
|
|
|
|
const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
|
|
|
|
const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
|
|
|
|
const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
|
|
|
|
video::SColor vertexColor = video::SColor(255,255,255,255),
|
|
|
|
s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0,
|
|
|
|
bool addAlsoIfHeightmapEmpty = false) = 0;
|
|
|
|
|
|
|
|
//! Adds a quake3 scene node to the scene graph.
|
|
|
|
/** A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style )
|
|
|
|
\return Pointer to the quake3 scene node if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
|
|
|
|
ISceneNode* parent=0, s32 id=-1
|
|
|
|
) = 0;
|
|
|
|
|
|
|
|
|
|
|
|
//! Adds an empty scene node to the scene graph.
|
|
|
|
/** Can be used for doing advanced transformations
|
|
|
|
or structuring the scene graph.
|
|
|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;
|
|
|
|
|
|
|
|
//! Adds a dummy transformation scene node to the scene graph.
|
|
|
|
/** This scene node does not render itself, and does not respond to set/getPosition,
|
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|
|
set/getRotation and set/getScale. Its just a simple scene node that takes a
|
|
|
|
matrix as relative transformation, making it possible to insert any transformation
|
|
|
|
anywhere into the scene graph.
|
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|
|
\return Pointer to the created scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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|
|
|
ISceneNode* parent=0, s32 id=-1) = 0;
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|
|
//! Adds a text scene node, which is able to display 2d text at a position in three dimensional space
|
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|
|
virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
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|
|
video::SColor color=video::SColor(100,255,255,255),
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|
|
ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
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|
s32 id=-1) = 0;
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|
|
//! Adds a text scene node, which uses billboards. The node, and the text on it, will scale with distance.
|
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|
|
/**
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|
|
\param font The font to use on the billboard. Pass 0 to use the GUI environment's default font.
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|
|
\param text The text to display on the billboard.
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|
|
\param parent The billboard's parent. Pass 0 to use the root scene node.
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|
|
\param size The billboard's width and height.
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|
|
\param position The billboards position relative to its parent.
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|
\param id: An id of the node. This id can be used to identify the node.
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|
\param colorTop: The color of the vertices at the top of the billboard (default: white).
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|
\param colorBottom: The color of the vertices at the bottom of the billboard (default: white).
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|
|
\return Pointer to the billboard if successful, otherwise NULL.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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|
|
virtual IBillboardTextSceneNode* addBillboardTextSceneNode( gui::IGUIFont* font, const wchar_t* text,
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|
ISceneNode* parent = 0,
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|
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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|
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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|
|
video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
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|
|
//! Adds a Hill Plane mesh to the mesh pool.
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|
/** The mesh is generated on the fly
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|
|
and looks like a plane with some hills on it. It is uses mostly for quick
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|
|
|
tests of the engine only. You can specify how many hills there should be
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|
|
on the plane and how high they should be. Also you must specify a name for
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|
|
|
the mesh, because the mesh is added to the mesh pool, and can be retrieved
|
|
|
|
again using ISceneManager::getMesh() with the name as parameter.
|
|
|
|
\param name: The name of this mesh which must be specified in order
|
|
|
|
to be able to retrieve the mesh later with ISceneManager::getMesh().
|
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|
|
\param tileSize: Size of a tile of the mesh. (10.0f, 10.0f) would be a
|
|
|
|
good value to start, for example.
|
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|
|
\param tileCount: Specifies how much tiles there will be. If you specify
|
|
|
|
for example that a tile has the size (10.0f, 10.0f) and the tileCount is
|
|
|
|
(10,10), than you get a field of 100 tiles which has the dimension 100.0f x 100.0f.
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|
|
\param material: Material of the hill mesh.
|
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|
|
\param hillHeight: Height of the hills. If you specify a negative value
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|
|
you will get holes instead of hills. If the height is 0, no hills will be
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|
|
created.
|
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|
|
\param countHills: Amount of hills on the plane. There will be countHills.X
|
|
|
|
hills along the X axis and countHills.Y along the Y axis. So in total there
|
|
|
|
will be countHills.X * countHills.Y hills.
|
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|
|
\param textureRepeatCount: Defines how often the texture will be repeated in
|
|
|
|
x and y direction.
|
|
|
|
return Null if the creation failed. The reason could be that you
|
|
|
|
specified some invalid parameters or that a mesh with that name already
|
|
|
|
exists. If successful, a pointer to the mesh is returned.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
|
|
|
|
const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
|
|
|
|
video::SMaterial* material = 0, f32 hillHeight = 0.0f,
|
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|
|
const core::dimension2d<f32>& countHills = core::dimension2d<f32>(0.0f, 0.0f),
|
|
|
|
const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) = 0;
|
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|
|
|
|
|
|
//! Adds a static terrain mesh to the mesh pool.
|
|
|
|
/** The mesh is generated on the fly
|
|
|
|
from a texture file and a height map file. Both files may be huge
|
|
|
|
(8000x8000 pixels would be no problem) because the generator splits the
|
|
|
|
files into smaller textures if necessary.
|
|
|
|
You must specify a name for the mesh, because the mesh is added to the mesh pool,
|
|
|
|
and can be retrieved again using ISceneManager::getMesh() with the name as parameter.
|
|
|
|
\param meshname: The name of this mesh which must be specified in order
|
|
|
|
to be able to retrieve the mesh later with ISceneManager::getMesh().
|
|
|
|
\param texture: Texture for the terrain. Please note that this is not a
|
|
|
|
hardware texture as usual (ITexture), but an IImage software texture.
|
|
|
|
You can load this texture with IVideoDriver::createImageFromFile().
|
|
|
|
\param heightmap: A grayscaled heightmap image. Like the texture,
|
|
|
|
it can be created with IVideoDriver::createImageFromFile(). The amount
|
|
|
|
of triangles created depends on the size of this texture, so use a small
|
|
|
|
heightmap to increase rendering speed.
|
|
|
|
\param stretchSize: Parameter defining how big a is pixel on the heightmap.
|
|
|
|
\param maxHeight: Defines how high a white pixel on the heightmap is.
|
|
|
|
\param defaultVertexBlockSize: Defines the initial dimension between vertices.
|
|
|
|
\return Null if the creation failed. The reason could be that you
|
|
|
|
specified some invalid parameters, that a mesh with that name already
|
|
|
|
exists, or that a texture could not be found. If successful, a pointer to the mesh is returned.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname,
|
|
|
|
video::IImage* texture, video::IImage* heightmap,
|
|
|
|
const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
|
|
|
|
f32 maxHeight=200.0f,
|
|
|
|
const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64)) = 0;
|
|
|
|
|
|
|
|
//! add a static arrow mesh to the meshpool
|
|
|
|
/** \param name Name of the mesh
|
|
|
|
\param vtxColorCylinder color of the cylinder
|
|
|
|
\param vtxColorCone color of the cone
|
2023-04-22 23:50:32 +02:00
|
|
|
\param tessellationCylinder Number of quads the cylinder side consists of
|
|
|
|
\param tessellationCone Number of triangles the cone's roof consists of
|
2020-01-03 20:05:16 +01:00
|
|
|
\param height Total height of the arrow
|
|
|
|
\param cylinderHeight Total height of the cylinder, should be lesser than total height
|
|
|
|
\param widthCylinder Diameter of the cylinder
|
|
|
|
\param widthCone Diameter of the cone's base, should be not smaller than the cylinder's diameter
|
|
|
|
\return Pointer to the arrow mesh if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
|
|
|
|
video::SColor vtxColorCylinder=0xFFFFFFFF,
|
|
|
|
video::SColor vtxColorCone=0xFFFFFFFF,
|
2023-04-22 23:50:32 +02:00
|
|
|
u32 tessellationCylinder=4, u32 tessellationCone=8,
|
2020-01-03 20:05:16 +01:00
|
|
|
f32 height=1.f, f32 cylinderHeight=0.6f,
|
|
|
|
f32 widthCylinder=0.05f, f32 widthCone=0.3f) = 0;
|
|
|
|
|
|
|
|
//! add a static sphere mesh to the meshpool
|
|
|
|
/** \param name Name of the mesh
|
|
|
|
\param radius Radius of the sphere
|
|
|
|
\param polyCountX Number of quads used for the horizontal tiling
|
|
|
|
\param polyCountY Number of quads used for the vertical tiling
|
|
|
|
\return Pointer to the sphere mesh if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IAnimatedMesh* addSphereMesh(const io::path& name,
|
|
|
|
f32 radius=5.f, u32 polyCountX = 16,
|
|
|
|
u32 polyCountY = 16) = 0;
|
|
|
|
|
|
|
|
//! Add a volume light mesh to the meshpool
|
|
|
|
/** \param name Name of the mesh
|
|
|
|
\param SubdivideU Horizontal subdivision count
|
|
|
|
\param SubdivideV Vertical subdivision count
|
|
|
|
\param FootColor Color of the bottom of the light
|
|
|
|
\param TailColor Color of the top of the light
|
|
|
|
\return Pointer to the volume light mesh if successful, otherwise 0.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information.
|
|
|
|
*/
|
|
|
|
virtual IAnimatedMesh* addVolumeLightMesh(const io::path& name,
|
|
|
|
const u32 SubdivideU = 32, const u32 SubdivideV = 32,
|
|
|
|
const video::SColor FootColor = video::SColor(51, 0, 230, 180),
|
|
|
|
const video::SColor TailColor = video::SColor(0, 0, 0, 0)) = 0;
|
|
|
|
|
|
|
|
//! Gets the root scene node.
|
|
|
|
/** This is the scene node which is parent
|
|
|
|
of all scene nodes. The root scene node is a special scene node which
|
|
|
|
only exists to manage all scene nodes. It will not be rendered and cannot
|
|
|
|
be removed from the scene.
|
|
|
|
\return Pointer to the root scene node.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* getRootSceneNode() = 0;
|
|
|
|
|
|
|
|
//! Get the first scene node with the specified id.
|
|
|
|
/** \param id: The id to search for
|
|
|
|
\param start: Scene node to start from. All children of this scene
|
|
|
|
node are searched. If null is specified, the root scene node is
|
|
|
|
taken.
|
|
|
|
\return Pointer to the first scene node with this id,
|
|
|
|
and null if no scene node could be found.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;
|
|
|
|
|
|
|
|
//! Get the first scene node with the specified name.
|
|
|
|
/** \param name: The name to search for
|
|
|
|
\param start: Scene node to start from. All children of this scene
|
|
|
|
node are searched. If null is specified, the root scene node is
|
|
|
|
taken.
|
|
|
|
\return Pointer to the first scene node with this id,
|
|
|
|
and null if no scene node could be found.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;
|
|
|
|
|
|
|
|
//! Get the first scene node with the specified type.
|
|
|
|
/** \param type: The type to search for
|
|
|
|
\param start: Scene node to start from. All children of this scene
|
|
|
|
node are searched. If null is specified, the root scene node is
|
|
|
|
taken.
|
|
|
|
\return Pointer to the first scene node with this type,
|
|
|
|
and null if no scene node could be found.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;
|
|
|
|
|
|
|
|
//! Get scene nodes by type.
|
|
|
|
/** \param type: Type of scene node to find (ESNT_ANY will return all child nodes).
|
|
|
|
\param outNodes: results will be added to this array (outNodes is not cleared).
|
|
|
|
\param start: Scene node to start from. This node and all children of this scene
|
|
|
|
node are checked (recursively, so also children of children, etc). If null is specified,
|
|
|
|
the root scene node is taken as start-node. */
|
|
|
|
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
|
|
|
|
core::array<scene::ISceneNode*>& outNodes,
|
|
|
|
ISceneNode* start=0) = 0;
|
|
|
|
|
|
|
|
//! Get the current active camera.
|
|
|
|
/** \return The active camera is returned. Note that this can
|
|
|
|
be NULL, if there was no camera created yet.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ICameraSceneNode* getActiveCamera() const =0;
|
|
|
|
|
|
|
|
//! Sets the currently active camera.
|
|
|
|
/** The previous active camera will be deactivated.
|
|
|
|
\param camera: The new camera which should be active. */
|
|
|
|
virtual void setActiveCamera(ICameraSceneNode* camera) = 0;
|
|
|
|
|
|
|
|
//! Sets the color of stencil buffers shadows drawn by the scene manager.
|
|
|
|
virtual void setShadowColor(video::SColor color = video::SColor(150,0,0,0)) = 0;
|
|
|
|
|
|
|
|
//! Get the current color of shadows.
|
|
|
|
virtual video::SColor getShadowColor() const = 0;
|
|
|
|
|
|
|
|
//! Create a shadow volume scene node to be used with custom nodes
|
|
|
|
/** Use this if you implement your own SceneNodes and need shadow volumes in them.
|
|
|
|
Otherwise you should generally use addShadowVolumeSceneNode functions from IMeshSceneNode or IAnimatedMeshSceneNode.*/
|
|
|
|
virtual IShadowVolumeSceneNode* createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity) = 0;
|
|
|
|
|
|
|
|
//! Registers a node for rendering it at a specific time.
|
|
|
|
/** This method should only be used by SceneNodes when they get a
|
|
|
|
ISceneNode::OnRegisterSceneNode() call.
|
|
|
|
\param node: Node to register for drawing. Usually scene nodes would set 'this'
|
|
|
|
as parameter here because they want to be drawn.
|
|
|
|
\param pass: Specifies when the node wants to be drawn in relation to the other nodes.
|
|
|
|
For example, if the node is a shadow, it usually wants to be drawn after all other nodes
|
|
|
|
and will use ESNRP_SHADOW for this. See scene::E_SCENE_NODE_RENDER_PASS for details.
|
2020-06-12 22:47:40 +02:00
|
|
|
Note: This is _not_ a bitfield. If you want to register a note for several render passes, then
|
|
|
|
call this function once for each pass.
|
2020-01-03 20:05:16 +01:00
|
|
|
\return scene will be rendered ( passed culling ) */
|
|
|
|
virtual u32 registerNodeForRendering(ISceneNode* node,
|
|
|
|
E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;
|
|
|
|
|
|
|
|
//! Clear all nodes which are currently registered for rendering
|
|
|
|
/** Usually you don't have to care about this as drawAll will clear nodes
|
2023-04-22 23:50:32 +02:00
|
|
|
after rendering them. But sometimes you might have to manually reset this.
|
2020-01-03 20:05:16 +01:00
|
|
|
For example when you deleted nodes between registering and rendering. */
|
|
|
|
virtual void clearAllRegisteredNodesForRendering() = 0;
|
|
|
|
|
|
|
|
//! Draws all the scene nodes.
|
|
|
|
/** This can only be invoked between
|
|
|
|
IVideoDriver::beginScene() and IVideoDriver::endScene(). Please note that
|
|
|
|
the scene is not only drawn when calling this, but also animated
|
|
|
|
by existing scene node animators, culling of scene nodes is done, etc. */
|
|
|
|
virtual void drawAll() = 0;
|
|
|
|
|
|
|
|
//! Creates a rotation animator, which rotates the attached scene node around itself.
|
|
|
|
/** \param rotationSpeed Specifies the speed of the animation in degree per 10 milliseconds.
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will animate it.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationSpeed) = 0;
|
|
|
|
|
|
|
|
//! Creates a fly circle animator, which lets the attached scene node fly around a center.
|
|
|
|
/** \param center: Center of the circle.
|
|
|
|
\param radius: Radius of the circle.
|
|
|
|
\param speed: The orbital speed, in radians per millisecond.
|
|
|
|
\param direction: Specifies the upvector used for alignment of the mesh.
|
|
|
|
\param startPosition: The position on the circle where the animator will
|
|
|
|
begin. Value is in multiples of a circle, i.e. 0.5 is half way around. (phase)
|
|
|
|
\param radiusEllipsoid: if radiusEllipsoid != 0 then radius2 from a ellipsoid
|
|
|
|
begin. Value is in multiples of a circle, i.e. 0.5 is half way around. (phase)
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will animate it.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createFlyCircleAnimator(
|
|
|
|
const core::vector3df& center=core::vector3df(0.f,0.f,0.f),
|
|
|
|
f32 radius=100.f, f32 speed=0.001f,
|
|
|
|
const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
|
|
|
|
f32 startPosition = 0.f,
|
|
|
|
f32 radiusEllipsoid = 0.f) = 0;
|
|
|
|
|
|
|
|
//! Creates a fly straight animator, which lets the attached scene node fly or move along a line between two points.
|
|
|
|
/** \param startPoint: Start point of the line.
|
|
|
|
\param endPoint: End point of the line.
|
|
|
|
\param timeForWay: Time in milliseconds how long the node should need to
|
|
|
|
move from the start point to the end point.
|
|
|
|
\param loop: If set to false, the node stops when the end point is reached.
|
|
|
|
If loop is true, the node begins again at the start.
|
|
|
|
\param pingpong Flag to set whether the animator should fly
|
|
|
|
back from end to start again.
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will animate it.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
|
|
|
|
const core::vector3df& endPoint, u32 timeForWay, bool loop=false, bool pingpong = false) = 0;
|
|
|
|
|
|
|
|
//! Creates a texture animator, which switches the textures of the target scene node based on a list of textures.
|
|
|
|
/** \param textures: List of textures to use.
|
|
|
|
\param timePerFrame: Time in milliseconds, how long any texture in the list
|
|
|
|
should be visible.
|
|
|
|
\param loop: If set to to false, the last texture remains set, and the animation
|
|
|
|
stops. If set to true, the animation restarts with the first texture.
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will animate it.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
|
|
|
|
s32 timePerFrame, bool loop=true) = 0;
|
|
|
|
|
|
|
|
//! Creates a scene node animator, which deletes the scene node after some time automatically.
|
|
|
|
/** \param timeMs: Time in milliseconds, after when the node will be deleted.
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will animate it.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMs) = 0;
|
|
|
|
|
|
|
|
//! Creates a special scene node animator for doing automatic collision detection and response.
|
|
|
|
/** See ISceneNodeAnimatorCollisionResponse for details.
|
|
|
|
\param world: Triangle selector holding all triangles of the world with which
|
|
|
|
the scene node may collide. You can create a triangle selector with
|
|
|
|
ISceneManager::createTriangleSelector();
|
|
|
|
\param sceneNode: SceneNode which should be manipulated. After you added this animator
|
|
|
|
to the scene node, the scene node will not be able to move through walls and is
|
|
|
|
affected by gravity. If you need to teleport the scene node to a new position without
|
|
|
|
it being effected by the collision geometry, then call sceneNode->setPosition(); then
|
|
|
|
animator->setTargetNode(sceneNode);
|
|
|
|
\param ellipsoidRadius: Radius of the ellipsoid with which collision detection and
|
|
|
|
response is done. If you have got a scene node, and you are unsure about
|
|
|
|
how big the radius should be, you could use the following code to determine
|
|
|
|
it:
|
|
|
|
\code
|
|
|
|
const core::aabbox3d<f32>& box = yourSceneNode->getBoundingBox();
|
|
|
|
core::vector3df radius = box.MaxEdge - box.getCenter();
|
|
|
|
\endcode
|
|
|
|
\param gravityPerSecond: Sets the gravity of the environment, as an acceleration in
|
|
|
|
units per second per second. If your units are equivalent to meters, then
|
|
|
|
core::vector3df(0,-10.0f,0) would give an approximately realistic gravity.
|
|
|
|
You can disable gravity by setting it to core::vector3df(0,0,0).
|
|
|
|
\param ellipsoidTranslation: By default, the ellipsoid for collision detection is created around
|
|
|
|
the center of the scene node, which means that the ellipsoid surrounds
|
|
|
|
it completely. If this is not what you want, you may specify a translation
|
|
|
|
for the ellipsoid.
|
|
|
|
\param slidingValue: DOCUMENTATION NEEDED.
|
|
|
|
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
|
|
|
|
and the animator will cause it to do collision detection and response.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
|
|
|
|
ITriangleSelector* world, ISceneNode* sceneNode,
|
|
|
|
const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
|
|
|
|
const core::vector3df& gravityPerSecond = core::vector3df(0,-10.0f,0),
|
|
|
|
const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
|
|
|
|
f32 slidingValue = 0.0005f) = 0;
|
|
|
|
|
|
|
|
//! Creates a follow spline animator.
|
|
|
|
/** The animator modifies the position of
|
|
|
|
the attached scene node to make it follow a Hermite spline.
|
|
|
|
It uses a subset of Hermite splines: either cardinal splines
|
|
|
|
(tightness != 0.5) or Catmull-Rom-splines (tightness == 0.5).
|
|
|
|
The animator moves from one control point to the next in
|
|
|
|
1/speed seconds. This code was sent in by Matthias Gall.
|
|
|
|
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
|
|
|
|
const core::array< core::vector3df >& points,
|
2021-08-26 23:57:27 +02:00
|
|
|
f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false, bool steer=false) = 0;
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
//! Creates a simple ITriangleSelector, based on a mesh.
|
|
|
|
/** Triangle selectors
|
|
|
|
can be used for doing collision detection. Don't use this selector
|
|
|
|
for a huge amount of triangles like in Quake3 maps.
|
|
|
|
Instead, use for example ISceneManager::createOctreeTriangleSelector().
|
|
|
|
Please note that the created triangle selector is not automatically attached
|
|
|
|
to the scene node. You will have to call ISceneNode::setTriangleSelector()
|
|
|
|
for this. To create and attach a triangle selector is done like this:
|
|
|
|
\code
|
|
|
|
ITriangleSelector* s = sceneManager->createTriangleSelector(yourMesh,
|
|
|
|
yourSceneNode);
|
|
|
|
yourSceneNode->setTriangleSelector(s);
|
|
|
|
s->drop();
|
|
|
|
\endcode
|
|
|
|
\param mesh: Mesh of which the triangles are taken.
|
|
|
|
\param node: Scene node of which transformation is used.
|
|
|
|
\param separateMeshbuffers: When true it's possible to get information which meshbuffer
|
|
|
|
got hit in collision tests. But has a slight speed cost.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node, bool separateMeshbuffers=false) = 0;
|
|
|
|
|
|
|
|
//! Creates a simple ITriangleSelector, based on a meshbuffer.
|
|
|
|
/**
|
|
|
|
This is a static selector which won't update when the mesh changes.
|
|
|
|
\param meshBuffer Triangles of that meshbuffer are used
|
|
|
|
\param materialIndex If you pass a material index that index can be returned by the triangle selector.
|
|
|
|
\para node: Scene node of which transformation is used.
|
|
|
|
*/
|
|
|
|
virtual ITriangleSelector* createTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node) = 0;
|
|
|
|
|
|
|
|
//! Creates a simple ITriangleSelector, based on an animated mesh scene node.
|
|
|
|
/** Details of the mesh associated with the node will be extracted internally.
|
|
|
|
\param node The animated mesh scene node from which to build the selector
|
|
|
|
\param separateMeshbuffers: When true it's possible to get information which meshbuffer
|
|
|
|
got hit in collision tests. But has a slight speed cost.
|
|
|
|
*/
|
|
|
|
virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers=false) = 0;
|
|
|
|
|
|
|
|
|
|
|
|
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
|
|
|
|
/** Triangle selectors
|
|
|
|
can be used for doing collision detection. Every time when triangles are
|
|
|
|
queried, the triangle selector gets the bounding box of the scene node,
|
|
|
|
an creates new triangles. In this way, it works good with animated scene nodes.
|
|
|
|
\param node: Scene node of which the bounding box, visibility and transformation is used.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(ISceneNode* node) = 0;
|
|
|
|
|
|
|
|
//! Creates a Triangle Selector, optimized by an octree.
|
|
|
|
/** Triangle selectors
|
|
|
|
can be used for doing collision detection. This triangle selector is
|
|
|
|
optimized for huge amounts of triangle, it organizes them in an octree.
|
|
|
|
Please note that the created triangle selector is not automatically attached
|
|
|
|
to the scene node. You will have to call ISceneNode::setTriangleSelector()
|
|
|
|
for this. To create and attach a triangle selector is done like this:
|
|
|
|
\code
|
|
|
|
ITriangleSelector* s = sceneManager->createOctreeTriangleSelector(yourMesh,
|
|
|
|
yourSceneNode);
|
|
|
|
yourSceneNode->setTriangleSelector(s);
|
|
|
|
s->drop();
|
|
|
|
\endcode
|
|
|
|
For more information and examples on this, take a look at the collision
|
|
|
|
tutorial in the SDK.
|
|
|
|
\param mesh: Mesh of which the triangles are taken.
|
|
|
|
\param node: Scene node of which visibility and transformation is used.
|
|
|
|
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
|
|
|
|
If a node gets less polys than this value, it will not be split into
|
|
|
|
smaller nodes.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
|
|
|
|
ISceneNode* node, s32 minimalPolysPerNode=32) = 0;
|
|
|
|
|
|
|
|
//! Creates a Triangle Selector for a single meshbuffer, optimized by an octree.
|
|
|
|
/** Triangle selectors
|
|
|
|
can be used for doing collision detection. This triangle selector is
|
|
|
|
optimized for huge amounts of triangle, it organizes them in an octree.
|
|
|
|
Please note that the created triangle selector is not automatically attached
|
|
|
|
to the scene node. You will have to call ISceneNode::setTriangleSelector()
|
|
|
|
for this. To create and attach a triangle selector is done like this:
|
|
|
|
\code
|
|
|
|
ITriangleSelector* s = sceneManager->createOctreeTriangleSelector(yourMesh,
|
|
|
|
yourSceneNode);
|
|
|
|
yourSceneNode->setTriangleSelector(s);
|
|
|
|
s->drop();
|
|
|
|
\endcode
|
|
|
|
For more information and examples on this, take a look at the collision
|
|
|
|
tutorial in the SDK.
|
|
|
|
\param meshBuffer: Meshbuffer of which the triangles are taken.
|
|
|
|
\param materialIndex: Setting this value allows the triangle selector to return the material index
|
|
|
|
\param node: Scene node of which visibility and transformation is used.
|
|
|
|
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
|
|
|
|
If a node gets less polys than this value, it will not be split into
|
|
|
|
smaller nodes.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ITriangleSelector* createOctreeTriangleSelector(IMeshBuffer* meshBuffer, irr::u32 materialIndex,
|
|
|
|
ISceneNode* node, s32 minimalPolysPerNode=32) = 0;
|
|
|
|
|
|
|
|
//! //! Creates a Triangle Selector, optimized by an octree.
|
|
|
|
/** \deprecated Use createOctreeTriangleSelector instead. This method may be removed by Irrlicht 1.9. */
|
2021-08-27 21:20:42 +02:00
|
|
|
IRR_DEPRECATED ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
|
2020-01-03 20:05:16 +01:00
|
|
|
ISceneNode* node, s32 minimalPolysPerNode=32)
|
|
|
|
{
|
|
|
|
return createOctreeTriangleSelector(mesh, node, minimalPolysPerNode);
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Creates a meta triangle selector.
|
|
|
|
/** A meta triangle selector is nothing more than a
|
|
|
|
collection of one or more triangle selectors providing together
|
|
|
|
the interface of one triangle selector. In this way,
|
|
|
|
collision tests can be done with different triangle soups in one pass.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IMetaTriangleSelector* createMetaTriangleSelector() = 0;
|
|
|
|
|
|
|
|
//! Creates a triangle selector which can select triangles from a terrain scene node.
|
|
|
|
/** \param node: Pointer to the created terrain scene node
|
|
|
|
\param LOD: Level of detail, 0 for highest detail.
|
|
|
|
\return The selector, or null if not successful.
|
|
|
|
If you no longer need the selector, you should call ITriangleSelector::drop().
|
|
|
|
See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ITriangleSelector* createTerrainTriangleSelector(
|
|
|
|
ITerrainSceneNode* node, s32 LOD=0) = 0;
|
|
|
|
|
|
|
|
//! Adds an external mesh loader for extending the engine with new file formats.
|
|
|
|
/** If you want the engine to be extended with
|
|
|
|
file formats it currently is not able to load (e.g. .cob), just implement
|
|
|
|
the IMeshLoader interface in your loading class and add it with this method.
|
|
|
|
Using this method it is also possible to override built-in mesh loaders with
|
|
|
|
newer or updated versions without the need to recompile the engine.
|
|
|
|
\param externalLoader: Implementation of a new mesh loader. */
|
|
|
|
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;
|
|
|
|
|
|
|
|
//! Returns the number of mesh loaders supported by Irrlicht at this time
|
|
|
|
virtual u32 getMeshLoaderCount() const = 0;
|
|
|
|
|
|
|
|
//! Retrieve the given mesh loader
|
|
|
|
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
|
|
|
array index.
|
|
|
|
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
|
|
|
virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
|
|
|
|
|
|
|
|
//! Adds an external scene loader for extending the engine with new file formats.
|
|
|
|
/** If you want the engine to be extended with
|
|
|
|
file formats it currently is not able to load (e.g. .vrml), just implement
|
|
|
|
the ISceneLoader interface in your loading class and add it with this method.
|
|
|
|
Using this method it is also possible to override the built-in scene loaders
|
|
|
|
with newer or updated versions without the need to recompile the engine.
|
|
|
|
\param externalLoader: Implementation of a new mesh loader. */
|
|
|
|
virtual void addExternalSceneLoader(ISceneLoader* externalLoader) = 0;
|
|
|
|
|
|
|
|
//! Returns the number of scene loaders supported by Irrlicht at this time
|
|
|
|
virtual u32 getSceneLoaderCount() const = 0;
|
|
|
|
|
|
|
|
//! Retrieve the given scene loader
|
|
|
|
/** \param index The index of the loader to retrieve. This parameter is an 0-based
|
|
|
|
array index.
|
|
|
|
\return A pointer to the specified loader, 0 if the index is incorrect. */
|
|
|
|
virtual ISceneLoader* getSceneLoader(u32 index) const = 0;
|
|
|
|
|
|
|
|
//! Get pointer to the scene collision manager.
|
|
|
|
/** \return Pointer to the collision manager
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneCollisionManager* getSceneCollisionManager() = 0;
|
|
|
|
|
|
|
|
//! Get pointer to the mesh manipulator.
|
|
|
|
/** \return Pointer to the mesh manipulator
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual IMeshManipulator* getMeshManipulator() = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node to the deletion queue.
|
|
|
|
/** The scene node is immediately
|
|
|
|
deleted when it's secure. Which means when the scene node does not
|
|
|
|
execute animators and things like that. This method is for example
|
|
|
|
used for deleting scene nodes by their scene node animators. In
|
|
|
|
most other cases, a ISceneNode::remove() call is enough, using this
|
|
|
|
deletion queue is not necessary.
|
|
|
|
See ISceneManager::createDeleteAnimator() for details.
|
|
|
|
\param node: Node to delete. */
|
|
|
|
virtual void addToDeletionQueue(ISceneNode* node) = 0;
|
|
|
|
|
|
|
|
//! Posts an input event to the environment.
|
|
|
|
/** Usually you do not have to
|
|
|
|
use this method, it is used by the internal engine. */
|
|
|
|
virtual bool postEventFromUser(const SEvent& event) = 0;
|
|
|
|
|
|
|
|
//! Clears the whole scene.
|
|
|
|
/** All scene nodes are removed. */
|
|
|
|
virtual void clear() = 0;
|
|
|
|
|
|
|
|
//! Get interface to the parameters set in this scene.
|
|
|
|
/** String parameters can be used by plugins and mesh loaders.
|
|
|
|
See COLLADA_CREATE_SCENE_INSTANCES and DMF_USE_MATERIALS_DIRS */
|
|
|
|
virtual io::IAttributes* getParameters() = 0;
|
|
|
|
|
|
|
|
//! Get current render pass.
|
|
|
|
/** All scene nodes are being rendered in a specific order.
|
|
|
|
First lights, cameras, sky boxes, solid geometry, and then transparent
|
|
|
|
stuff. During the rendering process, scene nodes may want to know what the scene
|
|
|
|
manager is rendering currently, because for example they registered for rendering
|
|
|
|
twice, once for transparent geometry and once for solid. When knowing what rendering
|
|
|
|
pass currently is active they can render the correct part of their geometry. */
|
|
|
|
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
|
|
|
|
|
|
|
|
//! Get the default scene node factory which can create all built in scene nodes
|
|
|
|
/** \return Pointer to the default scene node factory
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node factory to the scene manager.
|
|
|
|
/** Use this to extend the scene manager with new scene node types which it should be
|
|
|
|
able to create automatically, for example when loading data from xml files. */
|
|
|
|
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;
|
|
|
|
|
|
|
|
//! Get amount of registered scene node factories.
|
|
|
|
virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;
|
|
|
|
|
|
|
|
//! Get a scene node factory by index
|
|
|
|
/** \return Pointer to the requested scene node factory, or 0 if it does not exist.
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;
|
|
|
|
|
|
|
|
//! Get the default scene node animator factory which can create all built-in scene node animators
|
|
|
|
/** \return Pointer to the default scene node animator factory
|
|
|
|
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
|
|
|
|
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() = 0;
|
|
|
|
|
|
|
|
//! Adds a scene node animator factory to the scene manager.
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/** Use this to extend the scene manager with new scene node animator types which it should be
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able to create automatically, for example when loading data from xml files. */
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virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) = 0;
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//! Get amount of registered scene node animator factories.
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virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const = 0;
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//! Get scene node animator factory by index
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/** \return Pointer to the requested scene node animator factory, or 0 if it does not exist.
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) = 0;
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//! Get typename from a scene node type or null if not found
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virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;
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//! Returns a typename from a scene node animator type or null if not found
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virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) = 0;
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//! Adds a scene node to the scene by name
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/** \return Pointer to the scene node added by a factory
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This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) = 0;
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//! creates a scene node animator based on its type name
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/** \param typeName: Type of the scene node animator to add.
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\param target: Target scene node of the new animator.
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\return Returns pointer to the new scene node animator or null if not successful. You need to
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drop this pointer after calling this, see IReferenceCounted::drop() for details. */
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virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0) = 0;
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//! Creates a new scene manager.
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/** This can be used to easily draw and/or store two
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independent scenes at the same time. The mesh cache will be
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shared between all existing scene managers, which means if you
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load a mesh in the original scene manager using for example
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getMesh(), the mesh will be available in all other scene
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managers too, without loading.
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The original/main scene manager will still be there and
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accessible via IrrlichtDevice::getSceneManager(). If you need
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input event in this new scene manager, for example for FPS
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cameras, you'll need to forward input to this manually: Just
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implement an IEventReceiver and call
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yourNewSceneManager->postEventFromUser(), and return true so
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that the original scene manager doesn't get the event.
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Otherwise, all input will go to the main scene manager
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automatically.
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If you no longer need the new scene manager, you should call
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ISceneManager::drop().
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See IReferenceCounted::drop() for more information. */
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virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
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//! Saves the current scene into a file.
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/** Scene nodes with the option isDebugObject set to true are
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not being saved. The scene is usually written to an .irr file,
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an xml based format. .irr files can Be edited with the Irrlicht
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Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
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load .irr files again, see ISceneManager::loadScene().
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\param filename Name of the file.
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\param userDataSerializer If you want to save some user data
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for every scene node into the file, implement the
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ISceneUserDataSerializer interface and provide it as parameter
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here. Otherwise, simply specify 0 as this parameter.
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\param node Node which is taken as the top node of the scene.
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This node and all of its descendants are saved into the scene
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file. Pass 0 or the scene manager to save the full scene (which
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is also the default).
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\return True if successful. */
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virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
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//! Saves the current scene into a file.
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/** Scene nodes with the option isDebugObject set to true are
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not being saved. The scene is usually written to an .irr file,
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|
an xml based format. .irr files can Be edited with the Irrlicht
|
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|
Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
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load .irr files again, see ISceneManager::loadScene().
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\param file File where the scene is saved into.
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\param userDataSerializer If you want to save some user data
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for every scene node into the file, implement the
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ISceneUserDataSerializer interface and provide it as parameter
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here. Otherwise, simply specify 0 as this parameter.
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\param node Node which is taken as the top node of the scene.
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This node and all of its descendants are saved into the scene
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file. Pass 0 or the scene manager to save the full scene (which
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is also the default).
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\return True if successful. */
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virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
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//! Saves the current scene into a file.
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/** Scene nodes with the option isDebugObject set to true are
|
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|
|
not being saved. The scene is usually written to an .irr file,
|
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|
|
an xml based format. .irr files can Be edited with the Irrlicht
|
|
|
|
Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To
|
|
|
|
load .irr files again, see ISceneManager::loadScene().
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\param writer XMLWriter with which the scene is saved.
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\param currentPath Path which is used for relative file names.
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|
Usually the directory of the file written into.
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\param userDataSerializer If you want to save some user data
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|
|
for every scene node into the file, implement the
|
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|
|
ISceneUserDataSerializer interface and provide it as parameter
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|
|
here. Otherwise, simply specify 0 as this parameter.
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|
\param node Node which is taken as the top node of the scene.
|
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|
|
This node and all of its descendants are saved into the scene
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|
file. Pass 0 or the scene manager to save the full scene (which
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|
is also the default).
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|
\return True if successful. */
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virtual bool saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
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//! Loads a scene. Note that the current scene is not cleared before.
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/** The scene is usually loaded from an .irr file, an xml based
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|
|
format, but other scene formats can be added to the engine via
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|
ISceneManager::addExternalSceneLoader. .irr files can Be edited
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|
|
with the Irrlicht Engine Editor, irrEdit
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|
|
(http://www.ambiera.com/irredit/) or saved directly by the engine
|
|
|
|
using ISceneManager::saveScene().
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|
\param filename Name of the file to load from.
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|
|
\param userDataSerializer If you want to load user data
|
|
|
|
possibily saved in that file for some scene nodes in the file,
|
|
|
|
implement the ISceneUserDataSerializer interface and provide it
|
|
|
|
as parameter here. Otherwise, simply specify 0 as this
|
|
|
|
parameter.
|
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|
|
\param rootNode Node which is taken as the root node of the
|
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|
|
scene. Pass 0 to add the scene directly to the scene manager
|
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|
|
(which is also the default).
|
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|
|
\return True if successful. */
|
|
|
|
virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
|
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|
|
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|
|
//! Loads a scene. Note that the current scene is not cleared before.
|
|
|
|
/** The scene is usually loaded from an .irr file, an xml based
|
|
|
|
format, but other scene formats can be added to the engine via
|
|
|
|
ISceneManager::addExternalSceneLoader. .irr files can Be edited
|
|
|
|
with the Irrlicht Engine Editor, irrEdit
|
|
|
|
(http://www.ambiera.com/irredit/) or saved directly by the engine
|
|
|
|
using ISceneManager::saveScene().
|
|
|
|
\param file File where the scene is loaded from.
|
|
|
|
\param userDataSerializer If you want to load user data
|
|
|
|
saved in that file for some scene nodes in the file,
|
|
|
|
implement the ISceneUserDataSerializer interface and provide it
|
|
|
|
as parameter here. Otherwise, simply specify 0 as this
|
|
|
|
parameter.
|
|
|
|
\param rootNode Node which is taken as the root node of the
|
|
|
|
scene. Pass 0 to add the scene directly to the scene manager
|
|
|
|
(which is also the default).
|
|
|
|
\return True if successful. */
|
|
|
|
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
|
|
|
|
|
|
|
|
//! Get a mesh writer implementation if available
|
|
|
|
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
|
|
|
|
for details. */
|
|
|
|
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
|
|
|
|
|
|
|
|
//! Get a skinned mesh, which is not available as header-only code
|
|
|
|
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
|
|
|
|
for details. */
|
|
|
|
virtual ISkinnedMesh* createSkinnedMesh() = 0;
|
|
|
|
|
|
|
|
//! Sets ambient color of the scene
|
|
|
|
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
|
|
|
|
|
|
|
|
//! Get ambient color of the scene
|
|
|
|
virtual const video::SColorf& getAmbientLight() const = 0;
|
|
|
|
|
|
|
|
//! Register a custom callbacks manager which gets callbacks during scene rendering.
|
|
|
|
/** \param[in] lightManager: the new callbacks manager. You may pass 0 to remove the
|
|
|
|
current callbacks manager and restore the default behavior. */
|
|
|
|
virtual void setLightManager(ILightManager* lightManager) = 0;
|
|
|
|
|
|
|
|
//! Get current render pass.
|
|
|
|
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const =0;
|
|
|
|
|
|
|
|
//! Set current render pass.
|
|
|
|
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) =0;
|
|
|
|
|
|
|
|
//! Get an instance of a geometry creator.
|
|
|
|
/** The geometry creator provides some helper methods to create various types of
|
|
|
|
basic geometry. This can be useful for custom scene nodes. */
|
|
|
|
virtual const IGeometryCreator* getGeometryCreator(void) const = 0;
|
|
|
|
|
|
|
|
//! Check if node is culled in current view frustum
|
|
|
|
/** Please note that depending on the used culling method this
|
|
|
|
check can be rather coarse, or slow. A positive result is
|
|
|
|
correct, though, i.e. if this method returns true the node is
|
|
|
|
positively not visible. The node might still be invisible even
|
|
|
|
if this method returns false.
|
|
|
|
\param node The scene node which is checked for culling.
|
|
|
|
\return True if node is not visible in the current scene, else
|
|
|
|
false. */
|
|
|
|
virtual bool isCulled(const ISceneNode* node) const =0;
|
|
|
|
};
|
|
|
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|
|
|
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|
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|
|
} // end namespace scene
|
|
|
|
} // end namespace irr
|
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|
|
#endif
|