diff --git a/include/EMeshWriterEnums.h b/include/EMeshWriterEnums.h index 8d27d2bc..76cbe3f0 100644 --- a/include/EMeshWriterEnums.h +++ b/include/EMeshWriterEnums.h @@ -22,9 +22,6 @@ namespace scene EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'), - //! OBJ mesh writer for .obj files - EMWT_OBJ = MAKE_IRR_ID('o','b','j',0), - //! B3D mesh writer, for static .b3d files EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0) }; diff --git a/include/IMesh.h b/include/IMesh.h index 401226d2..91013d40 100644 --- a/include/IMesh.h +++ b/include/IMesh.h @@ -21,9 +21,6 @@ namespace scene //! Unknown animated mesh type. EAMT_UNKNOWN = 0, - //! Maya .obj static model - EAMT_OBJ, - //! generic skinned mesh EAMT_SKINNED, diff --git a/include/ISceneManager.h b/include/ISceneManager.h index 16a85f46..a33deb84 100644 --- a/include/ISceneManager.h +++ b/include/ISceneManager.h @@ -159,13 +159,6 @@ namespace scene * the joints via the ISkinnedMesh interface. Currently, * Irrlicht only supports uncompressed .x files. * - * - * Maya (.obj) - * Most 3D software can create .obj files which contain - * static geometry without material data. The material - * files .mtl are also supported. This importer for - * Irrlicht can load them directly. - * * * * To load and display a mesh quickly, just do this: diff --git a/include/SceneParameters.h b/include/SceneParameters.h index b5c5fc1c..9c7a931d 100644 --- a/include/SceneParameters.h +++ b/include/SceneParameters.h @@ -31,23 +31,6 @@ namespace scene **/ const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; - //! Flag to avoid loading group structures in .obj files - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); - \endcode - **/ - const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; - - - //! Flag to avoid loading material .mtl file for .obj files - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); - \endcode - **/ - const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; - } // end namespace scene } // end namespace irr diff --git a/source/Irrlicht/COBJMeshFileLoader.cpp b/source/Irrlicht/COBJMeshFileLoader.cpp deleted file mode 100644 index 96441879..00000000 --- a/source/Irrlicht/COBJMeshFileLoader.cpp +++ /dev/null @@ -1,614 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#include "COBJMeshFileLoader.h" -#include "IMeshManipulator.h" -#include "IVideoDriver.h" -#include "SMesh.h" -#include "SMeshBuffer.h" -#include "SAnimatedMesh.h" -#include "IReadFile.h" -#include "IAttributes.h" -#include "fast_atof.h" -#include "coreutil.h" -#include "os.h" - -namespace irr -{ -namespace scene -{ - -#ifdef _DEBUG -#define _IRR_DEBUG_OBJ_LOADER_ -#endif - -//! Constructor -COBJMeshFileLoader::COBJMeshFileLoader(scene::ISceneManager* smgr) -: SceneManager(smgr) -{ - #ifdef _DEBUG - setDebugName("COBJMeshFileLoader"); - #endif -} - - -//! destructor -COBJMeshFileLoader::~COBJMeshFileLoader() -{ -} - - -//! returns true if the file maybe is able to be loaded by this class -//! based on the file extension (e.g. ".b3d") -bool COBJMeshFileLoader::isALoadableFileExtension(const io::path& filename) const -{ - return core::hasFileExtension ( filename, "obj" ); -} - - -//! creates/loads an animated mesh from the file. -//! \return Pointer to the created mesh. Returns 0 if loading failed. -//! If you no longer need the mesh, you should call IAnimatedMesh::drop(). -//! See IReferenceCounted::drop() for more information. -IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file) -{ - if (!file) - return 0; - - const long filesize = file->getSize(); - if (!filesize) - return 0; - - const u32 WORD_BUFFER_LENGTH = 512; - - core::array vertexBuffer(1000); - core::array normalsBuffer(1000); - core::array textureCoordBuffer(1000); - - SObjMtl * currMtl = new SObjMtl(); - Materials.push_back(currMtl); - u32 smoothingGroup=0; - - const io::path fullName = file->getFileName(); - - c8* buf = new c8[filesize+1]; // plus null-terminator - memset(buf, 0, filesize+1); - file->read((void*)buf, filesize); - const c8* const bufEnd = buf+filesize; - - // Process obj information - const c8* bufPtr = buf; - core::stringc grpName, mtlName; - bool mtlChanged=false; - bool useGroups = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_GROUPS); - bool useMaterials = !SceneManager->getParameters()->getAttributeAsBool(OBJ_LOADER_IGNORE_MATERIAL_FILES); - [[maybe_unused]] irr::u32 lineNr = 1; // only counts non-empty lines, still useful in debugging to locate errors - core::array faceCorners; - faceCorners.reallocate(32); // should be large enough - const core::stringc TAG_OFF = "off"; - irr::u32 degeneratedFaces = 0; - - while(bufPtr != bufEnd) - { - switch(bufPtr[0]) - { - case 'm': // mtllib (material) - { - if (useMaterials) - { - c8 name[WORD_BUFFER_LENGTH]; - bufPtr = goAndCopyNextWord(name, bufPtr, WORD_BUFFER_LENGTH, bufEnd); -#ifdef _IRR_DEBUG_OBJ_LOADER_ - os::Printer::log("Ignoring material file",name); -#endif - } - } - break; - - case 'v': // v, vn, vt - switch(bufPtr[1]) - { - case ' ': // vertex - { - core::vector3df vec; - bufPtr = readVec3(bufPtr, vec, bufEnd); - vertexBuffer.push_back(vec); - } - break; - - case 'n': // normal - { - core::vector3df vec; - bufPtr = readVec3(bufPtr, vec, bufEnd); - normalsBuffer.push_back(vec); - } - break; - - case 't': // texcoord - { - core::vector2df vec; - bufPtr = readUV(bufPtr, vec, bufEnd); - textureCoordBuffer.push_back(vec); - } - break; - } - break; - - case 'g': // group name - { - c8 grp[WORD_BUFFER_LENGTH]; - bufPtr = goAndCopyNextWord(grp, bufPtr, WORD_BUFFER_LENGTH, bufEnd); -#ifdef _IRR_DEBUG_OBJ_LOADER_ - os::Printer::log("Loaded group start",grp, ELL_DEBUG); -#endif - if (useGroups) - { - if (0 != grp[0]) - grpName = grp; - else - grpName = "default"; - } - mtlChanged=true; - } - break; - - case 's': // smoothing can be a group or off (equiv. to 0) - { - c8 smooth[WORD_BUFFER_LENGTH]; - bufPtr = goAndCopyNextWord(smooth, bufPtr, WORD_BUFFER_LENGTH, bufEnd); -#ifdef _IRR_DEBUG_OBJ_LOADER_ - os::Printer::log("Loaded smoothing group start",smooth, ELL_DEBUG); -#endif - if (TAG_OFF==smooth) - smoothingGroup=0; - else - smoothingGroup=core::strtoul10(smooth); - - (void)smoothingGroup; // disable unused variable warnings - } - break; - - case 'u': // usemtl - // get name of material - { - c8 matName[WORD_BUFFER_LENGTH]; - bufPtr = goAndCopyNextWord(matName, bufPtr, WORD_BUFFER_LENGTH, bufEnd); -#ifdef _IRR_DEBUG_OBJ_LOADER_ - os::Printer::log("Loaded material start",matName, ELL_DEBUG); -#endif - mtlName=matName; - mtlChanged=true; - } - break; - - case 'f': // face - { - c8 vertexWord[WORD_BUFFER_LENGTH]; // for retrieving vertex data - video::S3DVertex v; - // Assign vertex color from currently active material's diffuse color - if (mtlChanged) - { - // retrieve the material - SObjMtl *useMtl = findMtl(mtlName, grpName); - // only change material if we found it - if (useMtl) - currMtl = useMtl; - mtlChanged=false; - } - if (currMtl) - v.Color = currMtl->Meshbuffer->Material.DiffuseColor; - - // get all vertices data in this face (current line of obj file) - const core::stringc wordBuffer = copyLine(bufPtr, bufEnd); - const c8* linePtr = wordBuffer.c_str(); - const c8* const endPtr = linePtr+wordBuffer.size(); - - faceCorners.set_used(0); // fast clear - - // read in all vertices - linePtr = goNextWord(linePtr, endPtr); - while (0 != linePtr[0]) - { - // Array to communicate with retrieveVertexIndices() - // sends the buffer sizes and gets the actual indices - // if index not set returns -1 - s32 Idx[3]; - Idx[0] = Idx[1] = Idx[2] = -1; - - // read in next vertex's data - u32 wlength = copyWord(vertexWord, linePtr, WORD_BUFFER_LENGTH, endPtr); - // this function will also convert obj's 1-based index to c++'s 0-based index - retrieveVertexIndices(vertexWord, Idx, vertexWord+wlength+1, vertexBuffer.size(), textureCoordBuffer.size(), normalsBuffer.size()); - if ( Idx[0] >= 0 && Idx[0] < (irr::s32)vertexBuffer.size() ) - v.Pos = vertexBuffer[Idx[0]]; - else - { - os::Printer::log("Invalid vertex index in this line", wordBuffer.c_str(), ELL_ERROR); - delete [] buf; - cleanUp(); - return 0; - } - if ( Idx[1] >= 0 && Idx[1] < (irr::s32)textureCoordBuffer.size() ) - v.TCoords = textureCoordBuffer[Idx[1]]; - else - v.TCoords.set(0.0f,0.0f); - if ( Idx[2] >= 0 && Idx[2] < (irr::s32)normalsBuffer.size() ) - v.Normal = normalsBuffer[Idx[2]]; - else - { - v.Normal.set(0.0f,0.0f,0.0f); - currMtl->RecalculateNormals=true; - } - - int vertLocation; - auto n = currMtl->VertMap.find(v); - if (n != currMtl->VertMap.end()) - { - vertLocation = n->second; - } - else - { - currMtl->Meshbuffer->Vertices.push_back(v); - vertLocation = currMtl->Meshbuffer->Vertices.size() -1; - currMtl->VertMap.emplace(v, vertLocation); - } - - faceCorners.push_back(vertLocation); - - // go to next vertex - linePtr = goNextWord(linePtr, endPtr); - } - - if (faceCorners.size() < 3) - { - os::Printer::log("Too few vertices in this line", wordBuffer.c_str(), ELL_ERROR); - delete [] buf; - cleanUp(); - return 0; - } - - // triangulate the face - const int c = faceCorners[0]; - for ( u32 i = 1; i < faceCorners.size() - 1; ++i ) - { - // Add a triangle - const int a = faceCorners[i + 1]; - const int b = faceCorners[i]; - if (a != b && a != c && b != c) // ignore degenerated faces. We can get them when we merge vertices above in the VertMap. - { - currMtl->Meshbuffer->Indices.push_back(a); - currMtl->Meshbuffer->Indices.push_back(b); - currMtl->Meshbuffer->Indices.push_back(c); - } - else - { - ++degeneratedFaces; - } - } - } - break; - - case '#': // comment - default: - break; - } // end switch(bufPtr[0]) - // eat up rest of line - bufPtr = goNextLine(bufPtr, bufEnd); - ++lineNr; - } // end while(bufPtr && (bufPtr-buf 0 ) - { - irr::core::stringc log(degeneratedFaces); - log += " degenerated faces removed in "; - log += irr::core::stringc(fullName); - os::Printer::log(log.c_str(), ELL_INFORMATION); - } - - SMesh* mesh = new SMesh(); - - // Combine all the groups (meshbuffers) into the mesh - for ( u32 m = 0; m < Materials.size(); ++m ) - { - if ( Materials[m]->Meshbuffer->getIndexCount() > 0 ) - { - Materials[m]->Meshbuffer->recalculateBoundingBox(); - if (Materials[m]->RecalculateNormals) - SceneManager->getMeshManipulator()->recalculateNormals(Materials[m]->Meshbuffer); - mesh->addMeshBuffer( Materials[m]->Meshbuffer ); - } - } - - // Create the Animated mesh if there's anything in the mesh - SAnimatedMesh* animMesh = 0; - if ( 0 != mesh->getMeshBufferCount() ) - { - mesh->recalculateBoundingBox(); - animMesh = new SAnimatedMesh(); - animMesh->Type = EAMT_OBJ; - animMesh->addMesh(mesh); - animMesh->recalculateBoundingBox(); - } - - // Clean up the allocate obj file contents - delete [] buf; - // more cleaning up - cleanUp(); - mesh->drop(); - - return animMesh; -} - -//! Read RGB color -const c8* COBJMeshFileLoader::readColor(const c8* bufPtr, video::SColor& color, const c8* const bufEnd) -{ - const u32 COLOR_BUFFER_LENGTH = 16; - c8 colStr[COLOR_BUFFER_LENGTH]; - - bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd); - color.setRed((u32)core::round32(core::fast_atof(colStr)*255.f)); - bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd); - color.setGreen((u32)core::round32(core::fast_atof(colStr)*255.f)); - bufPtr = goAndCopyNextWord(colStr, bufPtr, COLOR_BUFFER_LENGTH, bufEnd); - color.setBlue((u32)core::round32(core::fast_atof(colStr)*255.f)); - return bufPtr; -} - - -//! Read 3d vector of floats -const c8* COBJMeshFileLoader::readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const bufEnd) -{ - const u32 WORD_BUFFER_LENGTH = 256; - c8 wordBuffer[WORD_BUFFER_LENGTH]; - - bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd); - vec.X=-core::fast_atof(wordBuffer); // change handedness - bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd); - vec.Y=core::fast_atof(wordBuffer); - bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd); - vec.Z=core::fast_atof(wordBuffer); - return bufPtr; -} - - -//! Read 2d vector of floats -const c8* COBJMeshFileLoader::readUV(const c8* bufPtr, core::vector2df& vec, const c8* const bufEnd) -{ - const u32 WORD_BUFFER_LENGTH = 256; - c8 wordBuffer[WORD_BUFFER_LENGTH]; - - bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd); - vec.X=core::fast_atof(wordBuffer); - bufPtr = goAndCopyNextWord(wordBuffer, bufPtr, WORD_BUFFER_LENGTH, bufEnd); - vec.Y=1-core::fast_atof(wordBuffer); // change handedness - return bufPtr; -} - - -//! Read boolean value represented as 'on' or 'off' -const c8* COBJMeshFileLoader::readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd) -{ - const u32 BUFFER_LENGTH = 8; - c8 tfStr[BUFFER_LENGTH]; - - bufPtr = goAndCopyNextWord(tfStr, bufPtr, BUFFER_LENGTH, bufEnd); - tf = strcmp(tfStr, "off") != 0; - return bufPtr; -} - - -COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mtlName, const core::stringc& grpName) -{ - COBJMeshFileLoader::SObjMtl* defMaterial = 0; - // search existing Materials for best match - // exact match does return immediately, only name match means a new group - for (u32 i = 0; i < Materials.size(); ++i) - { - if ( Materials[i]->Name == mtlName ) - { - if ( Materials[i]->Group == grpName ) - return Materials[i]; - else - defMaterial = Materials[i]; - } - } - // we found a partial match - if (defMaterial) - { - Materials.push_back(new SObjMtl(*defMaterial)); - Materials.getLast()->Group = grpName; - return Materials.getLast(); - } - // we found a new group for a non-existent material - else if (grpName.size()) - { - Materials.push_back(new SObjMtl(*Materials[0])); - Materials.getLast()->Group = grpName; - return Materials.getLast(); - } - return 0; -} - - -//! skip space characters and stop on first non-space -const c8* COBJMeshFileLoader::goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines) -{ - // skip space characters - if (acrossNewlines) - while((buf != bufEnd) && core::isspace(*buf)) - ++buf; - else - while((buf != bufEnd) && core::isspace(*buf) && (*buf != '\n')) - ++buf; - - return buf; -} - - -//! skip current word and stop at beginning of next one -const c8* COBJMeshFileLoader::goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines) -{ - // skip current word - while(( buf != bufEnd ) && !core::isspace(*buf)) - ++buf; - - return goFirstWord(buf, bufEnd, acrossNewlines); -} - - -//! Read until line break is reached and stop at the next non-space character -const c8* COBJMeshFileLoader::goNextLine(const c8* buf, const c8* const bufEnd) -{ - // look for newline characters - while(buf != bufEnd) - { - // found it, so leave - if (*buf=='\n' || *buf=='\r') - break; - ++buf; - } - return goFirstWord(buf, bufEnd); -} - - -u32 COBJMeshFileLoader::copyWord(c8* outBuf, const c8* const inBuf, u32 outBufLength, const c8* const bufEnd) -{ - if (!outBufLength) - return 0; - if (!inBuf) - { - *outBuf = 0; - return 0; - } - - u32 i = 0; - while(inBuf[i]) - { - if (core::isspace(inBuf[i]) || &(inBuf[i]) == bufEnd) - break; - ++i; - } - - u32 length = core::min_(i, outBufLength-1); - for (u32 j=0; j= BUFFER_LENGTH ) - { - return false; - } - if ( ( core::isdigit(*p)) || (*p == '-') ) - { - // build up the number - word[i++] = *p; - } - else if ( *p == '/' || *p == ' ' || *p == '\0' ) - { - // number is completed. Convert and store it - word[i] = '\0'; - // if no number was found index will become 0 and later on -1 by decrement - idx[idxType] = core::strtol10(word); - if (idx[idxType]<0) - { - switch (idxType) - { - case 0: - idx[idxType] += vbsize; - break; - case 1: - idx[idxType] += vtsize; - break; - case 2: - idx[idxType] += vnsize; - break; - } - } - else - idx[idxType]-=1; - - // reset the word - word[0] = '\0'; - i = 0; - - // go to the next kind of index type - if (*p == '/') - { - if ( ++idxType > 2 ) - { - // error checking, shouldn't reach here unless file is wrong - idxType = 0; - } - } - else - { - // set all missing values to disable (=-1) - while (++idxType < 3) - idx[idxType]=-1; - ++p; - break; // while - } - } - - // go to the next char - ++p; - } - - return true; -} - - -void COBJMeshFileLoader::cleanUp() -{ - for (u32 i=0; i < Materials.size(); ++i ) - { - Materials[i]->Meshbuffer->drop(); - delete Materials[i]; - } - - Materials.clear(); -} - - -} // end namespace scene -} // end namespace irr diff --git a/source/Irrlicht/COBJMeshFileLoader.h b/source/Irrlicht/COBJMeshFileLoader.h deleted file mode 100644 index fb06e329..00000000 --- a/source/Irrlicht/COBJMeshFileLoader.h +++ /dev/null @@ -1,110 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#pragma once - -#include -#include "IMeshLoader.h" -#include "ISceneManager.h" -#include "irrString.h" -#include "SMeshBuffer.h" - -namespace irr -{ -namespace scene -{ - -//! Meshloader capable of loading obj meshes. -class COBJMeshFileLoader : public IMeshLoader -{ -public: - - //! Constructor - COBJMeshFileLoader(scene::ISceneManager* smgr); - - //! destructor - virtual ~COBJMeshFileLoader(); - - //! returns true if the file maybe is able to be loaded by this class - //! based on the file extension (e.g. ".obj") - bool isALoadableFileExtension(const io::path& filename) const override; - - //! creates/loads an animated mesh from the file. - //! \return Pointer to the created mesh. Returns 0 if loading failed. - //! If you no longer need the mesh, you should call IAnimatedMesh::drop(). - //! See IReferenceCounted::drop() for more information. - IAnimatedMesh* createMesh(io::IReadFile* file) override; - -private: - - struct SObjMtl - { - SObjMtl() : Meshbuffer(0), Bumpiness (1.0f), Illumination(0), - RecalculateNormals(false) - { - Meshbuffer = new SMeshBuffer(); - Meshbuffer->Material.Shininess = 0.0f; - Meshbuffer->Material.AmbientColor = video::SColorf(0.2f, 0.2f, 0.2f, 1.0f).toSColor(); - Meshbuffer->Material.DiffuseColor = video::SColorf(0.8f, 0.8f, 0.8f, 1.0f).toSColor(); - Meshbuffer->Material.SpecularColor = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f).toSColor(); - } - - SObjMtl(const SObjMtl& o) - : Name(o.Name), Group(o.Group), - Bumpiness(o.Bumpiness), Illumination(o.Illumination), - RecalculateNormals(false) - { - Meshbuffer = new SMeshBuffer(); - Meshbuffer->Material = o.Meshbuffer->Material; - } - - std::map VertMap; - scene::SMeshBuffer *Meshbuffer; - core::stringc Name; - core::stringc Group; - f32 Bumpiness; - c8 Illumination; - bool RecalculateNormals; - }; - - // returns a pointer to the first printable character available in the buffer - const c8* goFirstWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); - // returns a pointer to the first printable character after the first non-printable - const c8* goNextWord(const c8* buf, const c8* const bufEnd, bool acrossNewlines=true); - // returns a pointer to the next printable character after the first line break - const c8* goNextLine(const c8* buf, const c8* const bufEnd); - // copies the current word from the inBuf to the outBuf - u32 copyWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); - // copies the current line from the inBuf to the outBuf - core::stringc copyLine(const c8* inBuf, const c8* const bufEnd); - - // combination of goNextWord followed by copyWord - const c8* goAndCopyNextWord(c8* outBuf, const c8* inBuf, u32 outBufLength, const c8* const pBufEnd); - - //! Find and return the material with the given name - SObjMtl* findMtl(const core::stringc& mtlName, const core::stringc& grpName); - - //! Read RGB color - const c8* readColor(const c8* bufPtr, video::SColor& color, const c8* const pBufEnd); - //! Read 3d vector of floats - const c8* readVec3(const c8* bufPtr, core::vector3df& vec, const c8* const pBufEnd); - //! Read 2d vector of floats - const c8* readUV(const c8* bufPtr, core::vector2df& vec, const c8* const pBufEnd); - //! Read boolean value represented as 'on' or 'off' - const c8* readBool(const c8* bufPtr, bool& tf, const c8* const bufEnd); - - // reads and convert to integer the vertex indices in a line of obj file's face statement - // -1 for the index if it doesn't exist - // indices are changed to 0-based index instead of 1-based from the obj file - bool retrieveVertexIndices(c8* vertexData, s32* idx, const c8* bufEnd, u32 vbsize, u32 vtsize, u32 vnsize); - - void cleanUp(); - - scene::ISceneManager* SceneManager; - - core::array Materials; -}; - -} // end namespace scene -} // end namespace irr