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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
// 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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#ifndef IRR_E_SCENE_NODE_TYPES_H_INCLUDED
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#define IRR_E_SCENE_NODE_TYPES_H_INCLUDED
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#include "irrTypes.h"
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namespace irr
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{
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namespace scene
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{
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//! An enumeration for all types of built-in scene nodes
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/** A scene node type is represented by a four character code
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such as 'cube' or 'mesh' instead of simple numbers, to avoid
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name clashes with external scene nodes.*/
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enum ESCENE_NODE_TYPE
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{
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//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
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ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
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//! simple cube scene node
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ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'),
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//! Sphere scene node
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ESNT_SPHERE = MAKE_IRR_ID('s','p','h','r'),
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//! Text Scene Node
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ESNT_TEXT = MAKE_IRR_ID('t','e','x','t'),
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//! Billboard text scene node
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ESNT_BILLBOARD_TEXT = MAKE_IRR_ID('b','t','x','t'),
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//! Water Surface Scene Node
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ESNT_WATER_SURFACE = MAKE_IRR_ID('w','a','t','r'),
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//! Terrain Scene Node
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ESNT_TERRAIN = MAKE_IRR_ID('t','e','r','r'),
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//! Sky Box Scene Node
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ESNT_SKY_BOX = MAKE_IRR_ID('s','k','y','_'),
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//! Sky Dome Scene Node
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ESNT_SKY_DOME = MAKE_IRR_ID('s','k','y','d'),
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//! Shadow Volume Scene Node
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ESNT_SHADOW_VOLUME = MAKE_IRR_ID('s','h','d','w'),
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//! Octree Scene Node
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ESNT_OCTREE = MAKE_IRR_ID('o','c','t','r'),
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//! Mesh Scene Node
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ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
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//! Light Scene Node
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ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t'),
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//! Empty Scene Node
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ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
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//! Dummy Transformation Scene Node
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ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
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//! Camera Scene Node
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ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
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//! Billboard Scene Node
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ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
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//! Animated Mesh Scene Node
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ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
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//! Particle System Scene Node
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ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l'),
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//! Quake3 Shader Scene Node
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ESNT_Q3SHADER_SCENE_NODE = MAKE_IRR_ID('q','3','s','h'),
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//! Quake3 Model Scene Node ( has tag to link to )
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ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
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//! Volume Light Scene Node
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ESNT_VOLUME_LIGHT = MAKE_IRR_ID('v','o','l','l'),
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//! Maya Camera Scene Node
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/** Legacy, for loading version <= 1.4.x .irr files */
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ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'),
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//! First Person Shooter Camera
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/** Legacy, for loading version <= 1.4.x .irr files */
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ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'),
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//! Unknown scene node
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ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
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//! Will match with any scene node when checking types
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ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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