irrlicht/include/ESceneNodeTypes.h
cutealien 0c6385cb92 Replace public header guards to avoid using indentifiers reserved by c++
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
2021-08-27 15:03:34 +00:00

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3.0 KiB
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// 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
#ifndef IRR_E_SCENE_NODE_TYPES_H_INCLUDED
#define IRR_E_SCENE_NODE_TYPES_H_INCLUDED
#include "irrTypes.h"
namespace irr
{
namespace scene
{
//! An enumeration for all types of built-in scene nodes
/** A scene node type is represented by a four character code
such as 'cube' or 'mesh' instead of simple numbers, to avoid
name clashes with external scene nodes.*/
enum ESCENE_NODE_TYPE
{
//! of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)
ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'),
//! simple cube scene node
ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'),
//! Sphere scene node
ESNT_SPHERE = MAKE_IRR_ID('s','p','h','r'),
//! Text Scene Node
ESNT_TEXT = MAKE_IRR_ID('t','e','x','t'),
//! Billboard text scene node
ESNT_BILLBOARD_TEXT = MAKE_IRR_ID('b','t','x','t'),
//! Water Surface Scene Node
ESNT_WATER_SURFACE = MAKE_IRR_ID('w','a','t','r'),
//! Terrain Scene Node
ESNT_TERRAIN = MAKE_IRR_ID('t','e','r','r'),
//! Sky Box Scene Node
ESNT_SKY_BOX = MAKE_IRR_ID('s','k','y','_'),
//! Sky Dome Scene Node
ESNT_SKY_DOME = MAKE_IRR_ID('s','k','y','d'),
//! Shadow Volume Scene Node
ESNT_SHADOW_VOLUME = MAKE_IRR_ID('s','h','d','w'),
//! Octree Scene Node
ESNT_OCTREE = MAKE_IRR_ID('o','c','t','r'),
//! Mesh Scene Node
ESNT_MESH = MAKE_IRR_ID('m','e','s','h'),
//! Light Scene Node
ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t'),
//! Empty Scene Node
ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'),
//! Dummy Transformation Scene Node
ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
//! Camera Scene Node
ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'),
//! Billboard Scene Node
ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
//! Animated Mesh Scene Node
ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'),
//! Particle System Scene Node
ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l'),
//! Quake3 Shader Scene Node
ESNT_Q3SHADER_SCENE_NODE = MAKE_IRR_ID('q','3','s','h'),
//! Quake3 Model Scene Node ( has tag to link to )
ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
//! Volume Light Scene Node
ESNT_VOLUME_LIGHT = MAKE_IRR_ID('v','o','l','l'),
//! Maya Camera Scene Node
/** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'),
//! First Person Shooter Camera
/** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'),
//! Unknown scene node
ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
//! Will match with any scene node when checking types
ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
};
} // end namespace scene
} // end namespace irr
#endif