Irrlicht 3D Engine
ISceneManager.h
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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __I_SCENE_MANAGER_H_INCLUDED__
6 #define __I_SCENE_MANAGER_H_INCLUDED__
7 
8 #include "IReferenceCounted.h"
9 #include "irrArray.h"
10 #include "irrString.h"
11 #include "path.h"
12 #include "vector3d.h"
13 #include "dimension2d.h"
14 #include "SColor.h"
15 #include "ETerrainElements.h"
16 #include "ESceneNodeTypes.h"
18 #include "EMeshWriterEnums.h"
19 #include "SceneParameters.h"
20 #include "IGeometryCreator.h"
21 #include "ISkinnedMesh.h"
22 
23 namespace irr
24 {
25  struct SKeyMap;
26  struct SEvent;
27 
28 namespace io
29 {
30  class IReadFile;
31  class IAttributes;
32  class IWriteFile;
33  class IFileSystem;
34 } // end namespace io
35 
36 namespace gui
37 {
38  class IGUIFont;
39  class IGUIEnvironment;
40 } // end namespace gui
41 
42 namespace video
43 {
44  class IVideoDriver;
45  class SMaterial;
46  class IImage;
47  class ITexture;
48 } // end namespace video
49 
50 namespace scene
51 {
53 
56  {
59 
62 
65 
68 
70 
83 
86 
89 
92 
95  };
96 
97  class IAnimatedMesh;
99  class IBillboardSceneNode;
101  class ICameraSceneNode;
103  class ILightManager;
104  class ILightSceneNode;
105  class IMesh;
106  class IMeshBuffer;
107  class IMeshCache;
108  class IMeshLoader;
109  class IMeshManipulator;
110  class IMeshSceneNode;
111  class IMeshWriter;
112  class IMetaTriangleSelector;
115  class ISceneLoader;
116  class ISceneNode;
117  class ISceneNodeAnimator;
120  class ISceneNodeFactory;
122  class ITerrainSceneNode;
123  class ITextSceneNode;
124  class ITriangleSelector;
125  class IVolumeLightSceneNode;
126 
127  namespace quake3
128  {
129  struct IShader;
130  } // end namespace quake3
131 
133 
150  class ISceneManager : public virtual IReferenceCounted
151  {
152  public:
153 
155 
399  virtual IAnimatedMesh* getMesh(const io::path& filename) = 0;
400 
402 
408  virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
409 
411 
414  virtual IMeshCache* getMeshCache() = 0;
415 
417 
419  virtual video::IVideoDriver* getVideoDriver() = 0;
420 
422 
424  virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
425 
427 
429  virtual io::IFileSystem* getFileSystem() = 0;
430 
432 
445  virtual IVolumeLightSceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
446  const u32 subdivU = 32, const u32 subdivV = 32,
447  const video::SColor foot = video::SColor(51, 0, 230, 180),
448  const video::SColor tail = video::SColor(0, 0, 0, 0),
449  const core::vector3df& position = core::vector3df(0,0,0),
450  const core::vector3df& rotation = core::vector3df(0,0,0),
451  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
452 
454 
464  virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
465  const core::vector3df& position = core::vector3df(0,0,0),
466  const core::vector3df& rotation = core::vector3df(0,0,0),
467  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
468 
470 
484  virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16,
485  ISceneNode* parent=0, s32 id=-1,
486  const core::vector3df& position = core::vector3df(0,0,0),
487  const core::vector3df& rotation = core::vector3df(0,0,0),
488  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
489 
491 
501  virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh,
502  ISceneNode* parent=0, s32 id=-1,
503  const core::vector3df& position = core::vector3df(0,0,0),
504  const core::vector3df& rotation = core::vector3df(0,0,0),
505  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
506  bool alsoAddIfMeshPointerZero=false) = 0;
507 
509 
519  virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
520  const core::vector3df& position = core::vector3df(0,0,0),
521  const core::vector3df& rotation = core::vector3df(0,0,0),
522  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
523  bool alsoAddIfMeshPointerZero=false) = 0;
524 
526 
540  virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh,
541  f32 waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f,
542  ISceneNode* parent=0, s32 id=-1,
543  const core::vector3df& position = core::vector3df(0,0,0),
544  const core::vector3df& rotation = core::vector3df(0,0,0),
545  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
546 
547 
549 
561  virtual IMeshSceneNode* addOctreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
562  s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false) = 0;
563 
565 
567  s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false)
568  {
569  return addOctreeSceneNode(mesh, parent, id, minimalPolysPerNode, alsoAddIfMeshPointerZero);
570  }
571 
573 
585  virtual IMeshSceneNode* addOctreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
586  s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;
587 
589 
591  s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false)
592  {
593  return addOctreeSceneNode(mesh, parent, id, minimalPolysPerNode, alsoAddIfMeshPointerZero);
594  }
595 
597 
613  virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
614  const core::vector3df& position = core::vector3df(0,0,0),
615  const core::vector3df& lookat = core::vector3df(0,0,100),
616  s32 id=-1, bool makeActive=true) = 0;
617 
619 
635  virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent=0,
636  f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f,
637  f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f,
638  bool makeActive=true) =0;
639 
641 
704  virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
705  f32 rotateSpeed = 100.0f, f32 moveSpeed = 0.5f, s32 id=-1,
706  SKeyMap* keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false,
707  f32 jumpSpeed = 0.f, bool invertMouse=false,
708  bool makeActive=true) = 0;
709 
711 
723  virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
724  const core::vector3df& position = core::vector3df(0,0,0),
725  video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
726  f32 radius=100.0f, s32 id=-1) = 0;
727 
729 
747  virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
748  const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
749  const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
750  video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
751 
753 
767  virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
768  video::ITexture* left, video::ITexture* right, video::ITexture* front,
769  video::ITexture* back, ISceneNode* parent = 0, s32 id=-1) = 0;
770 
772 
789  virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
790  u32 horiRes=16, u32 vertRes=8,
791  f32 texturePercentage=0.9, f32 spherePercentage=2.0,f32 radius = 1000.f,
792  ISceneNode* parent=0, s32 id=-1) = 0;
793 
795 
807  virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
808  bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
809  const core::vector3df& position = core::vector3df(0,0,0),
810  const core::vector3df& rotation = core::vector3df(0,0,0),
811  const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;
812 
814 
869  virtual ITerrainSceneNode* addTerrainSceneNode(
870  const io::path& heightMapFileName,
871  ISceneNode* parent=0, s32 id=-1,
872  const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
873  const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
874  const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
875  video::SColor vertexColor = video::SColor(255,255,255,255),
876  s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0,
877  bool addAlsoIfHeightmapEmpty = false) = 0;
878 
880 
907  virtual ITerrainSceneNode* addTerrainSceneNode(
908  io::IReadFile* heightMapFile,
909  ISceneNode* parent=0, s32 id=-1,
910  const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
911  const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
912  const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
913  video::SColor vertexColor = video::SColor(255,255,255,255),
914  s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0,
915  bool addAlsoIfHeightmapEmpty = false) = 0;
916 
918 
921  virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
922  ISceneNode* parent=0, s32 id=-1
923  ) = 0;
924 
925 
927 
931  virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;
932 
934 
940  virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
941  ISceneNode* parent=0, s32 id=-1) = 0;
942 
944  virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
945  video::SColor color=video::SColor(100,255,255,255),
946  ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
947  s32 id=-1) = 0;
948 
950 
961  virtual IBillboardTextSceneNode* addBillboardTextSceneNode( gui::IGUIFont* font, const wchar_t* text,
962  ISceneNode* parent = 0,
963  const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
964  const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
965  video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
966 
968 
994  virtual IAnimatedMesh* addHillPlaneMesh(const io::path& name,
995  const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
996  video::SMaterial* material = 0, f32 hillHeight = 0.0f,
997  const core::dimension2d<f32>& countHills = core::dimension2d<f32>(0.0f, 0.0f),
998  const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) = 0;
999 
1001 
1023  virtual IAnimatedMesh* addTerrainMesh(const io::path& meshname,
1024  video::IImage* texture, video::IImage* heightmap,
1025  const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
1026  f32 maxHeight=200.0f,
1027  const core::dimension2d<u32>& defaultVertexBlockSize = core::dimension2d<u32>(64,64)) = 0;
1028 
1030 
1041  virtual IAnimatedMesh* addArrowMesh(const io::path& name,
1042  video::SColor vtxColorCylinder=0xFFFFFFFF,
1043  video::SColor vtxColorCone=0xFFFFFFFF,
1044  u32 tesselationCylinder=4, u32 tesselationCone=8,
1045  f32 height=1.f, f32 cylinderHeight=0.6f,
1046  f32 widthCylinder=0.05f, f32 widthCone=0.3f) = 0;
1047 
1049 
1055  virtual IAnimatedMesh* addSphereMesh(const io::path& name,
1056  f32 radius=5.f, u32 polyCountX = 16,
1057  u32 polyCountY = 16) = 0;
1058 
1060 
1068  virtual IAnimatedMesh* addVolumeLightMesh(const io::path& name,
1069  const u32 SubdivideU = 32, const u32 SubdivideV = 32,
1070  const video::SColor FootColor = video::SColor(51, 0, 230, 180),
1071  const video::SColor TailColor = video::SColor(0, 0, 0, 0)) = 0;
1072 
1074 
1080  virtual ISceneNode* getRootSceneNode() = 0;
1081 
1083 
1090  virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;
1091 
1093 
1100  virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;
1101 
1103 
1110  virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;
1111 
1113 
1118  virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
1120  ISceneNode* start=0) = 0;
1121 
1123 
1126  virtual ICameraSceneNode* getActiveCamera() const =0;
1127 
1129 
1131  virtual void setActiveCamera(ICameraSceneNode* camera) = 0;
1132 
1134  virtual void setShadowColor(video::SColor color = video::SColor(150,0,0,0)) = 0;
1135 
1137  virtual video::SColor getShadowColor() const = 0;
1138 
1140 
1148  virtual u32 registerNodeForRendering(ISceneNode* node,
1150 
1152 
1156  virtual void drawAll() = 0;
1157 
1159 
1164  virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationSpeed) = 0;
1165 
1167 
1179  virtual ISceneNodeAnimator* createFlyCircleAnimator(
1180  const core::vector3df& center=core::vector3df(0.f,0.f,0.f),
1181  f32 radius=100.f, f32 speed=0.001f,
1182  const core::vector3df& direction=core::vector3df(0.f, 1.f, 0.f),
1183  f32 startPosition = 0.f,
1184  f32 radiusEllipsoid = 0.f) = 0;
1185 
1187 
1199  virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
1200  const core::vector3df& endPoint, u32 timeForWay, bool loop=false, bool pingpong = false) = 0;
1201 
1203 
1212  virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
1213  s32 timePerFrame, bool loop=true) = 0;
1214 
1216 
1221  virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMs) = 0;
1222 
1224 
1254  virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
1255  ITriangleSelector* world, ISceneNode* sceneNode,
1256  const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
1257  const core::vector3df& gravityPerSecond = core::vector3df(0,-10.0f,0),
1258  const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
1259  f32 slidingValue = 0.0005f) = 0;
1260 
1262 
1270  virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
1271  const core::array< core::vector3df >& points,
1272  f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false) = 0;
1273 
1275 
1293  virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node) = 0;
1294 
1296 
1301  virtual ITriangleSelector* createTriangleSelector(IAnimatedMeshSceneNode* node) = 0;
1302 
1303 
1305 
1313  virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(ISceneNode* node) = 0;
1314 
1316 
1338  virtual ITriangleSelector* createOctreeTriangleSelector(IMesh* mesh,
1339  ISceneNode* node, s32 minimalPolysPerNode=32) = 0;
1340 
1342 
1344  ISceneNode* node, s32 minimalPolysPerNode=32)
1345  {
1346  return createOctreeTriangleSelector(mesh, node, minimalPolysPerNode);
1347  }
1348 
1350 
1357  virtual IMetaTriangleSelector* createMetaTriangleSelector() = 0;
1358 
1360 
1365  virtual ITriangleSelector* createTerrainTriangleSelector(
1366  ITerrainSceneNode* node, s32 LOD=0) = 0;
1367 
1369 
1375  virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;
1376 
1378  virtual u32 getMeshLoaderCount() const = 0;
1379 
1381 
1384  virtual IMeshLoader* getMeshLoader(u32 index) const = 0;
1385 
1387 
1393  virtual void addExternalSceneLoader(ISceneLoader* externalLoader) = 0;
1394 
1396  virtual u32 getSceneLoaderCount() const = 0;
1397 
1399 
1402  virtual ISceneLoader* getSceneLoader(u32 index) const = 0;
1403 
1405 
1407  virtual ISceneCollisionManager* getSceneCollisionManager() = 0;
1408 
1410 
1412  virtual IMeshManipulator* getMeshManipulator() = 0;
1413 
1415 
1423  virtual void addToDeletionQueue(ISceneNode* node) = 0;
1424 
1426 
1428  virtual bool postEventFromUser(const SEvent& event) = 0;
1429 
1431 
1432  virtual void clear() = 0;
1433 
1435 
1440  virtual io::IAttributes* getParameters() = 0;
1441 
1443 
1449  virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
1450 
1452 
1454  virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;
1455 
1457 
1459  virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;
1460 
1462  virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;
1463 
1465 
1467  virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;
1468 
1470 
1472  virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() = 0;
1473 
1475 
1477  virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) = 0;
1478 
1480  virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const = 0;
1481 
1483 
1485  virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) = 0;
1486 
1488  virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;
1489 
1491  virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) = 0;
1492 
1494 
1496  virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) = 0;
1497 
1499 
1503  virtual ISceneNodeAnimator* createSceneNodeAnimator(const char* typeName, ISceneNode* target=0) = 0;
1504 
1506 
1524  virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;
1525 
1527 
1542  virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
1543 
1545 
1560  virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
1561 
1563 
1580  virtual bool saveScene(io::IXMLWriter* writer, const io::path& currentPath, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;
1581 
1583 
1599  virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
1600 
1602 
1618  virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;
1619 
1621 
1623  virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
1624 
1626 
1628  virtual ISkinnedMesh* createSkinnedMesh() = 0;
1629 
1631  virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
1632 
1634  virtual const video::SColorf& getAmbientLight() const = 0;
1635 
1637 
1639  virtual void setLightManager(ILightManager* lightManager) = 0;
1640 
1642 
1644  virtual const IGeometryCreator* getGeometryCreator(void) const = 0;
1645 
1647 
1655  virtual bool isCulled(const ISceneNode* node) const =0;
1656  };
1657 
1658 
1659 } // end namespace scene
1660 } // end namespace irr
1661 
1662 #endif
1663 
Interface for dynamic creation of scene nodes.
The FileSystem manages files and archives and provides access to them.
Definition: IFileSystem.h:32
Interface to return triangles with specific properties.
Interface providing methods for making it easier to write XML files.
Definition: IXMLWriter.h:20
_IRR_DEPRECATED_ ITriangleSelector * createOctTreeTriangleSelector(IMesh *mesh, ISceneNode *node, s32 minimalPolysPerNode=32)
//! Creates a Triangle Selector, optimized by an octree.
Scene Node which is a (controlable) camera.
Interface for dynamic creation of scene node animators.
Provides a generic interface for attributes and their values and the possiblity to serialize them...
Definition: IAttributes.h:41
#define _IRR_DEPRECATED_
Defines a deprecated macro which generates a warning at compile time.
Definition: irrTypes.h:195
Struct storing which key belongs to which action.
Definition: SKeyMap.h:29
SEvents hold information about an event. See irr::IEventReceiver for details on event handling...
Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and...
Definition: ISceneManager.h:91
Interface providing read acess to a file.
Definition: IReadFile.h:17
Camera pass. The active view is set up here. The very first pass.
Definition: ISceneManager.h:61
float f32
32 bit floating point variable.
Definition: irrTypes.h:104
char c8
8 bit character variable.
Definition: irrTypes.h:31
Scene node interface.
Definition: ISceneNode.h:40
All normal objects can use this for registering themselves.
Definition: ISceneManager.h:82
Dummy scene node for adding additional transformations to the scene graph.
ILightManager provides an interface for user applications to manipulate the list of lights in the sce...
Definition: ILightManager.h:25
Animates a scene node. Can animate position, rotation, material, and so on.
Scene node which is a dynamic light.
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:12
ESCENE_NODE_ANIMATOR_TYPE
An enumeration for all types of built-in scene node animators.
GUI Environment. Used as factory and manager of all other GUI elements.
Interface providing write access to a file.
Definition: IWriteFile.h:17
Specifies a 2 dimensional size.
Definition: dimension2d.h:20
Interface for software image data.
Definition: IImage.h:22
Interface for writing meshes.
Definition: IMeshWriter.h:23
A scene node for displaying 2d text at a position in three dimensional space.
Class which holds the geometry of an object.
Definition: IMesh.h:23
Interface for using some special functions of Skinned meshes.
Definition: ISkinnedMesh.h:32
_IRR_DEPRECATED_ IMeshSceneNode * addOctTreeSceneNode(IMesh *mesh, ISceneNode *parent=0, s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false)
Adds a scene node for rendering using a octree to the scene graph.
No pass currently active.
Definition: ISceneManager.h:58
A particle system scene node for creating snow, fire, exlosions, smoke...
patch size of 17, at most, use 5 levels of detail with this patch size.
In this pass, lights are transformed into camera space and added to the driver.
Definition: ISceneManager.h:64
Interface for making multiple triangle selectors work as one big selector.
Font interface.
Definition: IGUIFont.h:39
E_TERRAIN_PATCH_SIZE
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode ...
Helper class for creating geometry on the fly.
signed int s32
32 bit signed variable.
Definition: irrTypes.h:66
Struct for holding a mesh with a single material.
Definition: IMeshBuffer.h:39
Scene node capable of displaying an animated mesh and its shadow.
EMESH_WRITER_TYPE
An enumeration for all supported types of built-in mesh writers.
unsigned int u32
32 bit unsigned variable.
Definition: irrTypes.h:58
Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes...
Definition: ISceneManager.h:94
Solid scene nodes or special scene nodes without materials.
Definition: ISceneManager.h:85
Header file containing all scene parameters for modifying mesh loading etc.
Interface to driver which is able to perform 2d and 3d graphics functions.
Definition: IVideoDriver.h:256
ESCENE_NODE_TYPE
An enumeration for all types of built-in scene nodes.
Special scene node animator for doing automatic collision detection and response. ...
Class which is able to load an animated mesh from a file.
Definition: IMeshLoader.h:26
Class representing a 32 bit ARGB color.
Definition: SColor.h:201
Class which can load a scene into the scene manager.
Definition: ISceneLoader.h:26
A scene node for displaying terrain using the geo mip map algorithm.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
Self reallocating template array (like stl vector) with additional features.
Definition: irrArray.h:22
E_SCENE_NODE_RENDER_PASS
Enumeration for render passes.
Definition: ISceneManager.h:55
A Parsed Shader Holding Variables ordered in Groups.
Definition: IQ3Shader.h:638
Interface of a Video Driver dependent Texture.
Definition: ITexture.h:98
Base class of most objects of the Irrlicht Engine.
_IRR_DEPRECATED_ IMeshSceneNode * addOctTreeSceneNode(IAnimatedMesh *mesh, ISceneNode *parent=0, s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false)
Adds a scene node for rendering using a octree to the scene graph.
This is used for sky boxes.
Definition: ISceneManager.h:67
Interface for an animated mesh.
Definition: IAnimatedMesh.h:62
An interface for easy manipulation of meshes.
The mesh cache stores already loaded meshes and provides an interface to them.
Definition: IMeshCache.h:27
Interface to read and write user data to and from .irr files.
The Scene Collision Manager provides methods for performing collision tests and picking on scene node...
Class representing a color with four floats.
Definition: SColor.h:458
Struct for holding parameters for a material renderer.
Definition: SMaterial.h:226
Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in tha...
Definition: ISceneManager.h:88
A scene node displaying a static mesh.