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irr::scene Namespace Reference


Classes

class  CMeshBuffer
 Template implementation of the IMeshBuffer interface. More...
class  IAnimatedMesh
 Interface for an animated mesh. More...
class  IAnimatedMeshMD2
 Interface for using some special functions of MD2 meshes. More...
class  IAnimatedMeshMD3
 Interface for using some special functions of MD3 meshes. More...
class  IAnimatedMeshSceneNode
 Scene node capable of displaying an animated mesh and its shadow. More...
class  IAnimationEndCallBack
 Callback interface for catching events of ended animations. More...
class  IBillboardSceneNode
 A billboard scene node. More...
class  IBoneSceneNode
 Interface for bones used for skeletal animation. More...
class  ICameraSceneNode
 Scene Node which is a (controlable) camera. More...
class  IDummyTransformationSceneNode
 Dummy scene node for adding additional transformations to the scene graph. More...
class  ILightSceneNode
 Scene node which is a dynamic light. More...
class  IMesh
 Class for accessing a mesh with multiple mesh buffers. More...
class  IMeshBuffer
 Struct for holding a mesh with a single material. More...
class  IMeshCache
 The mesh cache stores already loaded meshes and provides an interface to them. More...
class  IMeshLoader
 Class which is able to load an animated mesh from a file. More...
class  IMeshManipulator
 An interface for easy manipulation of meshes. More...
class  IMeshSceneNode
 A scene node displaying a static mesh. More...
class  IMeshWriter
 Interface for writing meshes. More...
class  IMetaTriangleSelector
 Interface for making multiple triangle selectors work as one big selector. More...
class  IParticleAffector
 A particle affector modifies particles. More...
class  IParticleAnimatedMeshSceneNodeEmitter
 A particle emitter which emits particles from mesh vertices. More...
class  IParticleAttractionAffector
 A particle affector which attracts or detracts particles. More...
class  IParticleBoxEmitter
 A particle emitter which emits particles from a box shaped space. More...
class  IParticleCylinderEmitter
 A particle emitter which emits from a cylindrically shaped space. More...
class  IParticleEmitter
 A particle emitter for using with particle systems. More...
class  IParticleFadeOutAffector
 A particle affector which fades out the particles. More...
class  IParticleGravityAffector
 A particle affector which applies gravity to particles. More...
class  IParticleMeshEmitter
 A particle emitter which emits from vertices of a mesh. More...
class  IParticleRingEmitter
 A particle emitter which emits particles along a ring shaped area. More...
class  IParticleRotationAffector
 A particle affector which rotates the particle system. More...
class  IParticleSphereEmitter
 A particle emitter which emits from a spherical space. More...
class  IParticleSystemSceneNode
 A particle system scene node for creating snow, fire, exlosions, smoke... More...
class  IQ3LevelMesh
 Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. More...
class  ISceneCollisionManager
 The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. More...
class  ISceneManager
 The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff. More...
class  ISceneNode
 Scene node interface. More...
class  ISceneNodeAnimator
 Animates a scene node. Can animate position, rotation, material, and so on. More...
class  ISceneNodeAnimatorCollisionResponse
 Special scene node animator for doing automatic collision detection and response. More...
class  ISceneNodeAnimatorFactory
 Interface for dynamic creation of scene node animators. More...
class  ISceneNodeFactory
 Interface for dynamic creation of scene nodes. More...
class  ISceneUserDataSerializer
 Interface to read and write user data to and from .irr files. More...
class  IShadowVolumeSceneNode
 Scene node for rendering a shadow volume into a stencil buffer. More...
class  ISkinnedMesh
 Interface for using some special functions of Skinned meshes. More...
class  ITerrainSceneNode
 A scene node for displaying terrain using the geo mip map algorithm. More...
class  ITextSceneNode
 A scene node for displaying 2d text at a position in three dimensional space. More...
class  ITriangleSelector
 Interface to return triangles with specific properties. More...
struct  SAnimatedMesh
 Simple implementation of the IAnimatedMesh interface. More...
struct  SMD3AnimationInfo
struct  SMD3Face
 Triangle Index. More...
struct  SMD3Header
 this holds the header info of the MD3 file More...
struct  SMD3Mesh
 Holding Frames Buffers and Tag Infos. More...
struct  SMD3MeshBuffer
 Holding Frame Data for a Mesh. More...
struct  SMD3MeshHeader
 this holds the header info of an MD3 mesh section More...
struct  SMD3QuaterionTag
 hold a tag info for connecting meshes More...
struct  SMD3QuaterionTagList
 holds a associative list of named quaternions More...
struct  SMD3TexCoord
 Texture Coordinate. More...
struct  SMD3Vertex
 Compressed Vertex Data. More...
struct  SMesh
 Simple implementation of the IMesh interface. More...
struct  SParticle
 Struct for holding particle data. More...
struct  SSharedMeshBuffer
 Implementation of the IMeshBuffer interface with shared vertex list. More...
struct  SSkinMeshBuffer
 A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime. More...
struct  SViewFrustum
 Defines the view frustum. That's the space visible by the camera. More...

Namespaces

namespace  quake3

Typedefs

typedef IParticleEmitter IParticlePointEmitter
typedef CMeshBuffer< video::S3DVertexSMeshBuffer
 Standard meshbuffer.
typedef CMeshBuffer< video::S3DVertex2TCoordsSMeshBufferLightMap
 Meshbuffer with two texture coords per vertex, e.g. for lightmaps.
typedef CMeshBuffer< video::S3DVertexTangentsSMeshBufferTangents
 Meshbuffer with vertices having tangents stored, e.g. for normal mapping.

Enumerations

enum  E_ANIMATED_MESH_TYPE {
  EAMT_UNKNOWN = 0, EAMT_MD2, EAMT_MD3, EAMT_OBJ,
  EAMT_BSP, EAMT_3DS, EAMT_MY3D, EAMT_LMTS,
  EAMT_CSM, EAMT_OCT, EAMT_SKINNED
}
 Possible types of (animated) meshes. More...
enum  E_BONE_ANIMATION_MODE { EBAM_AUTOMATIC = 0, EBAM_ANIMATED, EBAM_UNANIMATED, EBAM_COUNT }
 Enumeration for different bone animation modes. More...
enum  E_BONE_SKINNING_SPACE { EBSS_LOCAL = 0, EBSS_GLOBAL, EBSS_COUNT }
enum  E_CULLING_TYPE { EAC_OFF = 0, EAC_BOX = 1, EAC_FRUSTUM_BOX = 2, EAC_FRUSTUM_SPHERE = 4 }
 An enumeration for all types of automatic culling for built-in scene nodes. More...
enum  E_DEBUG_SCENE_TYPE {
  EDS_OFF = 0, EDS_BBOX = 1, EDS_NORMALS = 2, EDS_SKELETON = 4,
  EDS_MESH_WIRE_OVERLAY = 8, EDS_HALF_TRANSPARENCY = 16, EDS_BBOX_BUFFERS = 32, EDS_FULL = 0xffffffff
}
 An enumeration for all types of debug data for built-in scene nodes (flags). More...
enum  E_INTERPOLATION_MODE { EIM_CONSTANT = 0, EIM_LINEAR, EIM_COUNT }
enum  E_JOINT_UPDATE_ON_RENDER { EJUOR_NONE = 0, EJUOR_READ, EJUOR_CONTROL, EJUOR_COUNT }
enum  E_MESH_WRITER_FLAGS { EMWF_NONE = 0, EMWF_WRITE_LIGHTMAPS = 0x1, EMWF_WRITE_COMPRESSED = 0x2 }
 flags configuring mesh writing More...
enum  E_PARTICLE_AFFECTOR_TYPE {
  EPAT_NONE = 0, EPAT_ATTRACT, EPAT_FADE_OUT, EPAT_GRAVITY,
  EPAT_ROTATE, EPAT_COUNT
}
 Types of built in particle affectors. More...
enum  E_PARTICLE_EMITTER_TYPE {
  EPET_POINT = 0, EPET_ANIMATED_MESH, EPET_BOX, EPET_CYLINDER,
  EPET_MESH, EPET_RING, EPET_SPHERE, EPET_COUNT
}
 Types of built in particle emitters. More...
enum  E_PRIMITIVE_TYPE {
  EPT_POINTS = 0, EPT_LINE_STRIP, EPT_LINE_LOOP, EPT_LINES,
  EPT_TRIANGLE_STRIP, EPT_TRIANGLE_FAN, EPT_TRIANGLES, EPT_QUAD_STRIP,
  EPT_QUADS, EPT_POLYGON, EPT_POINT_SPRITES
}
 Enumeration for all primitive types there are. More...
enum  E_SCENE_NODE_RENDER_PASS {
  ESNRP_CAMERA, ESNRP_LIGHT, ESNRP_SKY_BOX, ESNRP_AUTOMATIC,
  ESNRP_SOLID, ESNRP_SHADOW, ESNRP_TRANSPARENT, ESNRP_SHADER_0,
  ESNRP_SHADER_1, ESNRP_SHADER_2, ESNRP_SHADER_3, ESNRP_SHADER_4,
  ESNRP_SHADER_5, ESNRP_SHADER_6, ESNRP_SHADER_7, ESNRP_SHADER_8,
  ESNRP_SHADER_9, ESNRP_SHADER_10, ESNRP_COUNT
}
 Enumeration for render passes. More...
enum  E_TERRAIN_PATCH_SIZE {
  ETPS_9 = 9, ETPS_17 = 17, ETPS_33 = 33, ETPS_65 = 65,
  ETPS_129 = 129
}
 enumeration for patch sizes specifying the size of patches in the TerrainSceneNode More...
enum  EMD2_ANIMATION_TYPE {
  EMAT_STAND = 0, EMAT_RUN, EMAT_ATTACK, EMAT_PAIN_A,
  EMAT_PAIN_B, EMAT_PAIN_C, EMAT_JUMP, EMAT_FLIP,
  EMAT_SALUTE, EMAT_FALLBACK, EMAT_WAVE, EMAT_POINT,
  EMAT_CROUCH_STAND, EMAT_CROUCH_WALK, EMAT_CROUCH_ATTACK, EMAT_CROUCH_PAIN,
  EMAT_CROUCH_DEATH, EMAT_DEATH_FALLBACK, EMAT_DEATH_FALLFORWARD, EMAT_DEATH_FALLBACKSLOW,
  EMAT_BOOM, EMAT_COUNT
}
 Types of standard md2 animations. More...
enum  EMD3_ANIMATION_TYPE {
  EMD3_BOTH_DEATH_1 = 0, EMD3_BOTH_DEAD_1, EMD3_BOTH_DEATH_2, EMD3_BOTH_DEAD_2,
  EMD3_BOTH_DEATH_3, EMD3_BOTH_DEAD_3, EMD3_TORSO_GESTURE, EMD3_TORSO_ATTACK_1,
  EMD3_TORSO_ATTACK_2, EMD3_TORSO_DROP, EMD3_TORSO_RAISE, EMD3_TORSO_STAND_1,
  EMD3_TORSO_STAND_2, EMD3_LEGS_WALK_CROUCH, EMD3_LEGS_WALK, EMD3_LEGS_RUN,
  EMD3_LEGS_BACK, EMD3_LEGS_SWIM, EMD3_LEGS_JUMP_1, EMD3_LEGS_LAND_1,
  EMD3_LEGS_JUMP_2, EMD3_LEGS_LAND_2, EMD3_LEGS_IDLE, EMD3_LEGS_IDLE_CROUCH,
  EMD3_LEGS_TURN, EMD3_ANIMATION_COUNT
}
 Animation list. More...
enum  eMD3Models {
  EMD3_HEAD = 0, EMD3_UPPER, EMD3_LOWER, EMD3_WEAPON,
  EMD3_NUMMODELS
}
enum  EMESH_WRITER_TYPE { EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'), EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'), EMWT_STL = MAKE_IRR_ID('s','t','l',0) }
 An enumeration for all supported types of built-in mesh writers. More...
enum  ESCENE_NODE_ANIMATOR_TYPE {
  ESNAT_FLY_CIRCLE = 0, ESNAT_FLY_STRAIGHT, ESNAT_FOLLOW_SPLINE, ESNAT_ROTATION,
  ESNAT_TEXTURE, ESNAT_DELETION, ESNAT_COLLISION_RESPONSE, ESNAT_COUNT,
  ESNAT_UNKNOWN, ESNAT_FORCE_32_BIT = 0x7fffffff
}
 An enumeration for all types of built-in scene node animators. More...
enum  ESCENE_NODE_TYPE {
  ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'), ESNT_SPHERE = MAKE_IRR_ID('s','p','h','r'), ESNT_TEXT = MAKE_IRR_ID('t','e','x','t'), ESNT_WATER_SURFACE = MAKE_IRR_ID('w','a','t','r'),
  ESNT_TERRAIN = MAKE_IRR_ID('t','e','r','r'), ESNT_SKY_BOX = MAKE_IRR_ID('s','k','y','_'), ESNT_SHADOW_VOLUME = MAKE_IRR_ID('s','h','d','w'), ESNT_OCT_TREE = MAKE_IRR_ID('o','c','t','t'),
  ESNT_MESH = MAKE_IRR_ID('m','e','s','h'), ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t'), ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'), ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'),
  ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'), ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'), ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'), ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
  ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'), ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l'), ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'), ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n')
}
 An enumeration for all types of built-in scene nodes. More...

Variables

const c8 *const AutomaticCullingNames []
 Names for culling type.
const c8 *const BoneAnimationModeNames []
 Names for bone animation modes.
const c8 *const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"
 Name of the parameter specifying the COLLADA mesh loading mode.
const c8 *const CSM_TEXTURE_PATH = "CSM_TexturePath"
 Name of the parameter for changing the texture path of the built-in csm loader.
const c8 *const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"
 Name of the parameter for setting reference value of alpha in transparent materials.
const c8 *const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"
 Name of the parameter for choose to flip or not tga files.
const c8 *const DMF_TEXTURE_PATH = "DMF_TexturePath"
 Name of the parameter for changing the texture path of the built-in DMF loader.
const c8 *const DMF_USE_MATERIALS_DIRS = "DMF_MaterialsDir"
 Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
const c8 *const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"
 Flag set as parameter when the scene manager is used as editor.
const c8 *const LMTS_TEXTURE_PATH = "LMTS_TexturePath"
 Name of the parameter for changing the texture path of the built-in lmts loader.
const c8 *const MY3D_TEXTURE_PATH = "MY3D_TexturePath"
 Name of the parameter for changing the texture path of the built-in my3d loader.
const c8 *const ParticleAffectorTypeNames []
 Names for built in particle affectors.
const c8 *const ParticleEmitterTypeNames []
 Names for built in particle emitters.


Detailed Description

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...


Typedef Documentation

typedef IParticleEmitter irr::scene::IParticlePointEmitter
 

Definition at line 106 of file IParticleEmitter.h.

typedef CMeshBuffer<video::S3DVertex> irr::scene::SMeshBuffer
 

Standard meshbuffer.

Definition at line 200 of file CMeshBuffer.h.

typedef CMeshBuffer<video::S3DVertex2TCoords> irr::scene::SMeshBufferLightMap
 

Meshbuffer with two texture coords per vertex, e.g. for lightmaps.

Definition at line 202 of file CMeshBuffer.h.

typedef CMeshBuffer<video::S3DVertexTangents> irr::scene::SMeshBufferTangents
 

Meshbuffer with vertices having tangents stored, e.g. for normal mapping.

Definition at line 204 of file CMeshBuffer.h.


Enumeration Type Documentation

enum irr::scene::E_ANIMATED_MESH_TYPE
 

Possible types of (animated) meshes.

Enumeration values:
EAMT_UNKNOWN  Unknown animated mesh type.
EAMT_MD2  Quake 2 MD2 model file.
EAMT_MD3  Quake 3 MD3 model file.
EAMT_OBJ  Maya .obj static model.
EAMT_BSP  Quake 3 .bsp static Map.
EAMT_3DS  3D Studio .3ds file
EAMT_MY3D  My3D Mesh, the file format by Zhuck Dimitry.
EAMT_LMTS  Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen.
EAMT_CSM  Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
EAMT_OCT  .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.

The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht

EAMT_SKINNED  generic skinned mesh

Definition at line 16 of file IAnimatedMesh.h.

enum irr::scene::E_BONE_ANIMATION_MODE
 

Enumeration for different bone animation modes.

Enumeration values:
EBAM_AUTOMATIC  The bone is usually animated, unless it's parent is not animated.
EBAM_ANIMATED  The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward.
EBAM_UNANIMATED  The bone is not animated by the skin.
EBAM_COUNT  Not an animation mode, just here to count the available modes.

Definition at line 16 of file IBoneSceneNode.h.

enum irr::scene::E_BONE_SKINNING_SPACE
 

Enumeration values:
EBSS_LOCAL  local skinning, standard
EBSS_GLOBAL  global skinning
EBSS_COUNT 

Definition at line 32 of file IBoneSceneNode.h.

enum irr::scene::E_CULLING_TYPE
 

An enumeration for all types of automatic culling for built-in scene nodes.

Enumeration values:
EAC_OFF 
EAC_BOX 
EAC_FRUSTUM_BOX 
EAC_FRUSTUM_SPHERE 

Definition at line 16 of file ECullingTypes.h.

enum irr::scene::E_DEBUG_SCENE_TYPE
 

An enumeration for all types of debug data for built-in scene nodes (flags).

Enumeration values:
EDS_OFF  No Debug Data ( Default ).
EDS_BBOX  Show Bounding Boxes of SceneNode.
EDS_NORMALS  Show Vertex Normals.
EDS_SKELETON  Shows Skeleton/Tags.
EDS_MESH_WIRE_OVERLAY  Overlays Mesh Wireframe.
EDS_HALF_TRANSPARENCY  Temporary use transparency Material Type.
EDS_BBOX_BUFFERS  Show Bounding Boxes of all MeshBuffers.
EDS_FULL  Show all debug infos.

Definition at line 14 of file EDebugSceneTypes.h.

enum irr::scene::E_INTERPOLATION_MODE
 

Enumeration values:
EIM_CONSTANT 
EIM_LINEAR 
EIM_COUNT  count of all available interpolation modes

Definition at line 18 of file ISkinnedMesh.h.

enum irr::scene::E_JOINT_UPDATE_ON_RENDER
 

Enumeration values:
EJUOR_NONE  do nothing
EJUOR_READ  get joints positions from the mesh (for attached nodes, etc)
EJUOR_CONTROL  control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )
EJUOR_COUNT  count of all available interpolation modes

Definition at line 20 of file IAnimatedMeshSceneNode.h.

enum irr::scene::E_MESH_WRITER_FLAGS
 

flags configuring mesh writing

Enumeration values:
EMWF_NONE  no writer flags
EMWF_WRITE_LIGHTMAPS  write lightmap textures out if possible
EMWF_WRITE_COMPRESSED  write in a way that does consume less disk space

Definition at line 33 of file EMeshWriterEnums.h.

enum irr::scene::E_PARTICLE_AFFECTOR_TYPE
 

Types of built in particle affectors.

Enumeration values:
EPAT_NONE 
EPAT_ATTRACT 
EPAT_FADE_OUT 
EPAT_GRAVITY 
EPAT_ROTATE 
EPAT_COUNT 

Definition at line 17 of file IParticleAffector.h.

enum irr::scene::E_PARTICLE_EMITTER_TYPE
 

Types of built in particle emitters.

Enumeration values:
EPET_POINT 
EPET_ANIMATED_MESH 
EPET_BOX 
EPET_CYLINDER 
EPET_MESH 
EPET_RING 
EPET_SPHERE 
EPET_COUNT 

Definition at line 17 of file IParticleEmitter.h.

enum irr::scene::E_PRIMITIVE_TYPE
 

Enumeration for all primitive types there are.

Enumeration values:
EPT_POINTS  All vertices are non-connected points.
EPT_LINE_STRIP  All vertices form a single connected line.
EPT_LINE_LOOP  Just as LINE_STRIP, but the last and the first vertex is also connected.
EPT_LINES  Every two vertices are connected creating n/2 lines.
EPT_TRIANGLE_STRIP  After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.
EPT_TRIANGLE_FAN  After the first two vertices each vertex defines a new triangle. All around the common first vertex.
EPT_TRIANGLES  Explicitly set all vertices for each triangle.
EPT_QUAD_STRIP  After the first two vertices each further tw vetices create a quad with the preceding two.
EPT_QUADS  Every four vertices create a quad.
EPT_POLYGON  Just as LINE_LOOP, but filled.
EPT_POINT_SPRITES  The single vertices are expanded to quad billboards on the GPU.

Definition at line 19 of file IMeshBuffer.h.

enum irr::scene::E_SCENE_NODE_RENDER_PASS
 

Enumeration for render passes.

A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the mode wants to be drawn in relation to the other nodes.

Enumeration values:
ESNRP_CAMERA  Camera pass. The active view is set up here. The very first pass.
ESNRP_LIGHT  In this pass, lights are transformed into camera space and added to the driver.
ESNRP_SKY_BOX  This is used for sky boxes.
ESNRP_AUTOMATIC  All normal objects can use this for registering themselves.

This value will never be returned by ISceneManager::getSceneNodeRenderPass(). The scene manager will determine by itself if an object is transparent or solid and register the object as SNRT_TRANSPARENT or SNRT_SOLD automatically if you call registerNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your scene node has both solid and transparent material types register it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the render() method call getSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node.

ESNRP_SOLID  Solid scene nodes or special scene nodes without materials.
ESNRP_SHADOW  Drawn after the transparent nodes, the time for drawing shadow volumes.
ESNRP_TRANSPARENT  Transparent scene nodes, drawn after shadow nodes. They are sorted from back to front and drawn in that order.
ESNRP_SHADER_0  Scene Nodes with special support.
ESNRP_SHADER_1 
ESNRP_SHADER_2 
ESNRP_SHADER_3 
ESNRP_SHADER_4 
ESNRP_SHADER_5 
ESNRP_SHADER_6 
ESNRP_SHADER_7 
ESNRP_SHADER_8 
ESNRP_SHADER_9 
ESNRP_SHADER_10 
ESNRP_COUNT  Never used, value specifing how much parameters there are.

Definition at line 51 of file ISceneManager.h.

enum irr::scene::E_TERRAIN_PATCH_SIZE
 

enumeration for patch sizes specifying the size of patches in the TerrainSceneNode

Enumeration values:
ETPS_9  patch size of 9, at most, use 4 levels of detail with this patch size.
ETPS_17  patch size of 17, at most, use 5 levels of detail with this patch size.
ETPS_33  patch size of 33, at most, use 6 levels of detail with this patch size.
ETPS_65  patch size of 65, at most, use 7 levels of detail with this patch size.
ETPS_129  patch size of 129, at most, use 8 levels of detail with this patch size.

Definition at line 14 of file ETerrainElements.h.

enum irr::scene::EMD2_ANIMATION_TYPE
 

Types of standard md2 animations.

Enumeration values:
EMAT_STAND 
EMAT_RUN 
EMAT_ATTACK 
EMAT_PAIN_A 
EMAT_PAIN_B 
EMAT_PAIN_C 
EMAT_JUMP 
EMAT_FLIP 
EMAT_SALUTE 
EMAT_FALLBACK 
EMAT_WAVE 
EMAT_POINT 
EMAT_CROUCH_STAND 
EMAT_CROUCH_WALK 
EMAT_CROUCH_ATTACK 
EMAT_CROUCH_PAIN 
EMAT_CROUCH_DEATH 
EMAT_DEATH_FALLBACK 
EMAT_DEATH_FALLFORWARD 
EMAT_DEATH_FALLBACKSLOW 
EMAT_BOOM 
EMAT_COUNT  Not an animation, but amount of animation types.

Definition at line 16 of file IAnimatedMeshMD2.h.

enum irr::scene::EMD3_ANIMATION_TYPE
 

Animation list.

Enumeration values:
EMD3_BOTH_DEATH_1 
EMD3_BOTH_DEAD_1 
EMD3_BOTH_DEATH_2 
EMD3_BOTH_DEAD_2 
EMD3_BOTH_DEATH_3 
EMD3_BOTH_DEAD_3 
EMD3_TORSO_GESTURE 
EMD3_TORSO_ATTACK_1 
EMD3_TORSO_ATTACK_2 
EMD3_TORSO_DROP 
EMD3_TORSO_RAISE 
EMD3_TORSO_STAND_1 
EMD3_TORSO_STAND_2 
EMD3_LEGS_WALK_CROUCH 
EMD3_LEGS_WALK 
EMD3_LEGS_RUN 
EMD3_LEGS_BACK 
EMD3_LEGS_SWIM 
EMD3_LEGS_JUMP_1 
EMD3_LEGS_LAND_1 
EMD3_LEGS_JUMP_2 
EMD3_LEGS_LAND_2 
EMD3_LEGS_IDLE 
EMD3_LEGS_IDLE_CROUCH 
EMD3_LEGS_TURN 
EMD3_ANIMATION_COUNT  Not an animation, but amount of animation types.

Definition at line 27 of file IAnimatedMeshMD3.h.

enum irr::scene::eMD3Models
 

Enumeration values:
EMD3_HEAD 
EMD3_UPPER 
EMD3_LOWER 
EMD3_WEAPON 
EMD3_NUMMODELS 

Definition at line 17 of file IAnimatedMeshMD3.h.

enum irr::scene::EMESH_WRITER_TYPE
 

An enumeration for all supported types of built-in mesh writers.

A scene mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers.

Enumeration values:
EMWT_IRR_MESH  Irrlicht Native mesh writer, for static .irrmesh files.
EMWT_COLLADA  COLLADA mesh writer for .dae and .xml files.
EMWT_STL  STL mesh writer for .stl files.

Definition at line 19 of file EMeshWriterEnums.h.

enum irr::scene::ESCENE_NODE_ANIMATOR_TYPE
 

An enumeration for all types of built-in scene node animators.

Enumeration values:
ESNAT_FLY_CIRCLE  Fly circle scene node animator.
ESNAT_FLY_STRAIGHT  Fly straight scene node animator.
ESNAT_FOLLOW_SPLINE  Follow spline scene node animator.
ESNAT_ROTATION  Rotation scene node animator.
ESNAT_TEXTURE  Texture scene node animator.
ESNAT_DELETION  Deletion scene node animator.
ESNAT_COLLISION_RESPONSE  Collision respose scene node animator.
ESNAT_COUNT  Amount of built-in scene node animators.
ESNAT_UNKNOWN  Unknown scene node animator.
ESNAT_FORCE_32_BIT  This enum is never used, it only forces the compiler to compile these enumeration values to 32 bit.

Definition at line 14 of file ESceneNodeAnimatorTypes.h.

enum irr::scene::ESCENE_NODE_TYPE
 

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.

Enumeration values:
ESNT_CUBE  simple cube scene node
ESNT_SPHERE  Sphere scene node.
ESNT_TEXT  Text Scene Node.
ESNT_WATER_SURFACE  Water Surface Scene Node.
ESNT_TERRAIN  Terrain Scene Node.
ESNT_SKY_BOX  Sky Box Scene Node.
ESNT_SHADOW_VOLUME  Shadow Volume Scene Node.
ESNT_OCT_TREE  OctTree Scene Node.
ESNT_MESH  Mesh Scene Node.
ESNT_LIGHT  Light Scene Node.
ESNT_EMPTY  Empty Scene Node.
ESNT_DUMMY_TRANSFORMATION  Dummy Transformation Scene Node.
ESNT_CAMERA  Camera Scene Node.
ESNT_CAMERA_MAYA  Maya Camera Scene Node.
ESNT_CAMERA_FPS  First Person Shooter style Camera.
ESNT_BILLBOARD  Billboard Scene Node.
ESNT_ANIMATED_MESH  Animated Mesh Scene Node.
ESNT_PARTICLE_SYSTEM  Particle System Scene Node.
ESNT_MD3_SCENE_NODE  Quake3 Model Scene Node ( has tag to link to ).
ESNT_UNKNOWN  Unknown scene node.

Definition at line 19 of file ESceneNodeTypes.h.


Variable Documentation

const c8* const irr::scene::AutomaticCullingNames[]
 

Initial value:

        {
                "false",
                "box",                  
                "frustum_box",          
                "frustum_sphere",       
                0
        }
Names for culling type.

Definition at line 25 of file ECullingTypes.h.

Referenced by irr::scene::ISceneNode::deserializeAttributes(), and irr::scene::ISceneNode::serializeAttributes().

const c8* const irr::scene::BoneAnimationModeNames[]
 

Initial value:

        {
                "automatic",
                "animated",
                "unanimated",
                0,
        }
Names for bone animation modes.

Definition at line 44 of file IBoneSceneNode.h.

const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"
 

Name of the parameter specifying the COLLADA mesh loading mode.

Specifies if the COLLADA loader should create instances of the models, lights and cameras when loading COLLADA meshes. By default, this is set to false. If this is set to true, the ISceneManager::getMesh() method will only return a pointer to a dummy mesh and create instances of all meshes and lights and cameras in the collada file by itself. Example:

        SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);

Definition at line 54 of file SceneParameters.h.

const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath"
 

Name of the parameter for changing the texture path of the built-in csm loader.

Use it like this:

        SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");

Definition at line 25 of file SceneParameters.h.

const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"
 

Name of the parameter for setting reference value of alpha in transparent materials.

Use it like this:

        //this way you'll set alpha ref to 0.1
        SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);

Definition at line 84 of file SceneParameters.h.

const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"
 

Name of the parameter for choose to flip or not tga files.

Use it like this:

        //this way you'll choose to flip alpha textures
        SceneManager->()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);

Definition at line 93 of file SceneParameters.h.

const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath"
 

Name of the parameter for changing the texture path of the built-in DMF loader.

Use it like this:

        SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");

Definition at line 62 of file SceneParameters.h.

const c8* const irr::scene::DMF_USE_MATERIALS_DIRS = "DMF_MaterialsDir"
 

Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.

Use it like this:

        //this way you won't use this setting
        SceneManager->getParameters()->setAttribute(scene::DMF_USE_MATERIALS_DIRS, false);
        //this way you'll use this setting
        SceneManager->getParameters()->setAttribute(scene::DMF_USE_MATERIALS_DIRS, true);

Definition at line 75 of file SceneParameters.h.

const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"
 

Flag set as parameter when the scene manager is used as editor.

In this way special animators like deletion animators can be stopped from deleting scene nodes for example

Definition at line 99 of file SceneParameters.h.

const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath"
 

Name of the parameter for changing the texture path of the built-in lmts loader.

Use it like this:

        SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");

Definition at line 33 of file SceneParameters.h.

const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath"
 

Name of the parameter for changing the texture path of the built-in my3d loader.

Use it like this:

        SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");

Definition at line 41 of file SceneParameters.h.

const c8* const irr::scene::ParticleAffectorTypeNames[]
 

Initial value:

{
        "None",
        "Attract",
        "FadeOut",
        "Gravity",
        "Rotate",
        0
}
Names for built in particle affectors.

Definition at line 28 of file IParticleAffector.h.

const c8* const irr::scene::ParticleEmitterTypeNames[]
 

Initial value:

{
        "Point",
        "AnimatedMesh",
        "Box",
        "Cylinder",
        "Mesh",
        "Ring",
        "Sphere",
        0
}
Names for built in particle emitters.

Definition at line 30 of file IParticleEmitter.h.


The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated on Sun Jun 1 07:59:17 2008 by Doxygen (1.4.2)