| Home | Namespaces | Hierarchy | Alphabetical List | Class list | Files | Namespace Members | Class members | File members |
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::S3DVertex > | SMeshBuffer |
| Standard meshbuffer. | |
| typedef CMeshBuffer< video::S3DVertex2TCoords > | SMeshBufferLightMap |
| Meshbuffer with two texture coords per vertex, e.g. for lightmaps. | |
| typedef CMeshBuffer< video::S3DVertexTangents > | SMeshBufferTangents |
| 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. | |
|
|
Definition at line 106 of file IParticleEmitter.h. |
|
|
Standard meshbuffer.
Definition at line 200 of file CMeshBuffer.h. |
|
|
Meshbuffer with two texture coords per vertex, e.g. for lightmaps.
Definition at line 202 of file CMeshBuffer.h. |
|
|
Meshbuffer with vertices having tangents stored, e.g. for normal mapping.
Definition at line 204 of file CMeshBuffer.h. |
|
|
Possible types of (animated) meshes.
Definition at line 16 of file IAnimatedMesh.h. |
|
|
Enumeration for different bone animation modes.
Definition at line 16 of file IBoneSceneNode.h. |
|
|
Definition at line 32 of file IBoneSceneNode.h. |
|
|
An enumeration for all types of automatic culling for built-in scene nodes.
Definition at line 16 of file ECullingTypes.h. |
|
|
An enumeration for all types of debug data for built-in scene nodes (flags).
Definition at line 14 of file EDebugSceneTypes.h. |
|
|
Definition at line 18 of file ISkinnedMesh.h. |
|
|
Definition at line 20 of file IAnimatedMeshSceneNode.h. |
|
|
flags configuring mesh writing
Definition at line 33 of file EMeshWriterEnums.h. |
|
|
Types of built in particle affectors.
Definition at line 17 of file IParticleAffector.h. |
|
|
Types of built in particle emitters.
Definition at line 17 of file IParticleEmitter.h. |
|
|
Enumeration for all primitive types there are.
Definition at line 19 of file IMeshBuffer.h. |
|
|
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.
Definition at line 51 of file ISceneManager.h. |
|
|
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
Definition at line 14 of file ETerrainElements.h. |
|
|
Types of standard md2 animations.
Definition at line 16 of file IAnimatedMeshMD2.h. |
|
|
Animation list.
Definition at line 27 of file IAnimatedMeshMD3.h. |
|
|
Definition at line 17 of file IAnimatedMeshMD3.h. |
|
|
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.
Definition at line 19 of file EMeshWriterEnums.h. |
|
|
An enumeration for all types of built-in scene node animators.
Definition at line 14 of file ESceneNodeAnimatorTypes.h. |
|
|
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.
Definition at line 19 of file ESceneNodeTypes.h. |
|
|
Initial value:
{
"false",
"box",
"frustum_box",
"frustum_sphere",
0
}
Definition at line 25 of file ECullingTypes.h. Referenced by irr::scene::ISceneNode::deserializeAttributes(), and irr::scene::ISceneNode::serializeAttributes(). |
|
|
Initial value:
{
"automatic",
"animated",
"unanimated",
0,
}
Definition at line 44 of file IBoneSceneNode.h. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
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. |
|
|
Initial value:
{
"None",
"Attract",
"FadeOut",
"Gravity",
"Rotate",
0
}
Definition at line 28 of file IParticleAffector.h. |
|
|
Initial value:
{
"Point",
"AnimatedMesh",
"Box",
"Cylinder",
"Mesh",
"Ring",
"Sphere",
0
}
Definition at line 30 of file IParticleEmitter.h. |
| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Jun 1 07:59:17 2008 by Doxygen
(1.4.2) |