5 #ifndef __I_SCENE_MANAGER_H_INCLUDED__ 6 #define __I_SCENE_MANAGER_H_INCLUDED__ 40 class IGUIEnvironment;
99 class IAnimatedMeshSceneNode;
100 class IBillboardSceneNode;
101 class IBillboardTextSceneNode;
102 class ICameraSceneNode;
103 class IDummyTransformationSceneNode;
105 class ILightSceneNode;
110 class IMeshManipulator;
111 class IMeshSceneNode;
113 class IMetaTriangleSelector;
114 class IOctreeSceneNode;
115 class IParticleSystemSceneNode;
116 class ISceneCollisionManager;
119 class ISceneNodeAnimator;
120 class ISceneNodeAnimatorCollisionResponse;
121 class ISceneNodeAnimatorFactory;
122 class ISceneNodeFactory;
123 class ISceneUserDataSerializer;
124 class IShadowVolumeSceneNode;
125 class ITerrainSceneNode;
126 class ITextSceneNode;
127 class ITriangleSelector;
128 class IVolumeLightSceneNode;
435 const u32 subdivU = 32,
const u32 subdivV = 32,
495 bool alsoAddIfMeshPointerZero=
false) = 0;
512 bool alsoAddIfMeshPointerZero=
false) = 0;
530 f32 waveHeight=2.0
f,
f32 waveSpeed=300.0
f,
f32 waveLength=10.0
f,
551 s32 id=-1,
s32 minimalPolysPerNode=512,
bool alsoAddIfMeshPointerZero=
false) = 0;
567 s32 id=-1,
s32 minimalPolysPerNode=256,
bool alsoAddIfMeshPointerZero=
false) = 0;
589 s32 id=-1,
bool makeActive=
true) = 0;
609 f32 rotateSpeed=-1500.
f,
f32 zoomSpeed=200.
f,
611 bool makeActive=
true) =0;
678 f32 rotateSpeed = 100.0
f,
f32 moveSpeed = 0.5
f,
s32 id=-1,
679 SKeyMap* keyMapArray=0,
s32 keyMapSize=0,
bool noVerticalMovement=
false,
680 f32 jumpSpeed = 0.
f,
bool invertMouse=
false,
681 bool makeActive=
true) = 0;
699 f32 radius=100.0
f,
s32 id=-1) = 0;
763 u32 horiRes=16,
u32 vertRes=8,
764 f32 texturePercentage=0.9,
f32 spherePercentage=2.0,
f32 radius = 1000.
f,
781 bool withDefaultEmitter=
true,
ISceneNode* parent=0,
s32 id=-1,
850 bool addAlsoIfHeightmapEmpty =
false) = 0;
888 bool addAlsoIfHeightmapEmpty =
false) = 0;
999 f32 maxHeight=200.0
f,
1017 u32 tesselationCylinder=4,
u32 tesselationCone=8,
1019 f32 widthCylinder=0.05
f,
f32 widthCone=0.3
f) = 0;
1029 f32 radius=5.
f,
u32 polyCountX = 16,
1030 u32 polyCountY = 16) = 0;
1042 const u32 SubdivideU = 32,
const u32 SubdivideV = 32,
1165 f32 radius=100.
f,
f32 speed=0.001
f,
1167 f32 startPosition = 0.
f,
1168 f32 radiusEllipsoid = 0.
f) = 0;
1184 const core::vector3df& endPoint,
u32 timeForWay,
bool loop=
false,
bool pingpong =
false) = 0;
1197 s32 timePerFrame,
bool loop=
true) = 0;
1243 f32 slidingValue = 0.0005
f) = 0;
1256 f32 speed = 1.0
f,
f32 tightness = 0.5
f,
bool loop=
true,
bool pingpong=
false) = 0;
1454 virtual void clear() = 0;
Interface for dynamic creation of scene nodes.
GLenum GLenum GLenum GLenum GLenum scale
virtual ISceneNode * getSceneNodeFromName(const c8 *name, ISceneNode *start=0)=0
Get the first scene node with the specified name.
virtual ISceneNodeFactory * getDefaultSceneNodeFactory()=0
Get the default scene node factory which can create all built in scene nodes.
The FileSystem manages files and archives and provides access to them.
virtual ICameraSceneNode * addCameraSceneNodeFPS(ISceneNode *parent=0, f32 rotateSpeed=100.0f, f32 moveSpeed=0.5f, s32 id=-1, SKeyMap *keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false, f32 jumpSpeed=0.f, bool invertMouse=false, bool makeActive=true)=0
Adds a camera scene node with an animator which provides mouse and keyboard control appropriate for f...
Interface to return triangles with specific properties.
virtual const c8 * getSceneNodeTypeName(ESCENE_NODE_TYPE type)=0
Get typename from a scene node type or null if not found.
_IRR_DEPRECATED_ ITriangleSelector * createOctTreeTriangleSelector(IMesh *mesh, ISceneNode *node, s32 minimalPolysPerNode=32)
//! Creates a Triangle Selector, optimized by an octree.
Scene Node which is a (controllable) camera.
virtual IAnimatedMesh * addSphereMesh(const io::path &name, f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16)=0
add a static sphere mesh to the meshpool
Interface for dynamic creation of scene node animators.
Provides a generic interface for attributes and their values and the possibility to serialize them.
virtual ISceneNodeAnimator * createFlyStraightAnimator(const core::vector3df &startPoint, const core::vector3df &endPoint, u32 timeForWay, bool loop=false, bool pingpong=false)=0
Creates a fly straight animator, which lets the attached scene node fly or move along a line between ...
#define _IRR_DEPRECATED_
Defines a deprecated macro which generates a warning at compile time.
Struct storing which key belongs to which action.
virtual void drawAll()=0
Draws all the scene nodes.
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...
Interface providing read access to a file.
virtual void addExternalSceneLoader(ISceneLoader *externalLoader)=0
Adds an external scene loader for extending the engine with new file formats.
virtual IMeshSceneNode * addQuake3SceneNode(const IMeshBuffer *meshBuffer, const quake3::IShader *shader, ISceneNode *parent=0, s32 id=-1)=0
Adds a quake3 scene node to the scene graph.
virtual u32 getSceneLoaderCount() const =0
Returns the number of scene loaders supported by Irrlicht at this time.
Camera pass. The active view is set up here. The very first pass.
virtual void setShadowColor(video::SColor color=video::SColor(150, 0, 0, 0))=0
Sets the color of stencil buffers shadows drawn by the scene manager.
virtual ISceneNodeAnimator * createSceneNodeAnimator(const char *typeName, ISceneNode *target=0)=0
creates a scene node animator based on its type name
float f32
32 bit floating point variable.
virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const =0
Get amount of registered scene node animator factories.
A scene node displaying a static mesh.
virtual bool postEventFromUser(const SEvent &event)=0
Posts an input event to the environment.
Scene node for rendering a shadow volume into a stencil buffer.
virtual void clearAllRegisteredNodesForRendering()=0
Clear all nodes which are currently registered for rendering.
virtual IAnimatedMesh * getMesh(const io::path &filename, const io::path &alternativeCacheName=io::path(""))=0
Get pointer to an animateable mesh. Loads the file if not loaded already.
virtual const c8 * getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type)=0
Returns a typename from a scene node animator type or null if not found.
virtual void clear()=0
Clears the whole scene.
virtual ITriangleSelector * createTriangleSelectorFromBoundingBox(ISceneNode *node)=0
Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
virtual ISceneNodeAnimatorCollisionResponse * createCollisionResponseAnimator(ITriangleSelector *world, ISceneNode *sceneNode, const core::vector3df &ellipsoidRadius=core::vector3df(30, 60, 30), const core::vector3df &gravityPerSecond=core::vector3df(0,-10.0f, 0), const core::vector3df &ellipsoidTranslation=core::vector3df(0, 0, 0), f32 slidingValue=0.0005f)=0
Creates a special scene node animator for doing automatic collision detection and response.
virtual bool saveScene(const io::path &filename, ISceneUserDataSerializer *userDataSerializer=0, ISceneNode *node=0)=0
Saves the current scene into a file.
virtual IAnimatedMeshSceneNode * addAnimatedMeshSceneNode(IAnimatedMesh *mesh, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0
Adds a scene node for rendering an animated mesh model.
virtual IParticleSystemSceneNode * addParticleSystemSceneNode(bool withDefaultEmitter=true, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))=0
Adds a particle system scene node to the scene graph.
GLenum GLenum GLuint texture
char c8
8 bit character variable.
virtual IMeshSceneNode * addCubeSceneNode(f32 size=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))=0
Adds a cube scene node.
virtual ISceneManager * createNewSceneManager(bool cloneContent=false)=0
Creates a new scene manager.
All normal objects can use this for registering themselves.
virtual void addExternalMeshLoader(IMeshLoader *externalLoader)=0
Adds an external mesh loader for extending the engine with new file formats.
virtual video::IVideoDriver * getVideoDriver()=0
Get the video driver.
virtual ITextSceneNode * addTextSceneNode(gui::IGUIFont *font, const wchar_t *text, video::SColor color=video::SColor(100, 255, 255, 255), ISceneNode *parent=0, const core::vector3df &position=core::vector3df(0, 0, 0), s32 id=-1)=0
Adds a text scene node, which is able to display 2d text at a position in three dimensional space.
virtual void setLightManager(ILightManager *lightManager)=0
Register a custom callbacks manager which gets callbacks during scene rendering.
virtual ISceneNodeAnimator * createDeleteAnimator(u32 timeMs)=0
Creates a scene node animator, which deletes the scene node after some time automatically.
ILightManager provides an interface for user applications to manipulate the list of lights in the sce...
Animates a scene node. Can animate position, rotation, material, and so on.
virtual IMeshManipulator * getMeshManipulator()=0
Get pointer to the mesh manipulator.
Scene node which is a dynamic light.
GLuint const GLchar * name
virtual IBillboardTextSceneNode * addBillboardTextSceneNode(gui::IGUIFont *font, const wchar_t *text, ISceneNode *parent=0, const core::dimension2d< f32 > &size=core::dimension2d< f32 >(10.0f, 10.0f), const core::vector3df &position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0
Adds a text scene node, which uses billboards. The node, and the text on it, will scale with distance...
Everything in the Irrlicht Engine can be found in this namespace.
ESCENE_NODE_ANIMATOR_TYPE
An enumeration for all types of built-in scene node animators.
virtual IAnimatedMesh * addVolumeLightMesh(const io::path &name, const u32 SubdivideU=32, const u32 SubdivideV=32, const video::SColor FootColor=video::SColor(51, 0, 230, 180), const video::SColor TailColor=video::SColor(0, 0, 0, 0))=0
Add a volume light mesh to the meshpool.
GUI Environment. Used as factory and manager of all other GUI elements.
virtual io::IAttributes * getParameters()=0
Get interface to the parameters set in this scene.
Interface providing write access to a file.
Specifies a 2 dimensional size.
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array< scene::ISceneNode * > &outNodes, ISceneNode *start=0)=0
Get scene nodes by type.
Interface for software image data.
virtual IShadowVolumeSceneNode * createShadowVolumeSceneNode(const IMesh *shadowMesh, ISceneNode *parent, s32 id, bool zfailmethod, f32 infinity)=0
Create a shadow volume scene node to be used with custom nodes.
GLfixed GLfixed GLint GLint GLfixed points
GLsizei GLsizei GLfloat distance
Interface for writing meshes.
virtual IMeshCache * getMeshCache()=0
Get interface to the mesh cache which is shared between all existing scene managers.
A scene node for displaying 2d text at a position in three dimensional space.
Class which holds the geometry of an object.
virtual IOctreeSceneNode * addOctreeSceneNode(IAnimatedMesh *mesh, ISceneNode *parent=0, s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false)=0
Adds a scene node for rendering using a octree to the scene graph.
Interface for using some special functions of Skinned meshes.
A billboard text scene node.
virtual ILightSceneNode * addLightSceneNode(ISceneNode *parent=0, const core::vector3df &position=core::vector3df(0, 0, 0), video::SColorf color=video::SColorf(1.0f, 1.0f, 1.0f), f32 radius=100.0f, s32 id=-1)=0
Adds a dynamic light scene node to the scene graph.
virtual const video::SColorf & getAmbientLight() const =0
Get ambient color of the scene.
virtual u32 registerNodeForRendering(ISceneNode *node, E_SCENE_NODE_RENDER_PASS pass=ESNRP_AUTOMATIC)=0
Registers a node for rendering it at a specific time.
No pass currently active.
patch size of 17, at most, use 5 levels of detail with this patch size.
virtual gui::IGUIEnvironment * getGUIEnvironment()=0
Get the active GUIEnvironment.
virtual u32 getMeshLoaderCount() const =0
Returns the number of mesh loaders supported by Irrlicht at this time.
GLsizei const GLuint * textures
In this pass, lights are transformed into camera space and added to the driver.
virtual ICameraSceneNode * getActiveCamera() const =0
Get the current active camera.
E_TERRAIN_PATCH_SIZE
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
Helper class for creating geometry on the fly.
virtual IMeshWriter * createMeshWriter(EMESH_WRITER_TYPE type)=0
Get a mesh writer implementation if available.
virtual void addToDeletionQueue(ISceneNode *node)=0
Adds a scene node to the deletion queue.
signed int s32
32 bit signed variable.
Struct for holding a mesh with a single material.
virtual IAnimatedMesh * addArrowMesh(const io::path &name, video::SColor vtxColorCylinder=0xFFFFFFFF, video::SColor vtxColorCone=0xFFFFFFFF, u32 tesselationCylinder=4, u32 tesselationCone=8, f32 height=1.f, f32 cylinderHeight=0.6f, f32 widthCylinder=0.05f, f32 widthCone=0.3f)=0
add a static arrow mesh to the meshpool
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass)=0
Set current render pass.
virtual bool loadScene(const io::path &filename, ISceneUserDataSerializer *userDataSerializer=0, ISceneNode *rootNode=0)=0
Loads a scene. Note that the current scene is not cleared before.
Scene node capable of displaying an animated mesh.
virtual IAnimatedMesh * addTerrainMesh(const io::path &meshname, video::IImage *texture, video::IImage *heightmap, const core::dimension2d< f32 > &stretchSize=core::dimension2d< f32 >(10.0f, 10.0f), f32 maxHeight=200.0f, const core::dimension2d< u32 > &defaultVertexBlockSize=core::dimension2d< u32 >(64, 64))=0
Adds a static terrain mesh to the mesh pool.
virtual ITriangleSelector * createTerrainTriangleSelector(ITerrainSceneNode *node, s32 LOD=0)=0
Creates a triangle selector which can select triangles from a terrain scene node.
EMESH_WRITER_TYPE
An enumeration for all supported types of built-in mesh writers.
virtual ISceneNode * addSkyDomeSceneNode(video::ITexture *texture, u32 horiRes=16, u32 vertRes=8, f32 texturePercentage=0.9, f32 spherePercentage=2.0, f32 radius=1000.f, ISceneNode *parent=0, s32 id=-1)=0
Adds a skydome scene node to the scene graph.
unsigned int u32
32 bit unsigned variable.
virtual ISkinnedMesh * createSkinnedMesh()=0
Get a skinned mesh, which is not available as header-only code.
virtual ISceneNodeAnimator * createTextureAnimator(const core::array< video::ITexture * > &textures, s32 timePerFrame, bool loop=true)=0
Creates a texture animator, which switches the textures of the target scene node based on a list of t...
virtual ISceneNode * addSkyBoxSceneNode(video::ITexture *top, video::ITexture *bottom, video::ITexture *left, video::ITexture *right, video::ITexture *front, video::ITexture *back, ISceneNode *parent=0, s32 id=-1)=0
Adds a skybox scene node to the scene graph.
virtual const IGeometryCreator * getGeometryCreator(void) const =0
Get an instance of a geometry creator.
virtual ISceneNode * addSceneNode(const char *sceneNodeTypeName, ISceneNode *parent=0)=0
Adds a scene node to the scene by name.
Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes.
virtual video::SColor getShadowColor() const =0
Get the current color of shadows.
Solid scene nodes or special scene nodes without materials.
virtual IMeshSceneNode * addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))=0
Adds a sphere scene node of the given radius and detail.
Header file containing all scene parameters for modifying mesh loading etc.
virtual void setAmbientLight(const video::SColorf &ambientColor)=0
Sets ambient color of the scene.
Interface to driver which is able to perform 2d and 3d graphics functions.
virtual ISceneNodeAnimator * createFollowSplineAnimator(s32 startTime, const core::array< core::vector3df > &points, f32 speed=1.0f, f32 tightness=0.5f, bool loop=true, bool pingpong=false)=0
Creates a follow spline animator.
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.
Class representing a 32 bit ARGB color.
Class which can load a scene into the scene manager.
A scene node for displaying terrain using the geo mip map algorithm.
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory *factoryToAdd)=0
Adds a scene node animator factory to the scene manager.
GLdouble GLdouble GLdouble GLdouble top
virtual IMeshSceneNode * addMeshSceneNode(IMesh *mesh, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0
Adds a scene node for rendering a static mesh.
virtual ITriangleSelector * createOctreeTriangleSelector(IMesh *mesh, ISceneNode *node, s32 minimalPolysPerNode=32)=0
Creates a Triangle Selector, optimized by an octree.
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
Interface providing methods for making it easier to write XML files.
virtual ISceneNodeAnimatorFactory * getSceneNodeAnimatorFactory(u32 index)=0
Get scene node animator factory by index.
Self reallocating template array (like stl vector) with additional features.
virtual ITerrainSceneNode * addTerrainSceneNode(const io::path &heightMapFileName, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f), video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, bool addAlsoIfHeightmapEmpty=false)=0
Adds a terrain scene node to the scene graph.
E_SCENE_NODE_RENDER_PASS
Enumeration for render passes.
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const =0
Get current render pass.
virtual ISceneNodeAnimator * createRotationAnimator(const core::vector3df &rotationSpeed)=0
Creates a rotation animator, which rotates the attached scene node around itself.
A Parsed Shader Holding Variables ordered in Groups.
virtual ISceneNode * addWaterSurfaceSceneNode(IMesh *mesh, f32 waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))=0
Adds a scene node for rendering a animated water surface mesh.
virtual ISceneNodeAnimatorFactory * getDefaultSceneNodeAnimatorFactory()=0
Get the default scene node animator factory which can create all built-in scene node animators.
virtual IMetaTriangleSelector * createMetaTriangleSelector()=0
Creates a meta triangle selector.
virtual ICameraSceneNode * addCameraSceneNode(ISceneNode *parent=0, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &lookat=core::vector3df(0, 0, 100), s32 id=-1, bool makeActive=true)=0
Adds a camera scene node to the scene graph and sets it as active camera.
virtual IAnimatedMesh * addHillPlaneMesh(const io::path &name, const core::dimension2d< f32 > &tileSize, const core::dimension2d< u32 > &tileCount, video::SMaterial *material=0, f32 hillHeight=0.0f, const core::dimension2d< f32 > &countHills=core::dimension2d< f32 >(0.0f, 0.0f), const core::dimension2d< f32 > &textureRepeatCount=core::dimension2d< f32 >(1.0f, 1.0f))=0
Adds a Hill Plane mesh to the mesh pool.
virtual void registerSceneNodeFactory(ISceneNodeFactory *factoryToAdd)=0
Adds a scene node factory to the scene manager.
virtual IDummyTransformationSceneNode * addDummyTransformationSceneNode(ISceneNode *parent=0, s32 id=-1)=0
Adds a dummy transformation scene node to the scene graph.
virtual IVolumeLightSceneNode * addVolumeLightSceneNode(ISceneNode *parent=0, s32 id=-1, const u32 subdivU=32, const u32 subdivV=32, const video::SColor foot=video::SColor(51, 0, 230, 180), const video::SColor tail=video::SColor(0, 0, 0, 0), const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))=0
adds Volume Lighting Scene Node.
virtual ISceneNodeAnimator * createFlyCircleAnimator(const core::vector3df ¢er=core::vector3df(0.f, 0.f, 0.f), f32 radius=100.f, f32 speed=0.001f, const core::vector3df &direction=core::vector3df(0.f, 1.f, 0.f), f32 startPosition=0.f, f32 radiusEllipsoid=0.f)=0
Creates a fly circle animator, which lets the attached scene node fly around a center.
virtual ISceneCollisionManager * getSceneCollisionManager()=0
Get pointer to the scene collision manager.
Interface of a Video Driver dependent Texture.
Base class of most objects of the Irrlicht Engine.
GLuint GLuint GLsizei GLenum type
virtual ICameraSceneNode * addCameraSceneNodeMaya(ISceneNode *parent=0, f32 rotateSpeed=-1500.f, f32 zoomSpeed=200.f, f32 translationSpeed=1500.f, s32 id=-1, f32 distance=70.f, bool makeActive=true)=0
Adds a maya style user controlled camera scene node to the scene graph.
virtual ISceneNode * getRootSceneNode()=0
Gets the root scene node.
virtual IBillboardSceneNode * addBillboardSceneNode(ISceneNode *parent=0, const core::dimension2d< f32 > &size=core::dimension2d< f32 >(10.0f, 10.0f), const core::vector3df &position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0
Adds a billboard scene node to the scene graph.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const =0
Get current render pass.
This is used for sky boxes.
Interface for an animated mesh.
virtual ISceneLoader * getSceneLoader(u32 index) const =0
Retrieve the given scene loader.
An interface for easy manipulation of meshes.
virtual ISceneNode * addEmptySceneNode(ISceneNode *parent=0, s32 id=-1)=0
Adds an empty scene node to the scene graph.
The mesh cache stores already loaded meshes and provides an interface to them.
Interface to read and write user data to and from .irr files.
virtual io::IFileSystem * getFileSystem()=0
Get the active FileSystem.
virtual u32 getRegisteredSceneNodeFactoryCount() const =0
Get amount of registered scene node factories.
virtual ITriangleSelector * createTriangleSelector(IMesh *mesh, ISceneNode *node, bool separateMeshbuffers=false)=0
Creates a simple ITriangleSelector, based on a mesh.
The Scene Collision Manager provides methods for performing collision tests and picking on scene node...
virtual bool isCulled(const ISceneNode *node) const =0
Check if node is culled in current view frustum.
virtual IMeshLoader * getMeshLoader(u32 index) const =0
Retrieve the given mesh loader.
virtual ISceneNode * getSceneNodeFromId(s32 id, ISceneNode *start=0)=0
Get the first scene node with the specified id.
Class representing a color with four floats.
Struct for holding parameters for a material renderer.
GLint GLint GLsizei GLsizei height
Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in tha...
virtual void setActiveCamera(ICameraSceneNode *camera)=0
Sets the currently active camera.
virtual ISceneNodeFactory * getSceneNodeFactory(u32 index)=0
Get a scene node factory by index.
A scene node displaying a static mesh.
virtual ISceneNode * getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode *start=0)=0
Get the first scene node with the specified type.