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irr::scene Namespace Reference

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


Classes

class  CDynamicMeshBuffer
class  CIndexBuffer
class  CMeshBuffer
 Template implementation of the IMeshBuffer interface. More...
class  CVertexBuffer
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  IBillboardTextSceneNode
 A billboard text scene node. More...
class  IBoneSceneNode
 Interface for bones used for skeletal animation. More...
class  ICameraSceneNode
 Scene Node which is a (controlable) camera. More...
class  ICollisionCallback
 Callback interface for catching events of collisions. More...
class  IDummyTransformationSceneNode
 Dummy scene node for adding additional transformations to the scene graph. More...
class  IDynamicMeshBuffer
class  IGeometryCreator
 Helper class for creating geometry on the fly. More...
class  IIndexBuffer
class  ILightManager
 ILightManager provides an interface for user applications to manipulate the list of lights in the scene. More...
class  ILightSceneNode
 Scene node which is a dynamic light. More...
class  IMesh
 Class which holds the geometry of an object. 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  ISceneNodeAnimatorCameraFPS
 Special scene node animator for FPS cameras. More...
class  ISceneNodeAnimatorCameraMaya
 Special scene node animator for Maya-style cameras. 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...
class  IVertexBuffer
class  IVolumeLightSceneNode
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  SMD3QuaternionTag
 hold a tag info for connecting meshes More...
struct  SMD3QuaternionTagList
 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_BUFFER_TYPE { EBT_NONE = 0, EBT_VERTEX, EBT_INDEX, EBT_VERTEX_AND_INDEX }
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_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
  EDS_FULL = 0xffffffff
}
 An enumeration for all types of debug data for built-in scene nodes (flags). More...
enum  E_HARDWARE_MAPPING { EHM_NEVER = 0, EHM_STATIC, EHM_DYNAMIC, EHM_STREAM }
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, EMWF_WRITE_BINARY = 0x4 }
 flags configuring mesh writing More...
enum  E_PARTICLE_AFFECTOR_TYPE {
  EPAT_NONE = 0, EPAT_ATTRACT, EPAT_FADE_OUT, EPAT_GRAVITY,
  EPAT_ROTATE, EPAT_SCALE, 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_NONE = 0, ESNRP_CAMERA = 1, ESNRP_LIGHT = 2, ESNRP_SKY_BOX = 4,
  ESNRP_AUTOMATIC = 24, ESNRP_SOLID = 8, ESNRP_TRANSPARENT = 16, ESNRP_TRANSPARENT_EFFECT = 32,
  ESNRP_SHADOW = 64
}
 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), EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
  EMWT_PLY = MAKE_IRR_ID('p','l','y',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_CAMERA_FPS,
  ESNAT_CAMERA_MAYA, 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_SKY_DOME = MAKE_IRR_ID('s','k','y','d'), 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_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_Q3SHADER_SCENE_NODE = MAKE_IRR_ID('q','3','s','h'), ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'), ESNT_VOLUME_LIGHT = MAKE_IRR_ID('v','o','l','l'),
  ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'), ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'), ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'), ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
}
 An enumeration for all types of built-in scene nodes. More...

Variables

const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"
 Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.
const c8 *const AutomaticCullingNames []
 Names for culling type.
const c8 *const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"
 Flag to ignore the b3d file's mipmapping flag.
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 DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"
 Name of the parameter for setting the color of debug normals.
const c8 *const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"
 Name of the parameter for setting the length of debug normals.
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_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"
 Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
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 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 OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"
 Flag to avoid loading group structures in .obj files.
const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"
 Flag to avoid loading material .mtl file for .obj files.
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

Definition at line 104 of file IParticleEmitter.h.

Standard meshbuffer.

Definition at line 291 of file CMeshBuffer.h.

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

Definition at line 293 of file CMeshBuffer.h.

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

Definition at line 295 of file CMeshBuffer.h.


Enumeration Type Documentation

Possible types of (animated) meshes.

Enumerator:
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.

Enumeration for different bone animation modes.

Enumerator:
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.

Enumerator:
EBSS_LOCAL  local skinning, standard
EBSS_GLOBAL  global skinning
EBSS_COUNT 

Definition at line 32 of file IBoneSceneNode.h.

Enumerator:
EBT_NONE  Does not change anything.
EBT_VERTEX  Change the vertex mapping.
EBT_INDEX  Change the index mapping.
EBT_VERTEX_AND_INDEX  Change both vertex and index mapping to the same value.

Definition at line 28 of file EHardwareBufferFlags.h.

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

Enumerator:
EAC_OFF 
EAC_BOX 
EAC_FRUSTUM_BOX 
EAC_FRUSTUM_SPHERE 

Definition at line 16 of file ECullingTypes.h.

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

Enumerator:
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_BBOX_ALL  EDS_BBOX | EDS_BBOX_BUFFERS.
EDS_FULL  Show all debug infos.

Definition at line 14 of file EDebugSceneTypes.h.

Enumerator:
EHM_NEVER  Don't store on the hardware.
EHM_STATIC  Rarely changed, usually stored completely on the hardware.
EHM_DYNAMIC  Sometimes changed, driver optimized placement.
EHM_STREAM  Always changed, cache optimizing on the GPU.

Definition at line 13 of file EHardwareBufferFlags.h.

Enumerator:
EIM_CONSTANT 
EIM_LINEAR 
EIM_COUNT  count of all available interpolation modes

Definition at line 18 of file ISkinnedMesh.h.

Enumerator:
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 19 of file IAnimatedMeshSceneNode.h.

flags configuring mesh writing

Enumerator:
EMWF_NONE  no writer flags
EMWF_WRITE_LIGHTMAPS  write lightmap textures out if possible
EMWF_WRITE_COMPRESSED  write in a way that consumes less disk space
EMWF_WRITE_BINARY  write in binary format rather than text

Definition at line 39 of file EMeshWriterEnums.h.

Types of built in particle affectors.

Enumerator:
EPAT_NONE 
EPAT_ATTRACT 
EPAT_FADE_OUT 
EPAT_GRAVITY 
EPAT_ROTATE 
EPAT_SCALE 
EPAT_COUNT 

Definition at line 17 of file IParticleAffector.h.

Types of built in particle emitters.

Enumerator:
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.

Enumeration for all primitive types there are.

Enumerator:
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 21 of file IMeshBuffer.h.

Enumeration for render passes.

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

Enumerator:
ESNRP_NONE  No pass currently active.
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_TRANSPARENT  Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.
ESNRP_TRANSPARENT_EFFECT  Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
ESNRP_SHADOW  Drawn after the transparent nodes, the time for drawing shadow volumes.

Definition at line 57 of file ISceneManager.h.

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

Enumerator:
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.

Types of standard md2 animations.

Enumerator:
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.

Animation list.

Enumerator:
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.

Enumerator:
EMD3_HEAD 
EMD3_UPPER 
EMD3_LOWER 
EMD3_WEAPON 
EMD3_NUMMODELS 

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.

Enumerator:
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.
EMWT_OBJ  OBJ mesh writer for .obj files.
EMWT_PLY  PLY mesh writer for .ply files.

Definition at line 19 of file EMeshWriterEnums.h.

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

Enumerator:
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_CAMERA_FPS  FPS camera animator.
ESNAT_CAMERA_MAYA  Maya camera 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 this enumeration to 32 bit.

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.

Enumerator:
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_SKY_DOME  Sky Dome 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_BILLBOARD  Billboard Scene Node.
ESNT_ANIMATED_MESH  Animated Mesh Scene Node.
ESNT_PARTICLE_SYSTEM  Particle System Scene Node.
ESNT_Q3SHADER_SCENE_NODE  Quake3 Shader Scene Node.
ESNT_MD3_SCENE_NODE  Quake3 Model Scene Node ( has tag to link to ).
ESNT_VOLUME_LIGHT  Volume Light Scene Node.
ESNT_CAMERA_MAYA  Maya Camera Scene Node.

Legacy, for loading version <= 1.4.x .irr files

ESNT_CAMERA_FPS  First Person Shooter Camera.

Legacy, for loading version <= 1.4.x .irr files

ESNT_UNKNOWN  Unknown scene node.
ESNT_ANY  Will match with any scene node when checking types.

Definition at line 19 of file ESceneNodeTypes.h.


Variable Documentation

const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"

Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.

The default behavior in Irrlicht is to disable writing to the z-buffer for all really transparent, i.e. blending materials. This avoids problems with intersecting faces, but can also break renderings. If transparent materials should use the SMaterial flag for ZWriteEnable just as other material types use this attribute. Use it like this:

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

Definition at line 30 of file SceneParameters.h.

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::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"

Flag to ignore the b3d file's mipmapping flag.

Instead Irrlicht's texture creation flag is used. Use it like this:

        SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);

Definition at line 138 of file SceneParameters.h.

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 67 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 38 of file SceneParameters.h.

const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"

Name of the parameter for setting the color of debug normals.

Use it like this:

        SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));

Definition at line 160 of file SceneParameters.h.

const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"

Name of the parameter for setting the length of debug normals.

Use it like this:

        SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);

Definition at line 152 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 102 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->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);

Definition at line 111 of file SceneParameters.h.

const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"

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

If this parameter is set to true, the texture directory defined in the Deled file is ignored, and only the texture name is used to find the proper file. Otherwise, the texture path is also used, which allows to use a nicer media layout. Use it like this:

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

This path is prefixed to the file names defined in the Deled file when loading textures. This allows to alter the paths for a specific project setting. Use it like this:

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

Definition at line 77 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 144 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 46 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 54 of file SceneParameters.h.

const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"

Flag to avoid loading group structures in .obj files.

Use it like this:

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

Definition at line 120 of file SceneParameters.h.

const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"

Flag to avoid loading material .mtl file for .obj files.

Use it like this:

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

Definition at line 129 of file SceneParameters.h.

Initial value:

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

Definition at line 29 of file IParticleAffector.h.

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 © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:12 2010 by Doxygen (1.5.6)