irrlicht/source/Irrlicht/CSceneManager.h

616 lines
25 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SCENE_MANAGER_H_INCLUDED__
#define __C_SCENE_MANAGER_H_INCLUDED__
#include "ISceneManager.h"
#include "ISceneNode.h"
#include "ICursorControl.h"
#include "irrString.h"
#include "irrArray.h"
#include "IMeshLoader.h"
#include "IMeshWriter.h"
#include "CAttributes.h"
namespace irr
{
namespace io
{
class IXMLWriter;
}
namespace scene
{
class IMeshCache;
/*!
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
*/
class CSceneManager : public ISceneManager, public ISceneNode
{
public:
//! constructor
CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
gui::IGUIEnvironment *guiEnvironment = 0);
//! destructor
virtual ~CSceneManager();
//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
virtual IAnimatedMesh* getMesh(const c8* filename);
//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
virtual IMeshCache* getMeshCache();
//! returns the video driver
virtual video::IVideoDriver* getVideoDriver();
virtual gui::IGUIEnvironment* getGUIEnvironment();
//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
//! the returned pointer must not be dropped.
virtual ISceneNode* 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));
//! Adds a sphere scene node to the scene.
virtual ISceneNode* 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));
//! adds a scene node for rendering an animated mesh model
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);
//! adds a scene node for rendering a static mesh
//! the returned pointer must not be dropped.
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);
//! Adds a scene node for rendering a animated water surface mesh.
virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlenght, 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));
//! renders the node.
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! registers a node for rendering it at a specific time.
virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS = ESNRP_AUTOMATIC);
//! draws all scene nodes
virtual void drawAll();
//! Adds a scene node for rendering using a octtree to the scene graph. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
//! Adss a scene node for rendering using a octtree. This a good method for rendering
//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
//! faster then a bsp tree.
virtual ISceneNode* addOctTreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
//! Adds a camera scene node to the tree and sets it as active camera.
//! \param position: Position of the space relative to its parent where the camera will be placed.
//! \param lookat: Position where the camera will look at. Also known as target.
//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
//! the camera will move too.
//! \return Returns pointer to interface to camera
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0),
const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1);
//! Adds a camera scene node which is able to be controlle with the mouse similar
//! like in the 3D Software Maya by Alias Wavefront.
//! The returned pointer must not be dropped.
virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent = 0,
f32 rotateSpeed = -1500.0f, f32 zoomSpeed = 200.0f, f32 translationSpeed = 100.0f, s32 id=-1);
//! Adds a camera scene node which is able to be controled with the mouse and keys
//! like in most first person shooters (FPS):
virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
f32 rotateSpeed = 1500.0f, f32 moveSpeed = 200.0f, s32 id=-1,
SKeyMap* keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false,
f32 jumpSpeed = 0.f);
//! Adds a dynamic light scene node. The light will cast dynamic light on all
//! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
//! turned on. (This is the default setting in most scene nodes).
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 range=100.0f, s32 id=-1);
//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
//! which always looks to the camera. It is usually used for things like explosions, fire,
//! lensflares and things like that.
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 shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF);
//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
//! is drawn around the camera position.
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);
//! Adds a skydome scene node. A skydome is a large (half-) sphere with a
//! panoramic texture on it and is drawn around the camera position.
virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
u32 horiRes, u32 vertRes, f64 texturePercentage,
f64 spherePercentage, ISceneNode* parent=0, s32 id=-1);
//! Adds a text scene node, which is able to display
//! 2d text at a position in three dimensional space
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);
//! Adds a text scene node, which uses billboards
virtual ITextSceneNode* 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 shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF);
//! Adds a scene node, which can render a quake3 shader
virtual ISceneNode* addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::SShader * shader,
ISceneNode* parent=0, s32 id=-1
);
//! Adds a Hill Plane mesh to the mesh pool. The mesh is
//! generated on the fly and looks like a plane with some hills
//! on it. You can specify how many hills should be on the plane
//! and how high they should be. Also you must specify a name
//! for the mesh because the mesh is added to the mesh pool and
//! can be retrieved back using ISceneManager::getMesh with the
//! name as parameter.
virtual IAnimatedMesh* addHillPlaneMesh(const c8* 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>(1.0f, 1.0f),
const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f));
//! Adds a terrain mesh to the mesh pool.
virtual IAnimatedMesh* addTerrainMesh(const c8* meshname, video::IImage* texture, video::IImage* heightmap,
const core::dimension2d<f32>& stretchSize,
f32 maxHeight, const core::dimension2d<s32>& defaultVertexBlockSize);
//! Add a arrow mesh to the mesh pool
virtual IAnimatedMesh* addArrowMesh(const c8* name,
video::SColor vtxColor0, video::SColor vtxColor1,
u32 tesselationCylinder, u32 tesselationCone,
f32 height, f32 cylinderHeight, f32 width0,
f32 width1);
//! Adds a static sphere mesh to the mesh pool.
IAnimatedMesh* addSphereMesh(const c8* name,
f32 radius, u32 polyCountX, u32 polyCountY);
//! Adds a particle system scene node.
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));
//! Adds a terrain scene node to the scene graph.
virtual ITerrainSceneNode* addTerrainSceneNode(
const c8* 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=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
bool addAlsoIfHeightmapEmpty = false);
//! Adds a terrain scene node to the scene graph.
virtual ITerrainSceneNode* addTerrainSceneNode(
io::IReadFile* heightMap,
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=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
bool addAlsoIfHeightmapEmpty=false);
//! Adds a dummy transformation scene node to the scene graph.
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
ISceneNode* parent=0, s32 id=-1);
//! Adds an empty scene node.
virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1);
//! Returns the root scene node. This is the scene node wich is parent
//! of all scene nodes. The root scene node is a special scene node which
//! only exists to manage all scene nodes. It is not rendered and cannot
//! be removed from the scene.
//! \return Returns a pointer to the root scene node.
virtual ISceneNode* getRootSceneNode();
//! Returns the current active camera.
//! \return The active camera is returned. Note that this can be NULL, if there
//! was no camera created yet.
virtual ICameraSceneNode* getActiveCamera();
//! Sets the active camera. The previous active camera will be deactivated.
//! \param camera: The new camera which should be active.
virtual void setActiveCamera(ICameraSceneNode* camera);
//! creates a rotation animator, which rotates the attached scene node around itself.
//! \param rotationPerSecond: Specifies the speed of the animation
//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
//! and the animator will animate it.
virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
//! creates a fly circle animator, which lets the attached scene node fly
//! around a center. The center is the position of the scene node.
//! \param rotationSpeed:
//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
//! and the animator will animate it.
virtual ISceneNodeAnimator* createFlyCircleAnimator(const core::vector3df& normal, f32 radius, f32 speed,
const core::vector3df& direction);
//! Creates a fly straight animator, which lets the attached scene node
//! fly or move along a line between two points.
virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay, bool loop=false);
//! Creates a texture animator, which switches the textures of the target scene
//! node based on a list of textures.
virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
s32 timePerFrame, bool loop);
//! Creates a scene node animator, which deletes the scene node after
//! some time automaticly.
virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS);
//! Creates a special scene node animator for doing automatic collision detection
//! and response.
virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
ITriangleSelector* world, ISceneNode* sceneNode,
const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
f32 slidingValue = 0.0005f);
//! Creates a follow spline animator.
virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
const core::array< core::vector3df >& points,
f32 speed = 1.0f, f32 tightness = 0.5f);
//! Creates a simple ITriangleSelector, based on a mesh.
virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node);
//! Creates a simple ITriangleSelector, based on a mesh.
virtual ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
ISceneNode* node, s32 minimalPolysPerNode);
//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
ISceneNode* node);
//! Creates a meta triangle selector.
virtual IMetaTriangleSelector* createMetaTriangleSelector();
//! Creates a triangle selector which can select triangles from a terrain scene node
//! \param: Pointer to the created terrain scene node
//! \param: Level of detail, 0 for highest detail.
virtual ITriangleSelector* createTerrainTriangleSelector(
ITerrainSceneNode* node, s32 LOD=0);
//! Adds an external mesh loader.
virtual void addExternalMeshLoader(IMeshLoader* externalLoader);
//! Returns a pointer to the scene collision manager.
virtual ISceneCollisionManager* getSceneCollisionManager();
//! Returns a pointer to the mesh manipulator.
virtual IMeshManipulator* getMeshManipulator();
//! Sets the color of stencil buffers shadows drawn by the scene manager.
virtual void setShadowColor(video::SColor color);
//! Returns the current color of shadows.
virtual video::SColor getShadowColor() const;
//! Adds a scene node to the deletion queue.
virtual void addToDeletionQueue(ISceneNode* node);
//! Returns the first scene node with the specified id.
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0);
//! Returns the first scene node with the specified name.
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0);
//! Returns the first scene node with the specified type.
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0);
//! returns scene nodes by type.
virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0);
//! Posts an input event to the environment. Usually you do not have to
//! use this method, it is used by the internal engine.
virtual bool postEventFromUser(SEvent event);
//! Clears the whole scene. All scene nodes are removed.
virtual void clear();
//! Removes all children of this scene node
virtual void removeAll();
//! Returns interface to the parameters set in this scene.
virtual io::IAttributes* getParameters();
//! Returns current render pass.
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass();
//! Creates a new scene manager.
virtual ISceneManager* createNewSceneManager(bool cloneContent);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_UNKNOWN; }
//! Returns the default scene node factory which can create all built in scene nodes
virtual ISceneNodeFactory* getDefaultSceneNodeFactory();
//! Adds a scene node factory to the scene manager.
/** Use this to extend the scene manager with new scene node types which it should be
able to create automaticly, for example when loading data from xml files. */
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd);
//! Returns amount of registered scene node factories.
virtual s32 getRegisteredSceneNodeFactoryCount();
//! Returns a scene node factory by index
virtual ISceneNodeFactory* getSceneNodeFactory(s32 index);
//! Returns a typename from a scene node type or null if not found
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type);
//! Adds a scene node to the scene by name
virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent);
//! Returns the default scene node animator factory which can create all built-in scene node animators
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory();
//! Adds a scene node animator factory to the scene manager.
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd);
//! Returns amount of registered scene node animator factories.
virtual s32 getRegisteredSceneNodeAnimatorFactoryCount();
//! Returns a scene node animator factory by index
virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(s32 index);
//! Saves the current scene into a file.
//! \param filename: Name of the file .
virtual bool saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0);
//! Saves the current scene into a file.
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0);
//! Loads a scene. Note that the current scene is not cleared before.
//! \param filename: Name of the file .
virtual bool loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0);
//! Loads a scene. Note that the current scene is not cleared before.
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0);
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0);
//! Reads attributes of the scene node.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns a mesh writer implementation if available
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type);
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor);
//! Returns ambient color of the scene
virtual video::SColorf getAmbientLight();
private:
//! Returns a typename from a scene node animator type or null if not found
virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type);
//! returns if node is culled
bool isCulled(ISceneNode* node);
//! clears the deletion list
void clearDeletionList();
//! writes a scene node
void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer);
//! reads a scene node
void readSceneNode(io::IXMLReader* reader, ISceneNode* parent, ISceneUserDataSerializer* userDataSerializer);
//! read materials
void readMaterials(io::IXMLReader* reader, ISceneNode* node);
//! reads animators of a node
void readAnimators(io::IXMLReader* reader, ISceneNode* node);
//! reads user data of a node
void readUserData(io::IXMLReader* reader, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer);
struct DefaultNodeEntry
{
DefaultNodeEntry() {};
DefaultNodeEntry(ISceneNode* n)
{
textureValue = 0;
if (n->getMaterialCount())
textureValue = (n->getMaterial(0).Textures[0]);
node = n;
}
ISceneNode* node;
void* textureValue;
bool operator < (const DefaultNodeEntry& other) const
{
return (textureValue < other.textureValue);
}
};
struct ShaderNodeEntry
{
ShaderNodeEntry() {};
ShaderNodeEntry(ISceneNode* n, u32 sceneTime )
{
textureValue = n->getMaterial( sceneTime ).Textures[0];
node = n;
}
ISceneNode* node;
void* textureValue;
bool operator < (const ShaderNodeEntry& other) const
{
return (textureValue < other.textureValue);
}
};
struct TransparentNodeEntry
{
TransparentNodeEntry() {};
TransparentNodeEntry(ISceneNode* n, const core::vector3df &camera)
{
node = n;
// TODO: this could be optimized, by not using sqrt
distance = (f32)(node->getAbsoluteTransformation().getTranslation().getDistanceFrom(camera));
}
ISceneNode* node;
f32 distance;
bool operator < (const TransparentNodeEntry& other) const
{
return (distance > other.distance);
}
};
//! sort on distance (sphere) to camera
struct DistanceNodeEntry
{
DistanceNodeEntry() {};
DistanceNodeEntry(ISceneNode* n, f64 d)
{
node = n;
distance = d;
}
DistanceNodeEntry(ISceneNode* n, const core::vector3df &cameraPos)
{
node = n;
distance = (node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(cameraPos));
distance -= node->getBoundingBox().getExtent().getLengthSQ() / 2.0;
}
ISceneNode* node;
f64 distance;
bool operator < (const DistanceNodeEntry& other) const
{
return distance < other.distance;
}
};
//! video driver
video::IVideoDriver* Driver;
//! file system
io::IFileSystem* FileSystem;
//! GUI Enviroment ( Debug Purpose )
gui::IGUIEnvironment* GUIEnvironment;
//! cursor control
gui::ICursorControl* CursorControl;
//! collision manager
ISceneCollisionManager* CollisionManager;
//! mesh manipulator
IMeshManipulator* MeshManipulator;
//! render pass lists
core::array<ISceneNode*> CameraList;
core::array<DistanceNodeEntry> LightList;
core::array<ISceneNode*> ShadowNodeList;
core::array<ISceneNode*> SkyBoxList;
core::array<DefaultNodeEntry> SolidNodeList;
core::array<TransparentNodeEntry> TransparentNodeList;
core::array<ShaderNodeEntry> ShaderNodeList[ ESNRP_SHADER_10 - ESNRP_SHADER_0 + 1];
core::array<IMeshLoader*> MeshLoaderList;
core::array<ISceneNode*> DeletionList;
core::array<ISceneNodeFactory*> SceneNodeFactoryList;
core::array<ISceneNodeAnimatorFactory*> SceneNodeAnimatorFactoryList;
//! current active camera
ICameraSceneNode* ActiveCamera;
core::vector3df camWorldPos; // Position of camera for transparent nodes.
video::SColor ShadowColor;
video::SColorf AmbientLight;
//! String parameters
io::CAttributes Parameters;
//! Mesh cache
IMeshCache* MeshCache;
E_SCENE_NODE_RENDER_PASS CurrentRendertime;
//! constants for reading and writing XML.
//! Not made static due to portability problems.
const core::stringw IRR_XML_FORMAT_SCENE;
const core::stringw IRR_XML_FORMAT_NODE;
const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
};
} // end namespace video
} // end namespace scene
#endif