Merged from 1.5 branch to trunk, all changes from 2042 to 2071. cursor setVisible fix, OSX FPS cam fix, ALPHA_CHANNEL_REF fix, new method draw2dRectOutline, setOverrideFont fixes, getCollisisonPoint distance bug fix.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2072 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
hybrid 2009-01-14 12:37:51 +00:00
parent 242c1d8d04
commit 7472bcd83c
603 changed files with 1394 additions and 1001 deletions

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@ -25,6 +25,8 @@ Changes in version 1.6
-------------------------------------
Changes in version 1.5.1 (??.?? 2009)
- Fixed OSX device bug where screen size was not set in fullscreen mode.
- OSX device now supports shift and ctrl keys.
- MD2 mesh loader: Now uses much less memory, reduced number of allocations when loading meshes.

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@ -1,4 +1,4 @@
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented.
#include "CDemo.h"

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@ -1,4 +1,4 @@
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented.
#include "CMainMenu.h"

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@ -1,4 +1,4 @@
// This is a Demo of the Irrlicht Engine (c) 2005-2008 by N.Gebhardt.
// This is a Demo of the Irrlicht Engine (c) 2005-2009 by N.Gebhardt.
// This file is not documented.
#include <irrlicht.h>

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@ -1,4 +1,4 @@
// Copyright (C) 2008 Nikolaus Gebhardt
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2008 Nikolaus Gebhardt
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2008 Nikolaus Gebhardt
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -13,44 +13,43 @@ namespace video
//! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE
{
//! Null driver, useful for applications to run the engine
//! without visualisation. The null device is able to load
//! textures, but does not render and display any graphics.
//! Null driver, useful for applications to run the engine without visualisation.
/** The null device is able to load textures, but does not
render and display any graphics. */
EDT_NULL,
//! The Irrlicht Engine Software renderer, runs on all
//! platforms, with every hardware. It should only be used for
//! 2d graphics, but it can also perform some primitive 3d
//! functions. These 3d drawing functions are quite fast, but
//! very inaccurate, and don't even support clipping in 3D mode.
//! The Irrlicht Engine Software renderer.
/** Runs on all platforms, with every hardware. It should only be used for
2d graphics, but it can also perform some primitive 3d
functions. These 3d drawing functions are quite fast, but
very inaccurate, and don't even support clipping in 3D mode. */
EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software
//! renderer for Irrlicht. Basically it can be described as the
//! Irrlicht Software renderer on steroids. It rasterizes 3D
//! geometry perfectly: It is able to perform correct 3d
//! clipping, perspective correct texture mapping, perspective
//! correct color mapping, and renders sub pixel correct, sub
//! texel correct primitives. In addition, it does bilinear
//! texel filtering and supports more materials than the
//! EDT_SOFTWARE driver. This renderer has been written
//! entirely by Thomas Alten, thanks a lot for this huge
//! contribution.
//! The Burning's Software Renderer, an alternative software renderer
/** Basically it can be described as the Irrlicht Software
renderer on steroids. It rasterizes 3D geometry perfectly: It
is able to perform correct 3d clipping, perspective correct
texture mapping, perspective correct color mapping, and renders
sub pixel correct, sub texel correct primitives. In addition,
it does bilinear texel filtering and supports more materials
than the EDT_SOFTWARE driver. This renderer has been written
entirely by Thomas Alten, thanks a lot for this huge
contribution. */
EDT_BURNINGSVIDEO,
//! Direct3D8 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D
//! primitives.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
EDT_DIRECT3D8,
//! Direct3D 9 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D
//! primitives.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
EDT_DIRECT3D9,
//! OpenGL device, available on most platforms.
//! Performs hardware accelerated rendering of 3D and 2D
//! primitives.
/** Performs hardware accelerated rendering of 3D and 2D
primitives. */
EDT_OPENGL
};

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -35,3 +35,4 @@ const c8* const GUIAlignmentNames[] =
} // namespace irr
#endif // __E_GUI_ALIGNMENT_H_INCLUDED__

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -88,8 +88,7 @@ enum EGUI_ELEMENT_TYPE
//! Unknown type.
EGUIET_ELEMENT,
//! This enum is never used, it only forces the compiler to
//! compile these enumeration values to 32 bit.
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff
};

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -13,37 +13,39 @@ namespace video
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
enum E_MATERIAL_TYPE
{
//! Standard solid material. Only first texture is used, which
//! is supposed to be the diffuse material.
//! Standard solid material.
/** Only first texture is used, which is supposed to be the
diffuse material. */
EMT_SOLID = 0,
//! Solid material with 2 texture layers. The second is blended
//! onto the first using the alpha value of the vertex colors.
//! This material is currently not implemented in OpenGL.
//! Solid material with 2 texture layers.
/** The second is blended onto the first using the alpha value
of the vertex colors. This material is currently not implemented in OpenGL.
*/
EMT_SOLID_2_LAYER,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a
//! diffuse map, the second is a light map. Dynamic light is
//! ignored.
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. */
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP. But
//! lightmap and diffuse texture are added instead of modulated.
//! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
EMT_LIGHTMAP_ADD,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a
//! diffuse map, the second is a light map. Dynamic light is
//! ignored. The texture colors are effectively multiplied by 2
//! for brightening. Like known in DirectX as D3DTOP_MODULATE2X.
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplied by 2
for brightening. Like known in DirectX as D3DTOP_MODULATE2X. */
EMT_LIGHTMAP_M2,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a
//! diffuse map, the second is a light map. Dynamic light is
//! ignored. The texture colors are effectively multiplyied by 4
//! for brightening. Like known in DirectX as D3DTOP_MODULATE4X.
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. The texture colors are effectively multiplyied by 4
for brightening. Like known in DirectX as D3DTOP_MODULATE4X. */
EMT_LIGHTMAP_M4,
//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
@ -55,153 +57,142 @@ namespace video
//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
//! Detail mapped material. The first texture is diffuse color
//! map, the second is added to this and usually displayed with
//! a bigger scale value so that it adds more detail. The
//! detail map is added to the diffuse map using ADD_SIGNED, so
//! that it is possible to add and substract color from the
//! diffuse map. For example a value of (127,127,127) will not
//! change the appearance of the diffuse map at all. Often used
//! for terrain rendering.
//! Detail mapped material.
/** The first texture is diffuse color map, the second is added
to this and usually displayed with a bigger scale value so that
it adds more detail. The detail map is added to the diffuse map
using ADD_SIGNED, so that it is possible to add and substract
color from the diffuse map. For example a value of
(127,127,127) will not change the appearance of the diffuse map
at all. Often used for terrain rendering. */
EMT_DETAIL_MAP,
//! Makes the material look like it was reflection the
//! environment around it. To make this possible, a texture
//! called 'sphere map' is used, which must be set as the first
//! texture.
//! Look like a reflection of the environment around it.
/** To make this possible, a texture called 'sphere map' is
used, which must be set as the first texture. */
EMT_SPHERE_MAP,
//! A reflecting material with an optional additional non
//! reflecting texture layer. The reflection map should be set
//! as first texture.
//! A reflecting material with an optional non reflecting texture layer.
/** The reflection map should be set as first texture. */
EMT_REFLECTION_2_LAYER,
//! A transparent material. Only the first texture is used.
//! The new color is calculated by simply adding the source
//! color and the dest color. This means if for example a
//! billboard using a texture with black background and a red
//! circle on it is drawn with this material, the result is
//! that only the red circle will be drawn a little bit
//! transparent, and everything which was black is 100%
//! transparent and not visible. This material type is useful
//! for particle effects.
//! A transparent material.
/** Only the first texture is used. The new color is calculated
by simply adding the source color and the dest color. This
means if for example a billboard using a texture with black
background and a red circle on it is drawn with this material,
the result is that only the red circle will be drawn a little
bit transparent, and everything which was black is 100%
transparent and not visible. This material type is useful for
particle effects. */
EMT_TRANSPARENT_ADD_COLOR,
//! Makes the material transparent based on the texture alpha
//! channel. The final color is blended together from the
//! destination color and the texture color, using the alpha
//! channel value as blend factor. Only first texture is used.
//! If you are using this material with small textures, it is a
//! good idea to load the texture in 32 bit mode
//! (video::IVideoDriver::setTextureCreationFlag()). Also, an
//! alpha ref is used, which can be manipulated using
//! SMaterial::MaterialTypeParam. If set to 0, the alpha ref
//! gets its default value which is 0.5f and means that
//! pixels with an alpha value >127 will be written, others not.
//! In other, simple words: this value controls how sharp the
//! edges become when going from a transparent to a solid spot
//! on the texture.
//! Makes the material transparent based on the texture alpha channel.
/** The final color is blended together from the destination
color and the texture color, using the alpha channel value as
blend factor. Only first texture is used. If you are using
this material with small textures, it is a good idea to load
the texture in 32 bit mode
(video::IVideoDriver::setTextureCreationFlag()). Also, an alpha
ref is used, which can be manipulated using
SMaterial::MaterialTypeParam. This value controls how sharp the
edges become when going from a transparent to a solid spot on
the texture. */
EMT_TRANSPARENT_ALPHA_CHANNEL,
//! Makes the material transparent based on the texture alpha
//! channel. If the alpha channel value is greater than 127, a
//! pixel is written to the target, otherwise not. This
//! material does not use alpha blending and is a lot faster
//! than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
//! stuff like leafes of plants, because the borders are not
//! blurry but sharp. Only first texture is used. If you are
//! using this material with small textures and 3d object, it
//! is a good idea to load the texture in 32 bit mode
//! (video::IVideoDriver::setTextureCreationFlag()).
//! Makes the material transparent based on the texture alpha channel.
/** If the alpha channel value is greater than 127, a
pixel is written to the target, otherwise not. This
material does not use alpha blending and is a lot faster
than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing
stuff like leafes of plants, because the borders are not
blurry but sharp. Only first texture is used. If you are
using this material with small textures and 3d object, it
is a good idea to load the texture in 32 bit mode
(video::IVideoDriver::setTextureCreationFlag()). */
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
//! Makes the material transparent based on the vertex alpha
//! value.
//! Makes the material transparent based on the vertex alpha value.
EMT_TRANSPARENT_VERTEX_ALPHA,
//! A transparent reflecting material with an optional
//! additional non reflecting texture layer. The reflection map
//! should be set as first texture. The transparency depends on
//! the alpha value in the vertex colors. A texture which will
//! not reflect can be set as second texture. Please note that
//! this material type is currently not 100% implemented in
//! OpenGL.
//! A transparent reflecting material with an optional additional non reflecting texture layer.
/** The reflection map should be set as first texture. The
transparency depends on the alpha value in the vertex colors. A
texture which will not reflect can be set as second texture.
Please note that this material type is currently not 100%
implemented in OpenGL. */
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! A solid normal map renderer. First texture is the color
//! map, the second should be the normal map. Note that you
//! should use this material only when drawing geometry
//! consisting of vertices of type S3DVertexTangents
//! (EVT_TANGENTS). You can convert any mesh into this format
//! using IMeshManipulator::createMeshWithTangents() (See
//! SpecialFX2 Tutorial). This shader runs on vertex shader
//! 1.1 and pixel shader 1.1 capable hardware and falls back to
//! a fixed function lighted material if this hardware is not
//! available. Only two lights are supported by this shader,
//! if there are more, the nearest two are chosen.
//! A solid normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_SOLID,
//! A transparent normal map renderer. First texture is the
//! color map, the second should be the normal map. Note that
//! you should use this material only when drawing geometry
//! consisting of vertices of type S3DVertexTangents
//! (EVT_TANGENTS). You can convert any mesh into this format
//! using IMeshManipulator::createMeshWithTangents() (See
//! SpecialFX2 Tutorial). This shader runs on vertex shader
//! 1.1 and pixel shader 1.1 capable hardware and falls back to
//! a fixed function lighted material if this hardware is not
//! available. Only two lights are supported by this shader,
//! if there are more, the nearest two are chosen.
//! A transparent normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
//! A transparent (based on the vertex alpha value) normal map
//! renderer. First texture is the color map, the second
//! should be the normal map. Note that you should use this
//! material only when drawing geometry consisting of vertices
//! of type S3DVertexTangents (EVT_TANGENTS). You can convert
//! any mesh into this format using
//! IMeshManipulator::createMeshWithTangents() (See SpecialFX2
//! Tutorial). This shader runs on vertex shader 1.1 and pixel
//! shader 1.1 capable hardware and falls back to a fixed
//! function lighted material if this hardware is not available.
//! Only two lights are supported by this shader, if there are
//! more, the nearest two are chosen.
//! A transparent (based on the vertex alpha value) normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping
//! too, which looks a lot more realistic. This only works when
//! the hardware supports at least vertex shader 1.1 and pixel
//! shader 1.4. First texture is the color map, the second
//! should be the normal map. The normal map texture should
//! contain the height value in the alpha component. The
//! IVideoDriver::makeNormalMapTexture() method writes this
//! value automatically when creating normal maps from a
//! heightmap when using a 32 bit texture. The height scale of
//! the material (affecting the bumpiness) is being controlled
//! by the SMaterial::MaterialTypeParam member. If set to
//! zero, the default value (0.02f) will be applied. Otherwise
//! the value set in SMaterial::MaterialTypeParam is taken. This
//! value depends on with which scale the texture is mapped on
//! the material. Too high or low values of MaterialTypeParam
//! can result in strange artifacts.
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
/** Looks a lot more realistic. This only works when the
hardware supports at least vertex shader 1.1 and pixel shader
1.4. First texture is the color map, the second should be the
normal map. The normal map texture should contain the height
value in the alpha component. The
IVideoDriver::makeNormalMapTexture() method writes this value
automatically when creating normal maps from a heightmap when
using a 32 bit texture. The height scale of the material
(affecting the bumpiness) is being controlled by the
SMaterial::MaterialTypeParam member. If set to zero, the
default value (0.02f) will be applied. Otherwise the value set
in SMaterial::MaterialTypeParam is taken. This value depends on
with which scale the texture is mapped on the material. Too
high or low values of MaterialTypeParam can result in strange
artifacts. */
EMT_PARALLAX_MAP_SOLID,
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is
//! transparent, using EMT_TRANSPARENT_ADD_COLOR as base
//! material.
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is
//! transparent, using EMT_TRANSPARENT_VERTEX_ALPHA as base
//! material.
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
//! Using only first texture. Generic blending method.
/** Using only first texture. Generic blending method. */
EMT_ONETEXTURE_BLEND,
//! This value is not used. It only forces this enumeration to
//! compile in 32 bit.
//! This value is not used. It only forces this enumeration to compile to 32 bit.
EMT_FORCE_32BIT = 0x7fffffff
};

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -33,3 +33,4 @@ enum EMESSAGE_BOX_FLAG
} // namespace irr
#endif

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -46,8 +46,7 @@ namespace scene
//! Unknown scene node animator
ESNAT_UNKNOWN,
//! This enum is never used, it only forces the compiler to
//! compile these enumeration values to 32 bit.
//! This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.
ESNAT_FORCE_32_BIT = 0x7fffffff
};

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -70,11 +70,11 @@ namespace scene
ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
//! Maya Camera Scene Node
//! Legacy, for loading version <= 1.4.x .irr files
/** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'),
//! First Person Shooter Camera
//! Legacy, for loading version <= 1.4.x .irr files
/** Legacy, for loading version <= 1.4.x .irr files */
ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'),
//! Unknown scene node

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2007-2008 Nikolaus Gebhardt / Thomas Alten
// Copyright (C) 2007-2009 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -146,7 +146,7 @@ namespace scene
setTarget() will update its rotation so that its +Z axis will
point at the target point. FPS camera use this binding by
default; other cameras do not.
\param binding true to bind the camera's scene node rotation
\param bound True to bind the camera's scene node rotation
and targetting, false to unbind them.
@see getTargetAndRotationBinding() */
virtual void bindTargetAndRotation(bool bound) = 0;

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2008 Nikolaus Gebhardt
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -358,7 +358,7 @@ struct SJoystickInfo
//! The ID of the joystick
/** This is an internal Irrlicht index; it does not map directly
* to any particular hardware joystick. It corresponds to the
* @ref SJoystickEvent Joystick ID. */
* irr::SJoystickEvent Joystick ID. */
u8 Joystick;
//! The name that the joystick uses to identify itself.

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -119,7 +119,9 @@ public:
//! Returns the base part of a filename, i.e. the name without the directory
//! part. If no directory is prefixed, the full name is returned.
/** \param filename: The file to get the basename from */
/** \param filename: The file to get the basename from
\param keepExtension True if filename with extension is returned otherwise everything
after the final '.' is removed as well. */
virtual core::stringc getFileBasename(const core::stringc& filename, bool keepExtension=true) const = 0;
//! Creates a list of files and directories in the current working directory and returns it.

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -12,7 +12,6 @@ namespace irr
{
namespace gui
{
class IGUIFont;
class IGUISpriteBank;
//! Enumeration for listbox colors

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -460,7 +460,8 @@ namespace gui
implementations to find out how to draw the part exactly.
\param active: Specifies if the tab is currently active.
\param rect: Defining area where to draw.
\param clip: Clip area. */
\param clip: Clip area.
\param alignment Alignment of GUI element. */
virtual void draw3DTabButton(IGUIElement* element, bool active,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT) = 0;
@ -471,7 +472,9 @@ namespace gui
\param border: Specifies if the border should be drawn.
\param background: Specifies if the background should be drawn.
\param rect: Defining area where to draw.
\param clip: Clip area. */
\param clip: Clip area.
\param tabHeight Height of tab.
\param alignment Alignment of GUI element. */
virtual void draw3DTabBody(IGUIElement* element, bool border, bool background,
const core::rect<s32>& rect, const core::rect<s32>* clip=0, s32 tabHeight=-1, gui::EGUI_ALIGNMENT alignment=EGUIA_UPPERLEFT ) = 0;

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@ -1,4 +1,4 @@
// Copyright (C) 2006-2008 Michael Zeilfelder
// Copyright (C) 2006-2009 Michael Zeilfelder
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2003-2008 Nikolaus Gebhardt
// Copyright (C) 2003-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -79,8 +79,6 @@ namespace gui
EGTDF_COUNT
};
class IGUIFont;
//! Default list box GUI element.
class IGUITable : public IGUIElement
{
@ -90,7 +88,7 @@ namespace gui
: IGUIElement(EGUIET_TABLE, environment, parent, id, rectangle) {}
//! Adds a column
//! If columnIndex is outside the current range, do push new colum at the end
/** If columnIndex is outside the current range, do push new colum at the end */
virtual void addColumn(const wchar_t* caption, s32 columnIndex=-1) = 0;
//! remove a column from the table
@ -101,8 +99,8 @@ namespace gui
//! Makes a column active. This will trigger an ordering process.
/** \param idx: The id of the column to make active.
//! \param doOrder: Do also the ordering which depending on mode for active column
\return Returns true if successful. */
\param doOrder: Do also the ordering which depending on mode for active column
\return True if successful. */
virtual bool setActiveColumn(s32 idx, bool doOrder=false) = 0;
//! Returns which header is currently active
@ -120,11 +118,9 @@ namespace gui
//! can columns be resized by dran 'n drop?
virtual bool hasResizableColumns() const = 0;
//! This tells the table control which ordering mode should be used when
//! a column header is clicked.
/** \param columnIndex: The index of the column header.
\param state: If true, a EGET_TABLE_HEADER_CHANGED message will be sent and you can order the table data as you whish.*/
//! \param mode: One of the modes defined in EGUI_COLUMN_ORDERING
//! This tells the table control which ordering mode should be used when a column header is clicked.
/** \param columnIndex The index of the column header.
\param mode: One of the modes defined in EGUI_COLUMN_ORDERING */
virtual void setColumnOrdering(u32 columnIndex, EGUI_COLUMN_ORDERING mode) = 0;
//! Returns which row is currently selected
@ -134,10 +130,12 @@ namespace gui
virtual s32 getRowCount() const = 0;
//! adds a row to the table
/** \param rowIndex: zero based index of rows. The row will be inserted at this
position, if a row already exist there, it will be placed after it. If the row
is larger than the actual number of row by more than one, it won't be created.
Note that if you create a row that's not at the end, there might be performance issues*/
/** \param rowIndex Zero based index of rows. The row will be
inserted at this position, if a row already exist there, it
will be placed after it. If the row is larger than the actual
number of row by more than one, it won't be created. Note that
if you create a row that's not at the end, there might be
performance issues. */
virtual void addRow(u32 rowIndex) = 0;
//! Remove a row from the table
@ -149,11 +147,13 @@ namespace gui
//! Swap two row positions. This is useful for a custom ordering algo.
virtual void swapRows(u32 rowIndexA, u32 rowIndexB) = 0;
//! This tells the table to start ordering all the rows. You need to explicitly
//! tell the table to re order the rows when a new row is added or the cells data is
//! changed. This makes the system more flexible and doesn't make you pay the cost of
//! ordering when adding a lot of rows.
//! \param columnIndex: When set to -1 the active column is used.
//! This tells the table to start ordering all the rows.
/** You need to explicitly tell the table to re order the rows
when a new row is added or the cells data is changed. This
makes the system more flexible and doesn't make you pay the
cost of ordering when adding a lot of rows.
\param columnIndex: When set to -1 the active column is used.
\param mode Ordering mode of the rows. */
virtual void orderRows(s32 columnIndex=-1, EGUI_ORDERING_MODE mode=EGOM_NONE) = 0;
//! Set the text of a cell

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2008 Nikolaus Gebhardt
// Copyright (C) 2008-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -79,10 +79,10 @@ namespace scene
/** \param mesh Mesh on which the operation is performed.
\param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 layer=1) const =0;
virtual void scaleTCoords(scene::IMesh* mesh, const core::vector2df& factor, u32 level=1) const =0;
//! Scale the texture coords of a meshbuffer.
/** \param mesh Mesh on which the operation is performed.
/** \param buffer Meshbuffer on which the operation is performed.
\param factor Vector which defines the scale for each axis.
\param level Number of texture coord, starting from 1. Support for level 2 exists for LightMap buffers. */
virtual void scaleTCoords(scene::IMeshBuffer* buffer, const core::vector2df& factor, u32 level=1) const =0;
@ -106,8 +106,8 @@ namespace scene
//! Clones a static IMesh into a modifiable SMesh.
/** All meshbuffers in the returned SMesh
are of type SMeshBuffer or SMeshBufferLightMap.
\param mesh: Mesh to copy.
\return Returns the cloned mesh. If you no longer need the
\param mesh Mesh to copy.
\return Cloned mesh. If you no longer need the
cloned mesh, you should call SMesh::drop(). See
IReferenceCounted::drop() for more information. */
virtual SMesh* createMeshCopy(IMesh* mesh) const = 0;

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2006-2008 Nikolaus Gebhardt / Thomas Alten
// Copyright (C) 2006-2009 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

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@ -1,4 +1,4 @@
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
@ -145,7 +145,7 @@ namespace scene
//! Destructor
virtual ~ISceneManager() {}
//! Returns pointer to an animateable mesh. Loads the file if not loaded already.
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
/**
* If you want to remove a loaded mesh from the cache again, use removeMesh().
* Currently there are the following mesh formats supported:
@ -330,13 +330,12 @@ namespace scene
* If you would like to implement and add your own file format loader to Irrlicht,
* see addExternalMeshLoader().
* \param filename: Filename of the mesh to load.
* \return Returns NULL if failed and the pointer to the mesh if
* successful.
* \return Null if failed, otherwise pointer to the mesh.
* This pointer should not be dropped. See IReferenceCounted::drop() for more information.
**/
virtual IAnimatedMesh* getMesh(const c8* filename) = 0;
//! Returns pointer to an animateable mesh. Loads the file if not loaded already.
//! Get pointer to an animateable mesh. Loads the file if not loaded already.
/** Works just as getMesh(const char* filename). If you want to
remove a loaded mesh from the cache again, use removeMesh().
\param file File handle of the mesh to load.
@ -345,19 +344,19 @@ namespace scene
IReferenceCounted::drop() for more information. */
virtual IAnimatedMesh* getMesh(io::IReadFile* file) = 0;
//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
//! Get interface to the mesh cache which is shared beween all existing scene managers.
/** With this interface, it is possible to manually add new loaded
meshes (if ISceneManager::getMesh() is not sufficient), to remove them and to iterate
through already loaded meshes. */
virtual IMeshCache* getMeshCache() = 0;
//! Returns the video driver.
/** \return Returns pointer to the video Driver.
//! Get the video driver.
/** \return Pointer to the video Driver.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual video::IVideoDriver* getVideoDriver() = 0;
//! Returns the active GUIEnvironment
/** \return Returns pointer to the GUIEnvironment
//! Get the active GUIEnvironment
/** \return Pointer to the GUIEnvironment
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
@ -393,7 +392,7 @@ namespace scene
scene node will be placed.
\param rotation: Initital rotation of the scene node.
\param scale: Initial scale of the scene node.
\return Returns pointer to the created test scene node. This
\return Pointer to the created test scene node. This
pointer should not be dropped. See IReferenceCounted::drop()
for more information. */
virtual IMeshSceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
@ -411,7 +410,7 @@ namespace scene
scene node will be placed.
\param rotation: Initital rotation of the scene node.
\param scale: Initial scale of the scene node.
\return Returns pointer to the created test scene node. This
\return Pointer to the created test scene node. This
pointer should not be dropped. See IReferenceCounted::drop()
for more information. */
virtual IMeshSceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16,
@ -429,7 +428,7 @@ namespace scene
\param rotation: Initital rotation of the scene node.
\param scale: Initial scale of the scene node.
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
\return Returns pointer to the created scene node.
\return Pointer to the created scene node.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh,
ISceneNode* parent=0, s32 id=-1,
@ -447,7 +446,7 @@ namespace scene
\param rotation: Initital rotation of the scene node.
\param scale: Initial scale of the scene node.
\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
\return Returns pointer to the created scene node.
\return Pointer to the created scene node.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
const core::vector3df& position = core::vector3df(0,0,0),
@ -519,7 +518,7 @@ namespace scene
\param parent: Parent scene node of the camera. Can be null. If the parent moves,
the camera will move too.
\param id: id of the camera. This id can be used to identify the camera.
\return Returns pointer to interface to camera if successful, otherwise 0.
\return Pointer to interface to camera if successful, otherwise 0.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0),
@ -614,7 +613,7 @@ namespace scene
the ILightSceneNode::getLightData() method.
\param radius: Radius of the light.
\param id: id of the node. This id can be used to identify the node.
\return Returns pointer to the interface of the light if successful, otherwise NULL.
\return Pointer to the interface of the light if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
const core::vector3df& position = core::vector3df(0,0,0),
@ -634,7 +633,7 @@ namespace scene
\param id: An id of the node. This id can be used to identify the node.
\param colorTop: The color of the vertices at the top of the billboard (default: white).
\param colorBottom: The color of the vertices at the bottom of the billboard (default: white).
\return Returns pointer to the billboard if successful, otherwise NULL.
\return Pointer to the billboard if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
@ -654,7 +653,7 @@ namespace scene
so this should be null. Note: If a parent is set to the skybox, the box will not
change how it is drawn.
\param id: An id of the node. This id can be used to identify the node.
\return Returns a pointer to the sky box if successful, otherwise NULL.
\return Pointer to the sky box if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
video::ITexture* left, video::ITexture* right, video::ITexture* front,
@ -675,7 +674,7 @@ namespace scene
so this should be null. Note: If a parent is set, the dome will not
change how it is drawn.
\param id: An id of the node. This id can be used to identify the node.
\return Returns a pointer to the sky dome if successful, otherwise NULL.
\return Pointer to the sky dome if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
u32 horiRes=16, u32 vertRes=8,
@ -693,7 +692,7 @@ namespace scene
scene node will be placed.
\param rotation: Initital rotation of the scene node.
\param scale: Initial scale of the scene node.
\return Returns pointer to the created scene node.
\return Pointer to the created scene node.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
@ -752,7 +751,7 @@ namespace scene
know what you are doing, this might lead to strange behaviour.
\param smoothFactor: The number of times the vertices are smoothed.
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
\return Returns pointer to the created scene node. Can be null
\return Pointer to the created scene node. Can be null
if the terrain could not be created, for example because the
heightmap could not be loaded. The returned pointer should
not be dropped. See IReferenceCounted::drop() for more
@ -790,7 +789,7 @@ namespace scene
know what you are doing, this might lead to strange behaviour.
\param smoothFactor: The number of times the vertices are smoothed.
\param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
\return Returns pointer to the created scene node. Can be null
\return Pointer to the created scene node. Can be null
if the terrain could not be created, for example because the
heightmap could not be loaded. The returned pointer should
not be dropped. See IReferenceCounted::drop() for more
@ -807,7 +806,7 @@ namespace scene
//! Adds a quake3 scene node to the scene graph.
/** A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style )
\return Returns a pointer to the quake3 scene node if successful, otherwise NULL.
\return Pointer to the quake3 scene node if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ISceneNode* addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::SShader * shader,
ISceneNode* parent=0, s32 id=-1
@ -817,7 +816,7 @@ namespace scene
//! Adds an empty scene node to the scene graph.
/** Can be used for doing advanced transformations
or structuring the scene graph.
\return Returns pointer to the created scene node.
\return Pointer to the created scene node.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;
@ -826,7 +825,7 @@ namespace scene
set/getRotation and set/getScale. Its just a simple scene node that takes a
matrix as relative transformation, making it possible to insert any transformation
anywhere into the scene graph.
\return Returns pointer to the created scene node.
\return Pointer to the created scene node.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
ISceneNode* parent=0, s32 id=-1) = 0;
@ -844,9 +843,10 @@ namespace scene
\param parent The billboard's parent. Pass 0 to use the root scene node.
\param size The billboard's width and height.
\param position The billboards position relative to its parent.
\param id: An id of the node. This id can be used to identify the node.
\param colorTop: The color of the vertices at the top of the billboard (default: white).
\param colorBottom: The color of the vertices at the bottom of the billboard (default: white).
\return Returns pointer to the billboard if successful, otherwise NULL.
\return Pointer to the billboard if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IBillboardTextSceneNode* addBillboardTextSceneNode( gui::IGUIFont* font, const wchar_t* text,
ISceneNode* parent = 0,
@ -877,7 +877,7 @@ namespace scene
will be countHills.X * countHills.Y hills.
\param textureRepeatCount: Defines how often the texture will be repeated in
x and y direction.
\return Returns null if the creation failed. The reason could be that you
\return Null if the creation failed. The reason could be that you
specified some invalid parameters or that a mesh with that name already
exists. If successful, a pointer to the mesh is returned.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
@ -906,7 +906,7 @@ namespace scene
\param stretchSize: Parameter defining how big a is pixel on the heightmap.
\param maxHeight: Defines how high a white pixel on the heighmap is.
\param defaultVertexBlockSize: Defines the initial dimension between vertices.
\return Returns null if the creation failed. The reason could be that you
\return Null if the creation failed. The reason could be that you
specified some invalid parameters, that a mesh with that name already
exists, or that a texture could not be found. If successful, a pointer to the mesh is returned.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
@ -942,38 +942,38 @@ namespace scene
f32 radius=5.f, u32 polyCountX = 16,
u32 polyCountY = 16) = 0;
//! Returns the root scene node.
//! Gets the root scene node.
/** This is the scene node which is parent
of all scene nodes. The root scene node is a special scene node which
only exists to manage all scene nodes. It will not be rendered and cannot
be removed from the scene.
\return Returns a pointer to the root scene node. */
\return Pointer to the root scene node. */
virtual ISceneNode* getRootSceneNode() = 0;
//! Returns the first scene node with the specified id.
//! Get the first scene node with the specified id.
/** \param id: The id to search for
\param start: Scene node to start from. All children of this scene
node are searched. If null is specified, the root scene node is
taken.
\return Returns pointer to the first scene node with this id,
\return Pointer to the first scene node with this id,
and null if no scene node could be found. */
virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;
//! Returns the first scene node with the specified name.
//! Get the first scene node with the specified name.
/** \param name: The name to search for
\param start: Scene node to start from. All children of this scene
node are searched. If null is specified, the root scene node is
taken.
\return Returns pointer to the first scene node with this id,
\return Pointer to the first scene node with this id,
and null if no scene node could be found. */
virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;
//! Returns the first scene node with the specified type.
//! Get the first scene node with the specified type.
/** \param type: The type to search for
\param start: Scene node to start from. All children of this scene
node are searched. If null is specified, the root scene node is
taken.
\return Returns pointer to the first scene node with this type,
\return Pointer to the first scene node with this type,
and null if no scene node could be found. */
virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;
@ -1000,7 +1000,7 @@ namespace scene
//! Sets the color of stencil buffers shadows drawn by the scene manager.
virtual void setShadowColor(video::SColor color = video::SColor(150,0,0,0)) = 0;
//! Returns the current color of shadows.
//! Get the current color of shadows.
virtual video::SColor getShadowColor() const = 0;
//! Registers a node for rendering it at a specific time.
@ -1051,7 +1051,7 @@ namespace scene
move from the start point to the end point.
\param loop: If set to false, the node stops when the end point is reached.
If loop is true, the node begins again at the start.
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
and the animator will animate it.
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
See IReferenceCounted::drop() for more information. */
@ -1064,7 +1064,7 @@ namespace scene
should be visible.
\param loop: If set to to false, the last texture remains set, and the animation
stops. If set to true, the animation restarts with the first texture.
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
and the animator will animate it.
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
See IReferenceCounted::drop() for more information. */
@ -1073,7 +1073,7 @@ namespace scene
//! Creates a scene node animator, which deletes the scene node after some time automatically.
/** \param timeMs: Time in milliseconds, after when the node will be deleted.
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
and the animator will animate it.
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
See IReferenceCounted::drop() for more information. */
@ -1106,7 +1106,7 @@ namespace scene
it completely. If this is not what you want, you may specify a translation
for the ellipsoid.
\param slidingValue: DOCUMENTATION NEEDED.
\return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
\return The animator. Attach it to a scene node with ISceneNode::addAnimator()
and the animator will cause it to do collision detection and response.
If you no longer need the animator, you should call ISceneNodeAnimator::drop().
See IReferenceCounted::drop() for more information. */
@ -1144,7 +1144,7 @@ namespace scene
\endcode
\param mesh: Mesh of which the triangles are taken.
\param node: Scene node of which visibility and transformation is used.
\return Returns the selector, or null if not successful.
\return The selector, or null if not successful.
If you no longer need the selector, you should call ITriangleSelector::drop().
See IReferenceCounted::drop() for more information. */
virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node) = 0;
@ -1155,7 +1155,7 @@ namespace scene
queried, the triangle selector gets the bounding box of the scene node,
an creates new triangles. In this way, it works good with animated scene nodes.
\param node: Scene node of which the bounding box, visibility and transformation is used.
\return Returns the selector, or null if not successful.
\return The selector, or null if not successful.
If you no longer need the selector, you should call ITriangleSelector::drop().
See IReferenceCounted::drop() for more information. */
virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(ISceneNode* node) = 0;
@ -1180,7 +1180,7 @@ namespace scene
\param minimalPolysPerNode: Specifies the minimal polygons contained a octree node.
If a node gets less polys the this value, it will not be splitted into
smaller nodes.
\return Returns the selector, or null if not successful.
\return The selector, or null if not successful.
If you no longer need the selector, you should call ITriangleSelector::drop().
See IReferenceCounted::drop() for more information. */
virtual ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
@ -1191,7 +1191,7 @@ namespace scene
collection of one or more triangle selectors providing together
the interface of one triangle selector. In this way,
collision tests can be done with different triangle soups in one pass.
\return Returns the selector, or null if not successful.
\return The selector, or null if not successful.
If you no longer need the selector, you should call ITriangleSelector::drop().
See IReferenceCounted::drop() for more information. */
virtual IMetaTriangleSelector* createMetaTriangleSelector() = 0;
@ -1211,10 +1211,10 @@ namespace scene
\param externalLoader: Implementation of a new mesh loader. */
virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;
//! Returns a pointer to the scene collision manager.
//! Get pointer to the scene collision manager.
virtual ISceneCollisionManager* getSceneCollisionManager() = 0;
//! Returns a pointer to the mesh manipulator.
//! Get pointer to the mesh manipulator.
virtual IMeshManipulator* getMeshManipulator() = 0;
//! Adds a scene node to the deletion queue.
@ -1237,7 +1237,7 @@ namespace scene
/** All scene nodes are removed. */
virtual void clear() = 0;
//! Returns interface to the parameters set in this scene.
//! Get interface to the parameters set in this scene.
/** String parameters can be used by plugins and mesh loaders.
For example the CMS and LMTS loader want a parameter named 'CSM_TexturePath'
and 'LMTS_TexturePath' set to the path were attached textures can be found. See
@ -1245,7 +1245,7 @@ namespace scene
COLLADA_CREATE_SCENE_INSTANCES, DMF_TEXTURE_PATH and DMF_USE_MATERIALS_DIRS*/
virtual io::IAttributes* getParameters() = 0;
//! Returns current render pass.
//! Get current render pass.
/** All scene nodes are being rendered in a specific order.
First lights, cameras, sky boxes, solid geometry, and then transparent
stuff. During the rendering process, scene nodes may want to know what the scene
@ -1254,7 +1254,7 @@ namespace scene
pass currently is active they can render the correct part of their geometry. */
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
//! Returns the default scene node factory which can create all built in scene nodes
//! Get the default scene node factory which can create all built in scene nodes
virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;
//! Adds a scene node factory to the scene manager.
@ -1262,13 +1262,13 @@ namespace scene
able to create automaticly, for example when loading data from xml files. */
virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;
//! Returns amount of registered scene node factories.
//! Get amount of registered scene node factories.
virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;
//! Returns a scene node factory by index
//! Get a scene node factory by index
virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;
//! Returns the default scene node animator factory which can create all built-in scene node animators
//! Get the default scene node animator factory which can create all built-in scene node animators
virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() = 0;
//! Adds a scene node animator factory to the scene manager.
@ -1276,13 +1276,13 @@ namespace scene
able to create automaticly, for example when loading data from xml files. */
virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) = 0;
//! Returns amount of registered scene node animator factories.
//! Get amount of registered scene node animator factories.
virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const = 0;
//! Returns a scene node animator factory by index
//! Get scene node animator factory by index
virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) = 0;
//! Returns a typename from a scene node type or null if not found
//! Get typename from a scene node type or null if not found
virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;
//! Adds a scene node to the scene by name
@ -1318,7 +1318,7 @@ namespace scene
\param userDataSerializer: If you want to save some user data for every scene node into the
file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
Otherwise, simply specify 0 as this parameter.
\return Returns true if successful. */
\return True if successful. */
virtual bool saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;
//! Saves the current scene into a file.
@ -1330,7 +1330,7 @@ namespace scene
\param userDataSerializer: If you want to save some user data for every scene node into the
file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
Otherwise, simply specify 0 as this parameter.
\return Returns true if successful. */
\return True if successful. */
virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;
//! Loads a scene. Note that the current scene is not cleared before.
@ -1343,7 +1343,7 @@ namespace scene
implement the ISceneUserDataSerializer interface and provide it
as parameter here. Otherwise, simply specify 0 as this
parameter.
\return Returns true if successful. */
\return True if successful. */
virtual bool loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;
//! Loads a scene. Note that the current scene is not cleared before.
@ -1356,10 +1356,10 @@ namespace scene
implement the ISceneUserDataSerializer interface and provide it
as parameter here. Otherwise, simply specify 0 as this
parameter.
\return Returns true if successful. */
\return True if successful. */
virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;
//! Returns a mesh writer implementation if available
//! Get a mesh writer implementation if available
/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
for details. */
virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;
@ -1367,7 +1367,7 @@ namespace scene
//! Sets ambient color of the scene
virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
//! Returns ambient color of the scene
//! Get ambient color of the scene
virtual const video::SColorf& getAmbientLight() const = 0;
//! Register a custom callbacks manager which gets callbacks during scene rendering.

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