616 lines
25 KiB
C++
616 lines
25 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_SCENE_MANAGER_H_INCLUDED__
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#define __C_SCENE_MANAGER_H_INCLUDED__
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#include "ISceneManager.h"
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#include "ISceneNode.h"
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#include "ICursorControl.h"
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#include "irrString.h"
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#include "irrArray.h"
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#include "IMeshLoader.h"
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#include "CAttributes.h"
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namespace irr
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{
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namespace io
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{
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class IXMLWriter;
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class IFileSystem;
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}
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namespace scene
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{
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class IMeshCache;
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/*!
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The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
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*/
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class CSceneManager : public ISceneManager, public ISceneNode
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{
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public:
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//! constructor
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CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
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gui::ICursorControl* cursorControl, IMeshCache* cache = 0,
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gui::IGUIEnvironment *guiEnvironment = 0);
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//! destructor
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virtual ~CSceneManager();
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//! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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virtual IAnimatedMesh* getMesh(const c8* filename);
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//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
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virtual IMeshCache* getMeshCache();
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//! returns the video driver
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virtual video::IVideoDriver* getVideoDriver();
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virtual gui::IGUIEnvironment* getGUIEnvironment();
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//! adds a cube scene node to the scene. It is a simple cube of (1,1,1) size.
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//! the returned pointer must not be dropped.
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virtual ISceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
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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));
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//! Adds a sphere scene node to the scene.
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virtual ISceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! adds a scene node for rendering an animated mesh model
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virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false);
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//! adds a scene node for rendering a static mesh
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//! the returned pointer must not be dropped.
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virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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bool alsoAddIfMeshPointerZero=false);
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//! Adds a scene node for rendering a animated water surface mesh.
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virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh, f32 waveHeight, f32 waveSpeed, f32 wlenght, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! registers a node for rendering it at a specific time.
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virtual u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS = ESNRP_AUTOMATIC);
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//! draws all scene nodes
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virtual void drawAll();
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//! Adds a scene node for rendering using a octtree to the scene graph. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
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//! Adss a scene node for rendering using a octtree. This a good method for rendering
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//! scenes with lots of geometry. The Octree is built on the fly from the mesh, much
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//! faster then a bsp tree.
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virtual ISceneNode* addOctTreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
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s32 id=-1, s32 minimalPolysPerNode=128, bool alsoAddIfMeshPointerZero=false);
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//! Adds a camera scene node to the tree and sets it as active camera.
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//! \param position: Position of the space relative to its parent where the camera will be placed.
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//! \param lookat: Position where the camera will look at. Also known as target.
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//! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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//! the camera will move too.
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//! \return Returns pointer to interface to camera
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virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& lookat = core::vector3df(0,0,0), s32 id=-1);
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//! Adds a camera scene node which is able to be controlle with the mouse similar
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//! like in the 3D Software Maya by Alias Wavefront.
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//! The returned pointer must not be dropped.
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virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent = 0,
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f32 rotateSpeed = -1500.0f, f32 zoomSpeed = 200.0f, f32 translationSpeed = 100.0f, s32 id=-1);
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//! Adds a camera scene node which is able to be controled with the mouse and keys
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//! like in most first person shooters (FPS):
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virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
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f32 rotateSpeed = 1500.0f, f32 moveSpeed = 200.0f, s32 id=-1,
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SKeyMap* keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false,
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f32 jumpSpeed = 0.f);
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//! Adds a dynamic light scene node. The light will cast dynamic light on all
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//! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
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//! turned on. (This is the default setting in most scene nodes).
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virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
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const core::vector3df& position = core::vector3df(0,0,0),
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video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f), f32 range=100.0f, s32 id=-1);
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//! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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//! which always looks to the camera. It is usually used for things like explosions, fire,
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//! lensflares and things like that.
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virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF);
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//! Adds a skybox scene node. A skybox is a big cube with 6 textures on it and
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//! is drawn around the camera position.
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virtual ISceneNode* addSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom,
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video::ITexture* left, video::ITexture* right, video::ITexture* front,
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video::ITexture* back, ISceneNode* parent = 0, s32 id=-1);
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//! Adds a skydome scene node. A skydome is a large (half-) sphere with a
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//! panoramic texture on it and is drawn around the camera position.
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virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
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u32 horiRes, u32 vertRes, f64 texturePercentage,
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f64 spherePercentage, ISceneNode* parent=0, s32 id=-1);
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//! Adds a text scene node, which is able to display
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//! 2d text at a position in three dimensional space
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virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
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video::SColor color=video::SColor(100,255,255,255),
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ISceneNode* parent = 0, const core::vector3df& position = core::vector3df(0,0,0),
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s32 id=-1);
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//! Adds a text scene node, which uses billboards
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virtual ITextSceneNode* addBillboardTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
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ISceneNode* parent = 0,
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const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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video::SColor shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF);
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//! Adds a scene node, which can render a quake3 shader
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virtual ISceneNode* addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::SShader * shader,
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ISceneNode* parent=0, s32 id=-1
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);
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//! Adds a Hill Plane mesh to the mesh pool. The mesh is
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//! generated on the fly and looks like a plane with some hills
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//! on it. You can specify how many hills should be on the plane
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//! and how high they should be. Also you must specify a name
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//! for the mesh because the mesh is added to the mesh pool and
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//! can be retrieved back using ISceneManager::getMesh with the
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//! name as parameter.
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virtual IAnimatedMesh* addHillPlaneMesh(const c8* name,
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const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
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video::SMaterial* material = 0, f32 hillHeight = 0.0f,
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const core::dimension2d<f32>& countHills = core::dimension2d<f32>(1.0f, 1.0f),
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const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f));
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//! Adds a terrain mesh to the mesh pool.
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virtual IAnimatedMesh* addTerrainMesh(const c8* meshname, video::IImage* texture, video::IImage* heightmap,
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const core::dimension2d<f32>& stretchSize,
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f32 maxHeight, const core::dimension2d<s32>& defaultVertexBlockSize);
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//! Add a arrow mesh to the mesh pool
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virtual IAnimatedMesh* addArrowMesh(const c8* name,
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video::SColor vtxColor0, video::SColor vtxColor1,
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u32 tesselationCylinder, u32 tesselationCone,
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f32 height, f32 cylinderHeight, f32 width0,
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f32 width1);
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//! Adds a static sphere mesh to the mesh pool.
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IAnimatedMesh* addSphereMesh(const c8* name,
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f32 radius, u32 polyCountX, u32 polyCountY);
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//! Adds a particle system scene node.
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virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
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bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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//! Adds a terrain scene node to the scene graph.
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virtual ITerrainSceneNode* addTerrainSceneNode(
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const c8* heightMapFileName,
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ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
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video::SColor vertexColor = video::SColor(255,255,255,255),
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s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
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bool addAlsoIfHeightmapEmpty = false);
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//! Adds a terrain scene node to the scene graph.
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virtual ITerrainSceneNode* addTerrainSceneNode(
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io::IReadFile* heightMap,
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ISceneNode* parent=0, s32 id=-1,
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const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
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const core::vector3df& scale = core::vector3df(1.0f,1.0f,1.0f),
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video::SColor vertexColor = video::SColor(255,255,255,255),
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s32 maxLOD=4, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17,s32 smoothFactor=0,
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bool addAlsoIfHeightmapEmpty=false);
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//! Adds a dummy transformation scene node to the scene graph.
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virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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ISceneNode* parent=0, s32 id=-1);
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//! Adds an empty scene node.
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virtual ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1);
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//! Returns the root scene node. This is the scene node wich is parent
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//! of all scene nodes. The root scene node is a special scene node which
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//! only exists to manage all scene nodes. It is not rendered and cannot
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//! be removed from the scene.
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//! \return Returns a pointer to the root scene node.
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virtual ISceneNode* getRootSceneNode();
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//! Returns the current active camera.
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//! \return The active camera is returned. Note that this can be NULL, if there
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//! was no camera created yet.
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virtual ICameraSceneNode* getActiveCamera();
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//! Sets the active camera. The previous active camera will be deactivated.
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//! \param camera: The new camera which should be active.
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virtual void setActiveCamera(ICameraSceneNode* camera);
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//! creates a rotation animator, which rotates the attached scene node around itself.
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//! \param rotationPerSecond: Specifies the speed of the animation
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//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
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//! and the animator will animate it.
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virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond);
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//! creates a fly circle animator, which lets the attached scene node fly
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//! around a center. The center is the position of the scene node.
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//! \param rotationSpeed:
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//! \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
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//! and the animator will animate it.
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virtual ISceneNodeAnimator* createFlyCircleAnimator(const core::vector3df& normal, f32 radius, f32 speed,
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const core::vector3df& direction);
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//! Creates a fly straight animator, which lets the attached scene node
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//! fly or move along a line between two points.
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virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
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const core::vector3df& endPoint, u32 timeForWay, bool loop=false);
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//! Creates a texture animator, which switches the textures of the target scene
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//! node based on a list of textures.
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virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
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s32 timePerFrame, bool loop);
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//! Creates a scene node animator, which deletes the scene node after
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//! some time automaticly.
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virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMS);
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//! Creates a special scene node animator for doing automatic collision detection
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//! and response.
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virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
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ITriangleSelector* world, ISceneNode* sceneNode,
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const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
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const core::vector3df& gravityPerSecond = core::vector3df(0,-1.0f,0),
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const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
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f32 slidingValue = 0.0005f);
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//! Creates a follow spline animator.
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virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed = 1.0f, f32 tightness = 0.5f);
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//! Creates a simple ITriangleSelector, based on a mesh.
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virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node);
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//! Creates a simple ITriangleSelector, based on a mesh.
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virtual ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
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ISceneNode* node, s32 minimalPolysPerNode);
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//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
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virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(
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ISceneNode* node);
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//! Creates a meta triangle selector.
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virtual IMetaTriangleSelector* createMetaTriangleSelector();
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//! Creates a triangle selector which can select triangles from a terrain scene node
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//! \param: Pointer to the created terrain scene node
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//! \param: Level of detail, 0 for highest detail.
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virtual ITriangleSelector* createTerrainTriangleSelector(
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ITerrainSceneNode* node, s32 LOD=0);
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//! Adds an external mesh loader.
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virtual void addExternalMeshLoader(IMeshLoader* externalLoader);
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//! Returns a pointer to the scene collision manager.
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virtual ISceneCollisionManager* getSceneCollisionManager();
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//! Returns a pointer to the mesh manipulator.
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virtual IMeshManipulator* getMeshManipulator();
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//! Sets the color of stencil buffers shadows drawn by the scene manager.
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virtual void setShadowColor(video::SColor color);
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//! Returns the current color of shadows.
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virtual video::SColor getShadowColor() const;
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//! Adds a scene node to the deletion queue.
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virtual void addToDeletionQueue(ISceneNode* node);
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//! Returns the first scene node with the specified id.
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virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0);
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//! Returns the first scene node with the specified name.
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virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0);
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//! Returns the first scene node with the specified type.
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virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0);
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//! returns scene nodes by type.
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virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0);
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//! Posts an input event to the environment. Usually you do not have to
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//! use this method, it is used by the internal engine.
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virtual bool postEventFromUser(const SEvent& event);
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//! Clears the whole scene. All scene nodes are removed.
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virtual void clear();
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//! Removes all children of this scene node
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virtual void removeAll();
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//! Returns interface to the parameters set in this scene.
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virtual io::IAttributes* getParameters();
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//! Returns current render pass.
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virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const;
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//! Creates a new scene manager.
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virtual ISceneManager* createNewSceneManager(bool cloneContent);
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_UNKNOWN; }
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//! Returns the default scene node factory which can create all built in scene nodes
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virtual ISceneNodeFactory* getDefaultSceneNodeFactory();
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//! Adds a scene node factory to the scene manager.
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/** Use this to extend the scene manager with new scene node types which it should be
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able to create automaticly, for example when loading data from xml files. */
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virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd);
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//! Returns amount of registered scene node factories.
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virtual u32 getRegisteredSceneNodeFactoryCount() const;
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//! Returns a scene node factory by index
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virtual ISceneNodeFactory* getSceneNodeFactory(u32 index);
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//! Returns a typename from a scene node type or null if not found
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virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type);
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//! Adds a scene node to the scene by name
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virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent);
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//! Returns the default scene node animator factory which can create all built-in scene node animators
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virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory();
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//! Adds a scene node animator factory to the scene manager.
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virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd);
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//! Returns amount of registered scene node animator factories.
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virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const;
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//! Returns a scene node animator factory by index
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virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index);
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//! Saves the current scene into a file.
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//! \param filename: Name of the file .
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virtual bool saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0);
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//! Saves the current scene into a file.
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virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0);
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//! Loads a scene. Note that the current scene is not cleared before.
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//! \param filename: Name of the file .
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virtual bool loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0);
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//! Loads a scene. Note that the current scene is not cleared before.
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virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0);
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! Returns a mesh writer implementation if available
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virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type);
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//! Sets ambient color of the scene
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virtual void setAmbientLight(const video::SColorf &ambientColor);
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//! Returns ambient color of the scene
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virtual const video::SColorf& getAmbientLight() const;
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private:
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//! Returns a typename from a scene node animator type or null if not found
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virtual const c8* getAnimatorTypeName(ESCENE_NODE_ANIMATOR_TYPE type) const;
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//! returns if node is culled
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bool isCulled(const ISceneNode* node);
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//! clears the deletion list
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void clearDeletionList();
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//! writes a scene node
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void writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer);
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//! reads a scene node
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void readSceneNode(io::IXMLReader* reader, ISceneNode* parent, ISceneUserDataSerializer* userDataSerializer);
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//! read materials
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void readMaterials(io::IXMLReader* reader, ISceneNode* node);
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//! reads animators of a node
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void readAnimators(io::IXMLReader* reader, ISceneNode* node);
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//! reads user data of a node
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void readUserData(io::IXMLReader* reader, ISceneNode* node, ISceneUserDataSerializer* userDataSerializer);
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struct DefaultNodeEntry
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{
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DefaultNodeEntry() {};
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DefaultNodeEntry(ISceneNode* n)
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{
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textureValue = 0;
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if (n->getMaterialCount())
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textureValue = (n->getMaterial(0).getTexture(0));
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node = n;
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}
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ISceneNode* node;
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void* textureValue;
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bool operator < (const DefaultNodeEntry& other) const
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{
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return (textureValue < other.textureValue);
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}
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};
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struct ShaderNodeEntry
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{
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ShaderNodeEntry() {};
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ShaderNodeEntry(ISceneNode* n, u32 sceneTime )
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{
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textureValue = n->getMaterial( sceneTime ).getTexture(0);
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node = n;
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}
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|
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ISceneNode* node;
|
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void* textureValue;
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|
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bool operator < (const ShaderNodeEntry& other) const
|
|
{
|
|
return (textureValue < other.textureValue);
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|
}
|
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};
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|
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struct TransparentNodeEntry
|
|
{
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|
TransparentNodeEntry() {};
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|
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TransparentNodeEntry(ISceneNode* n, const core::vector3df &camera)
|
|
{
|
|
node = n;
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|
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// TODO: this could be optimized, by not using sqrt
|
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distance = (f32)(node->getAbsoluteTransformation().getTranslation().getDistanceFrom(camera));
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}
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|
|
|
ISceneNode* node;
|
|
f32 distance;
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|
|
|
bool operator < (const TransparentNodeEntry& other) const
|
|
{
|
|
return (distance > other.distance);
|
|
}
|
|
};
|
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|
|
//! 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
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