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Diffstat (limited to 'libraries/irrlicht-1.8/include/SceneParameters.h')
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diff --git a/libraries/irrlicht-1.8/include/SceneParameters.h b/libraries/irrlicht-1.8/include/SceneParameters.h deleted file mode 100644 index 827ae42..0000000 --- a/libraries/irrlicht-1.8/include/SceneParameters.h +++ /dev/null | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __I_SCENE_PARAMETERS_H_INCLUDED__ | ||
6 | #define __I_SCENE_PARAMETERS_H_INCLUDED__ | ||
7 | |||
8 | /*! \file SceneParameters.h | ||
9 | \brief Header file containing all scene parameters for modifying mesh loading etc. | ||
10 | |||
11 | This file includes all parameter names which can be set using ISceneManager::getParameters() | ||
12 | to modify the behavior of plugins and mesh loaders. | ||
13 | */ | ||
14 | |||
15 | namespace irr | ||
16 | { | ||
17 | namespace scene | ||
18 | { | ||
19 | //! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials | ||
20 | /** The default behavior in Irrlicht is to disable writing to the | ||
21 | z-buffer for all really transparent, i.e. blending materials. This | ||
22 | avoids problems with intersecting faces, but can also break renderings. | ||
23 | If transparent materials should use the SMaterial flag for ZWriteEnable | ||
24 | just as other material types use this attribute. | ||
25 | Use it like this: | ||
26 | \code | ||
27 | SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); | ||
28 | \endcode | ||
29 | **/ | ||
30 | const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; | ||
31 | |||
32 | //! Name of the parameter for changing the texture path of the built-in csm loader. | ||
33 | /** Use it like this: | ||
34 | \code | ||
35 | SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); | ||
36 | \endcode | ||
37 | **/ | ||
38 | const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath"; | ||
39 | |||
40 | //! Name of the parameter for changing the texture path of the built-in lmts loader. | ||
41 | /** Use it like this: | ||
42 | \code | ||
43 | SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); | ||
44 | \endcode | ||
45 | **/ | ||
46 | const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath"; | ||
47 | |||
48 | //! Name of the parameter for changing the texture path of the built-in my3d loader. | ||
49 | /** Use it like this: | ||
50 | \code | ||
51 | SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); | ||
52 | \endcode | ||
53 | **/ | ||
54 | const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath"; | ||
55 | |||
56 | //! Name of the parameter specifying the COLLADA mesh loading mode | ||
57 | /** | ||
58 | Specifies if the COLLADA loader should create instances of the models, lights and | ||
59 | cameras when loading COLLADA meshes. By default, this is set to false. If this is | ||
60 | set to true, the ISceneManager::getMesh() method will only return a pointer to a | ||
61 | dummy mesh and create instances of all meshes and lights and cameras in the collada | ||
62 | file by itself. Example: | ||
63 | \code | ||
64 | SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); | ||
65 | \endcode | ||
66 | */ | ||
67 | const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"; | ||
68 | |||
69 | //! Name of the parameter for changing the texture path of the built-in DMF loader. | ||
70 | /** This path is prefixed to the file names defined in the Deled file when loading | ||
71 | textures. This allows to alter the paths for a specific project setting. | ||
72 | Use it like this: | ||
73 | \code | ||
74 | SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); | ||
75 | \endcode | ||
76 | **/ | ||
77 | const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath"; | ||
78 | |||
79 | //! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. | ||
80 | /** If this parameter is set to true, the texture directory defined in the Deled file | ||
81 | is ignored, and only the texture name is used to find the proper file. Otherwise, the | ||
82 | texture path is also used, which allows to use a nicer media layout. | ||
83 | Use it like this: | ||
84 | \code | ||
85 | //this way you won't use this setting (default) | ||
86 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); | ||
87 | \endcode | ||
88 | \code | ||
89 | //this way you'll use this setting | ||
90 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); | ||
91 | \endcode | ||
92 | **/ | ||
93 | const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"; | ||
94 | |||
95 | //! Name of the parameter for setting reference value of alpha in transparent materials. | ||
96 | /** Use it like this: | ||
97 | \code | ||
98 | //this way you'll set alpha ref to 0.1 | ||
99 | SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); | ||
100 | \endcode | ||
101 | **/ | ||
102 | const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"; | ||
103 | |||
104 | //! Name of the parameter for choose to flip or not tga files. | ||
105 | /** Use it like this: | ||
106 | \code | ||
107 | //this way you'll choose to flip alpha textures | ||
108 | SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); | ||
109 | \endcode | ||
110 | **/ | ||
111 | const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"; | ||
112 | |||
113 | |||
114 | //! Name of the parameter for changing the texture path of the built-in obj loader. | ||
115 | /** Use it like this: | ||
116 | \code | ||
117 | SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); | ||
118 | \endcode | ||
119 | **/ | ||
120 | const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath"; | ||
121 | |||
122 | //! Flag to avoid loading group structures in .obj files | ||
123 | /** Use it like this: | ||
124 | \code | ||
125 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); | ||
126 | \endcode | ||
127 | **/ | ||
128 | const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; | ||
129 | |||
130 | |||
131 | //! Flag to avoid loading material .mtl file for .obj files | ||
132 | /** Use it like this: | ||
133 | \code | ||
134 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); | ||
135 | \endcode | ||
136 | **/ | ||
137 | const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; | ||
138 | |||
139 | |||
140 | //! Flag to ignore the b3d file's mipmapping flag | ||
141 | /** Instead Irrlicht's texture creation flag is used. Use it like this: | ||
142 | \code | ||
143 | SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); | ||
144 | \endcode | ||
145 | **/ | ||
146 | const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"; | ||
147 | |||
148 | //! Name of the parameter for changing the texture path of the built-in b3d loader. | ||
149 | /** Use it like this: | ||
150 | \code | ||
151 | SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); | ||
152 | \endcode | ||
153 | **/ | ||
154 | const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath"; | ||
155 | |||
156 | //! Flag set as parameter when the scene manager is used as editor | ||
157 | /** In this way special animators like deletion animators can be stopped from | ||
158 | deleting scene nodes for example */ | ||
159 | const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"; | ||
160 | |||
161 | //! Name of the parameter for setting the length of debug normals. | ||
162 | /** Use it like this: | ||
163 | \code | ||
164 | SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); | ||
165 | \endcode | ||
166 | **/ | ||
167 | const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"; | ||
168 | |||
169 | //! Name of the parameter for setting the color of debug normals. | ||
170 | /** Use it like this: | ||
171 | \code | ||
172 | SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); | ||
173 | \endcode | ||
174 | **/ | ||
175 | const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"; | ||
176 | |||
177 | |||
178 | } // end namespace scene | ||
179 | } // end namespace irr | ||
180 | |||
181 | #endif | ||
182 | |||