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Diffstat (limited to 'libraries/irrlicht-1.8/include/SceneParameters.h')
-rw-r--r-- | libraries/irrlicht-1.8/include/SceneParameters.h | 364 |
1 files changed, 182 insertions, 182 deletions
diff --git a/libraries/irrlicht-1.8/include/SceneParameters.h b/libraries/irrlicht-1.8/include/SceneParameters.h index 699e2ac..827ae42 100644 --- a/libraries/irrlicht-1.8/include/SceneParameters.h +++ b/libraries/irrlicht-1.8/include/SceneParameters.h | |||
@@ -1,182 +1,182 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | 1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt |
2 | // This file is part of the "Irrlicht Engine". | 2 | // This file is part of the "Irrlicht Engine". |
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | 3 | // For conditions of distribution and use, see copyright notice in irrlicht.h |
4 | 4 | ||
5 | #ifndef __I_SCENE_PARAMETERS_H_INCLUDED__ | 5 | #ifndef __I_SCENE_PARAMETERS_H_INCLUDED__ |
6 | #define __I_SCENE_PARAMETERS_H_INCLUDED__ | 6 | #define __I_SCENE_PARAMETERS_H_INCLUDED__ |
7 | 7 | ||
8 | /*! \file SceneParameters.h | 8 | /*! \file SceneParameters.h |
9 | \brief Header file containing all scene parameters for modifying mesh loading etc. | 9 | \brief Header file containing all scene parameters for modifying mesh loading etc. |
10 | 10 | ||
11 | This file includes all parameter names which can be set using ISceneManager::getParameters() | 11 | This file includes all parameter names which can be set using ISceneManager::getParameters() |
12 | to modify the behavior of plugins and mesh loaders. | 12 | to modify the behavior of plugins and mesh loaders. |
13 | */ | 13 | */ |
14 | 14 | ||
15 | namespace irr | 15 | namespace irr |
16 | { | 16 | { |
17 | namespace scene | 17 | namespace scene |
18 | { | 18 | { |
19 | //! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials | 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 | 20 | /** The default behavior in Irrlicht is to disable writing to the |
21 | z-buffer for all really transparent, i.e. blending materials. This | 21 | z-buffer for all really transparent, i.e. blending materials. This |
22 | avoids problems with intersecting faces, but can also break renderings. | 22 | avoids problems with intersecting faces, but can also break renderings. |
23 | If transparent materials should use the SMaterial flag for ZWriteEnable | 23 | If transparent materials should use the SMaterial flag for ZWriteEnable |
24 | just as other material types use this attribute. | 24 | just as other material types use this attribute. |
25 | Use it like this: | 25 | Use it like this: |
26 | \code | 26 | \code |
27 | SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); | 27 | SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); |
28 | \endcode | 28 | \endcode |
29 | **/ | 29 | **/ |
30 | const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; | 30 | const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; |
31 | 31 | ||
32 | //! Name of the parameter for changing the texture path of the built-in csm loader. | 32 | //! Name of the parameter for changing the texture path of the built-in csm loader. |
33 | /** Use it like this: | 33 | /** Use it like this: |
34 | \code | 34 | \code |
35 | SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); | 35 | SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); |
36 | \endcode | 36 | \endcode |
37 | **/ | 37 | **/ |
38 | const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath"; | 38 | const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath"; |
39 | 39 | ||
40 | //! Name of the parameter for changing the texture path of the built-in lmts loader. | 40 | //! Name of the parameter for changing the texture path of the built-in lmts loader. |
41 | /** Use it like this: | 41 | /** Use it like this: |
42 | \code | 42 | \code |
43 | SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); | 43 | SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); |
44 | \endcode | 44 | \endcode |
45 | **/ | 45 | **/ |
46 | const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath"; | 46 | const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath"; |
47 | 47 | ||
48 | //! Name of the parameter for changing the texture path of the built-in my3d loader. | 48 | //! Name of the parameter for changing the texture path of the built-in my3d loader. |
49 | /** Use it like this: | 49 | /** Use it like this: |
50 | \code | 50 | \code |
51 | SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); | 51 | SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); |
52 | \endcode | 52 | \endcode |
53 | **/ | 53 | **/ |
54 | const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath"; | 54 | const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath"; |
55 | 55 | ||
56 | //! Name of the parameter specifying the COLLADA mesh loading mode | 56 | //! Name of the parameter specifying the COLLADA mesh loading mode |
57 | /** | 57 | /** |
58 | Specifies if the COLLADA loader should create instances of the models, lights and | 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 | 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 | 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 | 61 | dummy mesh and create instances of all meshes and lights and cameras in the collada |
62 | file by itself. Example: | 62 | file by itself. Example: |
63 | \code | 63 | \code |
64 | SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); | 64 | SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); |
65 | \endcode | 65 | \endcode |
66 | */ | 66 | */ |
67 | const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"; | 67 | const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"; |
68 | 68 | ||
69 | //! Name of the parameter for changing the texture path of the built-in DMF loader. | 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 | 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. | 71 | textures. This allows to alter the paths for a specific project setting. |
72 | Use it like this: | 72 | Use it like this: |
73 | \code | 73 | \code |
74 | SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); | 74 | SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); |
75 | \endcode | 75 | \endcode |
76 | **/ | 76 | **/ |
77 | const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath"; | 77 | const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath"; |
78 | 78 | ||
79 | //! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. | 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 | 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 | 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. | 82 | texture path is also used, which allows to use a nicer media layout. |
83 | Use it like this: | 83 | Use it like this: |
84 | \code | 84 | \code |
85 | //this way you won't use this setting (default) | 85 | //this way you won't use this setting (default) |
86 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); | 86 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); |
87 | \endcode | 87 | \endcode |
88 | \code | 88 | \code |
89 | //this way you'll use this setting | 89 | //this way you'll use this setting |
90 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); | 90 | SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); |
91 | \endcode | 91 | \endcode |
92 | **/ | 92 | **/ |
93 | const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"; | 93 | const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"; |
94 | 94 | ||
95 | //! Name of the parameter for setting reference value of alpha in transparent materials. | 95 | //! Name of the parameter for setting reference value of alpha in transparent materials. |
96 | /** Use it like this: | 96 | /** Use it like this: |
97 | \code | 97 | \code |
98 | //this way you'll set alpha ref to 0.1 | 98 | //this way you'll set alpha ref to 0.1 |
99 | SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); | 99 | SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); |
100 | \endcode | 100 | \endcode |
101 | **/ | 101 | **/ |
102 | const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"; | 102 | const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"; |
103 | 103 | ||
104 | //! Name of the parameter for choose to flip or not tga files. | 104 | //! Name of the parameter for choose to flip or not tga files. |
105 | /** Use it like this: | 105 | /** Use it like this: |
106 | \code | 106 | \code |
107 | //this way you'll choose to flip alpha textures | 107 | //this way you'll choose to flip alpha textures |
108 | SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); | 108 | SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); |
109 | \endcode | 109 | \endcode |
110 | **/ | 110 | **/ |
111 | const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"; | 111 | const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"; |
112 | 112 | ||
113 | 113 | ||
114 | //! Name of the parameter for changing the texture path of the built-in obj loader. | 114 | //! Name of the parameter for changing the texture path of the built-in obj loader. |
115 | /** Use it like this: | 115 | /** Use it like this: |
116 | \code | 116 | \code |
117 | SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); | 117 | SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); |
118 | \endcode | 118 | \endcode |
119 | **/ | 119 | **/ |
120 | const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath"; | 120 | const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath"; |
121 | 121 | ||
122 | //! Flag to avoid loading group structures in .obj files | 122 | //! Flag to avoid loading group structures in .obj files |
123 | /** Use it like this: | 123 | /** Use it like this: |
124 | \code | 124 | \code |
125 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); | 125 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); |
126 | \endcode | 126 | \endcode |
127 | **/ | 127 | **/ |
128 | const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; | 128 | const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; |
129 | 129 | ||
130 | 130 | ||
131 | //! Flag to avoid loading material .mtl file for .obj files | 131 | //! Flag to avoid loading material .mtl file for .obj files |
132 | /** Use it like this: | 132 | /** Use it like this: |
133 | \code | 133 | \code |
134 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); | 134 | SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); |
135 | \endcode | 135 | \endcode |
136 | **/ | 136 | **/ |
137 | const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; | 137 | const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; |
138 | 138 | ||
139 | 139 | ||
140 | //! Flag to ignore the b3d file's mipmapping flag | 140 | //! Flag to ignore the b3d file's mipmapping flag |
141 | /** Instead Irrlicht's texture creation flag is used. Use it like this: | 141 | /** Instead Irrlicht's texture creation flag is used. Use it like this: |
142 | \code | 142 | \code |
143 | SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); | 143 | SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); |
144 | \endcode | 144 | \endcode |
145 | **/ | 145 | **/ |
146 | const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"; | 146 | const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"; |
147 | 147 | ||
148 | //! Name of the parameter for changing the texture path of the built-in b3d loader. | 148 | //! Name of the parameter for changing the texture path of the built-in b3d loader. |
149 | /** Use it like this: | 149 | /** Use it like this: |
150 | \code | 150 | \code |
151 | SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); | 151 | SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); |
152 | \endcode | 152 | \endcode |
153 | **/ | 153 | **/ |
154 | const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath"; | 154 | const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath"; |
155 | 155 | ||
156 | //! Flag set as parameter when the scene manager is used as editor | 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 | 157 | /** In this way special animators like deletion animators can be stopped from |
158 | deleting scene nodes for example */ | 158 | deleting scene nodes for example */ |
159 | const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"; | 159 | const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"; |
160 | 160 | ||
161 | //! Name of the parameter for setting the length of debug normals. | 161 | //! Name of the parameter for setting the length of debug normals. |
162 | /** Use it like this: | 162 | /** Use it like this: |
163 | \code | 163 | \code |
164 | SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); | 164 | SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); |
165 | \endcode | 165 | \endcode |
166 | **/ | 166 | **/ |
167 | const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"; | 167 | const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"; |
168 | 168 | ||
169 | //! Name of the parameter for setting the color of debug normals. | 169 | //! Name of the parameter for setting the color of debug normals. |
170 | /** Use it like this: | 170 | /** Use it like this: |
171 | \code | 171 | \code |
172 | SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); | 172 | SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); |
173 | \endcode | 173 | \endcode |
174 | **/ | 174 | **/ |
175 | const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"; | 175 | const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"; |
176 | 176 | ||
177 | 177 | ||
178 | } // end namespace scene | 178 | } // end namespace scene |
179 | } // end namespace irr | 179 | } // end namespace irr |
180 | 180 | ||
181 | #endif | 181 | #endif |
182 | 182 | ||