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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
15namespace irr 15namespace irr
16{ 16{
17namespace scene 17namespace 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