From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../doc/html/namespaceirr_1_1scene.html | 2210 ++++++++++++++++++++ 1 file changed, 2210 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/doc/html/namespaceirr_1_1scene.html (limited to 'src/others/irrlicht-1.8.1/doc/html/namespaceirr_1_1scene.html') diff --git a/src/others/irrlicht-1.8.1/doc/html/namespaceirr_1_1scene.html b/src/others/irrlicht-1.8.1/doc/html/namespaceirr_1_1scene.html new file mode 100644 index 0000000..1863b17 --- /dev/null +++ b/src/others/irrlicht-1.8.1/doc/html/namespaceirr_1_1scene.html @@ -0,0 +1,2210 @@ + + +
+ +All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... +More...
+All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
+typedef IParticleEmitter irr::scene::IParticlePointEmitter | +
Definition at line 122 of file IParticleEmitter.h.
+ +typedef core::list<ISceneNodeAnimator*> irr::scene::ISceneNodeAnimatorList | +
Typedef for list of scene node animators.
+ +Definition at line 30 of file ISceneNode.h.
+ +typedef core::list<ISceneNode*> irr::scene::ISceneNodeList | +
Typedef for list of scene nodes.
+ +Definition at line 25 of file ISceneNode.h.
+ +typedef CMeshBuffer<video::S3DVertex> irr::scene::SMeshBuffer | +
Standard meshbuffer.
+ +Definition at line 291 of file CMeshBuffer.h.
+ +typedef CMeshBuffer<video::S3DVertex2TCoords> irr::scene::SMeshBufferLightMap | +
Meshbuffer with two texture coords per vertex, e.g. for lightmaps.
+ +Definition at line 293 of file CMeshBuffer.h.
+ +typedef CMeshBuffer<video::S3DVertexTangents> irr::scene::SMeshBufferTangents | +
Meshbuffer with vertices having tangents stored, e.g. for normal mapping.
+ +Definition at line 295 of file CMeshBuffer.h.
+ +enum irr::scene::E_ANIMATED_MESH_TYPE | +
Possible types of (animated) meshes.
+Definition at line 16 of file IAnimatedMesh.h.
+ +enum irr::scene::E_BONE_ANIMATION_MODE | +
Enumeration for different bone animation modes.
+Definition at line 16 of file IBoneSceneNode.h.
+ +enum irr::scene::E_BONE_SKINNING_SPACE | +
EBSS_LOCAL |
+ local skinning, standard + |
EBSS_GLOBAL |
+ global skinning + |
EBSS_COUNT | + |
Definition at line 32 of file IBoneSceneNode.h.
+ +enum irr::scene::E_BUFFER_TYPE | +
Definition at line 28 of file EHardwareBufferFlags.h.
+ +enum irr::scene::E_COLLADA_COLOR_SAMPLER | +
Color names collada uses in it's color samplers.
+ECCS_DIFFUSE | + |
ECCS_AMBIENT | + |
ECCS_EMISSIVE | + |
ECCS_SPECULAR | + |
ECCS_TRANSPARENT | + |
ECCS_REFLECTIVE | + |
Definition at line 47 of file IColladaMeshWriter.h.
+ +enum irr::scene::E_COLLADA_GEOMETRY_WRITING | +
Control when geometry elements are created.
+ECGI_PER_MESH |
+ Default - write each mesh exactly once to collada. Optimal but will not work with many tools. + |
ECGI_PER_MESH_AND_MATERIAL |
+ Write each mesh as often as it's used with different materials-names in the scene. Material names which are used here are created on export, so using the IColladaMeshWriterNames interface you have some control over how many geometries are written. + |
Definition at line 80 of file IColladaMeshWriter.h.
+ +enum irr::scene::E_COLLADA_IRR_COLOR | +
Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values.
+ECIC_NONE |
+ Don't write this element at all. + |
ECIC_CUSTOM |
+ Check IColladaMeshWriterProperties for custom color. + |
ECIC_DIFFUSE |
+ Use SMaterial::DiffuseColor. + |
ECIC_AMBIENT |
+ Use SMaterial::AmbientColor. + |
ECIC_EMISSIVE |
+ Use SMaterial::EmissiveColor. + |
ECIC_SPECULAR |
+ Use SMaterial::SpecularColor. + |
Definition at line 58 of file IColladaMeshWriter.h.
+ +enum irr::scene::E_COLLADA_TECHNIQUE_FX | +
Lighting models - more or less the way Collada categorizes materials.
+Definition at line 23 of file IColladaMeshWriter.h.
+ +enum irr::scene::E_COLLADA_TRANSPARENT_FX | +
How to interpret the opacity in collada.
+ECOF_A_ONE |
+ default - only alpha channel of color or texture is used. + |
ECOF_RGB_ZERO |
+ Alpha values for each RGB channel of color or texture are used. + |
Definition at line 37 of file IColladaMeshWriter.h.
+ +enum irr::scene::E_CULLING_TYPE | +
An enumeration for all types of automatic culling for built-in scene nodes.
+ + +Definition at line 16 of file ECullingTypes.h.
+ +enum irr::scene::E_DEBUG_SCENE_TYPE | +
An enumeration for all types of debug data for built-in scene nodes (flags)
+Definition at line 14 of file EDebugSceneTypes.h.
+ +enum irr::scene::E_HARDWARE_MAPPING | +
Definition at line 13 of file EHardwareBufferFlags.h.
+ +enum irr::scene::E_INTERPOLATION_MODE | +
EIM_CONSTANT | + |
EIM_LINEAR | + |
EIM_COUNT |
+ count of all available interpolation modes + |
Definition at line 18 of file ISkinnedMesh.h.
+ +enum irr::scene::E_JOINT_UPDATE_ON_RENDER | +
Definition at line 19 of file IAnimatedMeshSceneNode.h.
+ +enum irr::scene::E_MESH_WRITER_FLAGS | +
flags configuring mesh writing
+Definition at line 39 of file EMeshWriterEnums.h.
+ +enum irr::scene::E_PARTICLE_AFFECTOR_TYPE | +
Types of built in particle affectors.
+EPAT_NONE | + |
EPAT_ATTRACT | + |
EPAT_FADE_OUT | + |
EPAT_GRAVITY | + |
EPAT_ROTATE | + |
EPAT_SCALE | + |
EPAT_COUNT | + |
Definition at line 17 of file IParticleAffector.h.
+ +enum irr::scene::E_PARTICLE_EMITTER_TYPE | +
Types of built in particle emitters.
+EPET_POINT | + |
EPET_ANIMATED_MESH | + |
EPET_BOX | + |
EPET_CYLINDER | + |
EPET_MESH | + |
EPET_RING | + |
EPET_SPHERE | + |
EPET_COUNT | + |
Definition at line 17 of file IParticleEmitter.h.
+ +enum irr::scene::E_PRIMITIVE_TYPE | +
Enumeration for all primitive types there are.
+Definition at line 14 of file EPrimitiveTypes.h.
+ +enum irr::scene::E_SCENE_NODE_RENDER_PASS | +
Enumeration for render passes.
+A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the node wants to be drawn in relation to the other nodes.
+ESNRP_NONE |
+ No pass currently active. + |
ESNRP_CAMERA |
+ Camera pass. The active view is set up here. The very first pass. + |
ESNRP_LIGHT |
+ In this pass, lights are transformed into camera space and added to the driver. + |
ESNRP_SKY_BOX |
+ This is used for sky boxes. + |
ESNRP_AUTOMATIC |
+ All normal objects can use this for registering themselves. +This value will never be returned by ISceneManager::getSceneNodeRenderPass(). The scene manager will determine by itself if an object is transparent or solid and register the object as SNRT_TRANSPARENT or SNRT_SOLD automatically if you call registerNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your scene node has both solid and transparent material types register it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the render() method call getSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node. + |
ESNRP_SOLID |
+ Solid scene nodes or special scene nodes without materials. + |
ESNRP_TRANSPARENT |
+ Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order. + |
ESNRP_TRANSPARENT_EFFECT |
+ Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order. + |
ESNRP_SHADOW |
+ Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes. + |
Definition at line 55 of file ISceneManager.h.
+ +enum irr::scene::E_TERRAIN_PATCH_SIZE | +
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
+Definition at line 14 of file ETerrainElements.h.
+ +enum irr::scene::EMD2_ANIMATION_TYPE | +
Types of standard md2 animations.
+Definition at line 16 of file IAnimatedMeshMD2.h.
+ +enum irr::scene::EMD3_ANIMATION_TYPE | +
Animation list.
+Definition at line 27 of file IAnimatedMeshMD3.h.
+ +enum irr::scene::eMD3Models | +
Definition at line 17 of file IAnimatedMeshMD3.h.
+ +enum irr::scene::EMESH_WRITER_TYPE | +
An enumeration for all supported types of built-in mesh writers.
+A scene mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers.
+Definition at line 19 of file EMeshWriterEnums.h.
+ +enum irr::scene::ESCENE_NODE_ANIMATOR_TYPE | +
An enumeration for all types of built-in scene node animators.
+Definition at line 14 of file ESceneNodeAnimatorTypes.h.
+ +enum irr::scene::ESCENE_NODE_TYPE | +
An enumeration for all types of built-in scene nodes.
+A scene node type is represented by a four character code such as 'cube' or 'mesh' instead of simple numbers, to avoid name clashes with external scene nodes.
+ESNT_SCENE_MANAGER |
+ of type CSceneManager (note that ISceneManager is not(!) an ISceneNode) + |
ESNT_CUBE |
+ simple cube scene node + |
ESNT_SPHERE |
+ Sphere scene node. + |
ESNT_TEXT |
+ Text Scene Node. + |
ESNT_WATER_SURFACE |
+ Water Surface Scene Node. + |
ESNT_TERRAIN |
+ Terrain Scene Node. + |
ESNT_SKY_BOX |
+ Sky Box Scene Node. + |
ESNT_SKY_DOME |
+ Sky Dome Scene Node. + |
ESNT_SHADOW_VOLUME |
+ Shadow Volume Scene Node. + |
ESNT_OCTREE |
+ Octree Scene Node. + |
ESNT_MESH |
+ Mesh Scene Node. + |
ESNT_LIGHT |
+ Light Scene Node. + |
ESNT_EMPTY |
+ Empty Scene Node. + |
ESNT_DUMMY_TRANSFORMATION |
+ Dummy Transformation Scene Node. + |
ESNT_CAMERA |
+ Camera Scene Node. + |
ESNT_BILLBOARD |
+ Billboard Scene Node. + |
ESNT_ANIMATED_MESH |
+ Animated Mesh Scene Node. + |
ESNT_PARTICLE_SYSTEM |
+ Particle System Scene Node. + |
ESNT_Q3SHADER_SCENE_NODE |
+ Quake3 Shader Scene Node. + |
ESNT_MD3_SCENE_NODE |
+ Quake3 Model Scene Node ( has tag to link to ) + |
ESNT_VOLUME_LIGHT |
+ Volume Light Scene Node. + |
ESNT_CAMERA_MAYA |
+ Maya Camera Scene Node. +Legacy, for loading version <= 1.4.x .irr files + |
ESNT_CAMERA_FPS |
+ First Person Shooter Camera. +Legacy, for loading version <= 1.4.x .irr files + |
ESNT_UNKNOWN |
+ Unknown scene node. + |
ESNT_ANY |
+ Will match with any scene node when checking types. + |
Definition at line 19 of file ESceneNodeTypes.h.
+ +const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent" | +
Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.
+The default behavior in Irrlicht is to disable writing to the z-buffer for all really transparent, i.e. blending materials. This avoids problems with intersecting faces, but can also break renderings. If transparent materials should use the SMaterial flag for ZWriteEnable just as other material types use this attribute. Use it like this:
+SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); +
Definition at line 30 of file SceneParameters.h.
+ +const c8* const irr::scene::AutomaticCullingNames[] | +
+ { + "false", + "box", + "frustum_box", + "frustum_sphere", + "occ_query", + 0 + } +
Names for culling type.
+ +Definition at line 26 of file ECullingTypes.h.
+ +Referenced by irr::scene::ISceneNode::deserializeAttributes().
+ +const c8* const irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag" | +
Flag to ignore the b3d file's mipmapping flag.
+Instead Irrlicht's texture creation flag is used. Use it like this:
+SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); +
Definition at line 146 of file SceneParameters.h.
+ +const c8* const irr::scene::B3D_TEXTURE_PATH = "B3D_TexturePath" | +
Name of the parameter for changing the texture path of the built-in b3d loader.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 154 of file SceneParameters.h.
+ +const c8* const irr::scene::BoneAnimationModeNames[] | +
+ { + "automatic", + "animated", + "unanimated", + 0, + } +
Names for bone animation modes.
+ +Definition at line 44 of file IBoneSceneNode.h.
+ +const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances" | +
Name of the parameter specifying the COLLADA mesh loading mode.
+Specifies if the COLLADA loader should create instances of the models, lights and cameras when loading COLLADA meshes. By default, this is set to false. If this is set to true, the ISceneManager::getMesh() method will only return a pointer to a dummy mesh and create instances of all meshes and lights and cameras in the collada file by itself. Example:
+SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); +
Definition at line 67 of file SceneParameters.h.
+ +const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath" | +
Name of the parameter for changing the texture path of the built-in csm loader.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 38 of file SceneParameters.h.
+ +const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color" | +
Name of the parameter for setting the color of debug normals.
+Use it like this:
+SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); +
Definition at line 175 of file SceneParameters.h.
+ +const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length" | +
Name of the parameter for setting the length of debug normals.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); +
Definition at line 167 of file SceneParameters.h.
+ +const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef" | +
Name of the parameter for setting reference value of alpha in transparent materials.
+Use it like this:
+//this way you'll set alpha ref to 0.1 + SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); +
Definition at line 102 of file SceneParameters.h.
+ +const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha" | +
Name of the parameter for choose to flip or not tga files.
+Use it like this:
+//this way you'll choose to flip alpha textures + SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); +
Definition at line 111 of file SceneParameters.h.
+ +const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir" | +
Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
+If this parameter is set to true, the texture directory defined in the Deled file is ignored, and only the texture name is used to find the proper file. Otherwise, the texture path is also used, which allows to use a nicer media layout. Use it like this:
+//this way you won't use this setting (default) + SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); +
//this way you'll use this setting + SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); +
Definition at line 93 of file SceneParameters.h.
+ +const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath" | +
Name of the parameter for changing the texture path of the built-in DMF loader.
+This path is prefixed to the file names defined in the Deled file when loading textures. This allows to alter the paths for a specific project setting. Use it like this:
+SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 77 of file SceneParameters.h.
+ +const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor" | +
Flag set as parameter when the scene manager is used as editor.
+In this way special animators like deletion animators can be stopped from deleting scene nodes for example
+ +Definition at line 159 of file SceneParameters.h.
+ +const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath" | +
Name of the parameter for changing the texture path of the built-in lmts loader.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 46 of file SceneParameters.h.
+ +const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath" | +
Name of the parameter for changing the texture path of the built-in my3d loader.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 54 of file SceneParameters.h.
+ +const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups" | +
Flag to avoid loading group structures in .obj files.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); +
Definition at line 128 of file SceneParameters.h.
+ +const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles" | +
Flag to avoid loading material .mtl file for .obj files.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); +
Definition at line 137 of file SceneParameters.h.
+ +const c8* const irr::scene::OBJ_TEXTURE_PATH = "OBJ_TexturePath" | +
Name of the parameter for changing the texture path of the built-in obj loader.
+Use it like this:
+SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); +
Definition at line 120 of file SceneParameters.h.
+ +struct irr::scene::SMD3Face irr::scene::PACK_STRUCT | +
const c8* const irr::scene::ParticleAffectorTypeNames[] | +
+{ + "None", + "Attract", + "FadeOut", + "Gravity", + "Rotate", + "Scale", + 0 +} +
Names for built in particle affectors.
+ +Definition at line 29 of file IParticleAffector.h.
+ +const c8* const irr::scene::ParticleEmitterTypeNames[] | +
+{ + "Point", + "AnimatedMesh", + "Box", + "Cylinder", + "Mesh", + "Ring", + "Sphere", + 0 +} +
Names for built in particle emitters.
+ +Definition at line 30 of file IParticleEmitter.h.
+ +