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. --- .../irrlicht-1.8.1/include/SceneParameters.h | 182 +++++++++++++++++++++ 1 file changed, 182 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/include/SceneParameters.h (limited to 'src/others/irrlicht-1.8.1/include/SceneParameters.h') diff --git a/src/others/irrlicht-1.8.1/include/SceneParameters.h b/src/others/irrlicht-1.8.1/include/SceneParameters.h new file mode 100644 index 0000000..699e2ac --- /dev/null +++ b/src/others/irrlicht-1.8.1/include/SceneParameters.h @@ -0,0 +1,182 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __I_SCENE_PARAMETERS_H_INCLUDED__ +#define __I_SCENE_PARAMETERS_H_INCLUDED__ + +/*! \file SceneParameters.h + \brief Header file containing all scene parameters for modifying mesh loading etc. + + This file includes all parameter names which can be set using ISceneManager::getParameters() + to modify the behavior of plugins and mesh loaders. +*/ + +namespace irr +{ +namespace scene +{ + //! 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: + \code + SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); + \endcode + **/ + const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; + + //! Name of the parameter for changing the texture path of the built-in csm loader. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath"; + + //! Name of the parameter for changing the texture path of the built-in lmts loader. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath"; + + //! Name of the parameter for changing the texture path of the built-in my3d loader. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath"; + + //! 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: + \code + SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); + \endcode + */ + const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"; + + //! 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: + \code + SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath"; + + //! 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: + \code + //this way you won't use this setting (default) + SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); + \endcode + \code + //this way you'll use this setting + SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); + \endcode + **/ + const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"; + + //! Name of the parameter for setting reference value of alpha in transparent materials. + /** Use it like this: + \code + //this way you'll set alpha ref to 0.1 + SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); + \endcode + **/ + const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"; + + //! Name of the parameter for choose to flip or not tga files. + /** Use it like this: + \code + //this way you'll choose to flip alpha textures + SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); + \endcode + **/ + const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"; + + + //! Name of the parameter for changing the texture path of the built-in obj loader. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath"; + + //! Flag to avoid loading group structures in .obj files + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); + \endcode + **/ + const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; + + + //! Flag to avoid loading material .mtl file for .obj files + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); + \endcode + **/ + const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; + + + //! Flag to ignore the b3d file's mipmapping flag + /** Instead Irrlicht's texture creation flag is used. Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); + \endcode + **/ + const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"; + + //! Name of the parameter for changing the texture path of the built-in b3d loader. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); + \endcode + **/ + const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath"; + + //! 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 */ + const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"; + + //! Name of the parameter for setting the length of debug normals. + /** Use it like this: + \code + SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); + \endcode + **/ + const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"; + + //! Name of the parameter for setting the color of debug normals. + /** Use it like this: + \code + SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); + \endcode + **/ + const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1