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- // 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
- #pragma once
- #include "IReferenceCounted.h"
- #include "irrArray.h"
- #include "vector3d.h"
- #include "dimension2d.h"
- #include "SColor.h"
- #include "ESceneNodeTypes.h"
- #include "SceneParameters.h" // IWYU pragma: export
- #include "ISkinnedMesh.h"
- namespace irr
- {
- struct SKeyMap;
- struct SEvent;
- namespace io
- {
- class IReadFile;
- class IAttributes;
- class IWriteFile;
- class IFileSystem;
- } // end namespace io
- namespace gui
- {
- class IGUIFont;
- class IGUIEnvironment;
- } // end namespace gui
- namespace video
- {
- class IVideoDriver;
- class SMaterial;
- class IImage;
- class ITexture;
- } // end namespace video
- namespace scene
- {
- //! 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.
- Note: Despite the numbering this is not used as bit-field.
- */
- enum E_SCENE_NODE_RENDER_PASS
- {
- //! No pass currently active
- ESNRP_NONE = 0,
- //! Camera pass. The active view is set up here. The very first pass.
- ESNRP_CAMERA = 1,
- //! In this pass, lights are transformed into camera space and added to the driver
- ESNRP_LIGHT = 2,
- //! This is used for sky boxes.
- ESNRP_SKY_BOX = 4,
- //! 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 ESNRT_TRANSPARENT or ESNRP_SOLID
- 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
- ESNRP_SOLID, the other time as ESNRT_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_AUTOMATIC = 24,
- //! Solid scene nodes or special scene nodes without materials.
- ESNRP_SOLID = 8,
- //! Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.
- ESNRP_TRANSPARENT = 16,
- //! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
- ESNRP_TRANSPARENT_EFFECT = 32,
- //! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
- ESNRP_SHADOW = 64,
- //! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
- ESNRP_GUI = 128
- };
- class IAnimatedMesh;
- class IAnimatedMeshSceneNode;
- class IBillboardSceneNode;
- class ICameraSceneNode;
- class IDummyTransformationSceneNode;
- class IMesh;
- class IMeshBuffer;
- class IMeshCache;
- class ISceneCollisionManager;
- class IMeshLoader;
- class IMeshManipulator;
- class IMeshSceneNode;
- class ISceneNode;
- class ISceneNodeFactory;
- //! The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
- /** All Scene nodes can be created only here.
- A scene node is a node in the hierarchical scene graph. Every scene node
- may have children, which are other scene nodes. Children move relative
- the their parents position. If the parent of a node is not visible, its
- children won't be visible, too. In this way, it is for example easily
- possible to attach a light to a moving car or to place a walking
- character on a moving platform on a moving ship.
- The SceneManager is also able to load 3d mesh files of different
- formats. Take a look at getMesh() to find out what formats are
- supported. If these formats are not enough, use
- addExternalMeshLoader() to add new formats to the engine.
- */
- class ISceneManager : public virtual IReferenceCounted
- {
- public:
- //! Get pointer to an animatable mesh. Loads the file if not loaded already.
- /**
- * If you want to remove a loaded mesh from the cache again, use removeMesh().
- * Currently there are the following mesh formats supported:
- * <TABLE border="1" cellpadding="2" cellspacing="0">
- * <TR>
- * <TD>Format</TD>
- * <TD>Description</TD>
- * </TR>
- * <TR>
- * <TD>3D Studio (.3ds)</TD>
- * <TD>Loader for 3D-Studio files which lots of 3D packages
- * are able to export. Only static meshes are currently
- * supported by this importer.</TD>
- * </TR>
- * <TR>
- * <TD>3D World Studio (.smf)</TD>
- * <TD>Loader for Leadwerks SMF mesh files, a simple mesh format
- * containing static geometry for games. The proprietary .STF texture format
- * is not supported yet. This loader was originally written by Joseph Ellis. </TD>
- * </TR>
- * <TR>
- * <TD>Bliz Basic B3D (.b3d)</TD>
- * <TD>Loader for blitz basic files, developed by Mark
- * Sibly. This is the ideal animated mesh format for game
- * characters as it is both rigidly defined and widely
- * supported by modeling and animation software.
- * As this format supports skeletal animations, an
- * ISkinnedMesh will be returned by this importer.</TD>
- * </TR>
- * <TR>
- * <TD>Cartography shop 4 (.csm)</TD>
- * <TD>Cartography Shop is a modeling program for creating
- * architecture and calculating lighting. Irrlicht can
- * directly import .csm files thanks to the IrrCSM library
- * created by Saurav Mohapatra which is now integrated
- * directly in Irrlicht.
- * </TR>
- * <TR>
- * <TD>Delgine DeleD (.dmf)</TD>
- * <TD>DeleD (delgine.com) is a 3D editor and level-editor
- * combined into one and is specifically designed for 3D
- * game-development. With this loader, it is possible to
- * directly load all geometry is as well as textures and
- * lightmaps from .dmf files. To set texture and
- * material paths, see scene::DMF_USE_MATERIALS_DIRS.
- * It is also possible to flip the alpha texture by setting
- * scene::DMF_FLIP_ALPHA_TEXTURES to true and to set the
- * material transparent reference value by setting
- * scene::DMF_ALPHA_CHANNEL_REF to a float between 0 and
- * 1. The loader is based on Salvatore Russo's .dmf
- * loader, I just changed some parts of it. Thanks to
- * Salvatore for his work and for allowing me to use his
- * code in Irrlicht and put it under Irrlicht's license.
- * For newer and more enhanced versions of the loader,
- * take a look at delgine.com.
- * </TD>
- * </TR>
- * <TR>
- * <TD>DirectX (.x)</TD>
- * <TD>Platform independent importer (so not D3D-only) for
- * .x files. Most 3D packages can export these natively
- * and there are several tools for them available, e.g.
- * the Maya exporter included in the DX SDK.
- * .x files can include skeletal animations and Irrlicht
- * is able to play and display them, users can manipulate
- * the joints via the ISkinnedMesh interface. Currently,
- * Irrlicht only supports uncompressed .x files.</TD>
- * </TR>
- * <TR>
- * <TD>Half-Life model (.mdl)</TD>
- * <TD>This loader opens Half-life 1 models, it was contributed
- * by Fabio Concas and adapted by Thomas Alten.</TD>
- * </TR>
- * <TR>
- * <TD>LightWave (.lwo)</TD>
- * <TD>Native to NewTek's LightWave 3D, the LWO format is well
- * known and supported by many exporters. This loader will
- * import LWO2 models including lightmaps, bumpmaps and
- * reflection textures.</TD>
- * </TR>
- * <TR>
- * <TD>Maya (.obj)</TD>
- * <TD>Most 3D software can create .obj files which contain
- * static geometry without material data. The material
- * files .mtl are also supported. This importer for
- * Irrlicht can load them directly. </TD>
- * </TR>
- * <TR>
- * <TD>Milkshape (.ms3d)</TD>
- * <TD>.MS3D files contain models and sometimes skeletal
- * animations from the Milkshape 3D modeling and animation
- * software. Like the other skeletal mesh loaders, joints
- * are exposed via the ISkinnedMesh animated mesh type.</TD>
- * </TR>
- * <TR>
- * <TD>My3D (.my3d)</TD>
- * <TD>.my3D is a flexible 3D file format. The My3DTools
- * contains plug-ins to export .my3D files from several
- * 3D packages. With this built-in importer, Irrlicht
- * can read and display those files directly. This
- * loader was written by Zhuck Dimitry who also created
- * the whole My3DTools package.
- * </TD>
- * </TR>
- * <TR>
- * <TD>OCT (.oct)</TD>
- * <TD>The oct file format contains 3D geometry and
- * lightmaps and can be loaded directly by Irrlicht. OCT
- * files<br> can be created by FSRad, Paul Nette's
- * radiosity processor or exported from Blender using
- * OCTTools which can be found in the exporters/OCTTools
- * directory of the SDK. Thanks to Murphy McCauley for
- * creating all this.</TD>
- * </TR>
- * <TR>
- * <TD>OGRE Meshes (.mesh)</TD>
- * <TD>Ogre .mesh files contain 3D data for the OGRE 3D
- * engine. Irrlicht can read and display them directly
- * with this importer. To define materials for the mesh,
- * copy a .material file named like the corresponding
- * .mesh file where the .mesh file is. (For example
- * ogrehead.material for ogrehead.mesh). Thanks to
- * Christian Stehno who wrote and contributed this
- * loader.</TD>
- * </TR>
- * <TR>
- * <TD>Pulsar LMTools (.lmts)</TD>
- * <TD>LMTools is a set of tools (Windows & Linux) for
- * creating lightmaps. Irrlicht can directly read .lmts
- * files thanks to<br> the importer created by Jonas
- * Petersen.
- * Notes for<br> this version of the loader:<br>
- * - It does not recognize/support user data in the
- * *.lmts files.<br>
- * - The TGAs generated by LMTools don't work in
- * Irrlicht for some reason (the textures are upside
- * down). Opening and resaving them in a graphics app
- * will solve the problem.</TD>
- * </TR>
- * <TR>
- * <TD>Quake 3 levels (.bsp)</TD>
- * <TD>Quake 3 is a popular game by IDSoftware, and .pk3
- * files contain .bsp files and textures/lightmaps
- * describing huge prelighted levels. Irrlicht can read
- * .pk3 and .bsp files directly and thus render Quake 3
- * levels directly. Written by Nikolaus Gebhardt
- * enhanced by Dean P. Macri with the curved surfaces
- * feature. </TD>
- * </TR>
- * <TR>
- * <TD>Quake 2 models (.md2)</TD>
- * <TD>Quake 2 models are characters with morph target
- * animation. Irrlicht can read, display and animate
- * them directly with this importer. </TD>
- * </TR>
- * <TR>
- * <TD>Quake 3 models (.md3)</TD>
- * <TD>Quake 3 models are characters with morph target
- * animation, they contain mount points for weapons and body
- * parts and are typically made of several sections which are
- * manually joined together.</TD>
- * </TR>
- * <TR>
- * <TD>Stanford Triangle (.ply)</TD>
- * <TD>Invented by Stanford University and known as the native
- * format of the infamous "Stanford Bunny" model, this is a
- * popular static mesh format used by 3D scanning hardware
- * and software. This loader supports extremely large models
- * in both ASCII and binary format, but only has rudimentary
- * material support in the form of vertex colors and texture
- * coordinates.</TD>
- * </TR>
- * <TR>
- * <TD>Stereolithography (.stl)</TD>
- * <TD>The STL format is used for rapid prototyping and
- * computer-aided manufacturing, thus has no support for
- * materials.</TD>
- * </TR>
- * </TABLE>
- *
- * To load and display a mesh quickly, just do this:
- * \code
- * SceneManager->addAnimatedMeshSceneNode(
- * SceneManager->getMesh("yourmesh.3ds"));
- * \endcode
- * If you would like to implement and add your own file format loader to Irrlicht,
- * see addExternalMeshLoader().
- * \param file File handle of the mesh to load.
- * \return Null if failed, otherwise pointer to the mesh.
- * This pointer should not be dropped. See IReferenceCounted::drop() for more information.
- **/
- virtual IAnimatedMesh *getMesh(io::IReadFile *file) = 0;
- //! Get interface to the mesh cache which is shared between all existing scene managers.
- /** With this interface, it is possible to manually add new loaded
- meshes (if ISceneManager::getMesh() is not sufficient), to remove them and to iterate
- through already loaded meshes. */
- virtual IMeshCache *getMeshCache() = 0;
- //! Get the video driver.
- /** \return Pointer to the video Driver.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual video::IVideoDriver *getVideoDriver() = 0;
- //! Adds a scene node for rendering an animated mesh model.
- /** \param mesh: Pointer to the loaded animated mesh to be displayed.
- \param parent: Parent of the scene node. Can be NULL if no parent.
- \param id: Id of the node. This id can be used to identify the scene node.
- \param position: Position of the space relative to its parent where the
- scene node will be placed.
- \param rotation: Initial rotation of the scene node.
- \param scale: Initial scale of the scene node.
- \param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
- \return Pointer to the created scene node.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual IAnimatedMeshSceneNode *addAnimatedMeshSceneNode(IAnimatedMesh *mesh,
- ISceneNode *parent = 0, s32 id = -1,
- const core::vector3df &position = core::vector3df(0, 0, 0),
- const core::vector3df &rotation = core::vector3df(0, 0, 0),
- const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f),
- bool alsoAddIfMeshPointerZero = false) = 0;
- //! Adds a scene node for rendering a static mesh.
- /** \param mesh: Pointer to the loaded static mesh to be displayed.
- \param parent: Parent of the scene node. Can be NULL if no parent.
- \param id: Id of the node. This id can be used to identify the scene node.
- \param position: Position of the space relative to its parent where the
- scene node will be placed.
- \param rotation: Initial rotation of the scene node.
- \param scale: Initial scale of the scene node.
- \param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
- \return Pointer to the created scene node.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual IMeshSceneNode *addMeshSceneNode(IMesh *mesh, ISceneNode *parent = 0, s32 id = -1,
- const core::vector3df &position = core::vector3df(0, 0, 0),
- const core::vector3df &rotation = core::vector3df(0, 0, 0),
- const core::vector3df &scale = core::vector3df(1.0f, 1.0f, 1.0f),
- bool alsoAddIfMeshPointerZero = false) = 0;
- //! Adds a camera scene node to the scene graph and sets it as active camera.
- /** This camera does not react on user input.
- If you want to move or animate it, use ISceneNode::setPosition(),
- ICameraSceneNode::setTarget() etc methods.
- By default, a camera's look at position (set with setTarget()) and its scene node
- rotation (set with setRotation()) are independent. If you want to be able to
- control the direction that the camera looks by using setRotation() then call
- ICameraSceneNode::bindTargetAndRotation(true) on it.
- \param position: Position of the space relative to its parent where the camera will be placed.
- \param lookat: Position where the camera will look at. Also known as target.
- \param parent: Parent scene node of the camera. Can be null. If the parent moves,
- the camera will move too.
- \param id: id of the camera. This id can be used to identify the camera.
- \param makeActive Flag whether this camera should become the active one.
- Make sure you always have one active camera.
- \return Pointer to interface to camera if successful, otherwise 0.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ICameraSceneNode *addCameraSceneNode(ISceneNode *parent = 0,
- const core::vector3df &position = core::vector3df(0, 0, 0),
- const core::vector3df &lookat = core::vector3df(0, 0, 100),
- s32 id = -1, bool makeActive = true) = 0;
- //! Adds a billboard scene node to the scene graph.
- /** A billboard is like a 3d sprite: A 2d element,
- which always looks to the camera. It is usually used for things
- like explosions, fire, lensflares and things like that.
- \param parent Parent scene node of the billboard. Can be null.
- If the parent moves, the billboard will move too.
- \param size Size of the billboard. This size is 2 dimensional
- because a billboard only has width and height.
- \param position Position of the space relative to its parent
- where the billboard will be placed.
- \param id An id of the node. This id can be used to identify
- the node.
- \param colorTop The color of the vertices at the top of the
- billboard (default: white).
- \param colorBottom The color of the vertices at the bottom of
- the billboard (default: white).
- \return Pointer to the billboard if successful, otherwise NULL.
- This pointer should not be dropped. See
- IReferenceCounted::drop() for more information. */
- virtual IBillboardSceneNode *addBillboardSceneNode(ISceneNode *parent = 0,
- const core::dimension2d<f32> &size = core::dimension2d<f32>(10.0f, 10.0f),
- const core::vector3df &position = core::vector3df(0, 0, 0), s32 id = -1,
- video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF) = 0;
- //! Adds an empty scene node to the scene graph.
- /** Can be used for doing advanced transformations
- or structuring the scene graph.
- \return Pointer to the created scene node.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneNode *addEmptySceneNode(ISceneNode *parent = 0, s32 id = -1) = 0;
- //! Adds a dummy transformation scene node to the scene graph.
- /** This scene node does not render itself, and does not respond to set/getPosition,
- set/getRotation and set/getScale. Its just a simple scene node that takes a
- matrix as relative transformation, making it possible to insert any transformation
- anywhere into the scene graph.
- \return Pointer to the created scene node.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual IDummyTransformationSceneNode *addDummyTransformationSceneNode(
- ISceneNode *parent = 0, s32 id = -1) = 0;
- //! Gets the root scene node.
- /** This is the scene node which is parent
- of all scene nodes. The root scene node is a special scene node which
- only exists to manage all scene nodes. It will not be rendered and cannot
- be removed from the scene.
- \return Pointer to the root scene node.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneNode *getRootSceneNode() = 0;
- //! Get the first scene node with the specified id.
- /** \param id: The id to search for
- \param start: Scene node to start from. All children of this scene
- node are searched. If null is specified, the root scene node is
- taken.
- \return Pointer to the first scene node with this id,
- and null if no scene node could be found.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneNode *getSceneNodeFromId(s32 id, ISceneNode *start = 0) = 0;
- //! Get the first scene node with the specified name.
- /** \param name: The name to search for
- \param start: Scene node to start from. All children of this scene
- node are searched. If null is specified, the root scene node is
- taken.
- \return Pointer to the first scene node with this id,
- and null if no scene node could be found.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneNode *getSceneNodeFromName(const c8 *name, ISceneNode *start = 0) = 0;
- //! Get the first scene node with the specified type.
- /** \param type: The type to search for
- \param start: Scene node to start from. All children of this scene
- node are searched. If null is specified, the root scene node is
- taken.
- \return Pointer to the first scene node with this type,
- and null if no scene node could be found.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneNode *getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode *start = 0) = 0;
- //! Get scene nodes by type.
- /** \param type: Type of scene node to find (ESNT_ANY will return all child nodes).
- \param outNodes: results will be added to this array (outNodes is not cleared).
- \param start: Scene node to start from. This node and all children of this scene
- node are checked (recursively, so also children of children, etc). If null is specified,
- the root scene node is taken as start-node. */
- virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type,
- core::array<scene::ISceneNode *> &outNodes,
- ISceneNode *start = 0) = 0;
- //! Get the current active camera.
- /** \return The active camera is returned. Note that this can
- be NULL, if there was no camera created yet.
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ICameraSceneNode *getActiveCamera() const = 0;
- //! Sets the currently active camera.
- /** The previous active camera will be deactivated.
- \param camera: The new camera which should be active. */
- virtual void setActiveCamera(ICameraSceneNode *camera) = 0;
- //! Registers a node for rendering it at a specific time.
- /** This method should only be used by SceneNodes when they get a
- ISceneNode::OnRegisterSceneNode() call.
- \param node: Node to register for drawing. Usually scene nodes would set 'this'
- as parameter here because they want to be drawn.
- \param pass: Specifies when the node wants to be drawn in relation to the other nodes.
- For example, if the node is a shadow, it usually wants to be drawn after all other nodes
- and will use ESNRP_SHADOW for this. See scene::E_SCENE_NODE_RENDER_PASS for details.
- Note: This is _not_ a bitfield. If you want to register a note for several render passes, then
- call this function once for each pass.
- \return scene will be rendered ( passed culling ) */
- virtual u32 registerNodeForRendering(ISceneNode *node,
- E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;
- //! Clear all nodes which are currently registered for rendering
- /** Usually you don't have to care about this as drawAll will clear nodes
- after rendering them. But sometimes you might have to manually reset this.
- For example when you deleted nodes between registering and rendering. */
- virtual void clearAllRegisteredNodesForRendering() = 0;
- //! Draws all the scene nodes.
- /** This can only be invoked between
- IVideoDriver::beginScene() and IVideoDriver::endScene(). Please note that
- the scene is not only drawn when calling this, but also animated
- by existing scene node animators, culling of scene nodes is done, etc. */
- virtual void drawAll() = 0;
- //! Adds an external mesh loader for extending the engine with new file formats.
- /** If you want the engine to be extended with
- file formats it currently is not able to load (e.g. .cob), just implement
- the IMeshLoader interface in your loading class and add it with this method.
- Using this method it is also possible to override built-in mesh loaders with
- newer or updated versions without the need to recompile the engine.
- \param externalLoader: Implementation of a new mesh loader. */
- virtual void addExternalMeshLoader(IMeshLoader *externalLoader) = 0;
- //! Returns the number of mesh loaders supported by Irrlicht at this time
- virtual u32 getMeshLoaderCount() const = 0;
- //! Retrieve the given mesh loader
- /** \param index The index of the loader to retrieve. This parameter is an 0-based
- array index.
- \return A pointer to the specified loader, 0 if the index is incorrect. */
- virtual IMeshLoader *getMeshLoader(u32 index) const = 0;
- //! Get pointer to the scene collision manager.
- /** \return Pointer to the collision manager
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual ISceneCollisionManager *getSceneCollisionManager() = 0;
- //! Get pointer to the mesh manipulator.
- /** \return Pointer to the mesh manipulator
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
- virtual IMeshManipulator *getMeshManipulator() = 0;
- //! Adds a scene node to the deletion queue.
- /** The scene node is immediately
- deleted when it's secure. Which means when the scene node does not
- execute animators and things like that. This method is for example
- used for deleting scene nodes by their scene node animators. In
- most other cases, a ISceneNode::remove() call is enough, using this
- deletion queue is not necessary.
- See ISceneManager::createDeleteAnimator() for details.
- \param node: Node to delete. */
- virtual void addToDeletionQueue(ISceneNode *node) = 0;
- //! Posts an input event to the environment.
- /** Usually you do not have to
- use this method, it is used by the internal engine. */
- virtual bool postEventFromUser(const SEvent &event) = 0;
- //! Clears the whole scene.
- /** All scene nodes are removed. */
- virtual void clear() = 0;
- //! Get interface to the parameters set in this scene.
- /** String parameters can be used by plugins and mesh loaders.
- See COLLADA_CREATE_SCENE_INSTANCES and DMF_USE_MATERIALS_DIRS */
- virtual io::IAttributes *getParameters() = 0;
- //! Get current render pass.
- /** All scene nodes are being rendered in a specific order.
- First lights, cameras, sky boxes, solid geometry, and then transparent
- stuff. During the rendering process, scene nodes may want to know what the scene
- manager is rendering currently, because for example they registered for rendering
- twice, once for transparent geometry and once for solid. When knowing what rendering
- pass currently is active they can render the correct part of their geometry. */
- virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;
- //! Creates a new scene manager.
- /** This can be used to easily draw and/or store two
- independent scenes at the same time. The mesh cache will be
- shared between all existing scene managers, which means if you
- load a mesh in the original scene manager using for example
- getMesh(), the mesh will be available in all other scene
- managers too, without loading.
- The original/main scene manager will still be there and
- accessible via IrrlichtDevice::getSceneManager(). If you need
- input event in this new scene manager, for example for FPS
- cameras, you'll need to forward input to this manually: Just
- implement an IEventReceiver and call
- yourNewSceneManager->postEventFromUser(), and return true so
- that the original scene manager doesn't get the event.
- Otherwise, all input will go to the main scene manager
- automatically.
- If you no longer need the new scene manager, you should call
- ISceneManager::drop().
- See IReferenceCounted::drop() for more information. */
- virtual ISceneManager *createNewSceneManager(bool cloneContent = false) = 0;
- //! Get a skinned mesh, which is not available as header-only code
- /** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
- for details. */
- virtual ISkinnedMesh *createSkinnedMesh() = 0;
- //! Sets ambient color of the scene
- virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
- //! Get ambient color of the scene
- virtual const video::SColorf &getAmbientLight() const = 0;
- //! Get current render pass.
- virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const = 0;
- //! Set current render pass.
- virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) = 0;
- //! Check if node is culled in current view frustum
- /** Please note that depending on the used culling method this
- check can be rather coarse, or slow. A positive result is
- correct, though, i.e. if this method returns true the node is
- positively not visible. The node might still be invisible even
- if this method returns false.
- \param node The scene node which is checked for culling.
- \return True if node is not visible in the current scene, else
- false. */
- virtual bool isCulled(const ISceneNode *node) const = 0;
- };
- } // end namespace scene
- } // end namespace irr
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