| Irrlicht 3D Engine |

Namespaces | Classes | Typedefs | Enumerations | Variables
irr::scene Namespace Reference

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... More...

## Namespaces

- namespace quake3

## Classes

- class CDynamicMeshBuffer
- class CIndexBuffer
- class CMeshBuffer
    Template implementation of the IMeshBuffer interface. More...
- class CVertexBuffer
- class IAnimatedMesh
    Interface for an animated mesh. More...
- class IAnimatedMeshMD2
    Interface for using some special functions of MD2 meshes. More...
- class IAnimatedMeshMD3
    Interface for using some special functions of MD3 meshes. More...
- class IAnimatedMeshSceneNode
    Scene node capable of displaying an animated mesh and its shadow. More...
- class IAnimationEndCallBack
    Callback interface for catching events of ended animations. More...
- class IBillboardSceneNode
    A billboard scene node. More...
- class IBillboardTextSceneNode
    A billboard text scene node. More...
- class IBoneSceneNode
    Interface for bones used for skeletal animation. More...
- class ICameraSceneNode
    Scene Node which is a (controlable) camera. More...
- class IColladaMeshWriter
    Interface for writing meshes. More...
- class IColladaMeshWriterNames
    Callback interface to use custom names on collada writing. More...
- class IColladaMeshWriterProperties
    Callback interface for properties which can be used to influence collada writing. More...
- class ICollisionCallback
    Callback interface for catching events of collisions. More...
- class IDummyTransformationSceneNode
    Dummy scene node for adding additional transformations to the scene graph. More...
- class IDynamicMeshBuffer
- class IGeometryCreator
    Helper class for creating geometry on the fly. More...
- class IIndexBuffer
- class ILightManager
    ILightManager provides an interface for user applications to manipulate the list of lights in the scene. More...
- class ILightSceneNode
    Scene node which is a dynamic light. More...
- class IMesh
    Class which holds the geometry of an object. More...
- class IMeshBuffer
    Struct for holding a mesh with a single material. More...
- class IMeshCache
    The mesh cache stores already loaded meshes and provides an interface to them. More...
- class IMeshLoader
    Class which is able to load an animated mesh from a file. More...
- class IMeshManipulator
    An interface for easy manipulation of meshes. More...
- class IMeshSceneNode
    A scene node displaying a static mesh. More...
- class IMeshWriter
    Interface for writing meshes. More...
- class IMetaTriangleSelector
    Interface for making multiple triangle selectors work as one big selector. More...
- class IParticleAffector
    A particle affector modifies particles. More...
- class IParticleAnimatedMeshSceneNodeEmitter
    A particle emitter which emits particles from mesh vertices. More...
- class IParticleAttractionAffector
    A particle affector which attracts or detracts particles. More...
- class IParticleBoxEmitter
    A particle emitter which emits particles from a box shaped space. More...
- class IParticleCylinderEmitter
    A particle emitter which emits from a cylindrically shaped space. More...
- class IParticleEmitter
    A particle emitter for using with particle systems. More...
- class IParticleFadeOutAffector
    A particle affector which fades out the particles. More...
- class IParticleGravityAffector
    A particle affector which applies gravity to particles. More...
- class IParticleMeshEmitter
    A particle emitter which emits from vertices of a mesh. More...
- class IParticleRingEmitter
    A particle emitter which emits particles along a ring shaped area. More...
- class IParticleRotationAffector
    A particle affector which rotates the particle system. More...
- class IParticleSphereEmitter
    A particle emitter which emits from a spherical space. More...
- class IParticleSystemSceneNode
    A particle system scene node for creating snow, fire, exlosions, smoke... More...
- class IQ3LevelMesh
    Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. More...
- class ISceneCollisionManager
    The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. More...
- class ISceneLoader
    Class which can load a scene into the scene manager. More...
- class ISceneManager
    The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff. More...
- class ISceneNode
    Scene node interface. More...
- class ISceneNodeAnimator
    Animates a scene node. Can animate position, rotation, material, and so on. More...
- class ISceneNodeAnimatorCameraFPS
    Special scene node animator for FPS cameras. More...
- class ISceneNodeAnimatorCameraMaya
    Special scene node animator for Maya-style cameras. More...
- class ISceneNodeAnimatorCollisionResponse
    Special scene node animator for doing automatic collision detection and response. More...
- class ISceneNodeAnimatorFactory
    Interface for dynamic creation of scene node animators. More...
- class ISceneNodeFactory
    Interface for dynamic creation of scene nodes. More...
- class ISceneUserDataSerializer
    Interface to read and write user data to and from .irr files. More...
- class IShadowVolumeSceneNode
    Scene node for rendering a shadow volume into a stencil buffer. More...
- class ISkinnedMesh
    Interface for using some special functions of Skinned meshes. More...
- class ITerrainSceneNode
    A scene node for displaying terrain using the geo mip map algorithm. More...
- class ITextSceneNode
    A scene node for displaying 2d text at a position in three dimensional space. More...
- class ITriangleSelector
    Interface to return triangles with specific properties. More...
- class IVertexBuffer
- struct IVertexManipulator
    Interface for vertex manipulators. More...
- class IVolumeLightSceneNode
- struct SAnimatedMesh
    Simple implementation of the IAnimatedMesh interface. More...
- struct SMD3AnimationInfo
- struct SMD3Face
    Triangle Index. More...
- struct SMD3Header
    this holds the header info of the MD3 file More...
- struct SMD3Mesh
    Holding Frames Buffers and Tag Infos. More...
- struct SMD3MeshBuffer
    Holding Frame Data for a Mesh. More...
- struct SMD3MeshHeader
    this holds the header info of an MD3 mesh section More...
- struct SMD3QuaternionTag
    hold a tag info for connecting meshes More...
- struct SMD3QuaternionTagList
    holds a associative list of named quaternions More...
- struct SMD3TexCoord
    Texture Coordinate. More...
- struct SMD3Vertex
    Compressed Vertex Data. More...
- struct SMesh
    Simple implementation of the IMesh interface. More...
- struct SParticle
    Struct for holding particle data. More...
- struct SSharedMeshBuffer
    Implementation of the IMeshBuffer interface with shared vertex list. More...
- struct SSkinMeshBuffer
    A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime. More...
- class SVertexColorBrightnessManipulator
    Vertex manipulator which adjusts the brightness by the given amount. More...
- class SVertexColorContrastBrightnessManipulator
    Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount. More...
- class SVertexColorContrastManipulator
    Vertex manipulator which adjusts the contrast by the given factor. More...
- class SVertexColorDesaturateToAverageManipulator
    Vertex manipulator which desaturates the color values. More...
- class SVertexColorDesaturateToLightnessManipulator
    Vertex manipulator which desaturates the color values. More...
- class SVertexColorDesaturateToLuminanceManipulator
    Vertex manipulator which desaturates the color values. More...
- class SVertexColorGammaManipulator
    Vertex manipulator which adjusts the brightness by a gamma operation. More...
- class SVertexColorInterpolateLinearManipulator
    Vertex manipulator which interpolates the color values. More...
- class SVertexColorInterpolateQuadraticManipulator
    Vertex manipulator which interpolates the color values. More...
- class SVertexColorInvertManipulator
    Vertex manipulator which invertes the RGB values. More...
- class SVertexColorScaleManipulator
    Vertex manipulator which scales the color values. More...
- class SVertexColorSetAlphaManipulator
    Vertex manipulator to set the alpha value of the vertex color to a fixed value. More...
- class SVertexColorSetManipulator
    Vertex manipulator to set color to a fixed color for all vertices. More...
- class SVertexColorThresholdManipulator
    Vertex manipulator to set vertex color to one of two values depending on a given threshold. More...
- class SVertexPositionScaleAlongNormalsManipulator
    Vertex manipulator which scales the position of the vertex along the normals. More...
- class SVertexPositionScaleManipulator
    Vertex manipulator which scales the position of the vertex. More...
- class SVertexPositionTransformManipulator
    Vertex manipulator which transforms the position of the vertex. More...
- class SVertexTCoordsScaleManipulator
    Vertex manipulator which scales the TCoords of the vertex. More...
- struct SViewFrustum
    Defines the view frustum. That's the space visible by the camera. More...

## Typedefs

- typedef IParticleEmitter IParticlePointEmitter
- typedef core::list
  < ISceneNodeAnimator * > ISceneNodeAnimatorList
    Typedef for list of scene node animators.
- typedef core::list< ISceneNode * > ISceneNodeList
    Typedef for list of scene nodes.
- typedef CMeshBuffer
  < video::S3DVertex > SMeshBuffer
    Standard meshbuffer.
- typedef CMeshBuffer
  < video::S3DVertex2TCoords > SMeshBufferLightMap
    Meshbuffer with two texture coords per vertex, e.g. for lightmaps.
- typedef CMeshBuffer
  < video::S3DVertexTangents > SMeshBufferTangents
    Meshbuffer with vertices having tangents stored, e.g. for normal mapping.

## Enumerations

- enum E_ANIMATED_MESH_TYPE {
  EAMT_UNKNOWN = 0, EAMT_MD2, EAMT_MD3, EAMT_OBJ,
  EAMT_BSP, EAMT_3DS, EAMT_MY3D, EAMT_LMTS,
  EAMT_CSM, EAMT_OCT, EAMT_MDL_HALFLIFE, EAMT_SKINNED
  }
    Possible types of (animated) meshes. More...
- enum E_BONE_ANIMATION_MODE { EBAM_AUTOMATIC = 0, EBAM_ANIMATED, EBAM_UNANIMATED, EBAM_COUNT }
    Enumeration for different bone animation modes. More...
- enum E_BONE_SKINNING_SPACE { EBSS_LOCAL = 0, EBSS_GLOBAL, EBSS_COUNT }
- enum E_BUFFER_TYPE { EBT_NONE = 0, EBT_VERTEX, EBT_INDEX, EBT_VERTEX_AND_INDEX }
- enum E_COLLADA_COLOR_SAMPLER {
  ECCS_DIFFUSE, ECCS_AMBIENT, ECCS_EMISSIVE, ECCS_SPECULAR,
  ECCS_TRANSPARENT, ECCS_REFLECTIVE
  }
    Color names collada uses in it's color samplers. More...
- enum E_COLLADA_GEOMETRY_WRITING { ECGI_PER_MESH, ECGI_PER_MESH_AND_MATERIAL }
    Control when geometry elements are created. More...
- enum E_COLLADA_IRR_COLOR {
  ECIC_NONE, ECIC_CUSTOM, ECIC_DIFFUSE, ECIC_AMBIENT,
  ECIC_EMISSIVE, ECIC_SPECULAR
  }
    Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values. More...
- enum E_COLLADA_TECHNIQUE_FX { ECTF_BLINN, ECTF_PHONG, ECTF_LAMBERT, ECTF_CONSTANT }
    Lighting models - more or less the way Collada categorizes materials. More...
- enum E_COLLADA_TRANSPARENT_FX { ECOF_A_ONE = 0, ECOF_RGB_ZERO = 1 }
    How to interpret the opacity in collada. More...
- enum E_CULLING_TYPE {
  EAC_OFF = 0, EAC_BOX = 1, EAC_FRUSTUM_BOX = 2, EAC_FRUSTUM_SPHERE = 4,
  EAC_OCC_QUERY = 8
  }
    An enumeration for all types of automatic culling for built-in scene nodes. More...
- enum E_DEBUG_SCENE_TYPE {
  EDS_OFF = 0, EDS_BBOX = 1, EDS_NORMALS = 2, EDS_SKELETON = 4,
  EDS_MESH_WIRE_OVERLAY = 8, EDS_HALF_TRANSPARENCY = 16, EDS_BBOX_BUFFERS = 32, EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS,
  EDS_FULL = 0xffffffff
  }
    An enumeration for all types of debug data for built-in scene nodes (flags) More...
- enum E_HARDWARE_MAPPING { EHM_NEVER = 0, EHM_STATIC, EHM_DYNAMIC, EHM_STREAM }
- enum E_INTERPOLATION_MODE { EIM_CONSTANT = 0, EIM_LINEAR, EIM_COUNT }
- enum E_JOINT_UPDATE_ON_RENDER { EJUOR_NONE = 0, EJUOR_READ, EJUOR_CONTROL }
- enum E_MESH_WRITER_FLAGS { EMWF_NONE = 0, EMWF_WRITE_LIGHTMAPS = 0x1, EMWF_WRITE_COMPRESSED = 0x2, EMWF_WRITE_BINARY = 0x4 }
    flags configuring mesh writing More...
- enum E_PARTICLE_AFFECTOR_TYPE {
  EPAT_NONE = 0, EPAT_ATTRACT, EPAT_FADE_OUT, EPAT_GRAVITY,
  EPAT_ROTATE, EPAT_SCALE, EPAT_COUNT
  }
    Types of built in particle affectors. More...
- enum E_PARTICLE_EMITTER_TYPE {
  EPET_POINT = 0, EPET_ANIMATED_MESH, EPET_BOX, EPET_CYLINDER,
  EPET_MESH, EPET_RING, EPET_SPHERE, EPET_COUNT
  }
    Types of built in particle emitters. More...
- enum E_PRIMITIVE_TYPE {
  EPT_POINTS = 0, EPT_LINE_STRIP, EPT_LINE_LOOP, EPT_LINES,
  EPT_TRIANGLE_STRIP, EPT_TRIANGLE_FAN, EPT_TRIANGLES, EPT_QUAD_STRIP,
  EPT_QUADS, EPT_POLYGON, EPT_POINT_SPRITES
  }
    Enumeration for all primitive types there are. More...
- enum E_SCENE_NODE_RENDER_PASS {
  ESNRP_NONE = 0, ESNRP_CAMERA = 1, ESNRP_LIGHT = 2, ESNRP_SKY_BOX = 4,
  ESNRP_AUTOMATIC = 24, ESNRP_SOLID = 8, ESNRP_TRANSPARENT = 16, ESNRP_TRANSPARENT_EFFECT = 32,
  ESNRP_SHADOW = 64
  }
    Enumeration for render passes. More...
- enum E_TERRAIN_PATCH_SIZE {
  ETPS_9 = 9, ETPS_17 = 17, ETPS_33 = 33, ETPS_65 = 65,
  ETPS_129 = 129
  }
    enumeration for patch sizes specifying the size of patches in the TerrainSceneNode More...
- enum EMD2_ANIMATION_TYPE {
  EMAT_STAND = 0, EMAT_RUN, EMAT_ATTACK, EMAT_PAIN_A,
  EMAT_PAIN_B, EMAT_PAIN_C, EMAT_JUMP, EMAT_FLIP,
  EMAT_SALUTE, EMAT_FALLBACK, EMAT_WAVE, EMAT_POINT,
  EMAT_CROUCH_STAND, EMAT_CROUCH_WALK, EMAT_CROUCH_ATTACK, EMAT_CROUCH_PAIN,
  EMAT_CROUCH_DEATH, EMAT_DEATH_FALLBACK, EMAT_DEATH_FALLFORWARD, EMAT_DEATH_FALLBACKSLOW,
  EMAT_BOOM, EMAT_COUNT
  }
    Types of standard md2 animations. More...
- enum EMD3_ANIMATION_TYPE {
  EMD3_BOTH_DEATH_1 = 0, EMD3_BOTH_DEAD_1, EMD3_BOTH_DEATH_2, EMD3_BOTH_DEAD_2,
  EMD3_BOTH_DEATH_3, EMD3_BOTH_DEAD_3, EMD3_TORSO_GESTURE, EMD3_TORSO_ATTACK_1,
  EMD3_TORSO_ATTACK_2, EMD3_TORSO_DROP, EMD3_TORSO_RAISE, EMD3_TORSO_STAND_1,
  EMD3_TORSO_STAND_2, EMD3_LEGS_WALK_CROUCH, EMD3_LEGS_WALK, EMD3_LEGS_RUN,
  EMD3_LEGS_BACK, EMD3_LEGS_SWIM, EMD3_LEGS_JUMP_1, EMD3_LEGS_LAND_1,
  EMD3_LEGS_JUMP_2, EMD3_LEGS_LAND_2, EMD3_LEGS_IDLE, EMD3_LEGS_IDLE_CROUCH,
  EMD3_LEGS_TURN, EMD3_ANIMATION_COUNT
  }
    Animation list. More...
- enum eMD3Models {
  EMD3_HEAD = 0, EMD3_UPPER, EMD3_LOWER, EMD3_WEAPON,
  EMD3_NUMMODELS
  }
- enum EMESH_WRITER_TYPE {
  EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'), EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'), EMWT_STL = MAKE_IRR_ID('s','t','l',0), EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
  EMWT_PLY = MAKE_IRR_ID('p','l','y',0)
  }
    An enumeration for all supported types of built-in mesh writers. More...
- enum ESCENE_NODE_ANIMATOR_TYPE {
  ESNAT_FLY_CIRCLE = 0, ESNAT_FLY_STRAIGHT, ESNAT_FOLLOW_SPLINE, ESNAT_ROTATION,
  ESNAT_TEXTURE, ESNAT_DELETION, ESNAT_COLLISION_RESPONSE, ESNAT_CAMERA_FPS,
  ESNAT_CAMERA_MAYA, ESNAT_COUNT, ESNAT_UNKNOWN, ESNAT_FORCE_32_BIT = 0x7fffffff
  }
    An enumeration for all types of built-in scene node animators. More...
- enum ESCENE_NODE_TYPE {
  ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g'), ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'), ESNT_SPHERE = MAKE_IRR_ID('s','p','h','r'), ESNT_TEXT = MAKE_IRR_ID('t','e','x','t'),
  ESNT_WATER_SURFACE = MAKE_IRR_ID('w','a','t','r'), ESNT_TERRAIN = MAKE_IRR_ID('t','e','r','r'), ESNT_SKY_BOX = MAKE_IRR_ID('s','k','y','_'), ESNT_SKY_DOME = MAKE_IRR_ID('s','k','y','d'),
  ESNT_SHADOW_VOLUME = MAKE_IRR_ID('s','h','d','w'), ESNT_OCTREE = MAKE_IRR_ID('o','c','t','r'), ESNT_MESH = MAKE_IRR_ID('m','e','s','h'), ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t'),
  ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'), ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'), ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'), ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'),
  ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'), ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l'), ESNT_Q3SHADER_SCENE_NODE = MAKE_IRR_ID('q','3','s','h'), ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'),
  ESNT_VOLUME_LIGHT = MAKE_IRR_ID('v','o','l','l'), ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'), ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'), ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'),
  ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
  }
    An enumeration for all types of built-in scene nodes. More...

## Variables

- const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"
    Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.
- const c8 *const AutomaticCullingNames []
    Names for culling type.
- const c8 *const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"
    Flag to ignore the b3d file's mipmapping flag.
- const c8 *const B3D_TEXTURE_PATH = "B3D_TexturePath"
    Name of the parameter for changing the texture path of the built-in b3d loader.
- const c8 *const BoneAnimationModeNames []
    Names for bone animation modes.
- const c8 *const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"
    Name of the parameter specifying the COLLADA mesh loading mode.
- const c8 *const CSM_TEXTURE_PATH = "CSM_TexturePath"
    Name of the parameter for changing the texture path of the built-in csm loader.
- const c8 *const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"
    Name of the parameter for setting the color of debug normals.
- const c8 *const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"
    Name of the parameter for setting the length of debug normals.
- const c8 *const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"
    Name of the parameter for setting reference value of alpha in transparent materials.
- const c8 *const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"
    Name of the parameter for choose to flip or not tga files.
- const c8 *const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"
    Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
- const c8 *const DMF_TEXTURE_PATH = "DMF_TexturePath"
    Name of the parameter for changing the texture path of the built-in DMF loader.
- const c8 *const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"
    Flag set as parameter when the scene manager is used as editor.
- const c8 *const LMTS_TEXTURE_PATH = "LMTS_TexturePath"
    Name of the parameter for changing the texture path of the built-in lmts loader.
- const c8 *const MY3D_TEXTURE_PATH = "MY3D_TexturePath"
    Name of the parameter for changing the texture path of the built-in my3d loader.
- const c8 *const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"
    Flag to avoid loading group structures in .obj files.
- const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"
    Flag to avoid loading material .mtl file for .obj files.
- const c8 *const OBJ_TEXTURE_PATH = "OBJ_TexturePath"
    Name of the parameter for changing the texture path of the built-in obj loader.
- struct irr::scene::SMD3Header PACK_STRUCT
- const c8 *const ParticleAffectorTypeNames []
    Names for built in particle affectors.
- const c8 *const ParticleEmitterTypeNames []
    Names for built in particle emitters.

## Detailed Description

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...

## Typedef Documentation

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.

## Enumeration Type Documentation

enum irr::scene::E_ANIMATED_MESH_TYPE

Possible types of (animated) meshes.

Enumerator:

  EAMT_UNKNOWN | Unknown animated mesh type.
  EAMT_MD2 | Quake 2 MD2 model file.
  EAMT_MD3 | Quake 3 MD3 model file.
  EAMT_OBJ | Maya .obj static model.
  EAMT_BSP | Quake 3 .bsp static Map.
  EAMT_3DS | 3D Studio .3ds file
  EAMT_MY3D | My3D Mesh, the file format by Zhuck Dimitry.
  EAMT_LMTS | Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen.
  EAMT_CSM | Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
  EAMT_OCT | .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht
  EAMT_MDL_HALFLIFE | Halflife MDL model file.
  EAMT_SKINNED | generic skinned mesh

Definition at line 16 of file IAnimatedMesh.h.

enum irr::scene::E_BONE_ANIMATION_MODE

Enumeration for different bone animation modes.

Enumerator:

  EBAM_AUTOMATIC | The bone is usually animated, unless it's parent is not animated.
  EBAM_ANIMATED | The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward.
  EBAM_UNANIMATED | The bone is not animated by the skin.
  EBAM_COUNT | Not an animation mode, just here to count the available modes.

Definition at line 16 of file IBoneSceneNode.h.

enum irr::scene::E_BONE_SKINNING_SPACE

Enumerator:

  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

Enumerator:

  EBT_NONE | Does not change anything.
  EBT_VERTEX | Change the vertex mapping.
  EBT_INDEX | Change the index mapping.
  EBT_VERTEX_AND_INDEX | Change both vertex and index mapping to the same value.

Definition at line 28 of file EHardwareBufferFlags.h.

enum irr::scene::E_COLLADA_COLOR_SAMPLER

Color names collada uses in it's color samplers.

Enumerator:

  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.

Enumerator:

  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.

Enumerator:

  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.

Enumerator:

  ECTF_BLINN | Blinn-phong which is default for opengl and dx fixed function pipelines. But several well-known renderers don't support it and prefer phong.
  ECTF_PHONG | Phong shading, default in many external renderers.
  ECTF_LAMBERT | diffuse shaded surface that is independent of lighting.
  ECTF_CONSTANT |

Definition at line 23 of file IColladaMeshWriter.h.

enum irr::scene::E_COLLADA_TRANSPARENT_FX

How to interpret the opacity in collada.

Enumerator:

  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.

Enumerator:

  EAC_OFF |
  EAC_BOX |
  EAC_FRUSTUM_BOX |
  EAC_FRUSTUM_SPHERE |
  EAC_OCC_QUERY |

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)

Enumerator:

  EDS_OFF | No Debug Data ( Default )
  EDS_BBOX | Show Bounding Boxes of SceneNode.
  EDS_NORMALS | Show Vertex Normals.
  EDS_SKELETON | Shows Skeleton/Tags.
  EDS_MESH_WIRE_OVERLAY | Overlays Mesh Wireframe.
  EDS_HALF_TRANSPARENCY | Temporary use transparency Material Type.
  EDS_BBOX_BUFFERS | Show Bounding Boxes of all MeshBuffers.
  EDS_BBOX_ALL | EDS_BBOX | EDS_BBOX_BUFFERS.
  EDS_FULL | Show all debug infos.

Definition at line 14 of file EDebugSceneTypes.h.

enum irr::scene::E_HARDWARE_MAPPING

Enumerator:

  EHM_NEVER | Don't store on the hardware.
  EHM_STATIC | Rarely changed, usually stored completely on the hardware.
  EHM_DYNAMIC | Sometimes changed, driver optimized placement.
  EHM_STREAM | Always changed, cache optimizing on the GPU.

Definition at line 13 of file EHardwareBufferFlags.h.

enum irr::scene::E_INTERPOLATION_MODE

Enumerator:

  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

Enumerator:

  EJUOR_NONE | do nothing
  EJUOR_READ | get joints positions from the mesh (for attached nodes, etc)
  EJUOR_CONTROL | control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )

Definition at line 19 of file IAnimatedMeshSceneNode.h.

enum irr::scene::E_MESH_WRITER_FLAGS

flags configuring mesh writing

Enumerator:

  EMWF_NONE | no writer flags
  EMWF_WRITE_LIGHTMAPS | write lightmap textures out if possible
  EMWF_WRITE_COMPRESSED | write in a way that consumes less disk space
  EMWF_WRITE_BINARY | write in binary format rather than text

Definition at line 39 of file EMeshWriterEnums.h.

enum irr::scene::E_PARTICLE_AFFECTOR_TYPE

Types of built in particle affectors.

Enumerator:

  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.

Enumerator:

  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.

Enumerator:

  EPT_POINTS | All vertices are non-connected points.
  EPT_LINE_STRIP | All vertices form a single connected line.
  EPT_LINE_LOOP | Just as LINE_STRIP, but the last and the first vertex is also connected.
  EPT_LINES | Every two vertices are connected creating n/2 lines.
  EPT_TRIANGLE_STRIP | After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.
  EPT_TRIANGLE_FAN | After the first two vertices each vertex defines a new triangle. All around the common first vertex.
  EPT_TRIANGLES | Explicitly set all vertices for each triangle.
  EPT_QUAD_STRIP | After the first two vertices each further tw vetices create a quad with the preceding two.
  EPT_QUADS | Every four vertices create a quad.
  EPT_POLYGON | Just as LINE_LOOP, but filled.
  EPT_POINT_SPRITES | The single vertices are expanded to quad billboards on the GPU.

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.

Enumerator:

  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

Enumerator:

  ETPS_9 | patch size of 9, at most, use 4 levels of detail with this patch size.
  ETPS_17 | patch size of 17, at most, use 5 levels of detail with this patch size.
  ETPS_33 | patch size of 33, at most, use 6 levels of detail with this patch size.
  ETPS_65 | patch size of 65, at most, use 7 levels of detail with this patch size.
  ETPS_129 | patch size of 129, at most, use 8 levels of detail with this patch size.

Definition at line 14 of file ETerrainElements.h.

enum irr::scene::EMD2_ANIMATION_TYPE

Types of standard md2 animations.

Enumerator:

  EMAT_STAND |
  EMAT_RUN |
  EMAT_ATTACK |
  EMAT_PAIN_A |
  EMAT_PAIN_B |
  EMAT_PAIN_C |
  EMAT_JUMP |
  EMAT_FLIP |
  EMAT_SALUTE |
  EMAT_FALLBACK |
  EMAT_WAVE |
  EMAT_POINT |
  EMAT_CROUCH_STAND |
  EMAT_CROUCH_WALK |
  EMAT_CROUCH_ATTACK |
  EMAT_CROUCH_PAIN |
  EMAT_CROUCH_DEATH |
  EMAT_DEATH_FALLBACK |
  EMAT_DEATH_FALLFORWARD |
  EMAT_DEATH_FALLBACKSLOW |
  EMAT_BOOM |
  EMAT_COUNT | Not an animation, but amount of animation types.

Definition at line 16 of file IAnimatedMeshMD2.h.

enum irr::scene::EMD3_ANIMATION_TYPE

Animation list.

Enumerator:

  EMD3_BOTH_DEATH_1 |
  EMD3_BOTH_DEAD_1 |
  EMD3_BOTH_DEATH_2 |
  EMD3_BOTH_DEAD_2 |
  EMD3_BOTH_DEATH_3 |
  EMD3_BOTH_DEAD_3 |
  EMD3_TORSO_GESTURE |
  EMD3_TORSO_ATTACK_1 |
  EMD3_TORSO_ATTACK_2 |
  EMD3_TORSO_DROP |
  EMD3_TORSO_RAISE |
  EMD3_TORSO_STAND_1 |
  EMD3_TORSO_STAND_2 |
  EMD3_LEGS_WALK_CROUCH |
  EMD3_LEGS_WALK |
  EMD3_LEGS_RUN |
  EMD3_LEGS_BACK |
  EMD3_LEGS_SWIM |
  EMD3_LEGS_JUMP_1 |
  EMD3_LEGS_LAND_1 |
  EMD3_LEGS_JUMP_2 |
  EMD3_LEGS_LAND_2 |
  EMD3_LEGS_IDLE |
  EMD3_LEGS_IDLE_CROUCH |
  EMD3_LEGS_TURN |
  EMD3_ANIMATION_COUNT | Not an animation, but amount of animation types.

Definition at line 27 of file IAnimatedMeshMD3.h.

enum irr::scene::eMD3Models

Enumerator:

  EMD3_HEAD |
  EMD3_UPPER |
  EMD3_LOWER |
  EMD3_WEAPON |
  EMD3_NUMMODELS |

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.

Enumerator:

  EMWT_IRR_MESH | Irrlicht native mesh writer, for static .irrmesh files.
  EMWT_COLLADA | COLLADA mesh writer for .dae and .xml files.
  EMWT_STL | STL mesh writer for .stl files.
  EMWT_OBJ | OBJ mesh writer for .obj files.
  EMWT_PLY | PLY mesh writer for .ply files.

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.

Enumerator:

  ESNAT_FLY_CIRCLE | Fly circle scene node animator.
  ESNAT_FLY_STRAIGHT | Fly straight scene node animator.
  ESNAT_FOLLOW_SPLINE | Follow spline scene node animator.
  ESNAT_ROTATION | Rotation scene node animator.
  ESNAT_TEXTURE | Texture scene node animator.
  ESNAT_DELETION | Deletion scene node animator.
  ESNAT_COLLISION_RESPONSE | Collision respose scene node animator.
  ESNAT_CAMERA_FPS | FPS camera animator.
  ESNAT_CAMERA_MAYA | Maya camera animator.
  ESNAT_COUNT | Amount of built-in scene node animators.
  ESNAT_UNKNOWN | Unknown scene node animator.
  ESNAT_FORCE_32_BIT | This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.

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.

Enumerator:

  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.

## Variable Documentation

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[]

Initial value:

        {
            "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[]

Initial value:

        {
            "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[]

Initial value:

    {
        "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[]

Initial value:

    {
        "Point",
        "AnimatedMesh",
        "Box",
        "Cylinder",
        "Mesh",
        "Ring",
        "Sphere",
        0
    }

Names for built in particle emitters.

Definition at line 30 of file IParticleEmitter.h.