forked from Mirrorlandia_minetest/irrlicht
183 lines
7.0 KiB
C
183 lines
7.0 KiB
C
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_PARAMETERS_H_INCLUDED__
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#define __I_SCENE_PARAMETERS_H_INCLUDED__
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/*! \file SceneParameters.h
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\brief Header file containing all scene parameters for modifying mesh loading etc.
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This file includes all parameter names which can be set using ISceneManager::getParameters()
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to modify the behavior of plugins and mesh loaders.
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*/
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namespace irr
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{
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namespace scene
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{
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//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
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/** The default behavior in Irrlicht is to disable writing to the
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z-buffer for all really transparent, i.e. blending materials. This
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avoids problems with intersecting faces, but can also break renderings.
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If transparent materials should use the SMaterial flag for ZWriteEnable
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just as other material types use this attribute.
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Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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\endcode
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**/
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const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** Was used for changing the texture path of the built-in csm loader like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** Was used for changing the texture path of the built-in lmts loader like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** Was used for changing the texture path of the built-in MY3D loader like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath";
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//! Name of the parameter specifying the COLLADA mesh loading mode
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/**
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Specifies if the COLLADA loader should create instances of the models, lights and
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cameras when loading COLLADA meshes. By default, this is set to false. If this is
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set to true, the ISceneManager::getMesh() method will only return a pointer to a
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dummy mesh and create instances of all meshes and lights and cameras in the collada
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file by itself. Example:
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\code
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SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
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\endcode
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*/
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const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** This path is prefixed to the file names defined in the Deled file when loading
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textures. This allows to alter the paths for a specific project setting.
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Use it like this:
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\code
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SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath";
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//! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
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/** If this parameter is set to true, the texture directory defined in the Deled file
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is ignored, and only the texture name is used to find the proper file. Otherwise, the
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texture path is also used, which allows to use a nicer media layout.
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Use it like this:
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\code
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//this way you won't use this setting (default)
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SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
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\endcode
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\code
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//this way you'll use this setting
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SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);
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\endcode
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**/
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const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir";
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//! Name of the parameter for setting reference value of alpha in transparent materials.
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/** Use it like this:
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\code
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//this way you'll set alpha ref to 0.1
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SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);
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\endcode
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**/
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const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef";
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//! Name of the parameter for choose to flip or not tga files.
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/** Use it like this:
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\code
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//this way you'll choose to flip alpha textures
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SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);
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\endcode
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**/
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const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** Was used for changing the texture path of the built-in obj loader like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath";
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//! Flag to avoid loading group structures in .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
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//! Flag to avoid loading material .mtl file for .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
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//! Flag to ignore the b3d file's mipmapping flag
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/** Instead Irrlicht's texture creation flag is used. Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);
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\endcode
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**/
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const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag";
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//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
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/** Was used for changing the texture path of the built-in b3d loader like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures");
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\endcode
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**/
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const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath";
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//! Flag set as parameter when the scene manager is used as editor
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/** In this way special animators like deletion animators can be stopped from
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deleting scene nodes for example */
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const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor";
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//! Name of the parameter for setting the length of debug normals.
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);
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\endcode
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**/
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const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length";
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//! Name of the parameter for setting the color of debug normals.
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));
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\endcode
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**/
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const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color";
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} // end namespace scene
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} // end namespace irr
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#endif
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