mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-26 16:07:31 +01:00
27db3a6a0c
Also adding some to VS2010 project file (for better project search) Some empty line removal. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6228 dfc29bdd-3216-0410-991c-e03cc46cb475
185 lines
7.0 KiB
C++
185 lines
7.0 KiB
C++
// 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__
|
|
|
|
#include "irrTypes.h"
|
|
|
|
/*! \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";
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** Was used for changing the texture path of the built-in csm loader like this:
|
|
\code
|
|
SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
|
|
\endcode
|
|
**/
|
|
const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath";
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** Was used for changing the texture path of the built-in lmts loader like this:
|
|
\code
|
|
SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
|
|
\endcode
|
|
**/
|
|
const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath";
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** Was used for changing the texture path of the built-in MY3D loader 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";
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** 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";
|
|
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** Was used for changing the texture path of the built-in obj loader 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";
|
|
|
|
//! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
|
|
/** Was used for changing the texture path of the built-in b3d loader 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
|
|
|