1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __C_SCENE_MANAGER_H_INCLUDED__
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6 #define __C_SCENE_MANAGER_H_INCLUDED__
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8 #include "ISceneManager.h"
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9 #include "ISceneNode.h"
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10 #include "ICursorControl.h"
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11 #include "irrString.h"
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12 #include "irrArray.h"
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13 #include "IMeshLoader.h"
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14 #include "CAttributes.h"
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15 #include "ILightManager.h"
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28 The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
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30 class CSceneManager : public ISceneManager, public ISceneNode
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35 CSceneManager(video::IVideoDriver* driver, gui::ICursorControl* cursorControl, IMeshCache* cache = 0);
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38 virtual ~CSceneManager();
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40 //! gets an animateable mesh. loads it if needed. returned pointer must not be dropped.
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41 IAnimatedMesh* getMesh(io::IReadFile* file) override;
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43 //! Returns an interface to the mesh cache which is shared between all existing scene managers.
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44 IMeshCache* getMeshCache() override;
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46 //! returns the video driver
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47 video::IVideoDriver* getVideoDriver() override;
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49 //! adds a scene node for rendering an animated mesh model
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50 virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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51 const core::vector3df& position = core::vector3df(0,0,0),
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52 const core::vector3df& rotation = core::vector3df(0,0,0),
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53 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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54 bool alsoAddIfMeshPointerZero=false) override;
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56 //! adds a scene node for rendering a static mesh
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57 //! the returned pointer must not be dropped.
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58 virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
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59 const core::vector3df& position = core::vector3df(0,0,0),
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60 const core::vector3df& rotation = core::vector3df(0,0,0),
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61 const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
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62 bool alsoAddIfMeshPointerZero=false) override;
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64 //! renders the node.
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65 void render() override;
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67 //! returns the axis aligned bounding box of this node
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68 const core::aabbox3d<f32>& getBoundingBox() const override;
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70 //! registers a node for rendering it at a specific time.
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71 u32 registerNodeForRendering(ISceneNode* node, E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) override;
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73 //! Clear all nodes which are currently registered for rendering
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74 void clearAllRegisteredNodesForRendering() override;
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76 //! draws all scene nodes
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77 void drawAll() override;
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79 //! Adds a camera scene node to the tree and sets it as active camera.
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80 //! \param position: Position of the space relative to its parent where the camera will be placed.
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81 //! \param lookat: Position where the camera will look at. Also known as target.
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82 //! \param parent: Parent scene node of the camera. Can be null. If the parent moves,
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83 //! the camera will move too.
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84 //! \return Pointer to interface to camera
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85 virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
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86 const core::vector3df& position = core::vector3df(0,0,0),
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87 const core::vector3df& lookat = core::vector3df(0,0,100),
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88 s32 id=-1, bool makeActive=true) override;
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90 //! Adds a dynamic light scene node. The light will cast dynamic light on all
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91 //! other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
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92 //! turned on. (This is the default setting in most scene nodes).
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93 virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
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94 const core::vector3df& position = core::vector3df(0,0,0),
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95 video::SColorf color = video::SColorf(1.0f, 1.0f, 1.0f),
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96 f32 range=100.0f, s32 id=-1) override;
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98 //! Adds a billboard scene node to the scene. A billboard is like a 3d sprite: A 2d element,
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99 //! which always looks to the camera. It is usually used for things like explosions, fire,
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100 //! lensflares and things like that.
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101 virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
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102 const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
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103 const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
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104 video::SColor shadeTop = 0xFFFFFFFF, video::SColor shadeBottom = 0xFFFFFFFF) override;
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106 //! Adds a dummy transformation scene node to the scene graph.
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107 virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
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108 ISceneNode* parent=0, s32 id=-1) override;
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110 //! Adds an empty scene node.
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111 ISceneNode* addEmptySceneNode(ISceneNode* parent, s32 id=-1) override;
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113 //! Returns the root scene node. This is the scene node which is parent
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114 //! of all scene nodes. The root scene node is a special scene node which
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115 //! only exists to manage all scene nodes. It is not rendered and cannot
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116 //! be removed from the scene.
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117 //! \return Pointer to the root scene node.
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118 ISceneNode* getRootSceneNode() override;
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120 //! Returns the current active camera.
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121 //! \return The active camera is returned. Note that this can be NULL, if there
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122 //! was no camera created yet.
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123 ICameraSceneNode* getActiveCamera() const override;
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125 //! Sets the active camera. The previous active camera will be deactivated.
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126 //! \param camera: The new camera which should be active.
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127 void setActiveCamera(ICameraSceneNode* camera) override;
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129 //! Adds an external mesh loader.
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130 void addExternalMeshLoader(IMeshLoader* externalLoader) override;
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132 //! Returns the number of mesh loaders supported by Irrlicht at this time
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133 u32 getMeshLoaderCount() const override;
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135 //! Retrieve the given mesh loader
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136 IMeshLoader* getMeshLoader(u32 index) const override;
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138 //! Returns a pointer to the scene collision manager.
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139 ISceneCollisionManager* getSceneCollisionManager() override;
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141 //! Returns a pointer to the mesh manipulator.
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142 IMeshManipulator* getMeshManipulator() override;
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144 //! Sets the color of stencil buffers shadows drawn by the scene manager.
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145 virtual void setShadowColor(video::SColor color) override;
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147 //! Returns the current color of shadows.
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148 virtual video::SColor getShadowColor() const override;
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150 //! Create a shadow volume scene node to be used with custom nodes
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151 virtual IShadowVolumeSceneNode* createShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, s32 id, bool zfailmethod, f32 infinity) override;
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153 //! Adds a scene node to the deletion queue.
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154 void addToDeletionQueue(ISceneNode* node) override;
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156 //! Returns the first scene node with the specified id.
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157 ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) override;
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159 //! Returns the first scene node with the specified name.
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160 ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) override;
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162 //! Returns the first scene node with the specified type.
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163 ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) override;
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165 //! returns scene nodes by type.
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166 void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) override;
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168 //! Posts an input event to the environment. Usually you do not have to
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169 //! use this method, it is used by the internal engine.
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170 bool postEventFromUser(const SEvent& event) override;
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172 //! Clears the whole scene. All scene nodes are removed.
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173 void clear() override;
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175 //! Removes all children of this scene node
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176 void removeAll() override;
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178 //! Returns interface to the parameters set in this scene.
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179 io::IAttributes* getParameters() override;
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181 //! Returns current render pass.
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182 E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const override;
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184 //! Creates a new scene manager.
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185 ISceneManager* createNewSceneManager(bool cloneContent) override;
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187 //! Returns type of the scene node
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188 ESCENE_NODE_TYPE getType() const override { return ESNT_SCENE_MANAGER; }
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190 //! Returns a mesh writer implementation if available
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191 IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) override;
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193 //! Get a skinned mesh, which is not available as header-only code
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194 ISkinnedMesh* createSkinnedMesh() override;
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196 //! Sets ambient color of the scene
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197 void setAmbientLight(const video::SColorf &ambientColor) override;
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199 //! Returns ambient color of the scene
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200 const video::SColorf& getAmbientLight() const override;
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202 //! Register a custom callbacks manager which gets callbacks during scene rendering.
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203 virtual void setLightManager(ILightManager* lightManager) override;
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205 //! Get current render time.
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206 E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const override { return CurrentRenderPass; }
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208 //! Set current render time.
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209 void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) override { CurrentRenderPass = nextPass; }
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211 //! returns if node is culled
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212 bool isCulled(const ISceneNode* node) const override;
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216 // load and create a mesh which we know already isn't in the cache and put it in there
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217 IAnimatedMesh* getUncachedMesh(io::IReadFile* file, const io::path& filename, const io::path& cachename);
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219 //! clears the deletion list
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220 void clearDeletionList();
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222 struct DefaultNodeEntry
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227 DefaultNodeEntry(ISceneNode* n) :
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228 Node(n), TextureValue(0)
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230 if (n->getMaterialCount())
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231 TextureValue = (n->getMaterial(0).getTexture(0));
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234 bool operator < (const DefaultNodeEntry& other) const
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236 return (TextureValue < other.TextureValue);
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241 void* TextureValue;
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244 //! sort on distance (center) to camera
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245 struct TransparentNodeEntry
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247 TransparentNodeEntry()
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250 TransparentNodeEntry(ISceneNode* n, const core::vector3df& camera)
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253 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(camera);
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256 bool operator < (const TransparentNodeEntry& other) const
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258 return Distance > other.Distance;
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266 //! sort on distance (sphere) to camera
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267 struct DistanceNodeEntry
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269 DistanceNodeEntry()
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272 DistanceNodeEntry(ISceneNode* n, const core::vector3df& cameraPos)
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275 setNodeAndDistanceFromPosition(n, cameraPos);
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278 bool operator < (const DistanceNodeEntry& other) const
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280 return Distance < other.Distance;
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283 void setNodeAndDistanceFromPosition(ISceneNode* n, const core::vector3df & fromPosition)
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286 Distance = Node->getAbsoluteTransformation().getTranslation().getDistanceFromSQ(fromPosition);
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287 Distance -= Node->getBoundingBox().getExtent().getLengthSQ() * 0.5;
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296 video::IVideoDriver* Driver;
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299 gui::ICursorControl* CursorControl;
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301 //! collision manager
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302 ISceneCollisionManager* CollisionManager;
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304 //! render pass lists
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305 core::array<ISceneNode*> CameraList;
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306 core::array<ISceneNode*> LightList;
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307 core::array<ISceneNode*> ShadowNodeList;
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308 core::array<ISceneNode*> SkyBoxList;
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309 core::array<DefaultNodeEntry> SolidNodeList;
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310 core::array<TransparentNodeEntry> TransparentNodeList;
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311 core::array<TransparentNodeEntry> TransparentEffectNodeList;
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312 core::array<ISceneNode*> GuiNodeList;
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314 core::array<IMeshLoader*> MeshLoaderList;
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315 core::array<ISceneNode*> DeletionList;
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317 //! current active camera
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318 ICameraSceneNode* ActiveCamera;
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319 core::vector3df camWorldPos; // Position of camera for transparent nodes.
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321 video::SColor ShadowColor;
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322 video::SColorf AmbientLight;
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324 //! String parameters
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325 // NOTE: Attributes are slow and should only be used for debug-info and not in release
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326 io::CAttributes* Parameters;
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329 IMeshCache* MeshCache;
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331 E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
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333 //! An optional callbacks manager to allow the user app finer control
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334 //! over the scene lighting and rendering.
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335 ILightManager* LightManager;
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338 } // end namespace video
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339 } // end namespace scene
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