- //! Saves the current scene into a file.\r
- /** Scene nodes with the option isDebugObject set to true are\r
- not being saved. The scene is usually written to an .irr file,\r
- an xml based format. .irr files can Be edited with the Irrlicht\r
- Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To\r
- load .irr files again, see ISceneManager::loadScene().\r
- \param filename Name of the file.\r
- \param userDataSerializer If you want to save some user data\r
- for every scene node into the file, implement the\r
- ISceneUserDataSerializer interface and provide it as parameter\r
- here. Otherwise, simply specify 0 as this parameter.\r
- \param node Node which is taken as the top node of the scene.\r
- This node and all of its descendants are saved into the scene\r
- file. Pass 0 or the scene manager to save the full scene (which\r
- is also the default).\r
- \return True if successful. */\r
- virtual bool saveScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;\r
-\r
- //! Saves the current scene into a file.\r
- /** Scene nodes with the option isDebugObject set to true are\r
- not being saved. The scene is usually written to an .irr file,\r
- an xml based format. .irr files can Be edited with the Irrlicht\r
- Engine Editor, irrEdit (http://www.ambiera.com/irredit/). To\r
- load .irr files again, see ISceneManager::loadScene().\r
- \param file File where the scene is saved into.\r
- \param userDataSerializer If you want to save some user data\r
- for every scene node into the file, implement the\r
- ISceneUserDataSerializer interface and provide it as parameter\r
- here. Otherwise, simply specify 0 as this parameter.\r
- \param node Node which is taken as the top node of the scene.\r
- This node and all of its descendants are saved into the scene\r
- file. Pass 0 or the scene manager to save the full scene (which\r
- is also the default).\r
- \return True if successful. */\r
- virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* node=0) = 0;\r
-\r
- //! Loads a scene. Note that the current scene is not cleared before.\r
- /** The scene is usually loaded from an .irr file, an xml based\r
- format, but other scene formats can be added to the engine via\r
- ISceneManager::addExternalSceneLoader. .irr files can Be edited\r
- with the Irrlicht Engine Editor, irrEdit\r
- (http://www.ambiera.com/irredit/) or saved directly by the engine\r
- using ISceneManager::saveScene().\r
- \param filename Name of the file to load from.\r
- \param userDataSerializer If you want to load user data\r
- possibily saved in that file for some scene nodes in the file,\r
- implement the ISceneUserDataSerializer interface and provide it\r
- as parameter here. Otherwise, simply specify 0 as this\r
- parameter.\r
- \param rootNode Node which is taken as the root node of the\r
- scene. Pass 0 to add the scene directly to the scene manager\r
- (which is also the default).\r
- \return True if successful. */\r
- virtual bool loadScene(const io::path& filename, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;\r
-\r
- //! Loads a scene. Note that the current scene is not cleared before.\r
- /** The scene is usually loaded from an .irr file, an xml based\r
- format, but other scene formats can be added to the engine via\r
- ISceneManager::addExternalSceneLoader. .irr files can Be edited\r
- with the Irrlicht Engine Editor, irrEdit\r
- (http://www.ambiera.com/irredit/) or saved directly by the engine\r
- using ISceneManager::saveScene().\r
- \param file File where the scene is loaded from.\r
- \param userDataSerializer If you want to load user data\r
- saved in that file for some scene nodes in the file,\r
- implement the ISceneUserDataSerializer interface and provide it\r
- as parameter here. Otherwise, simply specify 0 as this\r
- parameter.\r
- \param rootNode Node which is taken as the root node of the\r
- scene. Pass 0 to add the scene directly to the scene manager\r
- (which is also the default).\r
- \return True if successful. */\r
- virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0, ISceneNode* rootNode=0) = 0;\r
-\r