pass currently is active they can render the correct part of their geometry. */\r
virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;\r
\r
- //! Get the default scene node factory which can create all built in scene nodes\r
- /** \return Pointer to the default scene node factory\r
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */\r
- virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;\r
-\r
- //! Adds a scene node factory to the scene manager.\r
- /** Use this to extend the scene manager with new scene node types which it should be\r
- able to create automatically, for example when loading data from xml files. */\r
- virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;\r
-\r
- //! Get amount of registered scene node factories.\r
- virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;\r
-\r
- //! Get a scene node factory by index\r
- /** \return Pointer to the requested scene node factory, or 0 if it does not exist.\r
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */\r
- virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;\r
-\r
- //! Get typename from a scene node type or null if not found\r
- virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;\r
-\r
- //! Adds a scene node to the scene by name\r
- /** \return Pointer to the scene node added by a factory\r
- This pointer should not be dropped. See IReferenceCounted::drop() for more information. */\r
- virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) = 0;\r
-\r
//! Creates a new scene manager.\r
/** This can be used to easily draw and/or store two\r
independent scenes at the same time. The mesh cache will be\r