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  <div class="navpath"><a class="el" href="namespaceirr.html">irr</a>::<a class="el" href="namespaceirr_1_1scene.html">scene</a>::<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a>
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<h1>irr::scene::ISceneManager Class Reference</h1><!-- doxytag: class="irr::scene::ISceneManager" --><!-- doxytag: inherits="irr::IReferenceCounted" -->The Scene Manager manages <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes, mesh recources, cameras and all the other stuff.  
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<code>#include &lt;<a class="el" href="_i_scene_manager_8h-source.html">ISceneManager.h</a>&gt;</code>
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Inheritance diagram for irr::scene::ISceneManager:</div>
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<a href="classirr_1_1scene_1_1_i_scene_manager-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
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<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">IAnimatedMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#8e2e0cd3a27e85b4116855dd2f3365b8">addAnimatedMeshSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotation=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;scale=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering an animated mesh model.  <a href="#8e2e0cd3a27e85b4116855dd2f3365b8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#aad9256887ee85dd1f54018abf068d25">addArrowMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;name, <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> vtxColor0=0xFFFFFFFF, video::SColor vtxColor1=0xFFFFFFFF, u32 tesselationCylinder=4, u32 tesselationCone=8, f32 height=1.f, f32 cylinderHeight=0.6f, f32 width0=0.05f, f32 width1=0.3f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">add a static arrow mesh to the meshpool  <a href="#aad9256887ee85dd1f54018abf068d25"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_billboard_scene_node.html">IBillboardSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#00266a58b97e827acd9e105806a99c3a">addBillboardSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;size=<a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt;(10.0f, 10.0f), const core::vector3df &amp;position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a billboard <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#00266a58b97e827acd9e105806a99c3a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_billboard_text_scene_node.html">IBillboardTextSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#82e91e414ac6ad4f4c0eaa5b17ce3a44">addBillboardTextSceneNode</a> (<a class="el" href="classirr_1_1gui_1_1_i_g_u_i_font.html">gui::IGUIFont</a> *font, const wchar_t *text, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;size=<a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt;(10.0f, 10.0f), const core::vector3df &amp;position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a text <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, which uses billboards. The node, and the text on it, will scale with distance.  <a href="#82e91e414ac6ad4f4c0eaa5b17ce3a44"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#3e9a5e3fc10372f126443d346270bc79">addCameraSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;lookat=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 100), <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph and sets it as active camera.  <a href="#3e9a5e3fc10372f126443d346270bc79"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#f0a28f48bf165382013ff5b99055167b">addCameraSceneNodeFPS</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> rotateSpeed=100.0f, f32 moveSpeed=0.5f, s32 id=-1, SKeyMap *keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false, f32 jumpSpeed=0.f, bool invertMouse=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with an animator which provides mouse and keyboard control appropriate for first person shooters (FPS).  <a href="#f0a28f48bf165382013ff5b99055167b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#90a386a26b5c7268e13f7d25f891d1ff">addCameraSceneNodeMaya</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> rotateSpeed=-1500.0f, f32 zoomSpeed=200.0f, f32 translationSpeed=1500.0f, s32 id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a maya style user controlled camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#90a386a26b5c7268e13f7d25f891d1ff"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#23d1328c68b1585f613108f386fabc1c">addCubeSceneNode</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> size=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a cube <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node.  <a href="#23d1328c68b1585f613108f386fabc1c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classirr_1_1scene_1_1_i_dummy_transformation_scene_node.html">IDummyTransformationSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#d7aa119894aa960f428b7baefcedc58a">addDummyTransformationSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a dummy transformation <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#d7aa119894aa960f428b7baefcedc58a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#3811d3d2a092474e2c5613d550678187">addEmptySceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds an empty <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#3811d3d2a092474e2c5613d550678187"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#808972cc001db86c0576c38b3b3fbbf7">addExternalMeshLoader</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh_loader.html">IMeshLoader</a> *externalLoader)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds an external mesh loader for extending the engine with new file formats.  <a href="#808972cc001db86c0576c38b3b3fbbf7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2eb986c6975ebc1aa1f68c878ac8dcda">addHillPlaneMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;name, const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;tileSize, const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> &gt; &amp;tileCount, <a class="el" href="classirr_1_1video_1_1_s_material.html">video::SMaterial</a> *material=0, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> hillHeight=0.0f, const core::dimension2d&lt; f32 &gt; &amp;countHills=core::dimension2d&lt; f32 &gt;(0.0f, 0.0f), const core::dimension2d&lt; f32 &gt; &amp;textureRepeatCount=core::dimension2d&lt; f32 &gt;(1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a Hill Plane mesh to the mesh pool.  <a href="#2eb986c6975ebc1aa1f68c878ac8dcda"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2e6442f8c95a544c355bd137ccdb7095">addLightSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), <a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a> color=<a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a>(1.0f, 1.0f, 1.0f), f32 radius=100.0f, s32 id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a dynamic light <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#2e6442f8c95a544c355bd137ccdb7095"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a0a32f9f5b13d94e24eed80bdb999919">addMeshSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotation=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;scale=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering a static mesh.  <a href="#a0a32f9f5b13d94e24eed80bdb999919"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#3bf0b372b5e19df7aea7b8af3ef34ca4">addOctTreeSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering using a octtree to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#3bf0b372b5e19df7aea7b8af3ef34ca4"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#faafefe3f3ae37456ecdda0182278211">addOctTreeSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering using a octtree to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#faafefe3f3ae37456ecdda0182278211"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html">IParticleSystemSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#1c1c2b024a01bd1d6d56518926e37fa8">addParticleSystemSceneNode</a> (bool withDefaultEmitter=true, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotation=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;scale=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f, 1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a particle system <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#1c1c2b024a01bd1d6d56518926e37fa8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#3e5653678d83c1839b997d5fe06d47ba">addQuake3SceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html">IMeshBuffer</a> *meshBuffer, const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a> *shader, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene_1_1quake3.html">quake3</a> <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#3e5653678d83c1839b997d5fe06d47ba"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#22ea17e8c06a773af9828f7bb70cdc40">addSceneNode</a> (const char *sceneNodeTypeName, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> by name.  <a href="#22ea17e8c06a773af9828f7bb70cdc40"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2b08b9f20ec62faeffc02b9fed9fd683">addSkyBoxSceneNode</a> (<a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *top, <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *bottom, <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *left, <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *right, <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *front, <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *back, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a skybox <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#2b08b9f20ec62faeffc02b9fed9fd683"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#adf84a7a18a5ed92d9868f90c506daa7">addSkyDomeSceneNode</a> (<a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *texture, <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> horiRes=16, <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> vertRes=8, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> texturePercentage=0.9, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> spherePercentage=2.0, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius=1000.f, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a skydome <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#adf84a7a18a5ed92d9868f90c506daa7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#9e9e8524055ca841c0bb16316f4b8212">addSphereMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;name, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius=5.f, <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> polyCountX=16, <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> polyCountY=16)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">add a static sphere mesh to the meshpool  <a href="#9e9e8524055ca841c0bb16316f4b8212"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#cd6454347276ff8c74e46063970cfc04">addSphereSceneNode</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius=5.0f, s32 polyCount=16, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a sphere <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the given radius and detail.  <a href="#cd6454347276ff8c74e46063970cfc04"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#c56c56d5ec02bfe7cfb35db7afc19b50">addTerrainMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;meshname, <a class="el" href="classirr_1_1video_1_1_i_image.html">video::IImage</a> *texture, <a class="el" href="classirr_1_1video_1_1_i_image.html">video::IImage</a> *heightmap, const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;stretchSize=<a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt;(10.0f, 10.0f), f32 maxHeight=200.0f, const core::dimension2d&lt; u32 &gt; &amp;defaultVertexBlockSize=core::dimension2d&lt; u32 &gt;(64, 64))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a static terrain mesh to the mesh pool.  <a href="#c56c56d5ec02bfe7cfb35db7afc19b50"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#e89a0a2d162a86f087eec66ddcd801b6">addTerrainSceneNode</a> (<a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *heightMapFile, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, bool addAlsoIfHeightmapEmpty=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#e89a0a2d162a86f087eec66ddcd801b6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2188fb0443c7e0b6b69a673ca1d9ca5c">addTerrainSceneNode</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;heightMapFileName, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, bool addAlsoIfHeightmapEmpty=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph.  <a href="#2188fb0443c7e0b6b69a673ca1d9ca5c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_text_scene_node.html">ITextSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#e3a173f0b0dd97e69251a22b5e4fbc0f">addTextSceneNode</a> (<a class="el" href="classirr_1_1gui_1_1_i_g_u_i_font.html">gui::IGUIFont</a> *font, const wchar_t *text, <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> color=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(100, 255, 255, 255), <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a text <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, which is able to display 2d text at a position in three dimensional space.  <a href="#e3a173f0b0dd97e69251a22b5e4fbc0f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#11eac917a4c75c7a7730198d7bf31f5a">addToDeletionQueue</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the deletion queue.  <a href="#11eac917a4c75c7a7730198d7bf31f5a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#7086c554b86bdf055d6ebcc5950e1f16">addVolumeLightMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;name, const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> SubdivideU=32, const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> SubdivideV=32, const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> FootColor=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(51, 0, 230, 180), const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> TailColor=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0, 0, 0, 0))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add a volume light mesh to the meshpool.  <a href="#7086c554b86bdf055d6ebcc5950e1f16"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_volume_light_scene_node.html">IVolumeLightSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#75fc84dd6ee9140da8fd63357947c724">addVolumeLightSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent=0, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id=-1, const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> subdivU=32, const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> subdivV=32, const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> foot=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(51, 0, 230, 180), const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> tail=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0, 0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotation=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;scale=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f, 1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">adds Volume Lighting Scene Node.  <a href="#75fc84dd6ee9140da8fd63357947c724"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#5f5beb6271d3ab753687400dd6573044">addWaterSurfaceSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *mesh, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering a animated water surface mesh.  <a href="#5f5beb6271d3ab753687400dd6573044"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#baa3d11a833b89f7579848e234881988">clear</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clears the whole <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>.  <a href="#baa3d11a833b89f7579848e234881988"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html">ISceneNodeAnimatorCollisionResponse</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#67b266cc40ebd66b5d21c26a78f002be">createCollisionResponseAnimator</a> (<a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *world, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *sceneNode, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;ellipsoidRadius=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(30, 60, 30), const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;gravityPerSecond=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,-10.0f, 0), const core::vector3df &amp;ellipsoidTranslation=core::vector3df(0, 0, 0), f32 slidingValue=0.0005f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a special <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator for doing automatic collision detection and response.  <a href="#67b266cc40ebd66b5d21c26a78f002be"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#163cc04ff2cb03852ac891de56200fa3">createDeleteAnimator</a> (<a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> timeMs)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator, which deletes the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node after some time automatically.  <a href="#163cc04ff2cb03852ac891de56200fa3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2e49ff49bc9e88e8ecf3d681354e1ab6">createFlyCircleAnimator</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;center=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.f, 0.f, 0.f), <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius=100.f, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> speed=0.001f, const core::vector3df &amp;direction=core::vector3df(0.f, 1.f, 0.f), f32 startPosition=0.f, f32 radiusEllipsoid=0.f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a fly circle animator, which lets the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node fly around a center.  <a href="#2e49ff49bc9e88e8ecf3d681354e1ab6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#865c2da86486dcdb44847d5baa7aaa61">createFlyStraightAnimator</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;startPoint, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;endPoint, <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> timeForWay, bool loop=false, bool pingpong=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a fly straight animator, which lets the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node fly or move along a line between two points.  <a href="#865c2da86486dcdb44847d5baa7aaa61"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4294d9431997ca0755ed1dad2979d7e3">createFollowSplineAnimator</a> (<a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> startTime, const <a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &gt; &amp;points, <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> speed=1.0f, f32 tightness=0.5f)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a follow spline animator.  <a href="#4294d9431997ca0755ed1dad2979d7e3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_writer.html">IMeshWriter</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#e9a06fb68757381f99cfe11ecbd153e6">createMeshWriter</a> (<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e">EMESH_WRITER_TYPE</a> type)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a mesh writer implementation if available.  <a href="#e9a06fb68757381f99cfe11ecbd153e6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html">IMetaTriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#ee99e59dc55fe9f8c3507df68f84a9ff">createMetaTriangleSelector</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a meta triangle selector.  <a href="#ee99e59dc55fe9f8c3507df68f84a9ff"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#94805dd4eca41ccef9607aefe669aed9">createNewSceneManager</a> (bool cloneContent=false)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager.  <a href="#94805dd4eca41ccef9607aefe669aed9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#dfd8f5d6f2feeb0b50d50e7f3d9a0981">createOctTreeTriangleSelector</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> minimalPolysPerNode=32)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a Triangle Selector, optimized by an octtree.  <a href="#dfd8f5d6f2feeb0b50d50e7f3d9a0981"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#29efe9505de4e5dc2218283ef0c2a64d">createRotationAnimator</a> (const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;rotationSpeed)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a rotation animator, which rotates the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node around itself.  <a href="#29efe9505de4e5dc2218283ef0c2a64d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_skinned_mesh.html">ISkinnedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#67015b46ffde252ba723e6dcc6a93ac2">createSkinnedMesh</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a skinned mesh, which is not available as header-only code.  <a href="#67015b46ffde252ba723e6dcc6a93ac2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#f52f8c74e08637b7643d239542371bc5">createTerrainTriangleSelector</a> (<a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a> *node, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> LOD=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a triangle selector which can select triangles from a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node.  <a href="#f52f8c74e08637b7643d239542371bc5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#e212e01dffc4891d32e3d1735d22d04a">createTextureAnimator</a> (const <a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> * &gt; &amp;textures, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> timePerFrame, bool loop=true)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a texture animator, which switches the textures of the target <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node based on a list of textures.  <a href="#e212e01dffc4891d32e3d1735d22d04a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#bc1ecc9a60abb40e7ffddbd72c077231">createTriangleSelector</a> (<a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">IAnimatedMeshSceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a simple <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on an animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node.  <a href="#bc1ecc9a60abb40e7ffddbd72c077231"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#266625379b1558e9be1dc062ea4e71f7">createTriangleSelector</a> (<a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *mesh, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a simple <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on a mesh.  <a href="#266625379b1558e9be1dc062ea4e71f7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#db717113b4203e92f2bd95c84488059c">createTriangleSelectorFromBoundingBox</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Creates a simple dynamic <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on a axis aligned bounding box.  <a href="#db717113b4203e92f2bd95c84488059c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#04240262904667c821bd9de5e5fd9b02">drawAll</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Draws all the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes.  <a href="#04240262904667c821bd9de5e5fd9b02"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#71391ee37dece0714d95c519f110010f">getActiveCamera</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current active camera.  <a href="#71391ee37dece0714d95c519f110010f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#9da2090baaeeaa6261d6a1fac5025b09">getAmbientLight</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get ambient color of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>.  <a href="#9da2090baaeeaa6261d6a1fac5025b09"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#eedfa596280048e6ea6463ff69d23855">getAnimatorTypeName</a> (<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19">ESCENE_NODE_ANIMATOR_TYPE</a> type)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Returns a typename from a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator type or null if not found.  <a href="#eedfa596280048e6ea6463ff69d23855"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#deb3d24c8ffafd5e671f344931a0b3a5">getDefaultSceneNodeAnimatorFactory</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory which can create all built-in <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animators.  <a href="#deb3d24c8ffafd5e671f344931a0b3a5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#1ea0ec7ec95a97819f1de5222b97e774">getDefaultSceneNodeFactory</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory which can create all built in <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes.  <a href="#1ea0ec7ec95a97819f1de5222b97e774"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1io_1_1_i_file_system.html">io::IFileSystem</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#dbd98fbeba199005cf795a5bae7ccbaf">getFileSystem</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the active FileSystem.  <a href="#dbd98fbeba199005cf795a5bae7ccbaf"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classirr_1_1scene_1_1_i_geometry_creator.html">IGeometryCreator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#9840cfd39b44f238d06b7bc51e6ba1f6">getGeometryCreator</a> (void) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get an instance of a geometry creator.  <a href="#9840cfd39b44f238d06b7bc51e6ba1f6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1gui_1_1_i_g_u_i_environment.html">gui::IGUIEnvironment</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#d887536e9cc41d0670364f9f0a0f4510">getGUIEnvironment</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the active GUIEnvironment.  <a href="#d887536e9cc41d0670364f9f0a0f4510"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#f0ff82d7bac969d6a30f67c7b1fa0c46">getMesh</a> (<a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *file)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to an animateable mesh. Loads the file if not loaded already.  <a href="#f0ff82d7bac969d6a30f67c7b1fa0c46"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03">getMesh</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;filename)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to an animateable mesh. Loads the file if not loaded already.  <a href="#63894c3f3d46cfc385116f1705935e03"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_cache.html">IMeshCache</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#45d89c816e33abe0e77eb063d7ce58a8">getMeshCache</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get interface to the mesh cache which is shared beween all existing <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> managers.  <a href="#45d89c816e33abe0e77eb063d7ce58a8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_manipulator.html">IMeshManipulator</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#05138d6b5f99fced0061794fb5c42318">getMeshManipulator</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to the mesh manipulator.  <a href="#05138d6b5f99fced0061794fb5c42318"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1io_1_1_i_attributes.html">io::IAttributes</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4dba8ee7f48fdf6ede2c3f4b5fabcad3">getParameters</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get interface to the parameters set in this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>.  <a href="#4dba8ee7f48fdf6ede2c3f4b5fabcad3"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#bf31f8c0dfb5242d07339fbba20a63e5">getRegisteredSceneNodeAnimatorFactoryCount</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get amount of registered <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factories.  <a href="#bf31f8c0dfb5242d07339fbba20a63e5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#405dd898657d08cd1dbf973d1cb88b19">getRegisteredSceneNodeFactoryCount</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get amount of registered <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factories.  <a href="#405dd898657d08cd1dbf973d1cb88b19"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4f7075320f1a3bf2838f29c23f78635f">getRootSceneNode</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node.  <a href="#4f7075320f1a3bf2838f29c23f78635f"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_collision_manager.html">ISceneCollisionManager</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#433b65bfc974d069a1dc2fc296b23d9b">getSceneCollisionManager</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get pointer to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> collision manager.  <a href="#433b65bfc974d069a1dc2fc296b23d9b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#96d8272b74bd0adc9138f17e832dc887">getSceneNodeAnimatorFactory</a> (<a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> index)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory by index.  <a href="#96d8272b74bd0adc9138f17e832dc887"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#c912b9effd5ce46f5dc038e0568e614c">getSceneNodeFactory</a> (<a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> index)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory by index.  <a href="#c912b9effd5ce46f5dc038e0568e614c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#038e2afb1397fe8f2b6f8f6c55d52b55">getSceneNodeFromId</a> (<a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *start=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified id.  <a href="#038e2afb1397fe8f2b6f8f6c55d52b55"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#13ada3cca4b9eadee5e8ba3ccb6683da">getSceneNodeFromName</a> (const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *name, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *start=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified name.  <a href="#13ada3cca4b9eadee5e8ba3ccb6683da"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#5ab8e8f8cc8456a3ea881c75dfe505bb">getSceneNodeFromType</a> (<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">scene::ESCENE_NODE_TYPE</a> type, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *start=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified type.  <a href="#5ab8e8f8cc8456a3ea881c75dfe505bb"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2b8f844a1367d80648bc055a5639807b">getSceneNodeRenderPass</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get current render pass.  <a href="#2b8f844a1367d80648bc055a5639807b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#9afcad318b725b5f95e19c839145d3d6">getSceneNodesFromType</a> (<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a> type, <a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">scene::ISceneNode</a> * &gt; &amp;outNodes, <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *start=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes by type.  <a href="#9afcad318b725b5f95e19c839145d3d6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#9f8cc1f55b8e067528b7a9a21b7fdd50">getSceneNodeTypeName</a> (<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a> type)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get typename from a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node type or null if not found.  <a href="#9f8cc1f55b8e067528b7a9a21b7fdd50"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#c57d3e4fca82867fd3f0ef2a47c4c07c">getShadowColor</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current color of shadows.  <a href="#c57d3e4fca82867fd3f0ef2a47c4c07c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classirr_1_1video_1_1_i_video_driver.html">video::IVideoDriver</a> *&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#fde082160205a8faab44cd5b61e3745c">getVideoDriver</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the <a class="el" href="namespaceirr_1_1video.html" title="The video namespace contains classes for accessing the video driver. All 2d and 3d...">video</a> driver.  <a href="#fde082160205a8faab44cd5b61e3745c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#ff6c6d553e0faf12bbfd33e814ad4352">isCulled</a> (const <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node) const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Check if node is culled in current view frustum.  <a href="#ff6c6d553e0faf12bbfd33e814ad4352"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#60514f742b5b74dd0f84a4c94f00ce6b">loadScene</a> (<a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *file, <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *userDataSerializer=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Loads a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. Note that the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is not cleared before.  <a href="#60514f742b5b74dd0f84a4c94f00ce6b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a29315bb2369c857b155dc2074d516a2">loadScene</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;filename, <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *userDataSerializer=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Loads a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. Note that the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is not cleared before.  <a href="#a29315bb2369c857b155dc2074d516a2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#c68aa8d654884f19ad52fa28f11db424">postEventFromUser</a> (const <a class="el" href="structirr_1_1_s_event.html">SEvent</a> &amp;event)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Posts an input event to the environment.  <a href="#c68aa8d654884f19ad52fa28f11db424"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#af17bdde6d4e9ef61a76f3b43100ecb8">registerNodeForRendering</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node, <a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> pass=ESNRP_AUTOMATIC)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Registers a node for rendering it at a specific time.  <a href="#af17bdde6d4e9ef61a76f3b43100ecb8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#f48c93cc41f986f08ed964cc575ee7a0">registerSceneNodeAnimatorFactory</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a> *factoryToAdd)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager.  <a href="#f48c93cc41f986f08ed964cc575ee7a0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#75ac9315def74ae5e26a2d6a2f5a38e9">registerSceneNodeFactory</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a> *factoryToAdd)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager.  <a href="#75ac9315def74ae5e26a2d6a2f5a38e9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#891d5d12ccd22f9a3b5a5809cb4aa8d2">saveScene</a> (<a class="el" href="classirr_1_1io_1_1_i_write_file.html">io::IWriteFile</a> *file, <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *userDataSerializer=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Saves the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> into a file.  <a href="#891d5d12ccd22f9a3b5a5809cb4aa8d2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#b847d501961c633db60497e878b93305">saveScene</a> (const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;filename, <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *userDataSerializer=0)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Saves the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> into a file.  <a href="#b847d501961c633db60497e878b93305"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#5d19b7a6803a0a021082fc2b86043b3d">setActiveCamera</a> (<a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *camera)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the currently active camera.  <a href="#5d19b7a6803a0a021082fc2b86043b3d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#8a424accb615c4f60fde59f55033a816">setAmbientLight</a> (const <a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a> &amp;ambientColor)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets ambient color of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>.  <a href="#8a424accb615c4f60fde59f55033a816"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#0065307bf3ff12fdc5b7bb624987a1c2">setLightManager</a> (<a class="el" href="classirr_1_1scene_1_1_i_light_manager.html">ILightManager</a> *lightManager)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Register a custom callbacks manager which gets callbacks during <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> rendering.  <a href="#0065307bf3ff12fdc5b7bb624987a1c2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#074feb54d61f5402befef5e1bf0aff37">setShadowColor</a> (<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> color=<a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(150, 0, 0, 0))=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the color of stencil buffers shadows drawn by the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager.  <a href="#074feb54d61f5402befef5e1bf0aff37"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a9076a550f5d12a85ffb92cbd60c3001">~ISceneManager</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destructor.  <a href="#a9076a550f5d12a85ffb92cbd60c3001"></a><br></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
The Scene Manager manages <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes, mesh recources, cameras and all the other stuff. 
<p>
All Scene nodes can be created only here. There is a always growing list of <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes for lots of purposes: Indoor rendering <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes like the Octree (<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#faafefe3f3ae37456ecdda0182278211" title="Adds a scene node for rendering using a octtree to the scene graph.">addOctTreeSceneNode()</a>) or the terrain renderer (<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2188fb0443c7e0b6b69a673ca1d9ca5c" title="Adds a terrain scene node to the scene graph.">addTerrainSceneNode()</a>), different Camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes (<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#3e9a5e3fc10372f126443d346270bc79" title="Adds a camera scene node to the scene graph and sets it as active camera.">addCameraSceneNode()</a>, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#90a386a26b5c7268e13f7d25f891d1ff" title="Adds a maya style user controlled camera scene node to the scene graph.">addCameraSceneNodeMaya()</a>), <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes for Light (<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2e6442f8c95a544c355bd137ccdb7095" title="Adds a dynamic light scene node to the scene graph.">addLightSceneNode()</a>), Billboards (<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#00266a58b97e827acd9e105806a99c3a" title="Adds a billboard scene node to the scene graph.">addBillboardSceneNode()</a>) and so on. A <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is a node in the hierachical <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. Every <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node may have children, which are other <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. Children move relative the their parents position. If the parent of a node is not visible, its children won't be visible, too. In this way, it is for example easily possible to attach a light to a moving car or to place a walking character on a moving platform on a moving ship. The SceneManager is also able to load 3d mesh files of different formats. Take a look at <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">getMesh()</a> to find out what formats are supported. And if these formats are not enough use <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#808972cc001db86c0576c38b3b3fbbf7" title="Adds an external mesh loader for extending the engine with new file formats.">addExternalMeshLoader()</a> to add new formats to the engine. 
<p>Definition at line <a class="el" href="_i_scene_manager_8h-source.html#l00150">150</a> of file <a class="el" href="_i_scene_manager_8h-source.html">ISceneManager.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="a9076a550f5d12a85ffb92cbd60c3001"></a><!-- doxytag: member="irr::scene::ISceneManager::~ISceneManager" ref="a9076a550f5d12a85ffb92cbd60c3001" args="()" -->
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          <td class="memname">virtual irr::scene::ISceneManager::~ISceneManager           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [inline, virtual]</code></td>
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Destructor. 
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<p>Definition at line <a class="el" href="_i_scene_manager_8h-source.html#l00155">155</a> of file <a class="el" href="_i_scene_manager_8h-source.html">ISceneManager.h</a>.</p>

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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="8e2e0cd3a27e85b4116855dd2f3365b8"></a><!-- doxytag: member="irr::scene::ISceneManager::addAnimatedMeshSceneNode" ref="8e2e0cd3a27e85b4116855dd2f3365b8" args="(IAnimatedMesh *mesh, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">IAnimatedMeshSceneNode</a>* irr::scene::ISceneManager::addAnimatedMeshSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code>, </td>
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          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>alsoAddIfMeshPointerZero</em> = <code>false</code></td><td>&nbsp;</td>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering an animated mesh model. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Pointer to the loaded animated mesh to be displayed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be NULL if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>alsoAddIfMeshPointerZero,:</em>&nbsp;</td><td>Add the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node even if a 0 pointer is passed. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="aad9256887ee85dd1f54018abf068d25"></a><!-- doxytag: member="irr::scene::ISceneManager::addArrowMesh" ref="aad9256887ee85dd1f54018abf068d25" args="(const io::path &amp;name, video::SColor vtxColor0=0xFFFFFFFF, video::SColor vtxColor1=0xFFFFFFFF, u32 tesselationCylinder=4, u32 tesselationCone=8, f32 height=1.f, f32 cylinderHeight=0.6f, f32 width0=0.05f, f32 width1=0.3f)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::addArrowMesh           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vtxColor0</em> = <code>0xFFFFFFFF</code>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vtxColor1</em> = <code>0xFFFFFFFF</code>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>tesselationCylinder</em> = <code>4</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>tesselationCone</em> = <code>8</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>height</em> = <code>1.f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>cylinderHeight</em> = <code>0.6f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>width0</em> = <code>0.05f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>width1</em> = <code>0.3f</code></td><td>&nbsp;</td>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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add a static arrow mesh to the meshpool 
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<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>name</em>&nbsp;</td><td>Name of the mesh </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vtxColor0</em>&nbsp;</td><td>color of the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vtxColor1</em>&nbsp;</td><td>color of the cone </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>tesselationCylinder</em>&nbsp;</td><td>Number of quads the cylinder side consists of </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>tesselationCone</em>&nbsp;</td><td>Number of triangles the cone's roof consits of </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>height</em>&nbsp;</td><td>Total height of the arrow </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>cylinderHeight</em>&nbsp;</td><td>Total height of the cylinder, should be lesser than total height </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>width0</em>&nbsp;</td><td>Diameter of the cylinder </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>width1</em>&nbsp;</td><td>Diameter of the cone's base, should be not smaller than the cylinder's diameter </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the arrow mesh if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="00266a58b97e827acd9e105806a99c3a"></a><!-- doxytag: member="irr::scene::ISceneManager::addBillboardSceneNode" ref="00266a58b97e827acd9e105806a99c3a" args="(ISceneNode *parent=0, const core::dimension2d&lt; f32 &gt; &amp;size=core::dimension2d&lt; f32 &gt;(10.0f, 10.0f), const core::vector3df &amp;position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_billboard_scene_node.html">IBillboardSceneNode</a>* irr::scene::ISceneManager::addBillboardSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>size</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(10.0f,&nbsp;10.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>colorTop</em> = <code>0xFFFFFFFF</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>colorBottom</em> = <code>0xFFFFFFFF</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a billboard <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
A billboard is like a 3d sprite: A 2d element, which always looks to the camera. It is usually used for things like explosions, fire, lensflares and things like that. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the billboard. Can be null. If the parent moves, the billboard will move too. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the billboard will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>size,:</em>&nbsp;</td><td>Size of the billboard. This size is 2 dimensional because a billboard only has width and height. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>An id of the node. This id can be used to identify the node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>colorTop,:</em>&nbsp;</td><td>The color of the vertices at the top of the billboard (default: white). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>colorBottom,:</em>&nbsp;</td><td>The color of the vertices at the bottom of the billboard (default: white). </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the billboard if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="82e91e414ac6ad4f4c0eaa5b17ce3a44"></a><!-- doxytag: member="irr::scene::ISceneManager::addBillboardTextSceneNode" ref="82e91e414ac6ad4f4c0eaa5b17ce3a44" args="(gui::IGUIFont *font, const wchar_t *text, ISceneNode *parent=0, const core::dimension2d&lt; f32 &gt; &amp;size=core::dimension2d&lt; f32 &gt;(10.0f, 10.0f), const core::vector3df &amp;position=core::vector3df(0, 0, 0), s32 id=-1, video::SColor colorTop=0xFFFFFFFF, video::SColor colorBottom=0xFFFFFFFF)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_billboard_text_scene_node.html">IBillboardTextSceneNode</a>* irr::scene::ISceneManager::addBillboardTextSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1gui_1_1_i_g_u_i_font.html">gui::IGUIFont</a> *&nbsp;</td>
          <td class="paramname"> <em>font</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const wchar_t *&nbsp;</td>
          <td class="paramname"> <em>text</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>size</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(10.0f,&nbsp;10.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>colorTop</em> = <code>0xFFFFFFFF</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>colorBottom</em> = <code>0xFFFFFFFF</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a text <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, which uses billboards. The node, and the text on it, will scale with distance. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>font</em>&nbsp;</td><td>The font to use on the billboard. Pass 0 to use the GUI environment's default font. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>text</em>&nbsp;</td><td>The text to display on the billboard. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent</em>&nbsp;</td><td>The billboard's parent. Pass 0 to use the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>size</em>&nbsp;</td><td>The billboard's width and height. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position</em>&nbsp;</td><td>The billboards position relative to its parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>An id of the node. This id can be used to identify the node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>colorTop,:</em>&nbsp;</td><td>The color of the vertices at the top of the billboard (default: white). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>colorBottom,:</em>&nbsp;</td><td>The color of the vertices at the bottom of the billboard (default: white). </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the billboard if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="3e9a5e3fc10372f126443d346270bc79"></a><!-- doxytag: member="irr::scene::ISceneManager::addCameraSceneNode" ref="3e9a5e3fc10372f126443d346270bc79" args="(ISceneNode *parent=0, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;lookat=core::vector3df(0, 0, 100), s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a>* irr::scene::ISceneManager::addCameraSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>lookat</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;100)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph and sets it as active camera. 
<p>
This camera does not react on user input like for example the one created with <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#f0a28f48bf165382013ff5b99055167b" title="Adds a camera scene node with an animator which provides mouse and keyboard control...">addCameraSceneNodeFPS()</a>. If you want to move or animate it, use animators or the <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#2166eb0a92cc0e46c49266f41a68ed50" title="Sets the position of the node relative to its parent.">ISceneNode::setPosition()</a>, <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html#7280b07fd7915c64350db5a132b4ba07" title="Sets the look at target of the camera.">ICameraSceneNode::setTarget()</a> etc methods. By default, a camera's look at position (set with setTarget()) and its <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node rotation (set with setRotation()) are independent. If you want to be able to control the direction that the camera looks by using setRotation() then call ICameraSceneNode::bindTargetAndRotation(true) on it. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the camera will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>lookat,:</em>&nbsp;</td><td>Position where the camera will look at. Also known as target. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the camera. Can be null. If the parent moves, the camera will move too. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the camera. This id can be used to identify the camera. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to interface to camera if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="f0a28f48bf165382013ff5b99055167b"></a><!-- doxytag: member="irr::scene::ISceneManager::addCameraSceneNodeFPS" ref="f0a28f48bf165382013ff5b99055167b" args="(ISceneNode *parent=0, f32 rotateSpeed=100.0f, f32 moveSpeed=0.5f, s32 id=-1, SKeyMap *keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false, f32 jumpSpeed=0.f, bool invertMouse=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a>* irr::scene::ISceneManager::addCameraSceneNodeFPS           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>rotateSpeed</em> = <code>100.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>moveSpeed</em> = <code>0.5f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structirr_1_1_s_key_map.html">SKeyMap</a> *&nbsp;</td>
          <td class="paramname"> <em>keyMapArray</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>keyMapSize</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>noVerticalMovement</em> = <code>false</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>jumpSpeed</em> = <code>0.f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>invertMouse</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds a camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with an animator which provides mouse and keyboard control appropriate for first person shooters (FPS). 
<p>
This FPS camera is intended to provide a demonstration of a camera that behaves like a typical First Person Shooter. It is useful for simple demos and prototyping but is not intended to provide a full solution for a production quality game. It binds the camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node rotation to the look-at target; <dl class="see" compact><dt><b>See also:</b></dt><dd><a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html#d8785d7b2f730933a8d4425ac54e7205" title="Binds the camera scene node&#39;s rotation to its target position and vice vera,...">ICameraSceneNode::bindTargetAndRotation()</a>. With this camera, you look with the mouse, and move with cursor keys. If you want to change the key layout, you can specify your own keymap. For example to make the camera be controlled by the cursor keys AND the keys W,A,S, and D, do something like this: <div class="fragment"><pre class="fragment">                 SKeyMap keyMap[8];
                 keyMap[0].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f9ff845aa49060787ef81773eeaf1016">EKA_MOVE_FORWARD</a>;
                 keyMap[0].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e3341f66dcdd3d0cbce80ff741262395">KEY_UP</a>;
                 keyMap[1].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f9ff845aa49060787ef81773eeaf1016">EKA_MOVE_FORWARD</a>;
                 keyMap[1].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e559e3169016a3180c45c2828f391af2">KEY_KEY_W</a>;

                 keyMap[2].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f4c724e0a0923e497c7f8a48884e36d9">EKA_MOVE_BACKWARD</a>;
                 keyMap[2].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3cbab6476bacfd1212c52aba7c1c82886">KEY_DOWN</a>;
                 keyMap[3].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f4c724e0a0923e497c7f8a48884e36d9">EKA_MOVE_BACKWARD</a>;
                 keyMap[3].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e52bafc112fc6c52f6b49cea42fa246e">KEY_KEY_S</a>;

                 keyMap[4].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616891cad59a86b88c0e6ab5aa75b936d9c7">EKA_STRAFE_LEFT</a>;
                 keyMap[4].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb371c43cf2c123fd75911fef5501a15241">KEY_LEFT</a>;
                 keyMap[5].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616891cad59a86b88c0e6ab5aa75b936d9c7">EKA_STRAFE_LEFT</a>;
                 keyMap[5].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb32fe10b4309013968b9cd14811c3d3c85">KEY_KEY_A</a>;

                 keyMap[6].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616857c4bd21c235bca312e547c6d1061df2">EKA_STRAFE_RIGHT</a>;
                 keyMap[6].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e89f39517a44c78a6602d1b12b478118">KEY_RIGHT</a>;
                 keyMap[7].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616857c4bd21c235bca312e547c6d1061df2">EKA_STRAFE_RIGHT</a>;
                 keyMap[7].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3d20e7e220103e611752b90edeb6cbc9d">KEY_KEY_D</a>;

                camera = sceneManager-&gt;addCameraSceneNodeFPS(0, 100, 500, -1, keyMap, 8);
</pre></div> </dd></dl>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the camera. Can be null. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotateSpeed,:</em>&nbsp;</td><td>Speed in degress with which the camera is rotated. This can be done only with the mouse. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>moveSpeed,:</em>&nbsp;</td><td>Speed in units per millisecond with which the camera is moved. Movement is done with the cursor keys. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the camera. This id can be used to identify the camera. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>keyMapArray,:</em>&nbsp;</td><td>Optional pointer to an array of a keymap, specifying what keys should be used to move the camera. If this is null, the default keymap is used. You can define actions more then one time in the array, to bind multiple keys to the same action. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>keyMapSize,:</em>&nbsp;</td><td>Amount of items in the keymap array. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>noVerticalMovement,:</em>&nbsp;</td><td>Setting this to true makes the camera only move within a horizontal plane, and disables vertical movement as known from most ego shooters. Default is 'false', with which it is possible to fly around in space, if no gravity is there. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>jumpSpeed,:</em>&nbsp;</td><td>Speed with which the camera is moved when jumping. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>invertMouse,:</em>&nbsp;</td><td>Setting this to true makes the camera look up when the mouse is moved down and down when the mouse is moved up, the default is 'false' which means it will follow the movement of the mouse cursor. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the interface of the camera if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

</div>
</div><p>
<a class="anchor" name="90a386a26b5c7268e13f7d25f891d1ff"></a><!-- doxytag: member="irr::scene::ISceneManager::addCameraSceneNodeMaya" ref="90a386a26b5c7268e13f7d25f891d1ff" args="(ISceneNode *parent=0, f32 rotateSpeed=-1500.0f, f32 zoomSpeed=200.0f, f32 translationSpeed=1500.0f, s32 id=-1)=0" -->
<div class="memitem">
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a>* irr::scene::ISceneManager::addCameraSceneNodeMaya           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>rotateSpeed</em> = <code>-1500.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>zoomSpeed</em> = <code>200.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>translationSpeed</em> = <code>1500.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds a maya style user controlled camera <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
This is a standard camera with an animator that provides mouse control similar to camera in the 3D Software Maya by Alias Wavefront. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the camera. Can be null. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotateSpeed,:</em>&nbsp;</td><td>Rotation speed of the camera. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>zoomSpeed,:</em>&nbsp;</td><td>Zoom speed of the camera. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>translationSpeed,:</em>&nbsp;</td><td>TranslationSpeed of the camera. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the camera. This id can be used to identify the camera. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Returns a pointer to the interface of the camera if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

</div>
</div><p>
<a class="anchor" name="23d1328c68b1585f613108f386fabc1c"></a><!-- doxytag: member="irr::scene::ISceneManager::addCubeSceneNode" ref="23d1328c68b1585f613108f386fabc1c" args="(f32 size=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addCubeSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>size</em> = <code>10.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds a cube <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>size,:</em>&nbsp;</td><td>Size of the cube, uniformly in each dimension. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be 0 if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created test <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

</div>
</div><p>
<a class="anchor" name="d7aa119894aa960f428b7baefcedc58a"></a><!-- doxytag: member="irr::scene::ISceneManager::addDummyTransformationSceneNode" ref="d7aa119894aa960f428b7baefcedc58a" args="(ISceneNode *parent=0, s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_dummy_transformation_scene_node.html">IDummyTransformationSceneNode</a>* irr::scene::ISceneManager::addDummyTransformationSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds a dummy transformation <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
This <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node does not render itself, and does not respond to set/getPosition, set/getRotation and set/getScale. Its just a simple <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node that takes a matrix as relative transformation, making it possible to insert any transformation anywhere into the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. <dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

</div>
</div><p>
<a class="anchor" name="3811d3d2a092474e2c5613d550678187"></a><!-- doxytag: member="irr::scene::ISceneManager::addEmptySceneNode" ref="3811d3d2a092474e2c5613d550678187" args="(ISceneNode *parent=0, s32 id=-1)=0" -->
<div class="memitem">
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::addEmptySceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds an empty <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
Can be used for doing advanced transformations or structuring the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. <dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

</div>
</div><p>
<a class="anchor" name="808972cc001db86c0576c38b3b3fbbf7"></a><!-- doxytag: member="irr::scene::ISceneManager::addExternalMeshLoader" ref="808972cc001db86c0576c38b3b3fbbf7" args="(IMeshLoader *externalLoader)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void irr::scene::ISceneManager::addExternalMeshLoader           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh_loader.html">IMeshLoader</a> *&nbsp;</td>
          <td class="paramname"> <em>externalLoader</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Adds an external mesh loader for extending the engine with new file formats. 
<p>
If you want the engine to be extended with file formats it currently is not able to load (e.g. .cob), just implement the <a class="el" href="classirr_1_1scene_1_1_i_mesh_loader.html" title="Class which is able to load an animated mesh from a file.">IMeshLoader</a> interface in your loading class and add it with this method. Using this method it is also possible to override built-in mesh loaders with newer or updated versions without the need of recompiling the engine. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>externalLoader,:</em>&nbsp;</td><td>Implementation of a new mesh loader. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="2eb986c6975ebc1aa1f68c878ac8dcda"></a><!-- doxytag: member="irr::scene::ISceneManager::addHillPlaneMesh" ref="2eb986c6975ebc1aa1f68c878ac8dcda" args="(const io::path &amp;name, const core::dimension2d&lt; f32 &gt; &amp;tileSize, const core::dimension2d&lt; u32 &gt; &amp;tileCount, video::SMaterial *material=0, f32 hillHeight=0.0f, const core::dimension2d&lt; f32 &gt; &amp;countHills=core::dimension2d&lt; f32 &gt;(0.0f, 0.0f), const core::dimension2d&lt; f32 &gt; &amp;textureRepeatCount=core::dimension2d&lt; f32 &gt;(1.0f, 1.0f))=0" -->
<div class="memitem">
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::addHillPlaneMesh           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>tileSize</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>tileCount</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_material.html">video::SMaterial</a> *&nbsp;</td>
          <td class="paramname"> <em>material</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>hillHeight</em> = <code>0.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>countHills</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(0.0f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>textureRepeatCount</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<div class="memdoc">

<p>
Adds a Hill Plane mesh to the mesh pool. 
<p>
The mesh is generated on the fly and looks like a plane with some hills on it. It is uses mostly for quick tests of the engine only. You can specify how many hills there should be on the plane and how high they should be. Also you must specify a name for the mesh, because the mesh is added to the mesh pool, and can be retrieved again using <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a> with the name as parameter. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>name,:</em>&nbsp;</td><td>The name of this mesh which must be specified in order to be able to retrieve the mesh later with <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a>. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>tileSize,:</em>&nbsp;</td><td>Size of a tile of the mesh. (10.0f, 10.0f) would be a good value to start, for example. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>tileCount,:</em>&nbsp;</td><td>Specifies how much tiles there will be. If you specifiy for example that a tile has the size (10.0f, 10.0f) and the tileCount is (10,10), than you get a field of 100 tiles which has the dimension 100.0fx100.0f. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>material,:</em>&nbsp;</td><td>Material of the hill mesh. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>hillHeight,:</em>&nbsp;</td><td>Height of the hills. If you specify a negative value you will get holes instead of hills. If the height is 0, no hills will be created. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>countHills,:</em>&nbsp;</td><td>Amount of hills on the plane. There will be countHills.X hills along the X axis and countHills.Y along the Y axis. So in total there will be countHills.X * countHills.Y hills. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>textureRepeatCount,:</em>&nbsp;</td><td>Defines how often the texture will be repeated in x and y direction. return Null if the creation failed. The reason could be that you specified some invalid parameters or that a mesh with that name already exists. If successful, a pointer to the mesh is returned. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </td></tr>
  </table>
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<a class="anchor" name="2e6442f8c95a544c355bd137ccdb7095"></a><!-- doxytag: member="irr::scene::ISceneManager::addLightSceneNode" ref="2e6442f8c95a544c355bd137ccdb7095" args="(ISceneNode *parent=0, const core::vector3df &amp;position=core::vector3df(0, 0, 0), video::SColorf color=video::SColorf(1.0f, 1.0f, 1.0f), f32 radius=100.0f, s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a>* irr::scene::ISceneManager::addLightSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a>&nbsp;</td>
          <td class="paramname"> <em>color</em> = <code><a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em> = <code>100.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<div class="memdoc">

<p>
Adds a dynamic light <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
The light will cast dynamic light on all other <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes in the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>, which have the material flag video::MTF_LIGHTING turned on. (This is the default setting in most <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes). <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the light. Can be null. If the parent moves, the light will move too. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the light will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>color,:</em>&nbsp;</td><td>Diffuse color of the light. Ambient or Specular colors can be set manually with the <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#20147e049be1a4790346fd72b150b30c" title="Gets the light data associated with this ILightSceneNode.">ILightSceneNode::getLightData()</a> method. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>Radius of the light. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the node. This id can be used to identify the node. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the interface of the light if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="a0a32f9f5b13d94e24eed80bdb999919"></a><!-- doxytag: member="irr::scene::ISceneManager::addMeshSceneNode" ref="a0a32f9f5b13d94e24eed80bdb999919" args="(IMesh *mesh, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), bool alsoAddIfMeshPointerZero=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addMeshSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>alsoAddIfMeshPointerZero</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering a static mesh. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Pointer to the loaded static mesh to be displayed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be NULL if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>alsoAddIfMeshPointerZero,:</em>&nbsp;</td><td>Add the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node even if a 0 pointer is passed. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="3bf0b372b5e19df7aea7b8af3ef34ca4"></a><!-- doxytag: member="irr::scene::ISceneManager::addOctTreeSceneNode" ref="3bf0b372b5e19df7aea7b8af3ef34ca4" args="(IMesh *mesh, ISceneNode *parent=0, s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addOctTreeSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>minimalPolysPerNode</em> = <code>256</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>alsoAddIfMeshPointerZero</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<div class="memdoc">

<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering using a octtree to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
This a good method for rendering scenes with lots of geometry. The Octree is built on the fly from the mesh, much faster then a bsp tree. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>The mesh containing all geometry from which the octtree will be build. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent node of the octtree node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the node. This id can be used to identify the node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minimalPolysPerNode,:</em>&nbsp;</td><td>Specifies the minimal polygons contained a octree node. If a node gets less polys than this value it will not be split into smaller nodes. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>alsoAddIfMeshPointerZero,:</em>&nbsp;</td><td>Add the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node even if a 0 pointer is passed. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the octtree if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="faafefe3f3ae37456ecdda0182278211"></a><!-- doxytag: member="irr::scene::ISceneManager::addOctTreeSceneNode" ref="faafefe3f3ae37456ecdda0182278211" args="(IAnimatedMesh *mesh, ISceneNode *parent=0, s32 id=-1, s32 minimalPolysPerNode=512, bool alsoAddIfMeshPointerZero=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addOctTreeSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>minimalPolysPerNode</em> = <code>512</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>alsoAddIfMeshPointerZero</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering using a octtree to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
This a good method for rendering scenes with lots of geometry. The Octree is built on the fly from the mesh. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>The mesh containing all geometry from which the octtree will be build. If this animated mesh has more than one frames in it, the first frame is taken. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent node of the octtree node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>id of the node. This id can be used to identify the node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minimalPolysPerNode,:</em>&nbsp;</td><td>Specifies the minimal polygons contained a octree node. If a node gets less polys than this value it will not be split into smaller nodes. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>alsoAddIfMeshPointerZero,:</em>&nbsp;</td><td>Add the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node even if a 0 pointer is passed. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the OctTree if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="1c1c2b024a01bd1d6d56518926e37fa8"></a><!-- doxytag: member="irr::scene::ISceneManager::addParticleSystemSceneNode" ref="1c1c2b024a01bd1d6d56518926e37fa8" args="(bool withDefaultEmitter=true, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html">IParticleSystemSceneNode</a>* irr::scene::ISceneManager::addParticleSystemSceneNode           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>withDefaultEmitter</em> = <code>true</code>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Adds a particle system <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>withDefaultEmitter,:</em>&nbsp;</td><td>Creates a default working point emitter which emitts some particles. Set this to true to see a particle system in action. If set to false, you'll have to set the emitter you want by calling <a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#ececff4531482ce976f1859c40bf3f76" title="Sets the particle emitter, which creates the particles.">IParticleSystemSceneNode::setEmitter()</a>. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be NULL if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="3e5653678d83c1839b997d5fe06d47ba"></a><!-- doxytag: member="irr::scene::ISceneManager::addQuake3SceneNode" ref="3e5653678d83c1839b997d5fe06d47ba" args="(IMeshBuffer *meshBuffer, const quake3::IShader *shader, ISceneNode *parent=0, s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addQuake3SceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html">IMeshBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>meshBuffer</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a> *&nbsp;</td>
          <td class="paramname"> <em>shader</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene_1_1quake3.html">quake3</a> <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style ) <dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the <a class="el" href="namespaceirr_1_1scene_1_1quake3.html">quake3</a> <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="22ea17e8c06a773af9828f7bb70cdc40"></a><!-- doxytag: member="irr::scene::ISceneManager::addSceneNode" ref="22ea17e8c06a773af9828f7bb70cdc40" args="(const char *sceneNodeTypeName, ISceneNode *parent=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::addSceneNode           </td>
          <td>(</td>
          <td class="paramtype">const char *&nbsp;</td>
          <td class="paramname"> <em>sceneNodeTypeName</em>, </td>
        </tr>
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          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> by name. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node added by a factory This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="2b08b9f20ec62faeffc02b9fed9fd683"></a><!-- doxytag: member="irr::scene::ISceneManager::addSkyBoxSceneNode" ref="2b08b9f20ec62faeffc02b9fed9fd683" args="(video::ITexture *top, video::ITexture *bottom, video::ITexture *left, video::ITexture *right, video::ITexture *front, video::ITexture *back, ISceneNode *parent=0, s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::addSkyBoxSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>top</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>bottom</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>left</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>right</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>front</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>back</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Adds a skybox <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
A skybox is a big cube with 6 textures on it and is drawn around the camera position. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>top,:</em>&nbsp;</td><td>Texture for the top plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>bottom,:</em>&nbsp;</td><td>Texture for the bottom plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>left,:</em>&nbsp;</td><td>Texture for the left plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>right,:</em>&nbsp;</td><td>Texture for the right plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>front,:</em>&nbsp;</td><td>Texture for the front plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>back,:</em>&nbsp;</td><td>Texture for the back plane of the box. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the skybox. A skybox usually has no parent, so this should be null. Note: If a parent is set to the skybox, the box will not change how it is drawn. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>An id of the node. This id can be used to identify the node. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the sky box if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="adf84a7a18a5ed92d9868f90c506daa7"></a><!-- doxytag: member="irr::scene::ISceneManager::addSkyDomeSceneNode" ref="adf84a7a18a5ed92d9868f90c506daa7" args="(video::ITexture *texture, u32 horiRes=16, u32 vertRes=8, f32 texturePercentage=0.9, f32 spherePercentage=2.0, f32 radius=1000.f, ISceneNode *parent=0, s32 id=-1)=0" -->
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          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> *&nbsp;</td>
          <td class="paramname"> <em>texture</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>horiRes</em> = <code>16</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>vertRes</em> = <code>8</code>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>texturePercentage</em> = <code>0.9</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>spherePercentage</em> = <code>2.0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em> = <code>1000.f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<div class="memdoc">

<p>
Adds a skydome <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
A skydome is a large (half-) sphere with a panoramic texture on the inside and is drawn around the camera position. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>texture,:</em>&nbsp;</td><td>Texture for the dome. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>horiRes,:</em>&nbsp;</td><td>Number of vertices of a horizontal layer of the sphere. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertRes,:</em>&nbsp;</td><td>Number of vertices of a vertical layer of the sphere. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>texturePercentage,:</em>&nbsp;</td><td>How much of the height of the texture is used. Should be between 0 and 1. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>spherePercentage,:</em>&nbsp;</td><td>How much of the sphere is drawn. Value should be between 0 and 2, where 1 is an exact half-sphere and 2 is a full sphere. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>The Radius of the sphere </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the dome. A dome usually has no parent, so this should be null. Note: If a parent is set, the dome will not change how it is drawn. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>An id of the node. This id can be used to identify the node. </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the sky dome if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="9e9e8524055ca841c0bb16316f4b8212"></a><!-- doxytag: member="irr::scene::ISceneManager::addSphereMesh" ref="9e9e8524055ca841c0bb16316f4b8212" args="(const io::path &amp;name, f32 radius=5.f, u32 polyCountX=16, u32 polyCountY=16)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::addSphereMesh           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em> = <code>5.f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>polyCountX</em> = <code>16</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>polyCountY</em> = <code>16</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
add a static sphere mesh to the meshpool 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>name</em>&nbsp;</td><td>Name of the mesh </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>Radius of the sphere </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>polyCountX</em>&nbsp;</td><td>Number of quads used for the horizontal tiling </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>polyCountY</em>&nbsp;</td><td>Number of quads used for the vertical tiling </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the sphere mesh if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="cd6454347276ff8c74e46063970cfc04"></a><!-- doxytag: member="irr::scene::ISceneManager::addSphereSceneNode" ref="cd6454347276ff8c74e46063970cfc04" args="(f32 radius=5.0f, s32 polyCount=16, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a>* irr::scene::ISceneManager::addSphereSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em> = <code>5.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>polyCount</em> = <code>16</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Adds a sphere <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node of the given radius and detail. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>Radius of the sphere. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>polyCount,:</em>&nbsp;</td><td>Polycount of the sphere, i.e. subdivision in horizontal and vertical direction. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be 0 if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created test <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="c56c56d5ec02bfe7cfb35db7afc19b50"></a><!-- doxytag: member="irr::scene::ISceneManager::addTerrainMesh" ref="c56c56d5ec02bfe7cfb35db7afc19b50" args="(const io::path &amp;meshname, video::IImage *texture, video::IImage *heightmap, const core::dimension2d&lt; f32 &gt; &amp;stretchSize=core::dimension2d&lt; f32 &gt;(10.0f, 10.0f), f32 maxHeight=200.0f, const core::dimension2d&lt; u32 &gt; &amp;defaultVertexBlockSize=core::dimension2d&lt; u32 &gt;(64, 64))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::addTerrainMesh           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>meshname</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_image.html">video::IImage</a> *&nbsp;</td>
          <td class="paramname"> <em>texture</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_i_image.html">video::IImage</a> *&nbsp;</td>
          <td class="paramname"> <em>heightmap</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>stretchSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;&gt;(10.0f,&nbsp;10.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>maxHeight</em> = <code>200.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt; <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>defaultVertexBlockSize</em> = <code><a class="el" href="classirr_1_1core_1_1dimension2d.html">core::dimension2d</a>&lt;&nbsp;<a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;&gt;(64,&nbsp;64)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Adds a static terrain mesh to the mesh pool. 
<p>
The mesh is generated on the fly from a texture file and a height map file. Both files may be huge (8000x8000 pixels would be no problem) because the generator splits the files into smaller textures if necessary. You must specify a name for the mesh, because the mesh is added to the mesh pool, and can be retrieved again using <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a> with the name as parameter. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>meshname,:</em>&nbsp;</td><td>The name of this mesh which must be specified in order to be able to retrieve the mesh later with <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a>. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>texture,:</em>&nbsp;</td><td>Texture for the terrain. Please note that this is not a hardware texture as usual (ITexture), but an IImage software texture. You can load this texture with IVideoDriver::createImageFromFile(). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>heightmap,:</em>&nbsp;</td><td>A grayscaled heightmap image. Like the texture, it can be created with IVideoDriver::createImageFromFile(). The amount of triangles created depends on the size of this texture, so use a small heightmap to increase rendering speed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>stretchSize,:</em>&nbsp;</td><td>Parameter defining how big a is pixel on the heightmap. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxHeight,:</em>&nbsp;</td><td>Defines how high a white pixel on the heighmap is. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>defaultVertexBlockSize,:</em>&nbsp;</td><td>Defines the initial dimension between vertices. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Null if the creation failed. The reason could be that you specified some invalid parameters, that a mesh with that name already exists, or that a texture could not be found. If successful, a pointer to the mesh is returned. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="e89a0a2d162a86f087eec66ddcd801b6"></a><!-- doxytag: member="irr::scene::ISceneManager::addTerrainSceneNode" ref="e89a0a2d162a86f087eec66ddcd801b6" args="(io::IReadFile *heightMapFile, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, bool addAlsoIfHeightmapEmpty=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a>* irr::scene::ISceneManager::addTerrainSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *&nbsp;</td>
          <td class="paramname"> <em>heightMapFile</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vertexColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxLOD</em> = <code>5</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044">E_TERRAIN_PATCH_SIZE</a>&nbsp;</td>
          <td class="paramname"> <em>patchSize</em> = <code>ETPS_17</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>smoothFactor</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>addAlsoIfHeightmapEmpty</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
Just like the other <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2188fb0443c7e0b6b69a673ca1d9ca5c" title="Adds a terrain scene node to the scene graph.">addTerrainSceneNode()</a> method, but takes an IReadFile pointer as parameter for the heightmap. For more informations take a look at the other function. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>heightMapFile,:</em>&nbsp;</td><td>The file handle to read vertex data from. This should be a gray scale bitmap. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be 0 if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>The absolute position of this node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>The absolute rotation of this node. ( NOT YET IMPLEMENTED ) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>The scale factor for the terrain. If you're using a heightmap of size 129x129 and would like your terrain to be 12900x12900 in game units, then use a scale factor of ( core::vector ( 100.0f, 100.0f, 100.0f ). If you use a Y scaling factor of 0.0f, then your terrain will be flat. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertexColor,:</em>&nbsp;</td><td>The default color of all the vertices. If no texture is associated with the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, then all vertices will be this color. Defaults to white. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxLOD,:</em>&nbsp;</td><td>The maximum LOD (level of detail) for the node. Only change if you know what you are doing, this might lead to strange behaviour. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>patchSize,:</em>&nbsp;</td><td>patch size of the terrain. Only change if you know what you are doing, this might lead to strange behaviour. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>smoothFactor,:</em>&nbsp;</td><td>The number of times the vertices are smoothed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>addAlsoIfHeightmapEmpty,:</em>&nbsp;</td><td>Add terrain node even with empty heightmap. </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be null if the terrain could not be created, for example because the heightmap could not be loaded. The returned pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="2188fb0443c7e0b6b69a673ca1d9ca5c"></a><!-- doxytag: member="irr::scene::ISceneManager::addTerrainSceneNode" ref="2188fb0443c7e0b6b69a673ca1d9ca5c" args="(const io::path &amp;heightMapFileName, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;rotation=core::vector3df(0.0f, 0.0f, 0.0f), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f), video::SColor vertexColor=video::SColor(255, 255, 255, 255), s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, bool addAlsoIfHeightmapEmpty=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a>* irr::scene::ISceneManager::addTerrainSceneNode           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>heightMapFileName</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.0f,&nbsp;0.0f,&nbsp;0.0f)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>vertexColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(255,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>maxLOD</em> = <code>5</code>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044">E_TERRAIN_PATCH_SIZE</a>&nbsp;</td>
          <td class="paramname"> <em>patchSize</em> = <code>ETPS_17</code>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>smoothFactor</em> = <code>0</code>, </td>
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        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>addAlsoIfHeightmapEmpty</em> = <code>false</code></td><td>&nbsp;</td>
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        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Adds a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> graph. 
<p>
This node implements is a simple terrain renderer which uses a technique known as geo mip mapping for reducing the detail of triangle blocks which are far away. The code for the TerrainSceneNode is based on the terrain renderer by Soconne and the GeoMipMapSceneNode developed by Spintz. They made their code available for Irrlicht and allowed it to be distributed under this licence. I only modified some parts. A lot of thanks go to them.<p>
This <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is capable of loading terrains and updating the indices at runtime to enable viewing very large terrains very quickly. It uses a CLOD (Continuous Level of Detail) algorithm which updates the indices for each patch based on a LOD (Level of Detail) which is determined based on a patch's distance from the camera.<p>
The patch size of the terrain must always be a size of 2^N+1, i.e. 8+1(9), 16+1(17), etc. The MaxLOD available is directly dependent on the patch size of the terrain. LOD 0 contains all of the indices to draw all the triangles at the max detail for a patch. As each LOD goes up by 1 the step taken, in generating indices increases by -2^LOD, so for LOD 1, the step taken is 2, for LOD 2, the step taken is 4, LOD 3 - 8, etc. The step can be no larger than the size of the patch, so having a LOD of 8, with a patch size of 17, is asking the algoritm to generate indices every 2^8 ( 256 ) vertices, which is not possible with a patch size of 17. The maximum LOD for a patch size of 17 is 2^4 ( 16 ). So, with a MaxLOD of 5, you'll have LOD 0 ( full detail ), LOD 1 ( every 2 vertices ), LOD 2 ( every 4 vertices ), LOD 3 ( every 8 vertices ) and LOD 4 ( every 16 vertices ). <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>heightMapFileName,:</em>&nbsp;</td><td>The name of the file on disk, to read vertex data from. This should be a gray scale bitmap. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be 0 if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>The absolute position of this node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>The absolute rotation of this node. ( NOT YET IMPLEMENTED ) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>The scale factor for the terrain. If you're using a heightmap of size 129x129 and would like your terrain to be 12900x12900 in game units, then use a scale factor of ( core::vector ( 100.0f, 100.0f, 100.0f ). If you use a Y scaling factor of 0.0f, then your terrain will be flat. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertexColor,:</em>&nbsp;</td><td>The default color of all the vertices. If no texture is associated with the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, then all vertices will be this color. Defaults to white. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>maxLOD,:</em>&nbsp;</td><td>The maximum LOD (level of detail) for the node. Only change if you know what you are doing, this might lead to strange behaviour. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>patchSize,:</em>&nbsp;</td><td>patch size of the terrain. Only change if you know what you are doing, this might lead to strange behaviour. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>smoothFactor,:</em>&nbsp;</td><td>The number of times the vertices are smoothed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>addAlsoIfHeightmapEmpty,:</em>&nbsp;</td><td>Add terrain node even with empty heightmap. </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be null if the terrain could not be created, for example because the heightmap could not be loaded. The returned pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="e3a173f0b0dd97e69251a22b5e4fbc0f"></a><!-- doxytag: member="irr::scene::ISceneManager::addTextSceneNode" ref="e3a173f0b0dd97e69251a22b5e4fbc0f" args="(gui::IGUIFont *font, const wchar_t *text, video::SColor color=video::SColor(100, 255, 255, 255), ISceneNode *parent=0, const core::vector3df &amp;position=core::vector3df(0, 0, 0), s32 id=-1)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_text_scene_node.html">ITextSceneNode</a>* irr::scene::ISceneManager::addTextSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1gui_1_1_i_g_u_i_font.html">gui::IGUIFont</a> *&nbsp;</td>
          <td class="paramname"> <em>font</em>, </td>
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          <td class="paramtype">const wchar_t *&nbsp;</td>
          <td class="paramname"> <em>text</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>color</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(100,&nbsp;255,&nbsp;255,&nbsp;255)</code>, </td>
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          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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Adds a text <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, which is able to display 2d text at a position in three dimensional space. 
<p>

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<a class="anchor" name="11eac917a4c75c7a7730198d7bf31f5a"></a><!-- doxytag: member="irr::scene::ISceneManager::addToDeletionQueue" ref="11eac917a4c75c7a7730198d7bf31f5a" args="(ISceneNode *node)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::addToDeletionQueue           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to the deletion queue. 
<p>
The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is immediatly deleted when it's secure. Which means when the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node does not execute animators and things like that. This method is for example used for deleting <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes by their <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animators. In most other cases, a <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#2efa2670e29d6bb33b0dd99403b8b69c" title="Removes this scene node from the scene.">ISceneNode::remove()</a> call is enough, using this deletion queue is not necessary. See <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#163cc04ff2cb03852ac891de56200fa3" title="Creates a scene node animator, which deletes the scene node after some time automatically...">ISceneManager::createDeleteAnimator()</a> for details. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Node to detete. </td></tr>
  </table>
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<a class="anchor" name="7086c554b86bdf055d6ebcc5950e1f16"></a><!-- doxytag: member="irr::scene::ISceneManager::addVolumeLightMesh" ref="7086c554b86bdf055d6ebcc5950e1f16" args="(const io::path &amp;name, const u32 SubdivideU=32, const u32 SubdivideV=32, const video::SColor FootColor=video::SColor(51, 0, 230, 180), const video::SColor TailColor=video::SColor(0, 0, 0, 0))=0" -->
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          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
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          <td class="paramtype">const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>SubdivideU</em> = <code>32</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>SubdivideV</em> = <code>32</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>FootColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(51,&nbsp;0,&nbsp;230,&nbsp;180)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>TailColor</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0,&nbsp;0,&nbsp;0,&nbsp;0)</code></td><td>&nbsp;</td>
        </tr>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Add a volume light mesh to the meshpool. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
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    <tr><td valign="top"></td><td valign="top"><em>name</em>&nbsp;</td><td>Name of the mesh </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the volume light mesh if successful, otherwise 0. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="75fc84dd6ee9140da8fd63357947c724"></a><!-- doxytag: member="irr::scene::ISceneManager::addVolumeLightSceneNode" ref="75fc84dd6ee9140da8fd63357947c724" args="(ISceneNode *parent=0, s32 id=-1, const u32 subdivU=32, const u32 subdivV=32, const video::SColor foot=video::SColor(51, 0, 230, 180), const video::SColor tail=video::SColor(0, 0, 0, 0), const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_volume_light_scene_node.html">IVolumeLightSceneNode</a>* irr::scene::ISceneManager::addVolumeLightSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>subdivU</em> = <code>32</code>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>subdivV</em> = <code>32</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>foot</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(51,&nbsp;0,&nbsp;230,&nbsp;180)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>tail</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(0,&nbsp;0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
adds Volume Lighting Scene Node. 
<p>
Example Usage: <a class="el" href="classirr_1_1scene_1_1_i_volume_light_scene_node.html">scene::IVolumeLightSceneNode</a> * n = smgr-&gt;addVolumeLightSceneNode(0, -1, 32, 32, //Subdivide U/V video::SColor(0, 180, 180, 180), //foot color video::SColor(0, 0, 0, 0) //tail color ); if (n) { n-&gt;setScale(<a class="el" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(46.0f, 45.0f, 46.0f)); n-&gt;getMaterial(0).setTexture(0, smgr-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#fde082160205a8faab44cd5b61e3745c" title="Get the video driver.">getVideoDriver()</a>-&gt;getTexture("lightFalloff.png")); } <dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the volumeLight if successful, otherwise NULL. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="5f5beb6271d3ab753687400dd6573044"></a><!-- doxytag: member="irr::scene::ISceneManager::addWaterSurfaceSceneNode" ref="5f5beb6271d3ab753687400dd6573044" args="(IMesh *mesh, f32 waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f, ISceneNode *parent=0, s32 id=-1, const core::vector3df &amp;position=core::vector3df(0, 0, 0), const core::vector3df &amp;rotation=core::vector3df(0, 0, 0), const core::vector3df &amp;scale=core::vector3df(1.0f, 1.0f, 1.0f))=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::addWaterSurfaceSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
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          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>waveHeight</em> = <code>2.0f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>waveSpeed</em> = <code>300.0f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>waveLength</em> = <code>10.0f</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em> = <code>0</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em> = <code>-1</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>scale</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(1.0f,&nbsp;1.0f,&nbsp;1.0f)</code></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node for rendering a animated water surface mesh. 
<p>
Looks really good when the Material type EMT_TRANSPARENT_REFLECTION is used. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>waveHeight,:</em>&nbsp;</td><td>Height of the water waves. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>waveSpeed,:</em>&nbsp;</td><td>Speed of the water waves. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>waveLength,:</em>&nbsp;</td><td>Lenght of a water wave. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Pointer to the loaded static mesh to be displayed with water waves on it. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>parent,:</em>&nbsp;</td><td>Parent of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. Can be NULL if no parent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>Id of the node. This id can be used to identify the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>position,:</em>&nbsp;</td><td>Position of the space relative to its parent where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will be placed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>rotation,:</em>&nbsp;</td><td>Initital rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>scale,:</em>&nbsp;</td><td>Initial scale of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="baa3d11a833b89f7579848e234881988"></a><!-- doxytag: member="irr::scene::ISceneManager::clear" ref="baa3d11a833b89f7579848e234881988" args="()=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::clear           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Clears the whole <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. 
<p>
All <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes are removed. 
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<a class="anchor" name="67b266cc40ebd66b5d21c26a78f002be"></a><!-- doxytag: member="irr::scene::ISceneManager::createCollisionResponseAnimator" ref="67b266cc40ebd66b5d21c26a78f002be" args="(ITriangleSelector *world, ISceneNode *sceneNode, const core::vector3df &amp;ellipsoidRadius=core::vector3df(30, 60, 30), const core::vector3df &amp;gravityPerSecond=core::vector3df(0,-10.0f, 0), const core::vector3df &amp;ellipsoidTranslation=core::vector3df(0, 0, 0), f32 slidingValue=0.0005f)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html">ISceneNodeAnimatorCollisionResponse</a>* irr::scene::ISceneManager::createCollisionResponseAnimator           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> *&nbsp;</td>
          <td class="paramname"> <em>world</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>sceneNode</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>ellipsoidRadius</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(30,&nbsp;60,&nbsp;30)</code>, </td>
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          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>gravityPerSecond</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,-10.0f,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>ellipsoidTranslation</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,&nbsp;0,&nbsp;0)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>slidingValue</em> = <code>0.0005f</code></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Creates a special <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator for doing automatic collision detection and response. 
<p>
See <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html" title="Special scene node animator for doing automatic collision detection and response...">ISceneNodeAnimatorCollisionResponse</a> for details. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>world,:</em>&nbsp;</td><td>Triangle selector holding all triangles of the world with which the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node may collide. You can create a triangle selector with <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#266625379b1558e9be1dc062ea4e71f7" title="Creates a simple ITriangleSelector, based on a mesh.">ISceneManager::createTriangleSelector()</a>; </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>sceneNode,:</em>&nbsp;</td><td>SceneNode which should be manipulated. After you added this animator to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node will not be able to move through walls and is affected by gravity. If you need to teleport the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to a new position without it being effected by the collision geometry, then call sceneNode-&gt;setPosition(); then animator-&gt;setTargetNode(sceneNode); </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>ellipsoidRadius,:</em>&nbsp;</td><td>Radius of the ellipsoid with which collision detection and response is done. If you have got a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, and you are unsure about how big the radius should be, you could use the following code to determine it: <div class="fragment"><pre class="fragment">                <span class="keyword">const</span> core::aabbox3d&lt;f32&gt;&amp; box = yourSceneNode-&gt;getBoundingBox();
                <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a> radius = box.MaxEdge - box.getCenter();
</pre></div> </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>gravityPerSecond,:</em>&nbsp;</td><td>Sets the gravity of the environment, as an acceleration in units per second per second. If your units are equivalent to metres, then <a class="el" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a>(0,-10.0f,0) would give an approximately realistic gravity. You can disable gravity by setting it to core::vector3df(0,0,0). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>ellipsoidTranslation,:</em>&nbsp;</td><td>By default, the ellipsoid for collision detection is created around the center of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, which means that the ellipsoid surrounds it completely. If this is not what you want, you may specify a translation for the ellipsoid. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>slidingValue,:</em>&nbsp;</td><td>DOCUMENTATION NEEDED. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will cause it to do collision detection and response. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="163cc04ff2cb03852ac891de56200fa3"></a><!-- doxytag: member="irr::scene::ISceneManager::createDeleteAnimator" ref="163cc04ff2cb03852ac891de56200fa3" args="(u32 timeMs)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createDeleteAnimator           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>timeMs</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Creates a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator, which deletes the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node after some time automatically. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>timeMs,:</em>&nbsp;</td><td>Time in milliseconds, after when the node will be deleted. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will animate it. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="2e49ff49bc9e88e8ecf3d681354e1ab6"></a><!-- doxytag: member="irr::scene::ISceneManager::createFlyCircleAnimator" ref="2e49ff49bc9e88e8ecf3d681354e1ab6" args="(const core::vector3df &amp;center=core::vector3df(0.f, 0.f, 0.f), f32 radius=100.f, f32 speed=0.001f, const core::vector3df &amp;direction=core::vector3df(0.f, 1.f, 0.f), f32 startPosition=0.f, f32 radiusEllipsoid=0.f)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createFlyCircleAnimator           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>center</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.f,&nbsp;0.f,&nbsp;0.f)</code>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em> = <code>100.f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>0.001f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>direction</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0.f,&nbsp;1.f,&nbsp;0.f)</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>startPosition</em> = <code>0.f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radiusEllipsoid</em> = <code>0.f</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a fly circle animator, which lets the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node fly around a center. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>center,:</em>&nbsp;</td><td>Center of the circle. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius,:</em>&nbsp;</td><td>Radius of the circle. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>speed,:</em>&nbsp;</td><td>The orbital speed, in radians per millisecond. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>direction,:</em>&nbsp;</td><td>Specifies the upvector used for alignment of the mesh. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>startPosition,:</em>&nbsp;</td><td>The position on the circle where the animator will begin. Value is in multiples of a circle, i.e. 0.5 is half way around. (phase) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radiusEllipsoid,:</em>&nbsp;</td><td>if radiusEllipsoid != 0 then radius2 froms a ellipsoid begin. Value is in multiples of a circle, i.e. 0.5 is half way around. (phase) </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will animate it. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="865c2da86486dcdb44847d5baa7aaa61"></a><!-- doxytag: member="irr::scene::ISceneManager::createFlyStraightAnimator" ref="865c2da86486dcdb44847d5baa7aaa61" args="(const core::vector3df &amp;startPoint, const core::vector3df &amp;endPoint, u32 timeForWay, bool loop=false, bool pingpong=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createFlyStraightAnimator           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>startPoint</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>endPoint</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>timeForWay</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>loop</em> = <code>false</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>pingpong</em> = <code>false</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a fly straight animator, which lets the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node fly or move along a line between two points. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>startPoint,:</em>&nbsp;</td><td>Start point of the line. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>endPoint,:</em>&nbsp;</td><td>End point of the line. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>timeForWay,:</em>&nbsp;</td><td>Time in milli seconds how long the node should need to move from the start point to the end point. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>loop,:</em>&nbsp;</td><td>If set to false, the node stops when the end point is reached. If loop is true, the node begins again at the start. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>pingpong</em>&nbsp;</td><td>Flag to set whether the animator should fly back from end to start again. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will animate it. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="4294d9431997ca0755ed1dad2979d7e3"></a><!-- doxytag: member="irr::scene::ISceneManager::createFollowSplineAnimator" ref="4294d9431997ca0755ed1dad2979d7e3" args="(s32 startTime, const core::array&lt; core::vector3df &gt; &amp;points, f32 speed=1.0f, f32 tightness=0.5f)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createFollowSplineAnimator           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>startTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>points</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>speed</em> = <code>1.0f</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>tightness</em> = <code>0.5f</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a follow spline animator. 
<p>
The animator modifies the position of the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to make it follow a hermite spline. It uses a subset of hermite splines: either cardinal splines (tightness != 0.5) or catmull-rom-splines (tightness == 0.5). The animator moves from one control point to the next in 1/speed seconds. This code was sent in by Matthias Gall. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. 
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<a class="anchor" name="e9a06fb68757381f99cfe11ecbd153e6"></a><!-- doxytag: member="irr::scene::ISceneManager::createMeshWriter" ref="e9a06fb68757381f99cfe11ecbd153e6" args="(EMESH_WRITER_TYPE type)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_writer.html">IMeshWriter</a>* irr::scene::ISceneManager::createMeshWriter           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e">EMESH_WRITER_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Get a mesh writer implementation if available. 
<p>
Note: You need to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the pointer after use again, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for details. 
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<a class="anchor" name="ee99e59dc55fe9f8c3507df68f84a9ff"></a><!-- doxytag: member="irr::scene::ISceneManager::createMetaTriangleSelector" ref="ee99e59dc55fe9f8c3507df68f84a9ff" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html">IMetaTriangleSelector</a>* irr::scene::ISceneManager::createMetaTriangleSelector           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a meta triangle selector. 
<p>
A meta triangle selector is nothing more than a collection of one or more triangle selectors providing together the interface of one triangle selector. In this way, collision tests can be done with different triangle soups in one pass. <dl class="return" compact><dt><b>Returns:</b></dt><dd>The selector, or null if not successful. If you no longer need the selector, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ITriangleSelector::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="94805dd4eca41ccef9607aefe669aed9"></a><!-- doxytag: member="irr::scene::ISceneManager::createNewSceneManager" ref="94805dd4eca41ccef9607aefe669aed9" args="(bool cloneContent=false)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a>* irr::scene::ISceneManager::createNewSceneManager           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>cloneContent</em> = <code>false</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager. 
<p>
This can be used to easily draw and/or store two independent scenes at the same time. The mesh cache will be shared between all existing <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> managers, which means if you load a mesh in the original <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager using for example <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">getMesh()</a>, the mesh will be available in all other <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> managers too, without loading. The original/main <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager will still be there and accessible via <a class="el" href="classirr_1_1_irrlicht_device.html#891b503ff4d5041296d88f23f97d7b3d" title="Provides access to the scene manager.">IrrlichtDevice::getSceneManager()</a>. If you need input event in this new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager, for example for FPS cameras, you'll need to forward input to this manually: Just implement an <a class="el" href="classirr_1_1_i_event_receiver.html" title="Interface of an object which can receive events.">IEventReceiver</a> and call yourNewSceneManager-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#c68aa8d654884f19ad52fa28f11db424" title="Posts an input event to the environment.">postEventFromUser()</a>, and return true so that the original <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager doesn't get the event. Otherwise, all input will go to the main <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager automatically. If you no longer need the new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneManager::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. 
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<a class="anchor" name="dfd8f5d6f2feeb0b50d50e7f3d9a0981"></a><!-- doxytag: member="irr::scene::ISceneManager::createOctTreeTriangleSelector" ref="dfd8f5d6f2feeb0b50d50e7f3d9a0981" args="(IMesh *mesh, ISceneNode *node, s32 minimalPolysPerNode=32)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ISceneManager::createOctTreeTriangleSelector           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>minimalPolysPerNode</em> = <code>32</code></td><td>&nbsp;</td>
        </tr>
        <tr>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Creates a Triangle Selector, optimized by an octtree. 
<p>
Triangle selectors can be used for doing collision detection. This triangle selector is optimized for huge amounts of triangle, it organizes them in an octtree. Please note that the created triangle selector is not automaticly attached to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. You will have to call <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#87fb52ec54bf3ae117340d8defd1255f" title="Sets the triangle selector of the scene node.">ISceneNode::setTriangleSelector()</a> for this. To create and attach a triangle selector is done like this: <div class="fragment"><pre class="fragment">                ITriangleSelector* s = sceneManager-&gt;createOctTreeTriangleSelector(yourMesh,
                                yourSceneNode);
                yourSceneNode-&gt;setTriangleSelector(s);
                s-&gt;drop();
</pre></div> For more informations and examples on this, take a look at the collision tutorial in the SDK. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Mesh of which the triangles are taken. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Scene node of which visibility and transformation is used. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>minimalPolysPerNode,:</em>&nbsp;</td><td>Specifies the minimal polygons contained a octree node. If a node gets less polys the this value, it will not be splitted into smaller nodes. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The selector, or null if not successful. If you no longer need the selector, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ITriangleSelector::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="29efe9505de4e5dc2218283ef0c2a64d"></a><!-- doxytag: member="irr::scene::ISceneManager::createRotationAnimator" ref="29efe9505de4e5dc2218283ef0c2a64d" args="(const core::vector3df &amp;rotationSpeed)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createRotationAnimator           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rotationSpeed</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Creates a rotation animator, which rotates the attached <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node around itself. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>rotationSpeed</em>&nbsp;</td><td>Specifies the speed of the animation in degree per 10 milliseconds. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will animate it. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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</div><p>
<a class="anchor" name="67015b46ffde252ba723e6dcc6a93ac2"></a><!-- doxytag: member="irr::scene::ISceneManager::createSkinnedMesh" ref="67015b46ffde252ba723e6dcc6a93ac2" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_skinned_mesh.html">ISkinnedMesh</a>* irr::scene::ISceneManager::createSkinnedMesh           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Get a skinned mesh, which is not available as header-only code. 
<p>
Note: You need to <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">drop()</a> the pointer after use again, see <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for details. 
</div>
</div><p>
<a class="anchor" name="f52f8c74e08637b7643d239542371bc5"></a><!-- doxytag: member="irr::scene::ISceneManager::createTerrainTriangleSelector" ref="f52f8c74e08637b7643d239542371bc5" args="(ITerrainSceneNode *node, s32 LOD=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ISceneManager::createTerrainTriangleSelector           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>LOD</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Creates a triangle selector which can select triangles from a terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Pointer to the created terrain <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>LOD,:</em>&nbsp;</td><td>Level of detail, 0 for highest detail. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The selector, or null if not successful. If you no longer need the selector, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ITriangleSelector::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="e212e01dffc4891d32e3d1735d22d04a"></a><!-- doxytag: member="irr::scene::ISceneManager::createTextureAnimator" ref="e212e01dffc4891d32e3d1735d22d04a" args="(const core::array&lt; video::ITexture * &gt; &amp;textures, s32 timePerFrame, bool loop=true)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>* irr::scene::ISceneManager::createTextureAnimator           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1video_1_1_i_texture.html">video::ITexture</a> * &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>textures</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>timePerFrame</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>loop</em> = <code>true</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Creates a texture animator, which switches the textures of the target <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node based on a list of textures. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>textures,:</em>&nbsp;</td><td>List of textures to use. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>timePerFrame,:</em>&nbsp;</td><td>Time in milliseconds, how long any texture in the list should be visible. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>loop,:</em>&nbsp;</td><td>If set to to false, the last texture remains set, and the animation stops. If set to true, the animation restarts with the first texture. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The animator. Attach it to a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#0e5cd342cd7293c136e53e2c2c5e0f3a" title="Adds an animator which should animate this node.">ISceneNode::addAnimator()</a> and the animator will animate it. If you no longer need the animator, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ISceneNodeAnimator::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="bc1ecc9a60abb40e7ffddbd72c077231"></a><!-- doxytag: member="irr::scene::ISceneManager::createTriangleSelector" ref="bc1ecc9a60abb40e7ffddbd72c077231" args="(IAnimatedMeshSceneNode *node)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ISceneManager::createTriangleSelector           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">IAnimatedMeshSceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Creates a simple <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on an animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. 
<p>
Details of the mesh associated with the node will be extracted internally. Call ITriangleSelector::update() to have the triangle selector updated based on the current frame of the animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node</em>&nbsp;</td><td>The animated mesh <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node from which to build the selector </td></tr>
  </table>
</dl>

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<a class="anchor" name="266625379b1558e9be1dc062ea4e71f7"></a><!-- doxytag: member="irr::scene::ISceneManager::createTriangleSelector" ref="266625379b1558e9be1dc062ea4e71f7" args="(IMesh *mesh, ISceneNode *node)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ISceneManager::createTriangleSelector           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a simple <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on a mesh. 
<p>
Triangle selectors can be used for doing collision detection. Don't use this selector for a huge amount of triangles like in Quake3 maps. Instead, use for example <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#dfd8f5d6f2feeb0b50d50e7f3d9a0981" title="Creates a Triangle Selector, optimized by an octtree.">ISceneManager::createOctTreeTriangleSelector()</a>. Please note that the created triangle selector is not automaticly attached to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. You will have to call <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#87fb52ec54bf3ae117340d8defd1255f" title="Sets the triangle selector of the scene node.">ISceneNode::setTriangleSelector()</a> for this. To create and attach a triangle selector is done like this: <div class="fragment"><pre class="fragment">                ITriangleSelector* s = sceneManager-&gt;createTriangleSelector(yourMesh,
                                yourSceneNode);
                yourSceneNode-&gt;setTriangleSelector(s);
                s-&gt;drop();
</pre></div> <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh,:</em>&nbsp;</td><td>Mesh of which the triangles are taken. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Scene node of which visibility and transformation is used. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The selector, or null if not successful. If you no longer need the selector, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ITriangleSelector::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="db717113b4203e92f2bd95c84488059c"></a><!-- doxytag: member="irr::scene::ISceneManager::createTriangleSelectorFromBoundingBox" ref="db717113b4203e92f2bd95c84488059c" args="(ISceneNode *node)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ISceneManager::createTriangleSelectorFromBoundingBox           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Creates a simple dynamic <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a>, based on a axis aligned bounding box. 
<p>
Triangle selectors can be used for doing collision detection. Every time when triangles are queried, the triangle selector gets the bounding box of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node, an creates new triangles. In this way, it works good with animated <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Scene node of which the bounding box, visibility and transformation is used. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The selector, or null if not successful. If you no longer need the selector, you should call <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">ITriangleSelector::drop()</a>. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="04240262904667c821bd9de5e5fd9b02"></a><!-- doxytag: member="irr::scene::ISceneManager::drawAll" ref="04240262904667c821bd9de5e5fd9b02" args="()=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::drawAll           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Draws all the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. 
<p>
This can only be invoked between IVideoDriver::beginScene() and IVideoDriver::endScene(). Please note that the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is not only drawn when calling this, but also animated by existing <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animators, culling of <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes is done, etc. 
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<a class="anchor" name="71391ee37dece0714d95c519f110010f"></a><!-- doxytag: member="irr::scene::ISceneManager::getActiveCamera" ref="71391ee37dece0714d95c519f110010f" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a>* irr::scene::ISceneManager::getActiveCamera           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Get the current active camera. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The active camera is returned. Note that this can be NULL, if there was no camera created yet. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="9da2090baaeeaa6261d6a1fac5025b09"></a><!-- doxytag: member="irr::scene::ISceneManager::getAmbientLight" ref="9da2090baaeeaa6261d6a1fac5025b09" args="() const =0" -->
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          <td class="memname">virtual const <a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a>&amp; irr::scene::ISceneManager::getAmbientLight           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Get ambient color of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. 
<p>

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<a class="anchor" name="eedfa596280048e6ea6463ff69d23855"></a><!-- doxytag: member="irr::scene::ISceneManager::getAnimatorTypeName" ref="eedfa596280048e6ea6463ff69d23855" args="(ESCENE_NODE_ANIMATOR_TYPE type)=0" -->
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          <td class="memname">virtual const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* irr::scene::ISceneManager::getAnimatorTypeName           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19">ESCENE_NODE_ANIMATOR_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Returns a typename from a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator type or null if not found. 
<p>

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<a class="anchor" name="deb3d24c8ffafd5e671f344931a0b3a5"></a><!-- doxytag: member="irr::scene::ISceneManager::getDefaultSceneNodeAnimatorFactory" ref="deb3d24c8ffafd5e671f344931a0b3a5" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a>* irr::scene::ISceneManager::getDefaultSceneNodeAnimatorFactory           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Get the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory which can create all built-in <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animators. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="1ea0ec7ec95a97819f1de5222b97e774"></a><!-- doxytag: member="irr::scene::ISceneManager::getDefaultSceneNodeFactory" ref="1ea0ec7ec95a97819f1de5222b97e774" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a>* irr::scene::ISceneManager::getDefaultSceneNodeFactory           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Get the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory which can create all built in <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the default <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="dbd98fbeba199005cf795a5bae7ccbaf"></a><!-- doxytag: member="irr::scene::ISceneManager::getFileSystem" ref="dbd98fbeba199005cf795a5bae7ccbaf" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1io_1_1_i_file_system.html">io::IFileSystem</a>* irr::scene::ISceneManager::getFileSystem           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get the active FileSystem. 
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the FileSystem This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="9840cfd39b44f238d06b7bc51e6ba1f6"></a><!-- doxytag: member="irr::scene::ISceneManager::getGeometryCreator" ref="9840cfd39b44f238d06b7bc51e6ba1f6" args="(void) const =0" -->
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          <td class="memname">virtual const <a class="el" href="classirr_1_1scene_1_1_i_geometry_creator.html">IGeometryCreator</a>* irr::scene::ISceneManager::getGeometryCreator           </td>
          <td>(</td>
          <td class="paramtype">void&nbsp;</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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Get an instance of a geometry creator. 
<p>
The geometry creator provides some helper methods to create various types of basic geometry. This can be useful for custom <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. 
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<a class="anchor" name="d887536e9cc41d0670364f9f0a0f4510"></a><!-- doxytag: member="irr::scene::ISceneManager::getGUIEnvironment" ref="d887536e9cc41d0670364f9f0a0f4510" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1gui_1_1_i_g_u_i_environment.html">gui::IGUIEnvironment</a>* irr::scene::ISceneManager::getGUIEnvironment           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get the active GUIEnvironment. 
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the GUIEnvironment This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="f0ff82d7bac969d6a30f67c7b1fa0c46"></a><!-- doxytag: member="irr::scene::ISceneManager::getMesh" ref="f0ff82d7bac969d6a30f67c7b1fa0c46" args="(io::IReadFile *file)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::getMesh           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *&nbsp;</td>
          <td class="paramname"> <em>file</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get pointer to an animateable mesh. Loads the file if not loaded already. 
<p>
Works just as getMesh(const char* filename). If you want to remove a loaded mesh from the cache again, use removeMesh(). <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>file</em>&nbsp;</td><td>File handle of the mesh to load. </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>NULL if failed and pointer to the mesh if successful. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="63894c3f3d46cfc385116f1705935e03"></a><!-- doxytag: member="irr::scene::ISceneManager::getMesh" ref="63894c3f3d46cfc385116f1705935e03" args="(const io::path &amp;filename)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a>* irr::scene::ISceneManager::getMesh           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>filename</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get pointer to an animateable mesh. Loads the file if not loaded already. 
<p>
If you want to remove a loaded mesh from the cache again, use removeMesh(). Currently there are the following mesh formats supported: <table border="1" cellpadding="2" cellspacing="0">
<tr>
<td>Format </td><td>Description  </td></tr>
<tr>
<td>3D Studio (.3ds) </td><td>Loader for 3D-Studio files which lots of 3D packages are able to export. Only static meshes are currently supported by this importer.   </td></tr>
<tr>
<td>Bliz Basic B3D (.b3d) </td><td>Loader for blitz basic files, developed by Mark Sibly, also supports animations.  </td></tr>
<tr>
<td>Cartography shop 4 (.csm) </td><td>Cartography Shop is a modeling program for creating architecture and calculating lighting. Irrlicht can directly import .csm files thanks to the IrrCSM library created by Saurav Mohapatra which is now integrated directly in Irrlicht. If you are using this loader, please note that you'll have to set the path of the textures before loading .csm files. You can do this using SceneManager-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4dba8ee7f48fdf6ede2c3f4b5fabcad3" title="Get interface to the parameters set in this scene.">getParameters()</a>-&gt;setAttribute(<a class="el" href="namespaceirr_1_1scene.html#ecf002b9e14bd101b455632e1c260a8d" title="Name of the parameter for changing the texture path of the built-in csm loader.">scene::CSM_TEXTURE_PATH</a>, "path/to/your/textures");  </td></tr>
<tr>
<td>COLLADA (.dae, .xml) </td><td>COLLADA is an open Digital Asset Exchange Schema for the interactive 3D industry. There are exporters and importers for this format available for most of the big 3d packagesat <a href="http://collada.org.">http://collada.org.</a> Irrlicht can import COLLADA files by using the <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a> method. COLLADA files need not contain only one single mesh but multiple meshes and a whole <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> setup with lights, cameras and mesh instances, this loader can set up a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> as described by the COLLADA file instead of loading and returning one single mesh. By default, this loader behaves like the other loaders and does not create instances, but it can be switched into this mode by using SceneManager-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4dba8ee7f48fdf6ede2c3f4b5fabcad3" title="Get interface to the parameters set in this scene.">getParameters()</a>-&gt;setAttribute(COLLADA_CREATE_SCENE_INSTANCES, true); Created <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes will be named as the names of the nodes in the COLLADA file. The returned mesh is just a dummy object in this mode. Meshes included in the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> will be added into the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager with the following naming scheme: "path/to/file/file.dea#meshname". The loading of such meshes is logged. Currently, this loader is able to create meshes (made of only polygons), lights, and cameras. Materials and animations are currently not supported but this will change with future releases.   </td></tr>
<tr>
<td>Delgine DeleD (.dmf) </td><td>DeleD (delgine.com) is a 3D editor and level-editor combined into one and is specifically designed for 3D game-development. With this loader, it is possible to directly load all geometry is as well as textures and lightmaps from .dmf files. To set texture and material paths, see scene::DMF_USE_MATERIALS_DIRS and <a class="el" href="namespaceirr_1_1scene.html#2a6e8bd33eaec1815e3e16a59c269fb5" title="Name of the parameter for changing the texture path of the built-in DMF loader.">scene::DMF_TEXTURE_PATH</a>. It is also possible to flip the alpha texture by setting <a class="el" href="namespaceirr_1_1scene.html#cdc1ddd0bfeb4118a5d8f3ea953717f6" title="Name of the parameter for choose to flip or not tga files.">scene::DMF_FLIP_ALPHA_TEXTURES</a> to true and to set the material transparent reference value by setting <a class="el" href="namespaceirr_1_1scene.html#fd6e025453e80983de80371dc56718ef" title="Name of the parameter for setting reference value of alpha in transparent materials...">scene::DMF_ALPHA_CHANNEL_REF</a> to a float between 0 and 1. The loader is based on Salvatore Russo's .dmf loader, I just changed some parts of it. Thanks to Salvatore for his work and for allowing me to use his code in Irrlicht and put it under Irrlicht's license. For newer and more enchanced versions of the loader, take a look at delgine.com.   </td></tr>
<tr>
<td>DirectX (.x) </td><td>Platform independent importer (so not D3D-only) for .x files. Most 3D packages can export these natively and there are several tools for them available, e.g. the Maya exporter included in the DX SDK. .x files can include skeletal animations and Irrlicht is able to play and display them. Currently, Irrlicht only supports uncompressed .x files.  </td></tr>
<tr>
<td>Maya (.obj) </td><td>Most 3D software can create .obj files which contain static geometry without material data. The material files .mtl are also supported. This importer for Irrlicht can load them directly.   </td></tr>
<tr>
<td>Milkshape (.ms3d) </td><td>.MS3D files contain models and sometimes skeletal animations from the Milkshape 3D modeling and animation software. This importer for Irrlicht can display and/or animate these files.   </td></tr>
<tr>
<td>My3D (.my3d) </td><td>.my3D is a flexible 3D file format. The My3DTools contains plug-ins to export .my3D files from several 3D packages. With this built-in importer, Irrlicht can read and display those files directly. This loader was written by Zhuck Dimitry who also created the whole My3DTools package. If you are using this loader, please note that you can set the path of the textures before loading .my3d files. You can do this using SceneManager-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4dba8ee7f48fdf6ede2c3f4b5fabcad3" title="Get interface to the parameters set in this scene.">getParameters()</a>-&gt;setAttribute(<a class="el" href="namespaceirr_1_1scene.html#54eb9ea68ba13b4689444f8d34e338b9" title="Name of the parameter for changing the texture path of the built-in my3d loader.">scene::MY3D_TEXTURE_PATH</a>, "path/to/your/textures");   </td></tr>
<tr>
<td>OCT (.oct) </td><td>The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht. OCT files<br>
 can be created by FSRad, Paul Nette's radiosity processor or exported from Blender using OCTTools which can be found in the exporters/OCTTools directory of the SDK. Thanks to Murphy McCauley for creating all this.  </td></tr>
<tr>
<td>OGRE Meshes (.mesh) </td><td>Ogre .mesh files contain 3D data for the OGRE 3D engine. Irrlicht can read and display them directly with this importer. To define materials for the mesh, copy a .material file named like the corresponding .mesh file where the .mesh file is. (For example ogrehead.material for ogrehead.mesh). Thanks to Christian Stehno who wrote and contributed this loader.  </td></tr>
<tr>
<td>Pulsar LMTools (.lmts) </td><td>LMTools is a set of tools (Windows &amp; Linux) for creating lightmaps. Irrlicht can directly read .lmts files thanks to<br>
 the importer created by Jonas Petersen. If you are using this loader, please note that you can set the path of the textures before loading .lmts files. You can do this using SceneManager-&gt;<a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#4dba8ee7f48fdf6ede2c3f4b5fabcad3" title="Get interface to the parameters set in this scene.">getParameters()</a>-&gt;setAttribute(<a class="el" href="namespaceirr_1_1scene.html#1d81a2ac8866dfa4a0ff3bdece327f75" title="Name of the parameter for changing the texture path of the built-in lmts loader.">scene::LMTS_TEXTURE_PATH</a>, "path/to/your/textures"); Notes for<br>
 this version of the loader:<br>
<ul>
<li>It does not recognise/support user data in the *.lmts files.<br>
</li><li>The TGAs generated by LMTools don't work in Irrlicht for some reason (the textures are upside down). Opening and resaving them in a graphics app will solve the problem.  </li></ul>
</td></tr>
<tr>
<td>Quake 3 levels (.bsp) </td><td>Quake 3 is a popular game by IDSoftware, and .pk3 files contain .bsp files and textures/lightmaps describing huge prelighted levels. Irrlicht can read .pk3 and .bsp files directly and thus render Quake 3 levels directly. Written by Nikolaus Gebhardt enhanced by Dean P. Macri with the curved surfaces feature.   </td></tr>
<tr>
<td>Quake 2 models (.md2) </td><td>Quake 2 models are characters with morph target animation. Irrlicht can read, display and animate them directly with this importer.   </td></tr>
</table>
<p>
To load and display a mesh quickly, just do this: <div class="fragment"><pre class="fragment">  SceneManager-&gt;addAnimatedMeshSceneNode(
                SceneManager-&gt;getMesh(<span class="stringliteral">"yourmesh.3ds"</span>));
</pre></div> If you would like to implement and add your own file format loader to Irrlicht, see <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#808972cc001db86c0576c38b3b3fbbf7" title="Adds an external mesh loader for extending the engine with new file formats.">addExternalMeshLoader()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>filename,:</em>&nbsp;</td><td>Filename of the mesh to load. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Null if failed, otherwise pointer to the mesh. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="45d89c816e33abe0e77eb063d7ce58a8"></a><!-- doxytag: member="irr::scene::ISceneManager::getMeshCache" ref="45d89c816e33abe0e77eb063d7ce58a8" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh_cache.html">IMeshCache</a>* irr::scene::ISceneManager::getMeshCache           </td>
          <td>(</td>
          <td class="paramname">          </td>
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          <td><code> [pure virtual]</code></td>
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Get interface to the mesh cache which is shared beween all existing <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> managers. 
<p>
With this interface, it is possible to manually add new loaded meshes (if <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a> is not sufficient), to remove them and to iterate through already loaded meshes. 
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<a class="anchor" name="05138d6b5f99fced0061794fb5c42318"></a><!-- doxytag: member="irr::scene::ISceneManager::getMeshManipulator" ref="05138d6b5f99fced0061794fb5c42318" args="()=0" -->
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          <td>(</td>
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          <td><code> [pure virtual]</code></td>
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Get pointer to the mesh manipulator. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the mesh manipulator This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="4dba8ee7f48fdf6ede2c3f4b5fabcad3"></a><!-- doxytag: member="irr::scene::ISceneManager::getParameters" ref="4dba8ee7f48fdf6ede2c3f4b5fabcad3" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1io_1_1_i_attributes.html">io::IAttributes</a>* irr::scene::ISceneManager::getParameters           </td>
          <td>(</td>
          <td class="paramname">          </td>
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Get interface to the parameters set in this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. 
<p>
String parameters can be used by plugins and mesh loaders. For example the CMS and LMTS loader want a parameter named 'CSM_TexturePath' and 'LMTS_TexturePath' set to the path were attached textures can be found. See CSM_TEXTURE_PATH, LMTS_TEXTURE_PATH, MY3D_TEXTURE_PATH, COLLADA_CREATE_SCENE_INSTANCES, DMF_TEXTURE_PATH and DMF_USE_MATERIALS_DIRS 
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<a class="anchor" name="bf31f8c0dfb5242d07339fbba20a63e5"></a><!-- doxytag: member="irr::scene::ISceneManager::getRegisteredSceneNodeAnimatorFactoryCount" ref="bf31f8c0dfb5242d07339fbba20a63e5" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> irr::scene::ISceneManager::getRegisteredSceneNodeAnimatorFactoryCount           </td>
          <td>(</td>
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Get amount of registered <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factories. 
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<a class="anchor" name="405dd898657d08cd1dbf973d1cb88b19"></a><!-- doxytag: member="irr::scene::ISceneManager::getRegisteredSceneNodeFactoryCount" ref="405dd898657d08cd1dbf973d1cb88b19" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> irr::scene::ISceneManager::getRegisteredSceneNodeFactoryCount           </td>
          <td>(</td>
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Get amount of registered <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factories. 
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<a class="anchor" name="4f7075320f1a3bf2838f29c23f78635f"></a><!-- doxytag: member="irr::scene::ISceneManager::getRootSceneNode" ref="4f7075320f1a3bf2838f29c23f78635f" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::getRootSceneNode           </td>
          <td>(</td>
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Gets the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. 
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This is the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node which is parent of all <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. The root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is a special <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node which only exists to manage all <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes. It will not be rendered and cannot be removed from the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. <dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="433b65bfc974d069a1dc2fc296b23d9b"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneCollisionManager" ref="433b65bfc974d069a1dc2fc296b23d9b" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_collision_manager.html">ISceneCollisionManager</a>* irr::scene::ISceneManager::getSceneCollisionManager           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get pointer to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> collision manager. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the collision manager This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="96d8272b74bd0adc9138f17e832dc887"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeAnimatorFactory" ref="96d8272b74bd0adc9138f17e832dc887" args="(u32 index)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a>* irr::scene::ISceneManager::getSceneNodeAnimatorFactory           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>index</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory by index. 
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the requested <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory, or 0 if it does not exist. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="c912b9effd5ce46f5dc038e0568e614c"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeFactory" ref="c912b9effd5ce46f5dc038e0568e614c" args="(u32 index)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a>* irr::scene::ISceneManager::getSceneNodeFactory           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a>&nbsp;</td>
          <td class="paramname"> <em>index</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Get a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory by index. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the requested <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory, or 0 if it does not exist. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="038e2afb1397fe8f2b6f8f6c55d52b55"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeFromId" ref="038e2afb1397fe8f2b6f8f6c55d52b55" args="(s32 id, ISceneNode *start=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::getSceneNodeFromId           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>start</em> = <code>0</code></td><td>&nbsp;</td>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified id. 
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<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>id,:</em>&nbsp;</td><td>The id to search for </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start,:</em>&nbsp;</td><td>Scene node to start from. All children of this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node are searched. If null is specified, the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is taken. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with this id, and null if no <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node could be found. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="13ada3cca4b9eadee5e8ba3ccb6683da"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeFromName" ref="13ada3cca4b9eadee5e8ba3ccb6683da" args="(const c8 *name, ISceneNode *start=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::getSceneNodeFromName           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *&nbsp;</td>
          <td class="paramname"> <em>name</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>start</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
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          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified name. 
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<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>name,:</em>&nbsp;</td><td>The name to search for </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start,:</em>&nbsp;</td><td>Scene node to start from. All children of this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node are searched. If null is specified, the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is taken. </td></tr>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with this id, and null if no <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node could be found. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="5ab8e8f8cc8456a3ea881c75dfe505bb"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeFromType" ref="5ab8e8f8cc8456a3ea881c75dfe505bb" args="(scene::ESCENE_NODE_TYPE type, ISceneNode *start=0)=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ISceneManager::getSceneNodeFromType           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">scene::ESCENE_NODE_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>start</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Get the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with the specified type. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>type,:</em>&nbsp;</td><td>The type to search for </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start,:</em>&nbsp;</td><td>Scene node to start from. All children of this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node are searched. If null is specified, the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is taken. </td></tr>
  </table>
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<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the first <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node with this type, and null if no <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node could be found. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="2b8f844a1367d80648bc055a5639807b"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeRenderPass" ref="2b8f844a1367d80648bc055a5639807b" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> irr::scene::ISceneManager::getSceneNodeRenderPass           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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Get current render pass. 
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All <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes are being rendered in a specific order. First lights, cameras, sky boxes, solid geometry, and then transparent stuff. During the rendering process, <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes may want to know what the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager is rendering currently, because for example they registered for rendering twice, once for transparent geometry and once for solid. When knowing what rendering pass currently is active they can render the correct part of their geometry. 
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<a class="anchor" name="9afcad318b725b5f95e19c839145d3d6"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodesFromType" ref="9afcad318b725b5f95e19c839145d3d6" args="(ESCENE_NODE_TYPE type, core::array&lt; scene::ISceneNode * &gt; &amp;outNodes, ISceneNode *start=0)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::getSceneNodesFromType           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">scene::ISceneNode</a> * &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>outNodes</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>start</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
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          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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Get <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes by type. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>type,:</em>&nbsp;</td><td>Type of <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node to find (ESNT_ANY will return all child nodes). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>outNodes,:</em>&nbsp;</td><td>array to be filled with results. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start,:</em>&nbsp;</td><td>Scene node to start from. All children of this <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node are searched. If null is specified, the root <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node is taken. </td></tr>
  </table>
</dl>

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<a class="anchor" name="9f8cc1f55b8e067528b7a9a21b7fdd50"></a><!-- doxytag: member="irr::scene::ISceneManager::getSceneNodeTypeName" ref="9f8cc1f55b8e067528b7a9a21b7fdd50" args="(ESCENE_NODE_TYPE type)=0" -->
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          <td class="memname">virtual const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* irr::scene::ISceneManager::getSceneNodeTypeName           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get typename from a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node type or null if not found. 
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<a class="anchor" name="c57d3e4fca82867fd3f0ef2a47c4c07c"></a><!-- doxytag: member="irr::scene::ISceneManager::getShadowColor" ref="c57d3e4fca82867fd3f0ef2a47c4c07c" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a> irr::scene::ISceneManager::getShadowColor           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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Get the current color of shadows. 
<p>

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<a class="anchor" name="fde082160205a8faab44cd5b61e3745c"></a><!-- doxytag: member="irr::scene::ISceneManager::getVideoDriver" ref="fde082160205a8faab44cd5b61e3745c" args="()=0" -->
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          <td class="memname">virtual <a class="el" href="classirr_1_1video_1_1_i_video_driver.html">video::IVideoDriver</a>* irr::scene::ISceneManager::getVideoDriver           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Get the <a class="el" href="namespaceirr_1_1video.html" title="The video namespace contains classes for accessing the video driver. All 2d and 3d...">video</a> driver. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>Pointer to the <a class="el" href="namespaceirr_1_1video.html" title="The video namespace contains classes for accessing the video driver. All 2d and 3d...">video</a> Driver. This pointer should not be dropped. See <a class="el" href="classirr_1_1_i_reference_counted.html#fb169a857e0d2cdb96b8821cb9bff17a" title="Drops the object. Decrements the reference counter by one.">IReferenceCounted::drop()</a> for more information. </dd></dl>

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<a class="anchor" name="ff6c6d553e0faf12bbfd33e814ad4352"></a><!-- doxytag: member="irr::scene::ISceneManager::isCulled" ref="ff6c6d553e0faf12bbfd33e814ad4352" args="(const ISceneNode *node) const =0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::isCulled           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Check if node is culled in current view frustum. 
<p>
Please note that depending on the used culling method this check can be rather coarse, or slow. A positive result is correct, though, i.e. if this method returns true the node is positively not visible. The node might still be invisible even if this method returns false. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node</em>&nbsp;</td><td>The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node which is checked for culling. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if node is not visible in the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>, else false. </dd></dl>

</div>
</div><p>
<a class="anchor" name="60514f742b5b74dd0f84a4c94f00ce6b"></a><!-- doxytag: member="irr::scene::ISceneManager::loadScene" ref="60514f742b5b74dd0f84a4c94f00ce6b" args="(io::IReadFile *file, ISceneUserDataSerializer *userDataSerializer=0)=0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::loadScene           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_read_file.html">io::IReadFile</a> *&nbsp;</td>
          <td class="paramname"> <em>file</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *&nbsp;</td>
          <td class="paramname"> <em>userDataSerializer</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Loads a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. Note that the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is not cleared before. 
<p>
The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is usually load from an .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> file, an xml based format. .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files can Be edited with the Irrlicht Engine Editor, irrEdit (<a href="http://irredit.irrlicht3d.org">http://irredit.irrlicht3d.org</a>) or saved directly by the engine using <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#b847d501961c633db60497e878b93305" title="Saves the current scene into a file.">ISceneManager::saveScene()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>file,:</em>&nbsp;</td><td>File where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is going to be saved into. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>userDataSerializer,:</em>&nbsp;</td><td>If you want to load user data possibily saved in that file for some <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes in the file, implement the <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html" title="Interface to read and write user data to and from .irr files.">ISceneUserDataSerializer</a> interface and provide it as parameter here. Otherwise, simply specify 0 as this parameter. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if successful. </dd></dl>

</div>
</div><p>
<a class="anchor" name="a29315bb2369c857b155dc2074d516a2"></a><!-- doxytag: member="irr::scene::ISceneManager::loadScene" ref="a29315bb2369c857b155dc2074d516a2" args="(const io::path &amp;filename, ISceneUserDataSerializer *userDataSerializer=0)=0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::loadScene           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>filename</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *&nbsp;</td>
          <td class="paramname"> <em>userDataSerializer</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Loads a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. Note that the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is not cleared before. 
<p>
The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is usually load from an .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> file, an xml based format. .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files can Be edited with the Irrlicht Engine Editor, irrEdit (<a href="http://irredit.irrlicht3d.org">http://irredit.irrlicht3d.org</a>) or saved directly by the engine using <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#b847d501961c633db60497e878b93305" title="Saves the current scene into a file.">ISceneManager::saveScene()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>filename,:</em>&nbsp;</td><td>Name of the file. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>userDataSerializer,:</em>&nbsp;</td><td>If you want to load user data possibily saved in that file for some <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes in the file, implement the <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html" title="Interface to read and write user data to and from .irr files.">ISceneUserDataSerializer</a> interface and provide it as parameter here. Otherwise, simply specify 0 as this parameter. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if successful. </dd></dl>

</div>
</div><p>
<a class="anchor" name="c68aa8d654884f19ad52fa28f11db424"></a><!-- doxytag: member="irr::scene::ISceneManager::postEventFromUser" ref="c68aa8d654884f19ad52fa28f11db424" args="(const SEvent &amp;event)=0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::postEventFromUser           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structirr_1_1_s_event.html">SEvent</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>event</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Posts an input event to the environment. 
<p>
Usually you do not have to use this method, it is used by the internal engine. 
</div>
</div><p>
<a class="anchor" name="af17bdde6d4e9ef61a76f3b43100ecb8"></a><!-- doxytag: member="irr::scene::ISceneManager::registerNodeForRendering" ref="af17bdde6d4e9ef61a76f3b43100ecb8" args="(ISceneNode *node, E_SCENE_NODE_RENDER_PASS pass=ESNRP_AUTOMATIC)=0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0416a53257075833e7002efd0a18e804">u32</a> irr::scene::ISceneManager::registerNodeForRendering           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>node</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a>&nbsp;</td>
          <td class="paramname"> <em>pass</em> = <code>ESNRP_AUTOMATIC</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
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<p>
Registers a node for rendering it at a specific time. 
<p>
This method should only be used by SceneNodes when they get a <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#c9795bfcb88dcaf8cba6ea3296e5d8d0" title="This method is called just before the rendering process of the whole scene.">ISceneNode::OnRegisterSceneNode()</a> call. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>node,:</em>&nbsp;</td><td>Node to register for drawing. Usually <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes would set 'this' as parameter here because they want to be drawn. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>pass,:</em>&nbsp;</td><td>Specifies when the node wants to be drawn in relation to the other nodes. For example, if the node is a shadow, it usually wants to be drawn after all other nodes and will use ESNRP_SHADOW for this. See <a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f" title="Enumeration for render passes.">scene::E_SCENE_NODE_RENDER_PASS</a> for details. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd><a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> will be rendered ( passed culling ) </dd></dl>

</div>
</div><p>
<a class="anchor" name="f48c93cc41f986f08ed964cc575ee7a0"></a><!-- doxytag: member="irr::scene::ISceneManager::registerSceneNodeAnimatorFactory" ref="f48c93cc41f986f08ed964cc575ee7a0" args="(ISceneNodeAnimatorFactory *factoryToAdd)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::registerSceneNodeAnimatorFactory           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a> *&nbsp;</td>
          <td class="paramname"> <em>factoryToAdd</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator factory to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager. 
<p>
Use this to extend the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager with new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animator types which it should be able to create automaticly, for example when loading data from xml files. 
</div>
</div><p>
<a class="anchor" name="75ac9315def74ae5e26a2d6a2f5a38e9"></a><!-- doxytag: member="irr::scene::ISceneManager::registerSceneNodeFactory" ref="75ac9315def74ae5e26a2d6a2f5a38e9" args="(ISceneNodeFactory *factoryToAdd)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::registerSceneNodeFactory           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a> *&nbsp;</td>
          <td class="paramname"> <em>factoryToAdd</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Adds a <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node factory to the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager. 
<p>
Use this to extend the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager with new <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node types which it should be able to create automaticly, for example when loading data from xml files. 
</div>
</div><p>
<a class="anchor" name="891d5d12ccd22f9a3b5a5809cb4aa8d2"></a><!-- doxytag: member="irr::scene::ISceneManager::saveScene" ref="891d5d12ccd22f9a3b5a5809cb4aa8d2" args="(io::IWriteFile *file, ISceneUserDataSerializer *userDataSerializer=0)=0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::saveScene           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1io_1_1_i_write_file.html">io::IWriteFile</a> *&nbsp;</td>
          <td class="paramname"> <em>file</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *&nbsp;</td>
          <td class="paramname"> <em>userDataSerializer</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
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<p>
Saves the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> into a file. 
<p>
Scene nodes with the option isDebugObject set to true are not being saved. The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is usually written to an .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> file, an xml based format. .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files can Be edited with the Irrlicht Engine Editor, irrEdit (<a href="http://irredit.irrlicht3d.org">http://irredit.irrlicht3d.org</a>). To load .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files again, see <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a29315bb2369c857b155dc2074d516a2" title="Loads a scene. Note that the current scene is not cleared before.">ISceneManager::loadScene()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>file,:</em>&nbsp;</td><td>File where the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is saved into. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>userDataSerializer,:</em>&nbsp;</td><td>If you want to save some user data for every <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node into the file, implement the <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html" title="Interface to read and write user data to and from .irr files.">ISceneUserDataSerializer</a> interface and provide it as parameter here. Otherwise, simply specify 0 as this parameter. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if successful. </dd></dl>

</div>
</div><p>
<a class="anchor" name="b847d501961c633db60497e878b93305"></a><!-- doxytag: member="irr::scene::ISceneManager::saveScene" ref="b847d501961c633db60497e878b93305" args="(const io::path &amp;filename, ISceneUserDataSerializer *userDataSerializer=0)=0" -->
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          <td class="memname">virtual bool irr::scene::ISceneManager::saveScene           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1string.html">io::path</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>filename</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a> *&nbsp;</td>
          <td class="paramname"> <em>userDataSerializer</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Saves the current <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> into a file. 
<p>
Scene nodes with the option isDebugObject set to true are not being saved. The <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> is usually written to an .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> file, an xml based format. .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files can Be edited with the Irrlicht Engine Editor, irrEdit (<a href="http://irredit.irrlicht3d.org">http://irredit.irrlicht3d.org</a>). To load .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files again, see <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a29315bb2369c857b155dc2074d516a2" title="Loads a scene. Note that the current scene is not cleared before.">ISceneManager::loadScene()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>filename,:</em>&nbsp;</td><td>Name of the file. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>userDataSerializer,:</em>&nbsp;</td><td>If you want to save some user data for every <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node into the file, implement the <a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html" title="Interface to read and write user data to and from .irr files.">ISceneUserDataSerializer</a> interface and provide it as parameter here. Otherwise, simply specify 0 as this parameter. </td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if successful. </dd></dl>

</div>
</div><p>
<a class="anchor" name="5d19b7a6803a0a021082fc2b86043b3d"></a><!-- doxytag: member="irr::scene::ISceneManager::setActiveCamera" ref="5d19b7a6803a0a021082fc2b86043b3d" args="(ICameraSceneNode *camera)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::setActiveCamera           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>camera</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Sets the currently active camera. 
<p>
The previous active camera will be deactivated. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>camera,:</em>&nbsp;</td><td>The new camera which should be active. </td></tr>
  </table>
</dl>

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</div><p>
<a class="anchor" name="8a424accb615c4f60fde59f55033a816"></a><!-- doxytag: member="irr::scene::ISceneManager::setAmbientLight" ref="8a424accb615c4f60fde59f55033a816" args="(const video::SColorf &amp;ambientColor)=0" -->
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          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1video_1_1_s_colorf.html">video::SColorf</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>ambientColor</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Sets ambient color of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a>. 
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<a class="anchor" name="0065307bf3ff12fdc5b7bb624987a1c2"></a><!-- doxytag: member="irr::scene::ISceneManager::setLightManager" ref="0065307bf3ff12fdc5b7bb624987a1c2" args="(ILightManager *lightManager)=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::setLightManager           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_light_manager.html">ILightManager</a> *&nbsp;</td>
          <td class="paramname"> <em>lightManager</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Register a custom callbacks manager which gets callbacks during <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> rendering. 
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<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>lightManager,:</em>&nbsp;</td><td>the new callbacks manager. You may pass 0 to remove the current callbacks manager and restore the default behaviour. </td></tr>
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<a class="anchor" name="074feb54d61f5402befef5e1bf0aff37"></a><!-- doxytag: member="irr::scene::ISceneManager::setShadowColor" ref="074feb54d61f5402befef5e1bf0aff37" args="(video::SColor color=video::SColor(150, 0, 0, 0))=0" -->
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          <td class="memname">virtual void irr::scene::ISceneManager::setShadowColor           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>&nbsp;</td>
          <td class="paramname"> <em>color</em> = <code><a class="el" href="classirr_1_1video_1_1_s_color.html">video::SColor</a>(150,&nbsp;0,&nbsp;0,&nbsp;0)</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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Sets the color of stencil buffers shadows drawn by the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> manager. 
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_scene_manager_8h-source.html">ISceneManager.h</a></ul>
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