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| virtual ISceneNode * | addSceneNode (ESCENE_NODE_TYPE type, ISceneNode *parent=0)=0 |
| | adds a scene node to the scene graph based on its type id
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| virtual ISceneNode * | addSceneNode (const c8 *typeName, ISceneNode *parent=0)=0 |
| | adds a scene node to the scene graph based on its type name
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virtual u32 | getCreatableSceneNodeTypeCount () const =0 |
| | returns amount of scene node types this factory is able to create
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| virtual ESCENE_NODE_TYPE | getCreateableSceneNodeType (u32 idx) const =0 |
| | returns type of a createable scene node type
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| virtual const c8 * | getCreateableSceneNodeTypeName (u32 idx) const =0 |
| | returns type name of a createable scene node type by index
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| virtual const c8 * | getCreateableSceneNodeTypeName (ESCENE_NODE_TYPE type) const =0 |
| | returns type name of a createable scene node type
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| IReferenceCounted () |
| | Constructor.
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virtual | ~IReferenceCounted () |
| | Destructor.
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| void | grab () const |
| | Grabs the object. Increments the reference counter by one.
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| bool | drop () const |
| | Drops the object. Decrements the reference counter by one.
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| s32 | getReferenceCount () const |
| | Get the reference count.
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| const c8 * | getDebugName () const |
| | Returns the debug name of the object.
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Interface for dynamic creation of scene nodes.
To be able to add custom scene nodes to Irrlicht and to make it possible for the scene manager to save and load those external scene nodes, simply implement this interface and register it in you scene manager via ISceneManager::registerSceneNodeFactory. Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to increase the reference counter of the scene node manager. This is not necessary because the scene node manager will grab() the factory anyway, and otherwise cyclic references will be created and the scene manager and all its nodes won't get deallocated.