5 #ifndef __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__ 6 #define __IRR_I_COLLADA_MESH_WRITER_H_INCLUDED__ 206 : Properties(0), DefaultProperties(0), NameGenerator(0), DefaultNameGenerator(0)
207 , WriteTextures(true), WriteDefaultScene(true), ExportSMaterialOnce(true)
208 , AmbientLight(0.f, 0.f, 0.f, 1.f)
218 if ( DefaultProperties )
219 DefaultProperties->drop();
221 NameGenerator->drop();
222 if ( DefaultNameGenerator )
223 DefaultNameGenerator->drop();
233 WriteTextures = write;
239 return WriteTextures;
249 WriteDefaultScene = write;
255 return WriteDefaultScene;
261 AmbientLight = ambientColor;
280 GeometryWriting = writeStyle;
286 return GeometryWriting;
299 ExportSMaterialOnce = exportOnce;
304 return ExportSMaterialOnce;
312 if ( p == Properties )
331 return DefaultProperties;
337 if ( nameGenerator == NameGenerator )
340 nameGenerator->
grab();
342 NameGenerator->drop();
343 NameGenerator = nameGenerator;
349 return NameGenerator;
356 return DefaultNameGenerator;
368 if ( p == DefaultProperties )
372 if ( DefaultProperties )
373 DefaultProperties->drop();
374 DefaultProperties = p;
380 if ( p == DefaultNameGenerator )
384 if ( DefaultNameGenerator )
385 DefaultNameGenerator->drop();
386 DefaultNameGenerator = p;
395 bool WriteDefaultScene;
396 bool ExportSMaterialOnce;
Use SMaterial::EmissiveColor.
Use SMaterial::DiffuseColor.
default - only alpha channel of color or texture is used.
E_COLLADA_GEOMETRY_WRITING
Control when geometry elements are created.
virtual bool getWriteDefaultScene() const
Get if a default scene should be written.
virtual bool getExportSMaterialsOnlyOnce() const
virtual ~IColladaMeshWriterProperties()
virtual IColladaMeshWriterNames * getNameGenerator() const
Get currently used name generator.
float f32
32 bit floating point variable.
virtual void setDefaultNameGenerator(IColladaMeshWriterNames *p)
virtual video::SColorf getAmbientLight() const
Return ambient light of the scene which is written.
Don't write this element at all.
Alpha values for each RGB channel of color or texture are used.
virtual bool getWriteTextures() const
Get if texture information should be written.
Everything in the Irrlicht Engine can be found in this namespace.
Use SMaterial::SpecularColor.
virtual ~IColladaMeshWriter()
Destructor.
Interface providing write access to a file.
virtual void setGeometryWriting(E_COLLADA_GEOMETRY_WRITING writeStyle)
Control when and how often a mesh is written.
Interface for writing meshes.
Class which holds the geometry of an object.
Default - write each mesh exactly once to collada. Optimal but will not work with many tools...
Interface for writing meshes.
virtual void setNameGenerator(IColladaMeshWriterNames *nameGenerator)
Install a generator to create custom names on export.
E_COLLADA_TECHNIQUE_FX
Lighting models - more or less the way Collada categorizes materials.
signed int s32
32 bit signed variable.
virtual void setWriteTextures(bool write)
Set if texture information should be written.
virtual void setWriteDefaultScene(bool write)
Set if a default scene should be written when writing meshes.
virtual IColladaMeshWriterProperties * getProperties() const
Get properties which are currently used.
E_COLLADA_TRANSPARENT_FX
How to interpret the opacity in collada.
diffuse shaded surface that is independent of lighting.
Callback interface for properties which can be used to influence collada writing. ...
Callback interface to use custom names on collada writing.
virtual void setProperties(IColladaMeshWriterProperties *p)
Set properties to use by the meshwriter instead of it's default properties.
IColladaMeshWriterNames * getDefaultNameGenerator() const
Return the original default name generator of the writer.
E_COLLADA_IRR_COLOR
Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values.
virtual void setExportSMaterialsOnlyOnce(bool exportOnce)
Make certain there is only one collada material generated per Irrlicht material.
virtual E_COLLADA_GEOMETRY_WRITING getGeometryWriting() const
Get the current style of geometry writing.
Class representing a 32 bit ARGB color.
IColladaMeshWriterProperties * getDefaultProperties() const
Return the original default properties of the writer.
virtual void setAmbientLight(const video::SColorf &ambientColor)
Sets ambient color of the scene to write.
virtual ~IColladaMeshWriterNames()
Phong shading, default in many external renderers.
Base class of most objects of the Irrlicht Engine.
E_COLLADA_COLOR_SAMPLER
Color names collada uses in it's color samplers.
void grab() const
Grabs the object. Increments the reference counter by one.
Class representing a color with four floats.
Check IColladaMeshWriterProperties for custom color.
Struct for holding parameters for a material renderer.
Use SMaterial::AmbientColor.
virtual void setDefaultProperties(IColladaMeshWriterProperties *p)