// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_SCENE_MANAGER_H_INCLUDED__
#define __I_SCENE_MANAGER_H_INCLUDED__

#include "IReferenceCounted.h"
#include "irrArray.h"
#include "vector3d.h"
#include "dimension2d.h"
#include "SColor.h"
#include "ETerrainElements.h"
#include "ESceneNodeTypes.h"
#include "EMeshWriterEnums.h"
#include "SceneParameters.h"

namespace irr
{
	struct SKeyMap;
	struct SEvent;

namespace io
{
	class IReadFile;
	class IAttributes;
	class IWriteFile;
} // end namespace io

namespace gui
{
	class IGUIFont;
	class IGUIEnvironment;
} // end namespace gui

namespace video
{
	class IVideoDriver;
	class SMaterial;
	class IImage;
	class ITexture;
} // end namespace video

namespace scene
{
	class IMeshWriter;

	//! Enumeration for render passes.
	/** A parameter passed to the registerNodeForRendering() method of the ISceneManager,
	specifying when the mode wants to be drawn in relation to the other nodes. */
	enum E_SCENE_NODE_RENDER_PASS
	{
		//! Camera pass. The active view is set up here.
		//! The very first pass.
		ESNRP_CAMERA,

		//! In this pass, lights are transformed into camera space and added to the driver
		ESNRP_LIGHT,

		//! This is used for sky boxes.
		ESNRP_SKY_BOX,

		//! All normal objects can use this for registering themselves.
		//! This value will never be returned by ISceneManager::getSceneNodeRenderPass().
		//! The scene manager will determine by itself if an object is
		//! transparent or solid and register the object as SNRT_TRANSPARENT or
		//! SNRT_SOLD automatically if you call registerNodeForRendering with this
		//! value (which is default). Note that it will register the node only as ONE type.
		//! If your scene node has both solid and transparent material types register
		//! it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and
		//! in the render() method call getSceneNodeRenderPass() to find out the current
		//! render pass and render only the corresponding parts of the node.
		ESNRP_AUTOMATIC,

		//! Solid scene nodes or special scene nodes without materials.
		ESNRP_SOLID,

		//! Drawn after the transparent nodes, the time for drawing shadow volumes
		ESNRP_SHADOW,

		//! Transparent scene nodes, drawn after shadow nodes. They are sorted from back
		//! to front and drawn in that order.
		ESNRP_TRANSPARENT,

		//! Never used, value specifing how much parameters there are.
		ESNRP_COUNT
	};

	class IMesh;
	class IMeshBuffer;
	class IAnimatedMesh;
	class IMeshCache;
	class ISceneNode;
	class ICameraSceneNode;
	class IAnimatedMeshSceneNode;
	class ISceneNodeAnimator;
	class ISceneNodeAnimatorCollisionResponse;
	class ILightSceneNode;
	class IBillboardSceneNode;
	class ITerrainSceneNode;
	class IMeshSceneNode;
	class IMeshLoader;
	class ISceneCollisionManager;
	class IParticleSystemSceneNode;
	class IDummyTransformationSceneNode;
	class ITriangleSelector;
	class IMetaTriangleSelector;
	class IMeshManipulator;
	class ITextSceneNode;
	class ISceneNodeFactory;
	class ISceneNodeAnimatorFactory;
	class ISceneUserDataSerializer;

	namespace quake3
	{
		class SShader;
	} // end namespace quake3

	//!	The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
	/** All Scene nodes can be created only here. There is a always growing list of scene
	nodes for lots of purposes: Indoor rendering scene nodes like the Octree
	(addOctTreeSceneNode()) or the terrain renderer (addTerrainSceneNode()),
	different Camera scene nodes (addCameraSceneNode(), addCameraSceneNodeMaya()),
	scene nodes for Light (addLightSceneNode()), Billboards (addBillboardSceneNode())
	and so on.
	A scene node is a node in the hierachical scene graph. Every scene node may have children,
	which are other scene 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 getMesh() to find out what formats are supported. And if these formats are not enough
	use addExternalMeshLoader() to add new formats to the engine.
	*/
	class ISceneManager : public virtual IReferenceCounted
	{
	public:

		//! destructor
		virtual ~ISceneManager() {}

		//! Returns pointer to an animateable mesh. Loads the file if not loaded already.
		/**
		 * 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;getParameters()-&gt;setParameter(scene::CSM_TEXTURE_PATH,
		 *      &quot;path/to/your/textures&quot;);</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 packages
		 *        at http://collada.org. Irrlicht can import COLLADA files by using the
		 *        ISceneManager::getMesh() method. COLLADA files need not contain only one single mesh
		 *        but multiple meshes and a whole scene setup with lights, cameras and mesh instances,
		 *        this loader can set up a scene 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->getParameters()->setParameter(COLLADA_CREATE_SCENE_INSTANCES, true);
		 *        Created scene 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 scene will be added into the scene 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 scene::DMF_TEXTURE_PATH. It is also
		 *        possible to flip the alpha texture by setting scene::DMF_FLIP_ALPHA_TEXTURES to true and
		 *        to set the material transparent reference value by setting scene::DMF_ALPHA_CHANNEL_REF 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;getParameters()-&gt;setParameter(scene::MY3D_TEXTURE_PATH,
		 *      &quot;path/to/your/textures&quot;); </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;getParameters()-&gt;setParameter(scene::LMTS_TEXTURE_PATH,
		 *        &quot;path/to/your/textures&quot;); Notes for<br>
		 *        this version of the loader:<br>
		 *        - It does not recognice/support user data in the *.lmts files.<br>
		 *        - 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.</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<br>
		 *        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>
		 *
		 *  To load and display a mesh quickly, just do this:
		 *  \code
		 *  SceneManager->addAnimatedMeshSceneNode(
		 *		SceneManager->getMesh("yourmesh.3ds"));
		 *  \endcode
		 *  If you would like to implement and add your own file format loader to Irrlicht,
		 *  see addExternalMeshLoader().
		 *  \param filename: Filename of the mesh to load.
		 *  \return Returns NULL if failed and the pointer to the mesh if
		 *  successful.
		 *  This pointer should not be dropped. See IReferenceCounted::drop() for more information.
		 **/
		virtual IAnimatedMesh* getMesh(const c8* filename) = 0;

		//! Returns an interface to the mesh cache which is shared beween all existing scene managers.
		/** With this interface, it is possible to manually add new loaded
		meshes (if ISceneManager::getMesh() is not sufficient), to remove them and to iterate
		through already loaded meshes. */
		virtual IMeshCache* getMeshCache() = 0;

		//! Returns the video driver.
		/** \return Returns pointer to the video Driver.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual video::IVideoDriver* getVideoDriver() = 0;

		//! Returns the active GUIEnvironment
		/** \return Returns pointer to the GUIEnvironment
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;

		//! Adds a test scene node for test purposes to the scene.
		/** It is a simple cube of (1,1,1) size.
		\param size: Size of the cube.
		\param parent: Parent of the scene node. Can be NULL if no parent.
		\param id: Id of the node. This id can be used to identify the scene node.
		\param position: Position of the space relative to its parent where the
		 scene node will be placed.
		\param rotation: Initital rotation of the scene node.
		\param scale: Initial scale of the scene node.
		\return Returns pointer to the created test scene node.
	     This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addCubeSceneNode(f32 size=10.0f, ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;

		//! Adds a sphere scene node for test purposes to the scene.
		/** It is a simple sphere.
		\param radius: Radius of the sphere.
		\param polyCount: Polycount of the sphere.
		\param parent: Parent of the scene node. Can be NULL if no parent.
		\param id: Id of the node. This id can be used to identify the scene node.
		\param position: Position of the space relative to its parent where the
		 scene node will be placed.
		\param rotation: Initital rotation of the scene node.
		\param scale: Initial scale of the scene node.
		\return Returns pointer to the created test scene node.
	     This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addSphereSceneNode(f32 radius=5.0f, s32 polyCount=16, ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;

		//! Adds a scene node for rendering an animated mesh model.
		/** \param mesh: Pointer to the loaded animated mesh to be displayed.
		\param parent: Parent of the scene node. Can be NULL if no parent.
		\param id: Id of the node. This id can be used to identify the scene node.
		\param position: Position of the space relative to its parent where the
		scene node will be placed.
		\param rotation: Initital rotation of the scene node.
		\param scale: Initial scale of the scene node.
		\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
		\return Returns pointer to the created scene node.
		This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual IAnimatedMeshSceneNode* addAnimatedMeshSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
			bool alsoAddIfMeshPointerZero=false) = 0;

		//! Adds a scene node for rendering a static mesh.
		/** \param mesh: Pointer to the loaded static mesh to be displayed.
		\param parent: Parent of the scene node. Can be NULL if no parent.
		\param id: Id of the node. This id can be used to identify the scene node.
		\param position: Position of the space relative to its parent where the
		scene node will be placed.
		\param rotation: Initital rotation of the scene node.
		\param scale: Initial scale of the scene node.
		\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
		\return Returns pointer to the created scene node.
		This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual IMeshSceneNode* addMeshSceneNode(IMesh* mesh, ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f),
			bool alsoAddIfMeshPointerZero=false) = 0;

		//! Adds a scene node for rendering a animated water surface mesh.
		/** Looks really good when the Material type EMT_TRANSPARENT_REFLECTION
		 is used.
		 \param waveHeight: Height of the water waves.
		 \param waveSpeed: Speed of the water waves.
		 \param waveLength: Lenght of a water wave.
		 \param mesh: Pointer to the loaded static mesh to be displayed with water waves on it.
		 \param parent: Parent of the scene node. Can be NULL if no parent.
		 \param id: Id of the node. This id can be used to identify the scene node.
		 \param position: Position of the space relative to its parent where the
		 scene node will be placed.
		 \param rotation: Initital rotation of the scene node.
		 \param scale: Initial scale of the scene node.
		 \return Returns pointer to the created scene node.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addWaterSurfaceSceneNode(IMesh* mesh,
			f32 waveHeight=2.0f, f32 waveSpeed=300.0f, f32 waveLength=10.0f,
			ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;


		 //! Adds a scene node for rendering using a octtree to the scene graph.
		 /** This a good method for rendering
		 scenes with lots of geometry. The Octree is built on the fly from the mesh.
		 \param mesh: 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.
		 \param parent: Parent node of the octtree node.
		 \param id: id of the node. This id can be used to identify the node.
		 \param minimalPolysPerNode: 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.
		\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
		 \return Returns the pointer to the OctTree if successful, otherwise 0.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addOctTreeSceneNode(IAnimatedMesh* mesh, ISceneNode* parent=0,
			s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;

		//! Adds a scene node for rendering using a octtree to the scene graph.
		/** 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.
		 \param mesh: The mesh containing all geometry from which the octtree will be build.
		 \param parent: Parent node of the octtree node.
		 \param id: id of the node. This id can be used to identify the node.
		 \param minimalPolysPerNode: 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.
		\param alsoAddIfMeshPointerZero: Add the scene node even if a 0 pointer is passed.
		 \return Returns the pointer to the octtree if successful, otherwise 0.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addOctTreeSceneNode(IMesh* mesh, ISceneNode* parent=0,
			s32 id=-1, s32 minimalPolysPerNode=256, bool alsoAddIfMeshPointerZero=false) = 0;

		//! Adds a camera scene node to the scene graph and sets it as active camera.
		/** This camera does not react on user input like for example the one created with
		addCameraSceneNodeFPS(). If you want to move or animate it, use animators or the
		ISceneNode::setPosition(), ICameraSceneNode::setTarget() etc methods.
		 \param position: Position of the space relative to its parent where the camera will be placed.
		 \param lookat: Position where the camera will look at. Also known as target.
		 \param parent: Parent scene node of the camera. Can be null. If the parent moves,
		 the camera will move too.
		 \param id: id of the camera. This id can be used to identify the camera.
		 \return Returns pointer to interface to camera if successful, otherwise 0.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ICameraSceneNode* addCameraSceneNode(ISceneNode* parent = 0,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& lookat = core::vector3df(0,0,100), s32 id=-1) = 0;

		//! Adds a maya style user controlled camera scene node to the scene graph.
		/** The maya camera is able to be controlled with the mouse similar
		 like in the 3D Software Maya by Alias Wavefront.
		 \param parent: Parent scene node of the camera. Can be null.
		 \param rotateSpeed: Rotation speed of the camera.
		 \param zoomSpeed: Zoom speed of the camera.
		 \param translationSpeed: TranslationSpeed of the camera.
		 \param id: id of the camera. This id can be used to identify the camera.
		 \return Returns a pointer to the interface of the camera if successful, otherwise 0.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ICameraSceneNode* addCameraSceneNodeMaya(ISceneNode* parent = 0,
			f32 rotateSpeed = -1500.0f, f32 zoomSpeed = 200.0f, f32 translationSpeed = 1500.0f, s32 id=-1) = 0;

		//! Adds a camera scene node which is able to be controlled with the mouse and keys like in most first person shooters (FPS).
		/** Look with the mouse, move with cursor keys. If you do not like the default
		 key layout, you may want to specify your own. For example to make the camera
		 be controlled by the cursor keys AND the keys W,A,S, and D, do something
		 like this:
		 \code
		 SKeyMap keyMap[8];
		 keyMap[0].Action = EKA_MOVE_FORWARD;
		 keyMap[0].KeyCode = KEY_UP;
		 keyMap[1].Action = EKA_MOVE_FORWARD;
		 keyMap[1].KeyCode = KEY_KEY_W;

		 keyMap[2].Action = EKA_MOVE_BACKWARD;
		 keyMap[2].KeyCode = KEY_DOWN;
		 keyMap[3].Action = EKA_MOVE_BACKWARD;
		 keyMap[3].KeyCode = KEY_KEY_S;

		 keyMap[4].Action = EKA_STRAFE_LEFT;
		 keyMap[4].KeyCode = KEY_LEFT;
		 keyMap[5].Action = EKA_STRAFE_LEFT;
		 keyMap[5].KeyCode = KEY_KEY_A;

		 keyMap[6].Action = EKA_STRAFE_RIGHT;
		 keyMap[6].KeyCode = KEY_RIGHT;
		 keyMap[7].Action = EKA_STRAFE_RIGHT;
		 keyMap[7].KeyCode = KEY_KEY_D;

		 camera = sceneManager->addCameraSceneNodeFPS(0, 100, 500, -1, keyMap, 8);
		 \endcode
		 \param parent: Parent scene node of the camera. Can be null.
		 \param rotateSpeed: Speed with which the camera is rotated. This can be done
		 only with the mouse.
		 \param moveSpeed: Speed with which the camera is moved. Movement is done with
		 the cursor keys.
		 \param id: id of the camera. This id can be used to identify the camera.
		 \param keyMapArray: 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.
		 \param keyMapSize: Amount of items in the keymap array.
		 \param noVerticalMovement: 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.
		 \param jumpSpeed: Speed with which the camera is moved when jumping.
		 \return Returns a pointer to the interface of the camera if successful, otherwise 0.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ICameraSceneNode* addCameraSceneNodeFPS(ISceneNode* parent = 0,
			f32 rotateSpeed = 100.0f, f32 moveSpeed = 500.0f, s32 id=-1,
			SKeyMap* keyMapArray=0, s32 keyMapSize=0, bool noVerticalMovement=false,
			f32 jumpSpeed = 0.f) = 0;

		//! Adds a dynamic light scene node to the scene graph.
		/** The light will cast dynamic light on all
		 other scene nodes in the scene, which have the material flag video::MTF_LIGHTING
		 turned on. (This is the default setting in most scene nodes).
		 \param parent: Parent scene node of the light. Can be null. If the parent moves,
		 the light will move too.
		 \param position: Position of the space relative to its parent where the light will be placed.
		 \param color: Diffuse color of the light. Ambient or Specular colors can be set manually with
		 the ILightSceneNode::getLightData() method.
		 \param radius: Radius of the light.
		 \param id: id of the node. This id can be used to identify the node.
		 \return Returns pointer to the interface of the light if successful, otherwise NULL.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ILightSceneNode* addLightSceneNode(ISceneNode* parent = 0,
			const core::vector3df& 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;

		//! Adds a billboard scene node to the scene graph.
		/** 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.
		 \param parent: Parent scene node of the billboard. Can be null. If the parent moves,
		 the billboard will move too.
		 \param position: Position of the space relative to its parent where the billboard will be placed.
		 \param size: Size of the billboard. This size is 2 dimensional because a billboard only has
		 width and height.
		 \param id: An id of the node. This id can be used to identify the node.
		 \param shade_top: vertex color top
		 \param shade_down: vertex color down
		 \return Returns pointer to the billboard if successful, otherwise NULL.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual IBillboardSceneNode* addBillboardSceneNode(ISceneNode* parent = 0,
			const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
			const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
			video::SColor shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF) = 0;

		//! Adds a skybox scene node to the scene graph.
		/** A skybox is a big cube with 6 textures on it and
		 is drawn around the camera position.
		 \param top: Texture for the top plane of the box.
		 \param bottom: Texture for the bottom plane of the box.
		 \param left: Texture for the left plane of the box.
		 \param right: Texture for the right plane of the box.
		 \param front: Texture for the front plane of the box.
		 \param back: Texture for the back plane of the box.
		 \param parent: Parent scene 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.
		 \param id: An id of the node. This id can be used to identify the node.
		 \return Returns a pointer to the sky box if successful, otherwise NULL.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addSkyBoxSceneNode(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;

		//! Adds a skydome scene node to the scene graph.
		/** A skydome is a large (half-) sphere with a panoramic texture
		 on the inside and is drawn around the camera position.
		 \param texture: Texture for the dome.
		 \param horiRes: Number of vertices of a horizontal layer of the sphere.
		 \param vertRes: Number of vertices of a vertical layer of the sphere.
		 \param texturePercentage: How much of the height of the texture is used. Should be between 0 and 1.
		 \param spherePercentage: 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.
		 \param parent: Parent scene 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.
		 \param id: An id of the node. This id can be used to identify the node.
		 \return Returns a pointer to the sky dome if successful, otherwise NULL.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addSkyDomeSceneNode(video::ITexture* texture,
			u32 horiRes, u32 vertRes, f64 texturePercentage, f64 spherePercentage,
			ISceneNode* parent = 0, s32 id=-1) = 0;

		//! Adds a particle system scene node to the scene graph.
		/** \param withDefaultEmitter: 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 IParticleSystemSceneNode::setEmitter().
		 \param parent: Parent of the scene node. Can be NULL if no parent.
		 \param id: Id of the node. This id can be used to identify the scene node.
		 \param position: Position of the space relative to its parent where the
		 scene node will be placed.
		 \param rotation: Initital rotation of the scene node.
		 \param scale: Initial scale of the scene node.
		 \return Returns pointer to the created scene node.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual IParticleSystemSceneNode* addParticleSystemSceneNode(
			bool withDefaultEmitter=true, ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0,0,0),
			const core::vector3df& rotation = core::vector3df(0,0,0),
			const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f)) = 0;

		//! Adds a terrain scene node to the scene graph.
		/** 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.

		 This scene 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.

		 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 ).
		 \param heightMapFileName: The name of the file on disk, to read vertex data from. This should
		 be a gray scale bitmap.
		 \param parent: Parent of the scene node. Can be 0 if no parent.
		 \param id: Id of the node. This id can be used to identify the scene node.
		 \param position: The absolute position of this node.
		 \param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
		 \param scale: 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.
		 \param vertexColor: The default color of all the vertices. If no texture is associated
		 with the scene node, then all vertices will be this color. Defaults to white.
		 \param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
		 know what you are doing, this might lead to strange behaviour.
		 \param patchSize: patch size of the terrain. Only change if you
		 know what you are doing, this might lead to strange behaviour.
		 \param smoothFactor: The number of times the vertices are smoothed.
		 \param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
		 \return Returns pointer to the created scene 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 IReferenceCounted::drop() for more information. */
		virtual ITerrainSceneNode* addTerrainSceneNode(
				const c8* heightMapFileName,
				ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& 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;

		//! Adds a terrain scene node to the scene graph.
		/** Just like the other addTerrainSceneNode() method, but takes an IReadFile
		 pointer as parameter for the heightmap. For more informations take a look
		 at the other function.
		 \param heightMapFile: The file handle to read vertex data from. This should
		 be a gray scale bitmap.
		 \param parent: Parent of the scene node. Can be 0 if no parent.
		 \param id: Id of the node. This id can be used to identify the scene node.
		 \param position: The absolute position of this node.
		 \param rotation: The absolute rotation of this node. ( NOT YET IMPLEMENTED )
		 \param scale: 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.
		 \param vertexColor: The default color of all the vertices. If no texture is associated
		 with the scene node, then all vertices will be this color. Defaults to white.
		 \param maxLOD: The maximum LOD (level of detail) for the node. Only change if you
		 know what you are doing, this might lead to strange behaviour.
		 \param patchSize: patch size of the terrain. Only change if you
		 know what you are doing, this might lead to strange behaviour.
		 \param smoothFactor: The number of times the vertices are smoothed.
		 \param addAlsoIfHeightmapEmpty: Add terrain node even with empty heightmap.
		 \return Returns pointer to the created scene 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 IReferenceCounted::drop() for more information. */
		virtual ITerrainSceneNode* addTerrainSceneNode(
			io::IReadFile* heightMapFile,
			ISceneNode* parent=0, s32 id=-1,
			const core::vector3df& position = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& rotation = core::vector3df(0.0f,0.0f,0.0f),
			const core::vector3df& 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;

		//! Adds a quake3 scene node to the scene graph.
		/** A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style )
		 \return Returns a pointer to the quake3 scene node if successful, otherwise NULL.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addQuake3SceneNode(IMeshBuffer* meshBuffer, const quake3::SShader * shader,
												ISceneNode* parent=0, s32 id=-1
												) = 0;


		//! Adds an empty scene node to the scene graph.
		/** Can be used for doing advanced transformations
		 or structuring the scene graph.
		 \return Returns pointer to the created scene node.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual ISceneNode* addEmptySceneNode(ISceneNode* parent=0, s32 id=-1) = 0;

		//! Adds a dummy transformation scene node to the scene graph.
		/** This scene node does not render itself, and does not respond to set/getPosition,
		 set/getRotation and set/getScale. Its just a simple scene node that takes a
		 matrix as relative transformation, making it possible to insert any transformation
		 anywhere into the scene graph.
		 \return Returns pointer to the created scene node.
		 This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
		virtual IDummyTransformationSceneNode* addDummyTransformationSceneNode(
			ISceneNode* parent=0, s32 id=-1) = 0;

		//! Adds a text scene node, which is able to display  2d text at a position in three dimensional space
		virtual ITextSceneNode* addTextSceneNode(gui::IGUIFont* font, const wchar_t* text,
			video::SColor color=video::SColor(100,255,255,255),
			ISceneNode* parent = 0,	const core::vector3df& position = core::vector3df(0,0,0),
			s32 id=-1) = 0;

		//! Adds a text scene node, which uses billboards
		virtual ITextSceneNode* addBillboardTextSceneNode( gui::IGUIFont* font, const wchar_t* text,
			ISceneNode* parent = 0,
			const core::dimension2d<f32>& size = core::dimension2d<f32>(10.0f, 10.0f),
			const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
			video::SColor shade_top = 0xFFFFFFFF, video::SColor shade_down = 0xFFFFFFFF) = 0;

		//! Adds a Hill Plane mesh to the mesh pool.
		/** 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 ISceneManager::getMesh() with the name as parameter.
		 \param name: The name of this mesh which must be specified in order
		 to be able to retrieve the mesh later with ISceneManager::getMesh().
		 \param tileSize: Size of a tile of the mesh. (10.0f, 10.0f) would be a
		 good value to start, for example.
		 \param tileCount: 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.
		 \param material: Material of the hill mesh.
		 \param hillHeight: 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.
		 \param countHills: 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.
		 \param textureRepeatCount: Defines how often the texture will be repeated in
		 x and y direction.
		\return Returns 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 IReferenceCounted::drop() for more information. */
		virtual IAnimatedMesh* addHillPlaneMesh(const c8* name,
			const core::dimension2d<f32>& tileSize, const core::dimension2d<u32>& tileCount,
			video::SMaterial* material = 0,	f32 hillHeight = 0.0f,
			const core::dimension2d<f32>& countHills = core::dimension2d<f32>(0.0f, 0.0f),
			const core::dimension2d<f32>& textureRepeatCount = core::dimension2d<f32>(1.0f, 1.0f)) = 0;

		 //! Adds a static terrain mesh to the mesh pool.
		 /** 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 ISceneManager::getMesh() with the name as parameter.
		 \param meshname: The name of this mesh which must be specified in order
		 to be able to retrieve the mesh later with ISceneManager::getMesh().
		 \param texture: 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().
		 \param heightmap: 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.
		 \param stretchSize: Parameter defining how big a is pixel on the heightmap.
		 \param maxHeight: Defines how height a white pixel on the heighmap is.
		 \param defaultVertexBlockSize: Defines the initial dimension between vertices.
		 \return Returns 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 IReferenceCounted::drop() for more information. */
		virtual IAnimatedMesh* addTerrainMesh(const c8* meshname,
			video::IImage* texture, video::IImage* heightmap,
			const core::dimension2d<f32>& stretchSize = core::dimension2d<f32>(10.0f,10.0f),
			f32 maxHeight=200.0f,
			const core::dimension2d<s32>& defaultVertexBlockSize = core::dimension2d<s32>(64,64)) = 0;

		//! add a static arrow mesh to the meshpool
		virtual IAnimatedMesh* addArrowMesh(const c8* 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;

		//! add a static sphere mesh to the meshpool
		virtual IAnimatedMesh* addSphereMesh(const c8* name,
				f32 radius=5.f, u32 polyCountX = 16,
				u32 polyCountY = 16) = 0;

		//! Returns the root scene node.
		/** This is the scene node which is parent
		 of all scene nodes. The root scene node is a special scene node which
		 only exists to manage all scene nodes. It will not be rendered and cannot
		 be removed from the scene.
		 \return Returns a pointer to the root scene node. */
		virtual ISceneNode* getRootSceneNode() = 0;

		//! Returns the first scene node with the specified id.
		/** \param id: The id to search for
		 \param start: Scene node to start from. All children of this scene
		 node are searched. If null is specified, the root scene node is
		 taken.
		 \return Returns pointer to the first scene node with this id,
		 and null if no scene node could be found. */
		virtual ISceneNode* getSceneNodeFromId(s32 id, ISceneNode* start=0) = 0;

		//! Returns the first scene node with the specified name.
		/** \param name: The name to search for
		 \param start: Scene node to start from. All children of this scene
		 node are searched. If null is specified, the root scene node is
		 taken.
		 \return Returns pointer to the first scene node with this id,
		 and null if no scene node could be found. */
		virtual ISceneNode* getSceneNodeFromName(const c8* name, ISceneNode* start=0) = 0;

		//! Returns the first scene node with the specified type.
		/** \param type: The type to search for
		 \param start: Scene node to start from. All children of this scene
		 node are searched. If null is specified, the root scene node is
		 taken.
		 \return Returns pointer to the first scene node with this type,
		 and null if no scene node could be found. */
		virtual ISceneNode* getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, ISceneNode* start=0) = 0;

		//! returns scene nodes by type.
		/** \param type: Type of scene node to find.
		\param outNodes: array to be filled with results.
		\param start: Scene node to start from. All children of this scene
		node are searched. If null is specified, the root scene node is
		taken. */
		virtual void getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<scene::ISceneNode*>& outNodes, ISceneNode* start=0) = 0;

		//! Returns the current active camera.
		/** \return The active camera is returned. Note that this can be NULL, if there
		 was no camera created yet. */
		virtual ICameraSceneNode* getActiveCamera() = 0;

		//! Sets the currently active camera.
		/** The previous active camera will be deactivated.
		 \param camera: The new camera which should be active. */
		virtual void setActiveCamera(ICameraSceneNode* camera) = 0;

		//! Sets the color of stencil buffers shadows drawn by the scene manager.
		virtual void setShadowColor(video::SColor color = video::SColor(150,0,0,0)) = 0;

		//! Returns the current color of shadows.
		virtual video::SColor getShadowColor() const = 0;

		//! Registers a node for rendering it at a specific time.
		/** This method should only be used by SceneNodes when they get a
		 ISceneNode::OnRegisterSceneNode() call.
		 \param node: Node to register for drawing. Usually scene nodes would set 'this'
		 as parameter here because they want to be drawn.
		 \param pass: Specifies when the mode 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 E_SCENE_NODE_RENDER_PASS for details.
		 \return scene will be rendered ( passed culling ) */
		virtual u32 registerNodeForRendering(ISceneNode* node,
			E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;

		//! Draws all the scene nodes.
		/** This can only be invoked between
		 IVideoDriver::beginScene() and IVideoDriver::endScene(). Please note that
		 the scene is not only drawn when calling this, but also animated
		 by existing scene node animators, culling of scene nodes is done, etc. */
		virtual void drawAll() = 0;

		//! Creates a rotation animator, which rotates the attached scene node around itself.
		/** \param rotationPerSecond: Specifies the speed of the animation
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will animate it.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimator* createRotationAnimator(const core::vector3df& rotationPerSecond) = 0;

		//! Creates a fly circle animator, which lets the attached scene node fly  around a center.
		/** \param center: Center of the circle.
		 \param radius: Radius of the circle.
		 \param speed: Specifies the speed of the flight.
		 \param direction: Specifies the upvector used for alignment of the mesh.
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will animate it.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimator* createFlyCircleAnimator(const core::vector3df& center,
			f32 radius, f32 speed=0.001f, const core::vector3df& direction= core::vector3df ( 0.f, 1.f, 0.f ) ) = 0;

		//! Creates a fly straight animator, which lets the attached scene node fly or move along a line between two points.
		/** \param startPoint: Start point of the line.
		 \param endPoint: End point of the line.
		 \param timeForWay: Time in milli seconds how long the node should need to
		 move from the start point to the end point.
		 \param loop: If set to false, the node stops when the end point is reached.
		 If loop is true, the node begins again at the start.
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will animate it.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimator* createFlyStraightAnimator(const core::vector3df& startPoint,
			const core::vector3df& endPoint, u32 timeForWay, bool loop=false) = 0;

		//! Creates a texture animator, which switches the textures of the target scene	 node based on a list of textures.
		/** \param textures: List of textures to use.
		 \param timePerFrame: Time in milliseconds, how long any texture in the list
		 should be visible.
		 \param loop: 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.
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will animate it.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimator* createTextureAnimator(const core::array<video::ITexture*>& textures,
			s32 timePerFrame, bool loop=true) = 0;

		//! Creates a scene node animator, which deletes the scene node after some time automatically.
		/** \param timeMs: Time in milliseconds, after when the node will be deleted.
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will animate it.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimator* createDeleteAnimator(u32 timeMs) = 0;

		//! Creates a special scene node animator for doing automatic collision detection and response.
		/** See ISceneNodeAnimatorCollisionResponse for details.
		 \param world: Triangle selector holding all triangles of the world with which
		 the scene node may collide. You can create a triangle selector with
		 ISceneManager::createTriangleSelector();
		 \param sceneNode: SceneNode which should be manipulated. After you added this animator
		 to the scene node, the scene node will not be able to move through walls and is
		 affected by gravity.
		 \param ellipsoidRadius: Radius of the ellipsoid with which collision detection and
		 response is done.  If you have got a scene node, and you are unsure about
		 how big the radius should be, you could use the following code to determine
		 it:
		 \code
		 const core::aabbox<f32>& box = yourSceneNode->getBoundingBox();
		 core::vector3df radius = box.MaxEdge - box.getCenter();
		 \endcode
		 \param gravityPerSecond: Sets the gravity of the environment. A good example value would be
		 core::vector3df(0,-100.0f,0) for letting gravity affect all object to
		 fall down. For bigger gravity, make increase the length of the vector.
		 You can disable gravity by setting it to core::vector3df(0,0,0).
		 \param ellipsoidTranslation: By default, the ellipsoid for collision detection is created around
		 the center of the scene node, which means that the ellipsoid surrounds
		 it completely. If this is not what you want, you may specify a translation
		 for the ellipsoid.
		 \param slidingValue: DOCUMENTATION NEEDED.
		 \return Returns the animator. Attach it to a scene node with ISceneNode::addAnimator()
		 and the animator will cause it to do collision detection and response.
		 If you no longer need the animator, you should call ISceneNodeAnimator::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ISceneNodeAnimatorCollisionResponse* createCollisionResponseAnimator(
			ITriangleSelector* world, ISceneNode* sceneNode,
			const core::vector3df& ellipsoidRadius = core::vector3df(30,60,30),
			const core::vector3df& gravityPerSecond = core::vector3df(0,-100.0f,0),
			const core::vector3df& ellipsoidTranslation = core::vector3df(0,0,0),
			f32 slidingValue = 0.0005f) = 0;

		//! Creates a follow spline animator.
		/** The animator modifies the position of
		 the attached scene node to make it follow a hermite spline.
		 The code of the is based on a scene node
		 Matthias Gall sent in. Thanks! I adapted the code just a little bit. Matthias
		 wrote:
		 Uses a subset of hermite splines: either cardinal splines (tightness != 0.5) or catmull-rom-splines (tightness == 0.5)
		 but this is just my understanding of this stuff, I'm not a mathematician, so this might be wrong ;) */
		virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
			const core::array< core::vector3df >& points,
			f32 speed = 1.0f, f32 tightness = 0.5f) = 0;

		//! Creates a simple ITriangleSelector, based on a mesh.
		/** 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 ISceneManager::createOctTreeTriangleSelector().
		 Please note that the created triangle selector is not automaticly attached
		 to the scene node. You will have to call ISceneNode::setTriangleSelector()
		 for this. To create and attach a triangle selector is done like this:
		 \code
		 ITriangleSelector* s = sceneManager->createTriangleSelector(yourMesh,
				yourSceneNode);
		 yourSceneNode->setTriangleSelector(s);
		 s->drop();
		 \endcode
		 \param mesh: Mesh of which the triangles are taken.
		 \param node: Scene node of which visibility and transformation is used.
		 \return Returns the selector, or null if not successful.
		 If you no longer need the selector, you should call ITriangleSelector::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ITriangleSelector* createTriangleSelector(IMesh* mesh, ISceneNode* node) = 0;

		//! Creates a simple dynamic ITriangleSelector, based on a axis aligned bounding box.
		/** Triangle selectors
		 can be used for doing collision detection. Every time when triangles are
		 queried, the triangle selector gets the bounding box of the scene node,
		 an creates new triangles. In this way, it works good with animated scene nodes.
		 \param node: Scene node of which the bounding box, visibility and transformation is used.
		 \return Returns the selector, or null if not successful.
		 If you no longer need the selector, you should call ITriangleSelector::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ITriangleSelector* createTriangleSelectorFromBoundingBox(ISceneNode* node) = 0;

		//! Creates a Triangle Selector, optimized by an octtree.
		/** 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 scene node. You will have to call ISceneNode::setTriangleSelector()
		 for this. To create and attach a triangle selector is done like this:
		 \code
		 ITriangleSelector* s = sceneManager->createOctTreeTriangleSelector(yourMesh,
				yourSceneNode);
		 yourSceneNode->setTriangleSelector(s);
		 s->drop();
		 \endcode
		 For more informations and examples on this, take a look at the collision
		 tutorial in the SDK.
		 \param mesh: Mesh of which the triangles are taken.
		 \param node: Scene node of which visibility and transformation is used.
		 \param minimalPolysPerNode: 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.
		 \return Returns the selector, or null if not successful.
		 If you no longer need the selector, you should call ITriangleSelector::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual ITriangleSelector* createOctTreeTriangleSelector(IMesh* mesh,
			ISceneNode* node, s32 minimalPolysPerNode=32) = 0;

		//! Creates a meta triangle selector.
		/** 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.
		 \return Returns the selector, or null if not successful.
		 If you no longer need the selector, you should call ITriangleSelector::drop().
		 See IReferenceCounted::drop() for more information. */
		virtual IMetaTriangleSelector* createMetaTriangleSelector() = 0;

		//! Creates a triangle selector which can select triangles from a terrain scene node.
		/** \param node: Pointer to the created terrain scene node
		 \param LOD: Level of detail, 0 for highest detail. */
		virtual ITriangleSelector* createTerrainTriangleSelector(
			ITerrainSceneNode* node, s32 LOD=0) = 0;

		//! Adds an external mesh loader for extending the engine with new file formats.
		/** If you want the engine to be extended with
		 file formats it currently is not able to load (e.g. .cob), just implement
		 the IMeshLoader 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.
		 \param externalLoader: Implementation of a new mesh loader. */
		virtual void addExternalMeshLoader(IMeshLoader* externalLoader) = 0;

		//! Returns a pointer to the scene collision manager.
		virtual ISceneCollisionManager* getSceneCollisionManager() = 0;

		//! Returns a pointer to the mesh manipulator.
		virtual IMeshManipulator* getMeshManipulator() = 0;

		//! Adds a scene node to the deletion queue.
		/** The scene node is immediatly
		 deleted when it's secure. Which means when the scene node does not
		 execute animators and things like that. This method is for example
		 used for deleting scene nodes by their scene node animators. In
		 most other cases, a ISceneNode::remove() call is enough, using this
		 deletion queue is not necessary.
		 See ISceneManager::createDeleteAnimator() for details.
		 \param node: Node to detete. */
		virtual void addToDeletionQueue(ISceneNode* node) = 0;

		//! Posts an input event to the environment.
		/** Usually you do not have to
		 use this method, it is used by the internal engine. */
		virtual bool postEventFromUser(const SEvent& event) = 0;

		//! Clears the whole scene.
		/** All scene nodes are removed. */
		virtual void clear() = 0;

		//! Returns interface to the parameters set in this scene.
		/** 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*/
		virtual io::IAttributes* getParameters() = 0;

		//! Returns current render pass.
		/** All scene nodes are being rendered in a specific order.
		 First lights, cameras, sky boxes, solid geometry, and then transparent
		 stuff. During the rendering process, scene nodes may want to know what the scene
		 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. */
		virtual E_SCENE_NODE_RENDER_PASS getSceneNodeRenderPass() const = 0;

		//! Returns the default scene node factory which can create all built in scene nodes
		virtual ISceneNodeFactory* getDefaultSceneNodeFactory() = 0;

		//! Adds a scene node factory to the scene manager.
		/** Use this to extend the scene manager with new scene node types which it should be
		able to create automaticly, for example when loading data from xml files. */
		virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) = 0;

		//! Returns amount of registered scene node factories.
		virtual u32 getRegisteredSceneNodeFactoryCount() const = 0;

		//! Returns a scene node factory by index
		virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) = 0;

		//! Returns the default scene node animator factory which can create all built-in scene node animators
		virtual ISceneNodeAnimatorFactory* getDefaultSceneNodeAnimatorFactory() = 0;

		//! Adds a scene node animator factory to the scene manager.
		/** Use this to extend the scene manager with new scene node animator types which it should be
		able to create automaticly, for example when loading data from xml files. */
		virtual void registerSceneNodeAnimatorFactory(ISceneNodeAnimatorFactory* factoryToAdd) = 0;

		//! Returns amount of registered scene node animator factories.
		virtual u32 getRegisteredSceneNodeAnimatorFactoryCount() const = 0;

		//! Returns a scene node animator factory by index
		virtual ISceneNodeAnimatorFactory* getSceneNodeAnimatorFactory(u32 index) = 0;

		//! Returns a typename from a scene node type or null if not found
		virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) = 0;

		//! Adds a scene node to the scene by name
		virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent) = 0;

		//! Creates a new scene manager.
		/** 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 scene managers, which means if you load
		a mesh in the original scene manager using for example getMesh(), the mesh will be available
		in all other scene managers too, without loading.
		The original/main scene manager will still be there and accessible via IrrlichtDevice::getSceneManager().
		If you need input event in this new scene manager, for example for FPS cameras, you'll need
		to forward input to this manually: Just implement an IEventReceiver and call
		yourNewSceneManager->postEventFromUser(), and return true so that the original scene manager
		doesn't get the event. Otherwise, all input will go automaticly to the main scene manager.
		If you no longer need the new scene manager, you should call ISceneManager::drop().
		See IReferenceCounted::drop() for more information. */
		virtual ISceneManager* createNewSceneManager(bool cloneContent=false) = 0;

		//! Saves the current scene into a file.
		/** Scene nodes with the option isDebugObject set to true are not being saved.
		The scene is usually written to an .irr file, an xml based format. .irr files can
		Be edited with the Irrlicht Engine Editor, irrEdit (http://irredit.irrlicht3d.org).
		To load .irr files again, see ISceneManager::loadScene().
		\param filename: Name of the file.
		\param userDataSerializer: If you want to save some user data for every scene node into the
		file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
		Otherwise, simply specify 0 as this parameter.
		\return Returns true if successful. */
		virtual bool saveScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;

		//! Saves the current scene into a file.
		/** Scene nodes with the option isDebugObject set to true are not being saved.
		The scene is usually written to an .irr file, an xml based format. .irr files can
		Be edited with the Irrlicht Engine Editor, irrEdit (http://irredit.irrlicht3d.org).
		To load .irr files again, see ISceneManager::loadScene().
		\param file: File where the scene is saved into.
		\param userDataSerializer: If you want to save some user data for every scene node into the
		file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
		Otherwise, simply specify 0 as this parameter.
		\return Returns true if successful. */
		virtual bool saveScene(io::IWriteFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;

		//! Loads a scene. Note that the current scene is not cleared before.
		/** The scene is usually load from an .irr file, an xml based format. .irr files can
		Be edited with the Irrlicht Engine Editor, irrEdit (http://irredit.irrlicht3d.org) or
		saved directly by the engine using ISceneManager::saveScene().		
		\param filename: Name of the file.
		\param userDataSerializer: If you want to load user data possibily saved in that file for
		some scene nodes in the file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
		Otherwise, simply specify 0 as this parameter.
		\return Returns true if successful. */
		virtual bool loadScene(const c8* filename, ISceneUserDataSerializer* userDataSerializer=0) = 0;

		//! Loads a scene. Note that the current scene is not cleared before.
		/** The scene is usually load from an .irr file, an xml based format. .irr files can
		Be edited with the Irrlicht Engine Editor, irrEdit (http://irredit.irrlicht3d.org) or
		saved directly by the engine using ISceneManager::saveScene().		
		\param file: File where the scene is going to be saved into.
		\param userDataSerializer: If you want to load user data possibily saved in that file for
		some scene nodes in the file, implement the ISceneUserDataSerializer interface and provide it as parameter here.
		Otherwise, simply specify 0 as this parameter.
		\return Returns true if successful.	*/
		virtual bool loadScene(io::IReadFile* file, ISceneUserDataSerializer* userDataSerializer=0) = 0;	

		//! Returns a mesh writer implementation if available
		/** Note: You need to drop() the pointer after use again, see IReferenceCounted::drop()
		for details. */
		virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) = 0;

		//! Sets ambient color of the scene
		virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;

		//! Returns ambient color of the scene
		virtual const video::SColorf& getAmbientLight() const = 0;

	};


} // end namespace scene
} // end namespace irr

#endif

