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author | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
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committer | David Walter Seikel | 2014-01-13 19:47:58 +1000 |
commit | f9158592e1478b2013afc7041d9ed041cf2d2f4a (patch) | |
tree | b16e389d7988700e21b4c9741044cefa536dcbae /libraries/irrlicht-1.8/include/ILightSceneNode.h | |
parent | Libraries readme updated with change markers and more of the Irrlicht changes. (diff) | |
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Update Irrlicht to 1.8.1. Include actual change markers this time. lol
Diffstat (limited to '')
-rw-r--r-- | libraries/irrlicht-1.8/include/ILightSceneNode.h | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/libraries/irrlicht-1.8/include/ILightSceneNode.h b/libraries/irrlicht-1.8/include/ILightSceneNode.h deleted file mode 100644 index 3feb207..0000000 --- a/libraries/irrlicht-1.8/include/ILightSceneNode.h +++ /dev/null | |||
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1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __I_LIGHT_SCENE_NODE_H_INCLUDED__ | ||
6 | #define __I_LIGHT_SCENE_NODE_H_INCLUDED__ | ||
7 | |||
8 | #include "ISceneNode.h" | ||
9 | #include "SLight.h" | ||
10 | |||
11 | namespace irr | ||
12 | { | ||
13 | namespace scene | ||
14 | { | ||
15 | |||
16 | //! Scene node which is a dynamic light. | ||
17 | /** You can switch the light on and off by making it visible or not. It can be | ||
18 | animated by ordinary scene node animators. If the light type is directional or | ||
19 | spot, the direction of the light source is defined by the rotation of the scene | ||
20 | node (assuming (0,0,1) as the local direction of the light). | ||
21 | */ | ||
22 | class ILightSceneNode : public ISceneNode | ||
23 | { | ||
24 | public: | ||
25 | |||
26 | //! constructor | ||
27 | ILightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, | ||
28 | const core::vector3df& position = core::vector3df(0,0,0)) | ||
29 | : ISceneNode(parent, mgr, id, position) {} | ||
30 | |||
31 | //! Sets the light data associated with this ILightSceneNode | ||
32 | /** \param light The new light data. */ | ||
33 | virtual void setLightData(const video::SLight& light) = 0; | ||
34 | |||
35 | //! Gets the light data associated with this ILightSceneNode | ||
36 | /** \return The light data. */ | ||
37 | virtual const video::SLight& getLightData() const = 0; | ||
38 | |||
39 | //! Gets the light data associated with this ILightSceneNode | ||
40 | /** \return The light data. */ | ||
41 | virtual video::SLight& getLightData() = 0; | ||
42 | |||
43 | //! Sets if the node should be visible or not. | ||
44 | /** All children of this node won't be visible either, when set | ||
45 | to true. | ||
46 | \param isVisible If the node shall be visible. */ | ||
47 | virtual void setVisible(bool isVisible) = 0; | ||
48 | |||
49 | //! Sets the light's radius of influence. | ||
50 | /** Outside this radius the light won't lighten geometry and cast no | ||
51 | shadows. Setting the radius will also influence the attenuation, setting | ||
52 | it to (0,1/radius,0). If you want to override this behavior, set the | ||
53 | attenuation after the radius. | ||
54 | \param radius The new radius. */ | ||
55 | virtual void setRadius(f32 radius) = 0; | ||
56 | |||
57 | //! Gets the light's radius of influence. | ||
58 | /** \return The current radius. */ | ||
59 | virtual f32 getRadius() const = 0; | ||
60 | |||
61 | //! Sets the light type. | ||
62 | /** \param type The new type. */ | ||
63 | virtual void setLightType(video::E_LIGHT_TYPE type) = 0; | ||
64 | |||
65 | //! Gets the light type. | ||
66 | /** \return The current light type. */ | ||
67 | virtual video::E_LIGHT_TYPE getLightType() const = 0; | ||
68 | |||
69 | //! Sets whether this light casts shadows. | ||
70 | /** Enabling this flag won't automatically cast shadows, the meshes | ||
71 | will still need shadow scene nodes attached. But one can enable or | ||
72 | disable distinct lights for shadow casting for performance reasons. | ||
73 | \param shadow True if this light shall cast shadows. */ | ||
74 | virtual void enableCastShadow(bool shadow=true) = 0; | ||
75 | |||
76 | //! Check whether this light casts shadows. | ||
77 | /** \return True if light would cast shadows, else false. */ | ||
78 | virtual bool getCastShadow() const = 0; | ||
79 | }; | ||
80 | |||
81 | } // end namespace scene | ||
82 | } // end namespace irr | ||
83 | |||
84 | |||
85 | #endif | ||
86 | |||