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authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
-rw-r--r--libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h216
1 files changed, 108 insertions, 108 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h
index b2940ea..f12f9f6 100644
--- a/libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h
+++ b/libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h
@@ -1,108 +1,108 @@
1// Copyright (C) 2002-2012 Nikolaus Gebhardt 1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine". 2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h 3// For conditions of distribution and use, see copyright notice in irrlicht.h
4 4
5#ifndef __C_LIGHT_SCENE_NODE_H_INCLUDED__ 5#ifndef __C_LIGHT_SCENE_NODE_H_INCLUDED__
6#define __C_LIGHT_SCENE_NODE_H_INCLUDED__ 6#define __C_LIGHT_SCENE_NODE_H_INCLUDED__
7 7
8#include "ILightSceneNode.h" 8#include "ILightSceneNode.h"
9 9
10namespace irr 10namespace irr
11{ 11{
12namespace scene 12namespace scene
13{ 13{
14 14
15//! Scene node which is a dynamic light. You can switch the light on and off by 15//! Scene node which is a dynamic light. You can switch the light on and off by
16//! making it visible or not, and let it be animated by ordinary scene node animators. 16//! making it visible or not, and let it be animated by ordinary scene node animators.
17class CLightSceneNode : public ILightSceneNode 17class CLightSceneNode : public ILightSceneNode
18{ 18{
19public: 19public:
20 20
21 //! constructor 21 //! constructor
22 CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, 22 CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
23 const core::vector3df& position, video::SColorf color, f32 range); 23 const core::vector3df& position, video::SColorf color, f32 range);
24 24
25 virtual ~CLightSceneNode() { } 25 virtual ~CLightSceneNode() { }
26 26
27 //! pre render event 27 //! pre render event
28 virtual void OnRegisterSceneNode(); 28 virtual void OnRegisterSceneNode();
29 29
30 //! render 30 //! render
31 virtual void render(); 31 virtual void render();
32 32
33 //! set node light data from light info 33 //! set node light data from light info
34 virtual void setLightData(const video::SLight& light); 34 virtual void setLightData(const video::SLight& light);
35 35
36 //! \return Returns the light data. 36 //! \return Returns the light data.
37 virtual const video::SLight& getLightData() const; 37 virtual const video::SLight& getLightData() const;
38 38
39 //! \return Returns the light data. 39 //! \return Returns the light data.
40 virtual video::SLight& getLightData(); 40 virtual video::SLight& getLightData();
41 41
42 //! Sets if the node should be visible or not. 42 //! Sets if the node should be visible or not.
43 /** All children of this node won't be visible either, when set 43 /** All children of this node won't be visible either, when set
44 to true. 44 to true.
45 \param isVisible If the node shall be visible. */ 45 \param isVisible If the node shall be visible. */
46 virtual void setVisible(bool isVisible); 46 virtual void setVisible(bool isVisible);
47 47
48 //! returns the axis aligned bounding box of this node 48 //! returns the axis aligned bounding box of this node
49 virtual const core::aabbox3d<f32>& getBoundingBox() const; 49 virtual const core::aabbox3d<f32>& getBoundingBox() const;
50 50
51 //! Returns type of the scene node 51 //! Returns type of the scene node
52 virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; } 52 virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; }
53 53
54 //! Writes attributes of the scene node. 54 //! Writes attributes of the scene node.
55 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; 55 virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
56 56
57 //! Reads attributes of the scene node. 57 //! Reads attributes of the scene node.
58 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); 58 virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
59 59
60 //! Creates a clone of this scene node and its children. 60 //! Creates a clone of this scene node and its children.
61 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0); 61 virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
62 62
63 63
64 //! Sets the light's radius of influence. 64 //! Sets the light's radius of influence.
65 /** Outside this radius the light won't lighten geometry and cast no 65 /** Outside this radius the light won't lighten geometry and cast no
66 shadows. Setting the radius will also influence the attenuation, setting 66 shadows. Setting the radius will also influence the attenuation, setting
67 it to (0,1/radius,0). If you want to override this behavior, set the 67 it to (0,1/radius,0). If you want to override this behavior, set the
68 attenuation after the radius. 68 attenuation after the radius.
69 \param radius The new radius. */ 69 \param radius The new radius. */
70 virtual void setRadius(f32 radius); 70 virtual void setRadius(f32 radius);
71 71
72 //! Gets the light's radius of influence. 72 //! Gets the light's radius of influence.
73 /** \return The current radius. */ 73 /** \return The current radius. */
74 virtual f32 getRadius() const; 74 virtual f32 getRadius() const;
75 75
76 //! Sets the light type. 76 //! Sets the light type.
77 /** \param type The new type. */ 77 /** \param type The new type. */
78 virtual void setLightType(video::E_LIGHT_TYPE type); 78 virtual void setLightType(video::E_LIGHT_TYPE type);
79 79
80 //! Gets the light type. 80 //! Gets the light type.
81 /** \return The current light type. */ 81 /** \return The current light type. */
82 virtual video::E_LIGHT_TYPE getLightType() const; 82 virtual video::E_LIGHT_TYPE getLightType() const;
83 83
84 //! Sets whether this light casts shadows. 84 //! Sets whether this light casts shadows.
85 /** Enabling this flag won't automatically cast shadows, the meshes 85 /** Enabling this flag won't automatically cast shadows, the meshes
86 will still need shadow scene nodes attached. But one can enable or 86 will still need shadow scene nodes attached. But one can enable or
87 disable distinct lights for shadow casting for performance reasons. 87 disable distinct lights for shadow casting for performance reasons.
88 \param shadow True if this light shall cast shadows. */ 88 \param shadow True if this light shall cast shadows. */
89 virtual void enableCastShadow(bool shadow=true); 89 virtual void enableCastShadow(bool shadow=true);
90 90
91 //! Check whether this light casts shadows. 91 //! Check whether this light casts shadows.
92 /** \return True if light would cast shadows, else false. */ 92 /** \return True if light would cast shadows, else false. */
93 virtual bool getCastShadow() const; 93 virtual bool getCastShadow() const;
94private: 94private:
95 95
96 video::SLight LightData; 96 video::SLight LightData;
97 core::aabbox3d<f32> BBox; 97 core::aabbox3d<f32> BBox;
98 s32 DriverLightIndex; 98 s32 DriverLightIndex;
99 bool LightIsOn; 99 bool LightIsOn;
100 void doLightRecalc(); 100 void doLightRecalc();
101}; 101};
102 102
103 103
104} // end namespace scene 104} // end namespace scene
105} // end namespace irr 105} // end namespace irr
106 106
107#endif 107#endif
108 108