diff options
Diffstat (limited to 'libraries/irrlicht-1.8/include/ILightSceneNode.h')
-rw-r--r-- | libraries/irrlicht-1.8/include/ILightSceneNode.h | 172 |
1 files changed, 86 insertions, 86 deletions
diff --git a/libraries/irrlicht-1.8/include/ILightSceneNode.h b/libraries/irrlicht-1.8/include/ILightSceneNode.h index 445ee2d..3feb207 100644 --- a/libraries/irrlicht-1.8/include/ILightSceneNode.h +++ b/libraries/irrlicht-1.8/include/ILightSceneNode.h | |||
@@ -1,86 +1,86 @@ | |||
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 __I_LIGHT_SCENE_NODE_H_INCLUDED__ | 5 | #ifndef __I_LIGHT_SCENE_NODE_H_INCLUDED__ |
6 | #define __I_LIGHT_SCENE_NODE_H_INCLUDED__ | 6 | #define __I_LIGHT_SCENE_NODE_H_INCLUDED__ |
7 | 7 | ||
8 | #include "ISceneNode.h" | 8 | #include "ISceneNode.h" |
9 | #include "SLight.h" | 9 | #include "SLight.h" |
10 | 10 | ||
11 | namespace irr | 11 | namespace irr |
12 | { | 12 | { |
13 | namespace scene | 13 | namespace scene |
14 | { | 14 | { |
15 | 15 | ||
16 | //! Scene node which is a dynamic light. | 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 | 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 | 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 | 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). | 20 | node (assuming (0,0,1) as the local direction of the light). |
21 | */ | 21 | */ |
22 | class ILightSceneNode : public ISceneNode | 22 | class ILightSceneNode : public ISceneNode |
23 | { | 23 | { |
24 | public: | 24 | public: |
25 | 25 | ||
26 | //! constructor | 26 | //! constructor |
27 | ILightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, | 27 | ILightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, |
28 | const core::vector3df& position = core::vector3df(0,0,0)) | 28 | const core::vector3df& position = core::vector3df(0,0,0)) |
29 | : ISceneNode(parent, mgr, id, position) {} | 29 | : ISceneNode(parent, mgr, id, position) {} |
30 | 30 | ||
31 | //! Sets the light data associated with this ILightSceneNode | 31 | //! Sets the light data associated with this ILightSceneNode |
32 | /** \param light The new light data. */ | 32 | /** \param light The new light data. */ |
33 | virtual void setLightData(const video::SLight& light) = 0; | 33 | virtual void setLightData(const video::SLight& light) = 0; |
34 | 34 | ||
35 | //! Gets the light data associated with this ILightSceneNode | 35 | //! Gets the light data associated with this ILightSceneNode |
36 | /** \return The light data. */ | 36 | /** \return The light data. */ |
37 | virtual const video::SLight& getLightData() const = 0; | 37 | virtual const video::SLight& getLightData() const = 0; |
38 | 38 | ||
39 | //! Gets the light data associated with this ILightSceneNode | 39 | //! Gets the light data associated with this ILightSceneNode |
40 | /** \return The light data. */ | 40 | /** \return The light data. */ |
41 | virtual video::SLight& getLightData() = 0; | 41 | virtual video::SLight& getLightData() = 0; |
42 | 42 | ||
43 | //! Sets if the node should be visible or not. | 43 | //! Sets if the node should be visible or not. |
44 | /** All children of this node won't be visible either, when set | 44 | /** All children of this node won't be visible either, when set |
45 | to true. | 45 | to true. |
46 | \param isVisible If the node shall be visible. */ | 46 | \param isVisible If the node shall be visible. */ |
47 | virtual void setVisible(bool isVisible) = 0; | 47 | virtual void setVisible(bool isVisible) = 0; |
48 | 48 | ||
49 | //! Sets the light's radius of influence. | 49 | //! Sets the light's radius of influence. |
50 | /** Outside this radius the light won't lighten geometry and cast no | 50 | /** Outside this radius the light won't lighten geometry and cast no |
51 | shadows. Setting the radius will also influence the attenuation, setting | 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 | 52 | it to (0,1/radius,0). If you want to override this behavior, set the |
53 | attenuation after the radius. | 53 | attenuation after the radius. |
54 | \param radius The new radius. */ | 54 | \param radius The new radius. */ |
55 | virtual void setRadius(f32 radius) = 0; | 55 | virtual void setRadius(f32 radius) = 0; |
56 | 56 | ||
57 | //! Gets the light's radius of influence. | 57 | //! Gets the light's radius of influence. |
58 | /** \return The current radius. */ | 58 | /** \return The current radius. */ |
59 | virtual f32 getRadius() const = 0; | 59 | virtual f32 getRadius() const = 0; |
60 | 60 | ||
61 | //! Sets the light type. | 61 | //! Sets the light type. |
62 | /** \param type The new type. */ | 62 | /** \param type The new type. */ |
63 | virtual void setLightType(video::E_LIGHT_TYPE type) = 0; | 63 | virtual void setLightType(video::E_LIGHT_TYPE type) = 0; |
64 | 64 | ||
65 | //! Gets the light type. | 65 | //! Gets the light type. |
66 | /** \return The current light type. */ | 66 | /** \return The current light type. */ |
67 | virtual video::E_LIGHT_TYPE getLightType() const = 0; | 67 | virtual video::E_LIGHT_TYPE getLightType() const = 0; |
68 | 68 | ||
69 | //! Sets whether this light casts shadows. | 69 | //! Sets whether this light casts shadows. |
70 | /** Enabling this flag won't automatically cast shadows, the meshes | 70 | /** Enabling this flag won't automatically cast shadows, the meshes |
71 | will still need shadow scene nodes attached. But one can enable or | 71 | will still need shadow scene nodes attached. But one can enable or |
72 | disable distinct lights for shadow casting for performance reasons. | 72 | disable distinct lights for shadow casting for performance reasons. |
73 | \param shadow True if this light shall cast shadows. */ | 73 | \param shadow True if this light shall cast shadows. */ |
74 | virtual void enableCastShadow(bool shadow=true) = 0; | 74 | virtual void enableCastShadow(bool shadow=true) = 0; |
75 | 75 | ||
76 | //! Check whether this light casts shadows. | 76 | //! Check whether this light casts shadows. |
77 | /** \return True if light would cast shadows, else false. */ | 77 | /** \return True if light would cast shadows, else false. */ |
78 | virtual bool getCastShadow() const = 0; | 78 | virtual bool getCastShadow() const = 0; |
79 | }; | 79 | }; |
80 | 80 | ||
81 | } // end namespace scene | 81 | } // end namespace scene |
82 | } // end namespace irr | 82 | } // end namespace irr |
83 | 83 | ||
84 | 84 | ||
85 | #endif | 85 | #endif |
86 | 86 | ||