From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- libraries/irrlicht-1.8.1/include/ILightSceneNode.h | 86 ---------------------- 1 file changed, 86 deletions(-) delete mode 100644 libraries/irrlicht-1.8.1/include/ILightSceneNode.h (limited to 'libraries/irrlicht-1.8.1/include/ILightSceneNode.h') diff --git a/libraries/irrlicht-1.8.1/include/ILightSceneNode.h b/libraries/irrlicht-1.8.1/include/ILightSceneNode.h deleted file mode 100644 index 445ee2d..0000000 --- a/libraries/irrlicht-1.8.1/include/ILightSceneNode.h +++ /dev/null @@ -1,86 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_LIGHT_SCENE_NODE_H_INCLUDED__ -#define __I_LIGHT_SCENE_NODE_H_INCLUDED__ - -#include "ISceneNode.h" -#include "SLight.h" - -namespace irr -{ -namespace scene -{ - -//! Scene node which is a dynamic light. -/** You can switch the light on and off by making it visible or not. It can be -animated by ordinary scene node animators. If the light type is directional or -spot, the direction of the light source is defined by the rotation of the scene -node (assuming (0,0,1) as the local direction of the light). -*/ -class ILightSceneNode : public ISceneNode -{ -public: - - //! constructor - ILightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, - const core::vector3df& position = core::vector3df(0,0,0)) - : ISceneNode(parent, mgr, id, position) {} - - //! Sets the light data associated with this ILightSceneNode - /** \param light The new light data. */ - virtual void setLightData(const video::SLight& light) = 0; - - //! Gets the light data associated with this ILightSceneNode - /** \return The light data. */ - virtual const video::SLight& getLightData() const = 0; - - //! Gets the light data associated with this ILightSceneNode - /** \return The light data. */ - virtual video::SLight& getLightData() = 0; - - //! Sets if the node should be visible or not. - /** All children of this node won't be visible either, when set - to true. - \param isVisible If the node shall be visible. */ - virtual void setVisible(bool isVisible) = 0; - - //! Sets the light's radius of influence. - /** Outside this radius the light won't lighten geometry and cast no - shadows. Setting the radius will also influence the attenuation, setting - it to (0,1/radius,0). If you want to override this behavior, set the - attenuation after the radius. - \param radius The new radius. */ - virtual void setRadius(f32 radius) = 0; - - //! Gets the light's radius of influence. - /** \return The current radius. */ - virtual f32 getRadius() const = 0; - - //! Sets the light type. - /** \param type The new type. */ - virtual void setLightType(video::E_LIGHT_TYPE type) = 0; - - //! Gets the light type. - /** \return The current light type. */ - virtual video::E_LIGHT_TYPE getLightType() const = 0; - - //! Sets whether this light casts shadows. - /** Enabling this flag won't automatically cast shadows, the meshes - will still need shadow scene nodes attached. But one can enable or - disable distinct lights for shadow casting for performance reasons. - \param shadow True if this light shall cast shadows. */ - virtual void enableCastShadow(bool shadow=true) = 0; - - //! Check whether this light casts shadows. - /** \return True if light would cast shadows, else false. */ - virtual bool getCastShadow() const = 0; -}; - -} // end namespace scene -} // end namespace irr - - -#endif - -- cgit v1.1