From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/ILightSceneNode.h | 172 +++++++++++------------ 1 file changed, 86 insertions(+), 86 deletions(-) (limited to 'libraries/irrlicht-1.8/include/ILightSceneNode.h') 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 @@ -// 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 - +// 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