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/SLight.h | 196 ++++++++++++++++---------------- 1 file changed, 98 insertions(+), 98 deletions(-) (limited to 'libraries/irrlicht-1.8/include/SLight.h') diff --git a/libraries/irrlicht-1.8/include/SLight.h b/libraries/irrlicht-1.8/include/SLight.h index f809d2e..022c40a 100644 --- a/libraries/irrlicht-1.8/include/SLight.h +++ b/libraries/irrlicht-1.8/include/SLight.h @@ -1,98 +1,98 @@ -// 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 __S_LIGHT_H_INCLUDED__ -#define __S_LIGHT_H_INCLUDED__ - -#include "SColor.h" - -namespace irr -{ -namespace video -{ - -//! Enumeration for different types of lights -enum E_LIGHT_TYPE -{ - //! point light, it has a position in space and radiates light in all directions - ELT_POINT, - //! spot light, it has a position in space, a direction, and a limited cone of influence - ELT_SPOT, - //! directional light, coming from a direction from an infinite distance - ELT_DIRECTIONAL, - - //! Only used for counting the elements of this enum - ELT_COUNT -}; - -//! Names for light types -const c8* const LightTypeNames[] = -{ - "Point", - "Spot", - "Directional", - 0 -}; - -//! structure for holding data describing a dynamic point light. -/** Irrlicht supports point lights, spot lights, and directional lights. -*/ -struct SLight -{ - SLight() : AmbientColor(0.f,0.f,0.f), DiffuseColor(1.f,1.f,1.f), - SpecularColor(1.f,1.f,1.f), Attenuation(1.f,0.f,0.f), - OuterCone(45.f), InnerCone(0.f), Falloff(2.f), - Position(0.f,0.f,0.f), Direction(0.f,0.f,1.f), - Radius(100.f), Type(ELT_POINT), CastShadows(true) - {} - - //! Ambient color emitted by the light - SColorf AmbientColor; - - //! Diffuse color emitted by the light. - /** This is the primary color you want to set. */ - SColorf DiffuseColor; - - //! Specular color emitted by the light. - /** For details how to use specular highlights, see SMaterial::Shininess */ - SColorf SpecularColor; - - //! Attenuation factors (constant, linear, quadratic) - /** Changes the light strength fading over distance. - Can also be altered by setting the radius, Attenuation will change to - (0,1.f/radius,0). Can be overridden after radius was set. */ - core::vector3df Attenuation; - - //! The angle of the spot's outer cone. Ignored for other lights. - f32 OuterCone; - - //! The angle of the spot's inner cone. Ignored for other lights. - f32 InnerCone; - - //! The light strength's decrease between Outer and Inner cone. - f32 Falloff; - - //! Read-ONLY! Position of the light. - /** If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position. */ - core::vector3df Position; - - //! Read-ONLY! Direction of the light. - /** If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation. */ - core::vector3df Direction; - - //! Read-ONLY! Radius of light. Everything within this radius will be lighted. - f32 Radius; - - //! Read-ONLY! Type of the light. Default: ELT_POINT - E_LIGHT_TYPE Type; - - //! Read-ONLY! Does the light cast shadows? - bool CastShadows:1; -}; - -} // end namespace video -} // 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 __S_LIGHT_H_INCLUDED__ +#define __S_LIGHT_H_INCLUDED__ + +#include "SColor.h" + +namespace irr +{ +namespace video +{ + +//! Enumeration for different types of lights +enum E_LIGHT_TYPE +{ + //! point light, it has a position in space and radiates light in all directions + ELT_POINT, + //! spot light, it has a position in space, a direction, and a limited cone of influence + ELT_SPOT, + //! directional light, coming from a direction from an infinite distance + ELT_DIRECTIONAL, + + //! Only used for counting the elements of this enum + ELT_COUNT +}; + +//! Names for light types +const c8* const LightTypeNames[] = +{ + "Point", + "Spot", + "Directional", + 0 +}; + +//! structure for holding data describing a dynamic point light. +/** Irrlicht supports point lights, spot lights, and directional lights. +*/ +struct SLight +{ + SLight() : AmbientColor(0.f,0.f,0.f), DiffuseColor(1.f,1.f,1.f), + SpecularColor(1.f,1.f,1.f), Attenuation(1.f,0.f,0.f), + OuterCone(45.f), InnerCone(0.f), Falloff(2.f), + Position(0.f,0.f,0.f), Direction(0.f,0.f,1.f), + Radius(100.f), Type(ELT_POINT), CastShadows(true) + {} + + //! Ambient color emitted by the light + SColorf AmbientColor; + + //! Diffuse color emitted by the light. + /** This is the primary color you want to set. */ + SColorf DiffuseColor; + + //! Specular color emitted by the light. + /** For details how to use specular highlights, see SMaterial::Shininess */ + SColorf SpecularColor; + + //! Attenuation factors (constant, linear, quadratic) + /** Changes the light strength fading over distance. + Can also be altered by setting the radius, Attenuation will change to + (0,1.f/radius,0). Can be overridden after radius was set. */ + core::vector3df Attenuation; + + //! The angle of the spot's outer cone. Ignored for other lights. + f32 OuterCone; + + //! The angle of the spot's inner cone. Ignored for other lights. + f32 InnerCone; + + //! The light strength's decrease between Outer and Inner cone. + f32 Falloff; + + //! Read-ONLY! Position of the light. + /** If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position. */ + core::vector3df Position; + + //! Read-ONLY! Direction of the light. + /** If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation. */ + core::vector3df Direction; + + //! Read-ONLY! Radius of light. Everything within this radius will be lighted. + f32 Radius; + + //! Read-ONLY! Type of the light. Default: ELT_POINT + E_LIGHT_TYPE Type; + + //! Read-ONLY! Does the light cast shadows? + bool CastShadows:1; +}; + +} // end namespace video +} // end namespace irr + +#endif + -- cgit v1.1