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. --- .../irrlicht-1.8/source/Irrlicht/CLightSceneNode.h | 216 ++++++++++----------- 1 file changed, 108 insertions(+), 108 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CLightSceneNode.h') 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 @@ -// 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 __C_LIGHT_SCENE_NODE_H_INCLUDED__ -#define __C_LIGHT_SCENE_NODE_H_INCLUDED__ - -#include "ILightSceneNode.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, and let it be animated by ordinary scene node animators. -class CLightSceneNode : public ILightSceneNode -{ -public: - - //! constructor - CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, - const core::vector3df& position, video::SColorf color, f32 range); - - virtual ~CLightSceneNode() { } - - //! pre render event - virtual void OnRegisterSceneNode(); - - //! render - virtual void render(); - - //! set node light data from light info - virtual void setLightData(const video::SLight& light); - - //! \return Returns the light data. - virtual const video::SLight& getLightData() const; - - //! \return Returns the light data. - virtual video::SLight& getLightData(); - - //! 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); - - //! returns the axis aligned bounding box of this node - virtual const core::aabbox3d& getBoundingBox() const; - - //! Returns type of the scene node - virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; } - - //! Writes attributes of the scene node. - virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; - - //! Reads attributes of the scene node. - virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); - - //! Creates a clone of this scene node and its children. - virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=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); - - //! Gets the light's radius of influence. - /** \return The current radius. */ - virtual f32 getRadius() const; - - //! Sets the light type. - /** \param type The new type. */ - virtual void setLightType(video::E_LIGHT_TYPE type); - - //! Gets the light type. - /** \return The current light type. */ - virtual video::E_LIGHT_TYPE getLightType() const; - - //! 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); - - //! Check whether this light casts shadows. - /** \return True if light would cast shadows, else false. */ - virtual bool getCastShadow() const; -private: - - video::SLight LightData; - core::aabbox3d BBox; - s32 DriverLightIndex; - bool LightIsOn; - void doLightRecalc(); -}; - - -} // 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 __C_LIGHT_SCENE_NODE_H_INCLUDED__ +#define __C_LIGHT_SCENE_NODE_H_INCLUDED__ + +#include "ILightSceneNode.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, and let it be animated by ordinary scene node animators. +class CLightSceneNode : public ILightSceneNode +{ +public: + + //! constructor + CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, + const core::vector3df& position, video::SColorf color, f32 range); + + virtual ~CLightSceneNode() { } + + //! pre render event + virtual void OnRegisterSceneNode(); + + //! render + virtual void render(); + + //! set node light data from light info + virtual void setLightData(const video::SLight& light); + + //! \return Returns the light data. + virtual const video::SLight& getLightData() const; + + //! \return Returns the light data. + virtual video::SLight& getLightData(); + + //! 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); + + //! returns the axis aligned bounding box of this node + virtual const core::aabbox3d& getBoundingBox() const; + + //! Returns type of the scene node + virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; } + + //! Writes attributes of the scene node. + virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; + + //! Reads attributes of the scene node. + virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); + + //! Creates a clone of this scene node and its children. + virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=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); + + //! Gets the light's radius of influence. + /** \return The current radius. */ + virtual f32 getRadius() const; + + //! Sets the light type. + /** \param type The new type. */ + virtual void setLightType(video::E_LIGHT_TYPE type); + + //! Gets the light type. + /** \return The current light type. */ + virtual video::E_LIGHT_TYPE getLightType() const; + + //! 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); + + //! Check whether this light casts shadows. + /** \return True if light would cast shadows, else false. */ + virtual bool getCastShadow() const; +private: + + video::SLight LightData; + core::aabbox3d BBox; + s32 DriverLightIndex; + bool LightIsOn; + void doLightRecalc(); +}; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1