forked from Mirrorlandia_minetest/irrlicht
1efc93d766
(fixing OSX again) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6257 dfc29bdd-3216-0410-991c-e03cc46cb475
87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
// 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 IRR_I_LIGHT_SCENE_NODE_H_INCLUDED
|
|
#define IRR_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.
|
|
NOTE: On OpenGL only the attenuation is set, there's no hard range.
|
|
\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
|