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https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
109 lines
3.7 KiB
C++
109 lines
3.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_C_LIGHT_SCENE_NODE_H_INCLUDED
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#define IRR_C_LIGHT_SCENE_NODE_H_INCLUDED
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#include "ILightSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node which is a dynamic light. You can switch the light on and off by
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//! making it visible or not, and let it be animated by ordinary scene node animators.
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class CLightSceneNode : public ILightSceneNode
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{
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public:
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//! constructor
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CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, video::SColorf color, f32 range);
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//! pre render event
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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//! render
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virtual void render() IRR_OVERRIDE;
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//! set node light data from light info
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virtual void setLightData(const video::SLight& light) IRR_OVERRIDE;
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//! \return Returns the light data.
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virtual const video::SLight& getLightData() const IRR_OVERRIDE;
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//! \return Returns the light data.
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virtual video::SLight& getLightData() IRR_OVERRIDE;
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//! Sets if the node should be visible or not.
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/** All children of this node won't be visible either, when set
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to true.
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\param isVisible If the node shall be visible. */
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virtual void setVisible(bool isVisible) IRR_OVERRIDE;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_LIGHT; }
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) IRR_OVERRIDE;
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//! Sets the light's radius of influence.
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/** Outside this radius the light won't lighten geometry and cast no
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shadows. Setting the radius will also influence the attenuation, setting
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it to (0,1/radius,0). If you want to override this behavior, set the
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attenuation after the radius.
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\param radius The new radius. */
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virtual void setRadius(f32 radius) IRR_OVERRIDE;
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//! Gets the light's radius of influence.
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/** \return The current radius. */
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virtual f32 getRadius() const IRR_OVERRIDE;
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//! Sets the light type.
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/** \param type The new type. */
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virtual void setLightType(video::E_LIGHT_TYPE type) IRR_OVERRIDE;
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//! Gets the light type.
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/** \return The current light type. */
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virtual video::E_LIGHT_TYPE getLightType() const IRR_OVERRIDE;
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//! Sets whether this light casts shadows.
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/** Enabling this flag won't automatically cast shadows, the meshes
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will still need shadow scene nodes attached. But one can enable or
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disable distinct lights for shadow casting for performance reasons.
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\param shadow True if this light shall cast shadows. */
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virtual void enableCastShadow(bool shadow=true) IRR_OVERRIDE;
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//! Check whether this light casts shadows.
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/** \return True if light would cast shadows, else false. */
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virtual bool getCastShadow() const IRR_OVERRIDE;
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//! Updates the absolute position based on the relative and the parents position
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virtual void updateAbsolutePosition() IRR_OVERRIDE;
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private:
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video::SLight LightData;
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core::aabbox3d<f32> BBox;
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s32 DriverLightIndex;
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bool LightIsOn;
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void doLightRecalc();
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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