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- // 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
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