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#include <ILightSceneNode.h>
Public Member Functions | |
virtual void | enableCastShadow (bool shadow=true)=0 |
Sets whether this light casts shadows. | |
virtual bool | getCastShadow () const =0 |
Check whether this light casts shadows. | |
virtual video::SLight & | getLightData ()=0 |
Gets the light data associated with this ILightSceneNode. | |
virtual const video::SLight & | getLightData () const =0 |
Gets the light data associated with this ILightSceneNode. | |
virtual video::E_LIGHT_TYPE | getLightType () const =0 |
Gets the light type. | |
virtual f32 | getRadius () const =0 |
Gets the light's radius of influence. | |
ILightSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0)) | |
constructor | |
virtual void | setLightData (const video::SLight &light)=0 |
Sets the light data associated with this ILightSceneNode. | |
virtual void | setLightType (video::E_LIGHT_TYPE type)=0 |
Sets the light type. | |
virtual void | setRadius (f32 radius)=0 |
Sets the light's radius of influence. | |
virtual void | setVisible (bool isVisible)=0 |
Sets if the node should be visible or not. |
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).
Definition at line 22 of file ILightSceneNode.h.
irr::scene::ILightSceneNode::ILightSceneNode | ( | ISceneNode * | parent, | |
ISceneManager * | mgr, | |||
s32 | id, | |||
const core::vector3df & | position = core::vector3df(0,0,0) | |||
) | [inline] |
virtual void irr::scene::ILightSceneNode::enableCastShadow | ( | bool | shadow = true |
) | [pure virtual] |
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.
shadow | True if this light shall cast shadows. |
virtual bool irr::scene::ILightSceneNode::getCastShadow | ( | ) | const [pure virtual] |
Check whether this light casts shadows.
virtual video::SLight& irr::scene::ILightSceneNode::getLightData | ( | ) | [pure virtual] |
virtual const video::SLight& irr::scene::ILightSceneNode::getLightData | ( | ) | const [pure virtual] |
virtual video::E_LIGHT_TYPE irr::scene::ILightSceneNode::getLightType | ( | ) | const [pure virtual] |
Gets the light type.
virtual f32 irr::scene::ILightSceneNode::getRadius | ( | ) | const [pure virtual] |
Gets the light's radius of influence.
virtual void irr::scene::ILightSceneNode::setLightData | ( | const video::SLight & | light | ) | [pure virtual] |
virtual void irr::scene::ILightSceneNode::setLightType | ( | video::E_LIGHT_TYPE | type | ) | [pure virtual] |
Sets the light type.
type | The new type. |
virtual void irr::scene::ILightSceneNode::setRadius | ( | f32 | radius | ) | [pure virtual] |
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.
radius | The new radius. |
virtual void irr::scene::ILightSceneNode::setVisible | ( | bool | isVisible | ) | [pure virtual] |
Sets if the node should be visible or not.
All children of this node won't be visible either, when set to true.
isVisible | If the node shall be visible. |
Reimplemented from irr::scene::ISceneNode.
The Irrlicht
Engine Documentation © 2003-2009 by Nikolaus Gebhardt. Generated
on Sun Jan 10 09:24:13 2010 by Doxygen
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