Irrlicht 3D Engine
irr::scene::ILightSceneNode Class Referenceabstract

Scene node which is a dynamic light. More...

#include <ILightSceneNode.h>

+ Inheritance diagram for irr::scene::ILightSceneNode:

Public Member Functions

 ILightSceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0))
 constructor More...
 
virtual void enableCastShadow (bool shadow=true)=0
 Sets whether this light casts shadows. More...
 
virtual bool getCastShadow () const =0
 Check whether this light casts shadows. More...
 
virtual const video::SLightgetLightData () const =0
 Gets the light data associated with this ILightSceneNode. More...
 
virtual video::SLightgetLightData ()=0
 Gets the light data associated with this ILightSceneNode. More...
 
virtual video::E_LIGHT_TYPE getLightType () const =0
 Gets the light type. More...
 
virtual f32 getRadius () const =0
 Gets the light's radius of influence. More...
 
virtual void setLightData (const video::SLight &light)=0
 Sets the light data associated with this ILightSceneNode. More...
 
virtual void setLightType (video::E_LIGHT_TYPE type)=0
 Sets the light type. More...
 
virtual void setRadius (f32 radius)=0
 Sets the light's radius of influence. More...
 
virtual void setVisible (bool isVisible)=0
 Sets if the node should be visible or not. More...
 
- Public Member Functions inherited from irr::scene::ISceneNode
 ISceneNode (ISceneNode *parent, ISceneManager *mgr, s32 id=-1, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1.0f, 1.0f, 1.0f))
 Constructor. More...
 
virtual ~ISceneNode ()
 Destructor. More...
 
virtual void addAnimator (ISceneNodeAnimator *animator)
 Adds an animator which should animate this node. More...
 
virtual void addChild (ISceneNode *child)
 Adds a child to this scene node. More...
 
virtual ISceneNodeclone (ISceneNode *newParent=0, ISceneManager *newManager=0)
 Creates a clone of this scene node and its children. More...
 
virtual void deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0)
 Reads attributes of the scene node. More...
 
virtual core::vector3df getAbsolutePosition () const
 Gets the absolute position of the node in world coordinates. More...
 
virtual const core::matrix4getAbsoluteTransformation () const
 Get the absolute transformation of the node. Is recalculated every OnAnimate()-call. More...
 
const core::list< ISceneNodeAnimator * > & getAnimators () const
 Get a list of all scene node animators. More...
 
u32 getAutomaticCulling () const
 Gets the automatic culling state. More...
 
virtual const core::aabbox3d< f32 > & getBoundingBox () const =0
 Get the axis aligned, not transformed bounding box of this node. More...
 
const core::list< ISceneNode * > & getChildren () const
 Returns a const reference to the list of all children. More...
 
virtual s32 getID () const
 Get the id of the scene node. More...
 
virtual video::SMaterialgetMaterial (u32 num)
 Returns the material based on the zero based index i. More...
 
virtual u32 getMaterialCount () const
 Get amount of materials used by this scene node. More...
 
virtual const c8getName () const
 Returns the name of the node. More...
 
scene::ISceneNodegetParent () const
 Returns the parent of this scene node. More...
 
virtual const core::vector3dfgetPosition () const
 Gets the position of the node relative to its parent. More...
 
virtual core::matrix4 getRelativeTransformation () const
 Returns the relative transformation of the scene node. More...
 
virtual const core::vector3dfgetRotation () const
 Gets the rotation of the node relative to its parent. More...
 
virtual const core::vector3dfgetScale () const
 Gets the scale of the scene node relative to its parent. More...
 
virtual ISceneManagergetSceneManager (void) const
 Retrieve the scene manager for this node. More...
 
virtual const core::aabbox3d< f32getTransformedBoundingBox () const
 Get the axis aligned, transformed and animated absolute bounding box of this node. More...
 
virtual ITriangleSelectorgetTriangleSelector () const
 Returns the triangle selector attached to this scene node. More...
 
virtual ESCENE_NODE_TYPE getType () const
 Returns type of the scene node. More...
 
u32 isDebugDataVisible () const
 Returns if debug data like bounding boxes are drawn. More...
 
bool isDebugObject () const
 Returns if this scene node is a debug object. More...
 
virtual bool isTrulyVisible () const
 Check whether the node is truly visible, taking into accounts its parents' visibility. More...
 
virtual bool isVisible () const
 Returns whether the node should be visible (if all of its parents are visible). More...
 
virtual void OnAnimate (u32 timeMs)
 OnAnimate() is called just before rendering the whole scene. More...
 
virtual void OnRegisterSceneNode ()
 This method is called just before the rendering process of the whole scene. More...
 
virtual void remove ()
 Removes this scene node from the scene. More...
 
virtual void removeAll ()
 Removes all children of this scene node. More...
 
virtual void removeAnimator (ISceneNodeAnimator *animator)
 Removes an animator from this scene node. More...
 
virtual void removeAnimators ()
 Removes all animators from this scene node. More...
 
virtual bool removeChild (ISceneNode *child)
 Removes a child from this scene node. More...
 
virtual void render ()=0
 Renders the node. More...
 
virtual void serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const
 Writes attributes of the scene node. More...
 
void setAutomaticCulling (u32 state)
 Enables or disables automatic culling based on the bounding box. More...
 
virtual void setDebugDataVisible (u32 state)
 Sets if debug data like bounding boxes should be drawn. More...
 
virtual void setID (s32 id)
 Sets the id of the scene node. More...
 
void setIsDebugObject (bool debugObject)
 Sets if this scene node is a debug object. More...
 
void setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue)
 Sets all material flags at once to a new value. More...
 
void setMaterialTexture (u32 textureLayer, video::ITexture *texture)
 Sets the texture of the specified layer in all materials of this scene node to the new texture. More...
 
void setMaterialType (video::E_MATERIAL_TYPE newType)
 Sets the material type of all materials in this scene node to a new material type. More...
 
virtual void setName (const c8 *name)
 Sets the name of the node. More...
 
virtual void setName (const core::stringc &name)
 Sets the name of the node. More...
 
virtual void setParent (ISceneNode *newParent)
 Changes the parent of the scene node. More...
 
virtual void setPosition (const core::vector3df &newpos)
 Sets the position of the node relative to its parent. More...
 
virtual void setRotation (const core::vector3df &rotation)
 Sets the rotation of the node relative to its parent. More...
 
virtual void setScale (const core::vector3df &scale)
 Sets the relative scale of the scene node. More...
 
virtual void setTriangleSelector (ITriangleSelector *selector)
 Sets the triangle selector of the scene node. More...
 
virtual void updateAbsolutePosition ()
 Updates the absolute position based on the relative and the parents position. More...
 
- Public Member Functions inherited from irr::IReferenceCounted
 IReferenceCounted ()
 Constructor. More...
 
virtual ~IReferenceCounted ()
 Destructor. More...
 
bool drop () const
 Drops the object. Decrements the reference counter by one. More...
 
const c8getDebugName () const
 Returns the debug name of the object. More...
 
s32 getReferenceCount () const
 Get the reference count. More...
 
void grab () const
 Grabs the object. Increments the reference counter by one. More...
 

Additional Inherited Members

- Protected Member Functions inherited from irr::scene::ISceneNode
void cloneMembers (ISceneNode *toCopyFrom, ISceneManager *newManager)
 A clone function for the ISceneNode members. More...
 
void setSceneManager (ISceneManager *newManager)
 
- Protected Member Functions inherited from irr::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object. More...
 
- Protected Attributes inherited from irr::scene::ISceneNode
core::matrix4 AbsoluteTransformation
 Absolute transformation of the node. More...
 
core::list< ISceneNodeAnimator * > Animators
 List of all animator nodes. More...
 
u32 AutomaticCullingState
 Automatic culling state. More...
 
core::list< ISceneNode * > Children
 List of all children of this node. More...
 
u32 DebugDataVisible
 Flag if debug data should be drawn, such as Bounding Boxes. More...
 
s32 ID
 ID of the node. More...
 
bool IsDebugObject
 Is debug object? More...
 
bool IsVisible
 Is the node visible? More...
 
core::stringc Name
 Name of the scene node. More...
 
ISceneNodeParent
 Pointer to the parent. More...
 
core::vector3df RelativeRotation
 Relative rotation of the scene node. More...
 
core::vector3df RelativeScale
 Relative scale of the scene node. More...
 
core::vector3df RelativeTranslation
 Relative translation of the scene node. More...
 
ISceneManagerSceneManager
 Pointer to the scene manager. More...
 
ITriangleSelectorTriangleSelector
 Pointer to the triangle selector. More...
 

Detailed Description

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).

Definition at line 22 of file ILightSceneNode.h.

Constructor & Destructor Documentation

§ ILightSceneNode()

irr::scene::ILightSceneNode::ILightSceneNode ( ISceneNode parent,
ISceneManager mgr,
s32  id,
const core::vector3df position = core::vector3df(0,0,0) 
)
inline

Member Function Documentation

§ enableCastShadow()

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.

Parameters
shadowTrue if this light shall cast shadows.

Referenced by ILightSceneNode().

§ getCastShadow()

virtual bool irr::scene::ILightSceneNode::getCastShadow ( ) const
pure virtual

Check whether this light casts shadows.

Returns
True if light would cast shadows, else false.

Referenced by ILightSceneNode().

§ getLightData() [1/2]

virtual const video::SLight& irr::scene::ILightSceneNode::getLightData ( ) const
pure virtual

Gets the light data associated with this ILightSceneNode.

Returns
The light data.

Referenced by ILightSceneNode().

§ getLightData() [2/2]

virtual video::SLight& irr::scene::ILightSceneNode::getLightData ( )
pure virtual

Gets the light data associated with this ILightSceneNode.

Returns
The light data.

§ getLightType()

virtual video::E_LIGHT_TYPE irr::scene::ILightSceneNode::getLightType ( ) const
pure virtual

Gets the light type.

Returns
The current light type.

Referenced by ILightSceneNode().

§ getRadius()

virtual f32 irr::scene::ILightSceneNode::getRadius ( ) const
pure virtual

Gets the light's radius of influence.

Returns
The current radius.

Referenced by ILightSceneNode().

§ setLightData()

virtual void irr::scene::ILightSceneNode::setLightData ( const video::SLight light)
pure virtual

Sets the light data associated with this ILightSceneNode.

Parameters
lightThe new light data.

Referenced by ILightSceneNode().

§ setLightType()

virtual void irr::scene::ILightSceneNode::setLightType ( video::E_LIGHT_TYPE  type)
pure virtual

Sets the light type.

Parameters
typeThe new type.

Referenced by ILightSceneNode().

§ setRadius()

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.

Parameters
radiusThe new radius.

Referenced by ILightSceneNode().

§ setVisible()

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.

Parameters
isVisibleIf the node shall be visible.

Reimplemented from irr::scene::ISceneNode.

Referenced by ILightSceneNode().


The documentation for this class was generated from the following file: