// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_LIGHT_SCENE_NODE_H_INCLUDED__ #define __C_LIGHT_SCENE_NODE_H_INCLUDED__ #include "ILightSceneNode.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, and let it be animated by ordinary scene node animators. class CLightSceneNode : public ILightSceneNode { public: //! constructor CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, const core::vector3df& position, video::SColorf color, f32 range); virtual ~CLightSceneNode() { } //! pre render event virtual void OnRegisterSceneNode(); //! render virtual void render(); //! set node light data from light info virtual void setLightData(const video::SLight& light); //! \return Returns the light data. virtual const video::SLight& getLightData() const; //! \return Returns the light data. virtual video::SLight& getLightData(); //! 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); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d<f32>& getBoundingBox() const; //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; } //! Writes attributes of the scene node. virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const; //! Reads attributes of the scene node. virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0); //! Creates a clone of this scene node and its children. virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=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. \param radius The new radius. */ virtual void setRadius(f32 radius); //! Gets the light's radius of influence. /** \return The current radius. */ virtual f32 getRadius() const; //! Sets the light type. /** \param type The new type. */ virtual void setLightType(video::E_LIGHT_TYPE type); //! Gets the light type. /** \return The current light type. */ virtual video::E_LIGHT_TYPE getLightType() const; //! 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); //! Check whether this light casts shadows. /** \return True if light would cast shadows, else false. */ virtual bool getCastShadow() const; private: video::SLight LightData; core::aabbox3d<f32> BBox; s32 DriverLightIndex; bool LightIsOn; void doLightRecalc(); }; } // end namespace scene } // end namespace irr #endif