 |
Irrlicht 3D Engine
|
|
Go to the documentation of this file.
5 #ifndef __I_LIGHT_SCENE_NODE_H_INCLUDED__
6 #define __I_LIGHT_SCENE_NODE_H_INCLUDED__
virtual void setLightData(const video::SLight &light)=0
Sets the light data associated with this ILightSceneNode.
virtual void setVisible(bool isVisible)=0
Sets if the node should be visible or not.
virtual void setLightType(video::E_LIGHT_TYPE type)=0
Sets the light type.
ILightSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0))
constructor
E_LIGHT_TYPE
Enumeration for different types of lights.
structure for holding data describing a dynamic point light.
signed int s32
32 bit signed variable.
virtual void enableCastShadow(bool shadow=true)=0
Sets whether this light casts shadows.
float f32
32 bit floating point variable.
virtual bool getCastShadow() const =0
Check whether this light casts shadows.
virtual bool isVisible() const
Returns whether the node should be visible (if all of its parents are visible).
Everything in the Irrlicht Engine can be found in this namespace.
virtual void setRadius(f32 radius)=0
Sets the light's radius of influence.
virtual f32 getRadius() const =0
Gets the light's radius of influence.
virtual video::E_LIGHT_TYPE getLightType() const =0
Gets the light type.
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
virtual const video::SLight & getLightData() const =0
Gets the light data associated with this ILightSceneNode.
Scene node which is a dynamic light.