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author | hecks <42101236+hecktest@users.noreply.github.com> | 2021-07-23 16:23:44 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-23 16:23:44 +0200 |
commit | 4ab3de3bab13c18bc0eed6bac565be3b80ebac10 (patch) | |
tree | 54274982be545669f28b2849f5f94aa1c37f39af /source/Irrlicht/CLightSceneNode.h | |
parent | dc2246dae75dda77d5a9be7f810930b5dd9b1ed8 (diff) | |
download | irrlicht-4ab3de3bab13c18bc0eed6bac565be3b80ebac10.tar.xz |
Delete lots of unused features (#48)
Diffstat (limited to 'source/Irrlicht/CLightSceneNode.h')
-rw-r--r-- | source/Irrlicht/CLightSceneNode.h | 109 |
1 files changed, 0 insertions, 109 deletions
diff --git a/source/Irrlicht/CLightSceneNode.h b/source/Irrlicht/CLightSceneNode.h deleted file mode 100644 index a3c96c8..0000000 --- a/source/Irrlicht/CLightSceneNode.h +++ /dev/null @@ -1,109 +0,0 @@ -// 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 __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);
-
- //! pre render event
- virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
-
- //! render
- virtual void render() _IRR_OVERRIDE_;
-
- //! set node light data from light info
- virtual void setLightData(const video::SLight& light) _IRR_OVERRIDE_;
-
- //! \return Returns the light data.
- virtual const video::SLight& getLightData() const _IRR_OVERRIDE_;
-
- //! \return Returns the light data.
- virtual video::SLight& getLightData() _IRR_OVERRIDE_;
-
- //! 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) _IRR_OVERRIDE_;
-
- //! returns the axis aligned bounding box of this node
- virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
-
- //! Returns type of the scene node
- virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_LIGHT; }
-
- //! Writes attributes of the scene node.
- virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
-
- //! Reads attributes of the scene node.
- virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
-
- //! Creates a clone of this scene node and its children.
- virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0) _IRR_OVERRIDE_;
-
- //! 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) _IRR_OVERRIDE_;
-
- //! Gets the light's radius of influence.
- /** \return The current radius. */
- virtual f32 getRadius() const _IRR_OVERRIDE_;
-
- //! Sets the light type.
- /** \param type The new type. */
- virtual void setLightType(video::E_LIGHT_TYPE type) _IRR_OVERRIDE_;
-
- //! Gets the light type.
- /** \return The current light type. */
- virtual video::E_LIGHT_TYPE getLightType() const _IRR_OVERRIDE_;
-
- //! 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) _IRR_OVERRIDE_;
-
- //! Check whether this light casts shadows.
- /** \return True if light would cast shadows, else false. */
- virtual bool getCastShadow() const _IRR_OVERRIDE_;
-
- //! Updates the absolute position based on the relative and the parents position
- virtual void updateAbsolutePosition() _IRR_OVERRIDE_;
-
-private:
-
- video::SLight LightData;
- core::aabbox3d<f32> BBox;
- s32 DriverLightIndex;
- bool LightIsOn;
- void doLightRecalc();
-};
-
-
-} // end namespace scene
-} // end namespace irr
-
-#endif
-
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