// 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 // // created by Dean Wadsworth aka Varmint Dec 31 2007 #ifndef __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__ #define __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__ #include "IVolumeLightSceneNode.h" #include "IMesh.h" namespace irr { namespace scene { class CVolumeLightSceneNode : public IVolumeLightSceneNode { public: //! constructor CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id, const u32 subdivU = 32, const u32 subdivV = 32, const video::SColor foot = video::SColor(51, 0, 230, 180), const video::SColor tail = video::SColor(0, 0, 0, 0), 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)); virtual ~CVolumeLightSceneNode(); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d<f32>& getBoundingBox() const; //! returns the material based on the zero based index i. virtual video::SMaterial& getMaterial(u32 i); //! returns amount of materials used by this scene node. virtual u32 getMaterialCount() const; //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_VOLUME_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); virtual void setSubDivideU(const u32 inU); virtual void setSubDivideV(const u32 inV); virtual u32 getSubDivideU() const { return SubdivideU; } virtual u32 getSubDivideV() const { return SubdivideV; } virtual void setFootColor(const video::SColor inColor); virtual void setTailColor(const video::SColor inColor); virtual video::SColor getFootColor() const { return FootColor; } virtual video::SColor getTailColor() const { return TailColor; } private: void constructLight(); IMesh* Mesh; f32 LPDistance; // Distance to hypothetical lightsource point -- affects fov angle u32 SubdivideU; // Number of subdivisions in U and V space. u32 SubdivideV; // Controls the number of "slices" in the volume. // NOTE : Total number of polygons = 2 + ((SubdivideU + 1) + (SubdivideV + 1)) * 2 // Each slice being a quad plus the rectangular plane at the bottom. video::SColor FootColor; // Color at the source video::SColor TailColor; // Color at the end. core::vector3df LightDimensions; // LightDimensions.Y Distance of shooting -- Length of beams // LightDimensions.X and LightDimensions.Z determine the size/dimension of the plane }; } // end namespace scene } // end namespace irr #endif
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