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