94 lines
3.2 KiB
C
94 lines
3.2 KiB
C
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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//
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// created by Dean Wadsworth aka Varmint Dec 31 2007
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#ifndef __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
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#define __VOLUME_LIGHT_SCENE_NODE_H_INCLUDED__
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#include "IVolumeLightSceneNode.h"
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#include "IMesh.h"
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namespace irr
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{
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namespace scene
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{
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class CVolumeLightSceneNode : public IVolumeLightSceneNode
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{
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public:
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//! constructor
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CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const u32 subdivU = 32, const u32 subdivV = 32,
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const video::SColor foot = video::SColor(51, 0, 230, 180),
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const video::SColor tail = video::SColor(0, 0, 0, 0),
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f));
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virtual ~CVolumeLightSceneNode();
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virtual void OnRegisterSceneNode();
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! returns the material based on the zero based index i.
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virtual video::SMaterial& getMaterial(u32 i);
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//! returns amount of materials used by this scene node.
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virtual u32 getMaterialCount() const;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_VOLUME_LIGHT; }
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//! Writes attributes of the scene node.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
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//! Reads attributes of the scene node.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
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//! Creates a clone of this scene node and its children.
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virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
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virtual void setSubDivideU(const u32 inU);
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virtual void setSubDivideV(const u32 inV);
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virtual u32 getSubDivideU() const { return SubdivideU; }
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virtual u32 getSubDivideV() const { return SubdivideV; }
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virtual void setFootColor(const video::SColor inColor);
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virtual void setTailColor(const video::SColor inColor);
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virtual video::SColor getFootColor() const { return FootColor; }
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virtual video::SColor getTailColor() const { return TailColor; }
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private:
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void constructLight();
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IMesh* Mesh;
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f32 LPDistance; // Distance to hypothetical lightsource point -- affects fov angle
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u32 SubdivideU; // Number of subdivisions in U and V space.
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u32 SubdivideV; // Controls the number of "slices" in the volume.
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// NOTE : Total number of polygons = 2 + ((SubdivideU + 1) + (SubdivideV + 1)) * 2
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// Each slice being a quad plus the rectangular plane at the bottom.
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video::SColor FootColor; // Color at the source
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video::SColor TailColor; // Color at the end.
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core::vector3df LightDimensions; // LightDimensions.Y Distance of shooting -- Length of beams
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// LightDimensions.X and LightDimensions.Z determine the size/dimension of the plane
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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