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 f32 getRadius() const =0
Gets the light's radius of influence.
float f32
32 bit floating point variable.
virtual bool isVisible() const
Returns whether the node should be visible (if all of its parents are visible).
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 recources, 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.
ILightSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0))
constructor