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