// Copyright (C) 2002-2007 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 "ISceneNode.h" #include "SMeshBuffer.h" namespace irr { namespace scene { class CVolumeLightSceneNode : public ISceneNode { 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)); //! destructor virtual ~CVolumeLightSceneNode(); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const; //! returns the material based on the zero based index i. To get the amount //! of materials used by this scene node, use getMaterialCount(). //! This function is needed for inserting the node into the scene hirachy on a //! optimal position for minimizing renderstate changes, but can also be used //! to directly modify the material of a scene node. 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_CUBE; } //! 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); void setSubDivideU (const u32 inU) { SubdivideU = inU; } void setSubDivideV (const u32 inV) { SubdivideV = inV; } u32 getSubDivideU () const { return SubdivideU; } u32 getSubDivideV () const { return SubdivideV; } void setFootColour(const video::SColor inColouf) { FootColour = inColouf; } void setTailColour(const video::SColor inColouf) { TailColour = inColouf; } video::SColor getFootColour () const { return FootColour; } video::SColor getTailColour () const { return TailColour; } private: void addToBuffer(video::S3DVertex v); void constructLight(); SMeshBuffer * Buffer; 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 FootColour; // Color at the source video::SColor TailColour; // 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