irrlicht/source/Irrlicht/CVolumeLightSceneNode.h

97 lines
3.4 KiB
C++

// 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 "IVolumeLightSceneNode.h"
#include "SMeshBuffer.h"
namespace irr
{
namespace scene
{
class CVolumeLightSceneNode : public IVolumeLightSceneNode
{
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));
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& 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);
virtual void setSubDivideU (const u32 inU);
virtual void setSubDivideV (const u32 inV);
virtual u32 getSubDivideU () const { return SubdivideU; }
virtual u32 getSubDivideV () const { return SubdivideV; }
virtual void setFootColour(const video::SColor inColouf);
virtual void setTailColour(const video::SColor inColouf);
virtual video::SColor getFootColour () const { return FootColour; }
virtual 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