Commit b1c52e4d authored by hybrid's avatar hybrid

Minor coding changes.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1166 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 0e88bcc1
......@@ -307,7 +307,7 @@ namespace scene
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
// Example Useage:
// Example Usage:
// scene::ISceneNode * n = smgr->addVolumeLightSceneNode(NULL, -1,
// 32, //Sub Divid U
// 32, //Sub Divid V
......@@ -322,7 +322,7 @@ namespace scene
// }
//
virtual ISceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const s32 subdivU = 32, const s32 subdivV = 32,
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),
......
......@@ -415,9 +415,8 @@ ISceneNode* CSceneManager::addQuake3SceneNode( IMeshBuffer* meshBuffer,
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
ISceneNode* CSceneManager::addVolumeLightSceneNode(ISceneNode* parent, s32 id,
const s32 subdivU, const s32 subdivV,
const video::SColor foot,
const video::SColor tail,
const u32 subdivU, const u32 subdivV,
const video::SColor foot, const video::SColor tail,
const core::vector3df& position, const core::vector3df& rotation, const core::vector3df& scale)
{
if (!parent)
......
......@@ -53,7 +53,7 @@ namespace scene
//! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped.
virtual ISceneNode* addVolumeLightSceneNode(ISceneNode* parent=0, s32 id=-1,
const s32 subdivU = 32, const s32 subdivV = 32,
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));
......
This diff is collapsed.
......@@ -20,7 +20,7 @@ namespace scene
//! constructor
CVolumeLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const s32 subdivU = 32, const s32 subdivV = 32,
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),
......@@ -60,17 +60,17 @@ namespace scene
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
void setSubDivideU (const s32 inU) { mSubdivideU = inU; }
void setSubDivideV (const s32 inV) { mSubdivideV = inV; }
void setSubDivideU (const u32 inU) { SubdivideU = inU; }
void setSubDivideV (const u32 inV) { SubdivideV = inV; }
s32 getSubDivideU () const { return mSubdivideU; }
s32 getSubDivideV () const { return mSubdivideV; }
u32 getSubDivideU () const { return SubdivideU; }
u32 getSubDivideV () const { return SubdivideV; }
void setFootColour(const video::SColor inColouf) { mfootColour = inColouf; }
void setTailColour(const video::SColor inColouf) { mtailColour = inColouf; }
void setFootColour(const video::SColor inColouf) { FootColour = inColouf; }
void setTailColour(const video::SColor inColouf) { TailColour = inColouf; }
video::SColor getFootColour () const { return mfootColour; }
video::SColor getTailColour () const { return mtailColour; }
video::SColor getFootColour () const { return FootColour; }
video::SColor getTailColour () const { return TailColour; }
private:
void addToBuffer(video::S3DVertex v);
......@@ -78,18 +78,18 @@ namespace scene
SMeshBuffer * Buffer;
f32 mlpDistance; // Distance to hypothetical lightsource point -- affects fov angle
f32 LPDistance; // Distance to hypothetical lightsource point -- affects fov angle
s32 mSubdivideU; // Number of subdivisions in U and V space.
s32 mSubdivideV; // Controls the number of "slices" in the volume.
// NOTE : Total number of polygons = 2 + ((mSubdiveU + 1) + (mSubdivideV + 1)) * 2
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 mfootColour; // Color at the source
video::SColor mtailColour; // Color at the end.
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
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
......
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