📄 wmllightnode.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLLIGHTNODE_H
#define WMLLIGHTNODE_H
#include "WmlLight.h"
#include "WmlNode.h"
namespace Wml
{
class WML_ITEM LightNode : public Node
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// construction
LightNode (Light* pkLight = NULL, int iQuantity = 1, int iGrowBy = 1);
// member access
void SetLight (Light* pkLight);
Light* GetLight ();
const Light* GetLight () const;
// Geometric updates. The world translation of the node is used for the
// location of a point/spot light. The last column of the world rotation
// matrix is used for the direction of a directional/spot light. Location
// is irrelevant for a directional light. Location and direction are
// irrelevant for an ambient light.
virtual void UpdateWorldData (float fAppTime);
// support for searching by name
virtual Object* GetObjectByName (const char* acName);
virtual void GetAllObjectsByName (const char* acName,
std::vector<Object*>& rkObjects);
protected:
LightPtr m_spkLight;
};
WmlSmartPointer(LightNode);
WmlRegisterStream(LightNode);
#include "WmlLightNode.inl"
}
#endif
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