Leaf Node for defining a light in the scene
Inheritance:
Public Methods
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LightSource()
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LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY)
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META_Node(osg, LightSource)
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void setReferenceFrame(ReferenceFrame rf)
- Set the light sources's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame.
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ReferenceFrame getReferenceFrame() const
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void setLight(StateAttribute* light)
- Set the attached light
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inline StateAttribute* getLight()
- Get the attached light
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inline const StateAttribute* getLight() const
- Get the const attached light
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void setStateSetModes(StateSet&, StateAttribute::GLModeValue) const
- Set the GLModes on StateSet associated with the LightSource
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void setLocalStateSetModes(StateAttribute::GLModeValue=StateAttribute::ON)
- Set up the local StateSet
Public Members
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enum ReferenceFrame
Protected Fields
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StateAttribute::GLModeValue _value
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ref_ptr<StateAttribute> _light
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ReferenceFrame _referenceFrame
Protected Methods
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virtual ~LightSource()
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virtual bool computeBound() const
Inherited from Group:
Public Methods
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virtual Group* asGroup()
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virtual const Group* asGroup() const
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virtual void traverse(NodeVisitor& nv)
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virtual bool addChild( Node* child )
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virtual bool removeChild( Node* child )
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virtual bool removeChild(unsigned int pos, unsigned int numChildrenToRemove=1)
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virtual bool replaceChild( Node* origChild, Node* newChild )
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inline unsigned int getNumChildren() const
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virtual bool setChild( unsigned int i, Node* node )
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inline Node* getChild( unsigned int i )
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inline const Node* getChild( unsigned int i ) const
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inline bool containsNode( const Node* node ) const
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inline unsigned int getChildIndex( const Node* node ) const
Public Members
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typedef std::vector<ref_ptr<Node> > ChildList
Protected Fields
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ChildList _children
Inherited from Node:
Public Methods
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virtual Object* cloneType() const
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virtual Object* clone(const CopyOp& copyop) const
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virtual bool isSameKindAs(const Object* obj) const
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virtual const char* libraryName() const
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virtual const char* className() const
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virtual Transform* asTransform()
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virtual const Transform* asTransform() const
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virtual void accept(NodeVisitor& nv)
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virtual void ascend(NodeVisitor& nv)
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inline void setName( const std::string& name )
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inline void setName( const char* name )
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inline const std::string& getName() const
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inline const ParentList& getParents() const
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inline ParentList getParents()
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inline Group* getParent(unsigned int i)
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inline const Group* getParent(unsigned int i) const
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inline unsigned int getNumParents() const
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void setUpdateCallback(NodeCallback* nc)
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inline NodeCallback* getUpdateCallback()
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inline const NodeCallback* getUpdateCallback() const
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void setAppCallback(NodeCallback* nc)
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inline NodeCallback* getAppCallback()
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inline const NodeCallback* getAppCallback() const
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inline unsigned int getNumChildrenRequiringUpdateTraversal() const
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void setCullCallback(NodeCallback* nc)
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inline NodeCallback* getCullCallback()
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inline const NodeCallback* getCullCallback() const
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void setCullingActive(bool active)
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inline bool getCullingActive() const
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inline unsigned int getNumChildrenWithCullingDisabled() const
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inline bool isCullingActive() const
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inline unsigned int getNumChildrenWithOccluderNodes() const
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bool containsOccluderNodes() const
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inline void setNodeMask(NodeMask nm)
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inline NodeMask getNodeMask() const
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inline const DescriptionList& getDescriptions() const
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inline DescriptionList& getDescriptions()
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inline const std::string& getDescription(unsigned int i) const
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inline std::string& getDescription(unsigned int i)
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inline unsigned int getNumDescriptions() const
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void addDescription(const std::string& desc)
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inline void setStateSet(osg::StateSet* dstate)
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osg::StateSet* getOrCreateStateSet()
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inline osg::StateSet* getStateSet()
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inline const osg::StateSet* getStateSet() const
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inline const BoundingSphere& getBound() const
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void dirtyBound()
Public Members
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typedef std::vector<Group*> ParentList
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typedef unsigned int NodeMask
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typedef std::vector<std::string> DescriptionList
Protected Fields
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mutable BoundingSphere _bsphere
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mutable bool _bsphere_computed
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std::string _name
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ParentList _parents
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ref_ptr<NodeCallback> _updateCallback
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unsigned int _numChildrenRequiringUpdateTraversal
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ref_ptr<NodeCallback> _cullCallback
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bool _cullingActive
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unsigned int _numChildrenWithCullingDisabled
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unsigned int _numChildrenWithOccluderNodes
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NodeMask _nodeMask
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DescriptionList _descriptions
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ref_ptr<StateSet> _stateset
Protected Methods
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void addParent(osg::Group* node)
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void removeParent(osg::Group* node)
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void setNumChildrenRequiringUpdateTraversal(unsigned int num)
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void setNumChildrenWithCullingDisabled(unsigned int num)
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void setNumChildrenWithOccluderNodes(unsigned int num)
Inherited from Object:
Public Methods
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inline void setDataVariance(DataVariance dv)
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inline DataVariance getDataVariance() const
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inline void setUserData(Referenced* obj)
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inline Referenced* getUserData()
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inline const Referenced* getUserData() const
Public Members
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enum DataVariance
Protected Fields
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DataVariance _dataVariance
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ref_ptr<Referenced> _userData
Public Methods
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inline Referenced& operator = (Referenced&)
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static void setDeleteHandler(DeleteHandler* handler)
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static DeleteHandler* getDeleteHandler()
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inline void ref() const
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inline void unref_nodelete() const
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inline int referenceCount() const
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inline void unref() const
Protected Fields
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mutable int _refCount
Documentation
Leaf Node for defining a light in the scene
- LightSource()
- LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY)
- META_Node(osg, LightSource)
- enum ReferenceFrame
- RELATIVE_TO_PARENTS
- RELATIVE_TO_ABSOLUTE
- void setReferenceFrame(ReferenceFrame rf)
- Set the light sources's ReferenceFrame, either to be relative to its
parent reference frame, or relative to an absolute coordinate
frame. RELATIVE_TO_PARENTS is the default.
Note: setting the ReferenceFrame to be RELATIVE_TO_ABSOLUTE will
also set the CullingActive flag on the light source, and hence all
of its parents, to false, thereby disabling culling of it and
all its parents. This is neccessary to prevent inappropriate
culling, but may impact cull times if the absolute light source is
deep in the scene graph. It is therefore recommend to only use
absolute light source at the top of the scene.
- ReferenceFrame getReferenceFrame() const
- void setLight(StateAttribute* light)
- Set the attached light
- inline StateAttribute* getLight()
- Get the attached light
- inline const StateAttribute* getLight() const
- Get the const attached light
- void setStateSetModes(StateSet&, StateAttribute::GLModeValue) const
- Set the GLModes on StateSet associated with the LightSource
- void setLocalStateSetModes(StateAttribute::GLModeValue=StateAttribute::ON)
- Set up the local StateSet
- virtual ~LightSource()
- virtual bool computeBound() const
- StateAttribute::GLModeValue _value
- ref_ptr<StateAttribute> _light
- ReferenceFrame _referenceFrame
- This class has no child classes.
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