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 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
Protected Fields
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StateAttribute::GLModeValue _value
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ref_ptr<StateAttribute> _light
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 replaceChild( Node* origChild, Node* newChild )
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inline unsigned int getNumChildren() const
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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 ChildList::iterator findNode( const Node* node )
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inline ChildList::const_iterator findNode( const Node* node ) const
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inline unsigned int findChildNo( 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
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)
- 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
- This class has no child classes.
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