127 void defaultLight(
const bool _default ) { defaultLightSource_ = _default; }
196 bool picked( uint _node_idx );
209 virtual void visible(
bool _visible);
Structure to hold options for one LightSource.
virtual void enablePicking(bool _enable)
virtual bool pickingEnabled()
virtual void show()
Sets the whole Scenegraph subtree of this node to visible.
virtual void hide()
Sets the whole Scenegraph subtree of this node to invisible.
virtual void setName(QString _name) override
path to the file from which the object is loaded ( defaults to "." )
virtual void update(UpdateType _type=UPDATE_ALL) override
This function is called to update the object.
virtual void cleanup() override
virtual bool hasNode(BaseNode *_node)
Check if the given node is owned by this object.
virtual bool visible() override
return visiblity
virtual bool picked(uint _node_idx)
detect if the node has been picked
virtual QString getObjectinfo()
Get all Info for the Object as a string.
virtual BaseObject * copy()
Returns a full copy of the object.
LightNode * lightNodeVis_
Light rendering node (only for rendering purposes)
bool defaultLight() const
Is light default light source?
void defaultLight(const bool _default)
Set light object to be default light.
LightNode * lightNode_
Light status node.
const UpdateType UPDATE_ALL(UpdateTypeSet(1))
Identifier for all updates.