Index: code/branches/objecthierarchy2/src/orxonox/objects/worldentities/Light.h
===================================================================
--- code/branches/objecthierarchy2/src/orxonox/objects/worldentities/Light.h	(revision 2172)
+++ code/branches/objecthierarchy2/src/orxonox/objects/worldentities/Light.h	(revision 2447)
@@ -54,19 +54,67 @@
                 { return this->light_; }
 
-            const std::string& getName() const;
-
             inline void setType(Ogre::Light::LightTypes type)
-                { this->type_ = type; this->changedType(); }
-            Ogre::Light::LightTypes getType() const
+                { this->type_ = type; this->updateType(); }
+            inline Ogre::Light::LightTypes getType() const
                 { return this->type_; }
 
-            void setDiffuseColour(const ColourValue& colour);
-            const ColourValue& getDiffuseColour() const;
+            inline void setDiffuseColour(const ColourValue& colour)
+                { this->diffuse_ = colour; this->updateDiffuseColour(); }
+            inline const ColourValue& getDiffuseColour() const
+                { return this->diffuse_; }
 
-            void setSpecularColour(const ColourValue& colour);
-            const ColourValue& getSpecularColour() const;
+            inline void setSpecularColour(const ColourValue& colour)
+                { this->specular_ = colour; this->updateSpecularColour(); }
+            inline const ColourValue& getSpecularColour() const
+                { return this->specular_; }
 
-            void setDirection(const Vector3& direction);
-            const Vector3& getDirection() const;
+            /**
+                @brief Sets the attenuation parameters of the light source i.e. how it diminishes with distance.
+
+                @param attenuation.x range (The absolute upper range of the light in world units)
+                @param attenuation.y constant (The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation)
+                @param attenuation.z linear (The linear factor in the attenuation formula: 1 means attenuate evenly over the distance)
+                @param attenuation.w quadratic (The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula)
+
+                Quote from the Ogre API:
+                Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects.
+                Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.
+                This follows a standard attenuation approach - see any good 3D text for the details of what they mean since i don't have room here!
+
+                Quote from the Ogre wiki:
+                "Using these numbers, the light has 100% intensity at 0 distance, and
+                trails off to near black at a distance equal to the Range. Keep in mind
+                that most of the light falls in the first 20% of the range."
+
+                Range   Constant   Linear     Quadratic
+                3250,     1.0,     0.0014,    0.000007
+                600,      1.0,     0.007,     0.0002
+                325,      1.0,     0.014,     0.0007
+                200,      1.0,     0.022,     0.0019
+                160,      1.0,     0.027,     0.0028
+                100,      1.0,     0.045,     0.0075
+                65,       1.0,     0.07,      0.017
+                50,       1.0,     0.09,      0.032
+                32,       1.0,     0.14,      0.07
+                20,       1.0,     0.22,      0.20
+                13,       1.0,     0.35,      0.44
+                7,        1.0,     0.7,       1.8
+            */
+            inline void setAttenuation(const Vector4& attenuation)
+                { this->attenuation_ = attenuation; this->updateAttenuation(); }
+            inline const Vector4& getAttenuation() const
+                { return this->attenuation_; }
+
+            /**
+                @brief Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them.
+
+                @param spotlightRange.x innerAngle (The angle covered by the bright inner cone)
+                @param spotlightRange.x outerAngle (The angle covered by the outer cone)
+                @param spotlightRange.x falloff (The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.)
+            */
+            inline void setSpotlightRange(const Vector3& spotlightRange)
+                { this->spotlightRange_ = spotlightRange; this->updateSpotlightRange(); }
+            inline const Vector3& getSpotlightRange() const
+                { return this->spotlightRange_; }
 
         private:
@@ -74,10 +122,16 @@
             std::string getTypeString() const;
 
-            void changedType();
+            void updateType();
+            void updateDiffuseColour();
+            void updateSpecularColour();
+            void updateAttenuation();
+            void updateSpotlightRange();
 
-            static unsigned int lightCounter_s;
             Ogre::Light* light_;
             Ogre::Light::LightTypes type_;
-
+            ColourValue diffuse_;
+            ColourValue specular_;
+            Vector4 attenuation_;
+            Vector3 spotlightRange_;
     };
 }
