LightOmni Class
Header: | #include <UnigineLights.h> |
Inherits: | Light |
This class is used to create omni directional light sources. It is possible to modulate the light from omni light sources with a texture.
Example
The following code illustrates how to create an omni light source and set its parameters.
#include <UnigineLights.h>
using namespace Unigine;
/* .. */
// creating an omni light source and setting its color to white, attenuation distance to 10 units
LightOmniPtr light_omni = LightOmni::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f), 10.0f, "");
// setting the name of the light source
light_omni->setName("omni");
// setting position of the light source
light_omni->setNodeWorldPosition(Math::Vec3(0.0f, 0.0f, 5.0f));
// setting a texture named "mytexture.tga" for light modulation
projector->setTexturePath("mytexture.tga");
// setting light intensity
light_omni->setIntensity(0.1f);
LightOmni Class
Members
static LightOmniPtr create(const Math::vec4 & color, float attenuation_distance, const char * name = 0)
Constructor. Creates a new omni light source with the given parameters.Arguments
- const Math::vec4 & color - Color of the new light source.
- float attenuation_distance - Attenuation distance
- const char * name - Name of the source.
Ptr<LightOmni> cast(const Ptr<Node> & node)
Casts a LightOmni out of the Node instance.Arguments
- const Ptr<Node> & node - Pointer to Node.
Return value
Pointer to LightOmni.Ptr<LightOmni> cast(const Ptr<Light> & base)
Casts a LightOmni out of the Light instance.Arguments
- const Ptr<Light> & base - Pointer to Light.
Return value
Pointer to LightOmni.void setAttenuationDistance(float distance)
Updates the distance from the light source shape, at which the light source doesn't illuminate anything.Arguments
- float distance - Distance from the light source shape, at which the light source doesn't illuminate anything.
float getAttenuationDistance()
Returns the distance from the light source shape, at which the light source doesn't illuminate anything.Return value
Distance from the light source shape, at which the light source doesn't illuminate anything.void setTexture(const Ptr<Texture> & texture)
Sets the light image texture smart pointer.Arguments
- const Ptr<Texture> & texture - Texture smart pointer.
Ptr<Texture> getTexture()
Gets a light image texture smart pointer.Return value
Returns image texture smart pointer.int setTextureImage(const Ptr<Image> & image, int dynamic = 0)
Sets a given Image instance as the light image texture. If you need to set a texture of all the lights in the scene, set dynamic flag to 1.Arguments
- const Ptr<Image> & image - New texture to set.
- int dynamic - Dynamic texture flag.
- If set to 0, changing a texture of the light instance will also affect all the lights in the scene.
- If set to 1, an image will be successfully set only for the current light instance.
Return value
Returns 1 if the texture is set successfully; otherwise, 0.int getTextureImage(const Ptr<Image> & image)
Reads the light image texture into an Image instance.Arguments
- const Ptr<Image> & image - Image, into which the texture is read.
Return value
Returns 1 if the texture is read successfully; otherwise, 0.void setTexturePath(const char * name)
Updates the cube map texture used with this light source.Arguments
- const char * name - Name (path) of the new cube map texture.
const char * getTexturePath()
Returns the name (path) of the cubemap texture used with this light source.Return value
Name of the cubemap texture.void setShadowMask(int mask)
Updates the shadow mask for the omni light source. The bit mask defines shadowing of six cube map sides in the following way: positive and negative X-axis, positive and negative Y-axis, and positive and negative Z-axis. By default, no mask is applied.Arguments
- int mask - Integer, each bit of which is used to set a mask.
int getShadowMask()
Returns the current shadow mask set for the omni light source. The bit mask defines shadowing of six cube map sides in the following way: positive and negative X-axis, positive and negative Y-axis, and positive and negative Z-axis.Return value
Integer, each bit of which is used to set a mask.void setShapeHeight(float height)
Updates the height of the rectangular light source.Arguments
- float height - Height of the light source shape.
float getShapeHeight()
Returns the height of the rectangular light source.Return value
Height of the light source shape.void setShapeLength(float length)
Updates the length of the capsule-shaped or rectangular light source.Arguments
- float length - Length of the light source shape.
float getShapeLength()
Returns a length of the capsule-shaped or rectangular light source.Return value
Length of the light source shape.void setShapeRadius(float radius)
Updates the radius of the spherical, capsule-shaped or rectangular light source.In case of the rectangular shape, the corner radius is set.
Arguments
- float radius - Radius of the light source shape.
float getShapeRadius()
Returns a radius of the spherical, capsule-shaped or rectangular light source.In case of the rectangular shape, the corner radius will be returned.
Return value
Radius of the light source shape.void setShapeType(int type)
Updates the shape of the light source.A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Arguments
- int type - Shape of the light source (one of the SHAPE_* variables).
int getShapeType()
Returns the shape of the light source.A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Return value
Shape of the light source (one of the SHAPE_* variables).Math::vec3 getSize()
Returns the size of the area illuminated by the light source. Depending on the shape type, the size varies:- If the light is point-shaped, each component of the vector will be equal to the attenuation distance:
vec3(attenuation_distance)
- If the light is spherical, each component of the vector will be equal to the attenuation distance + sphere radius:
vec3(attenuation_distance + sphere_radius)
- If the light is capsule-shaped, the 1st component of the vector will be equal to attenuation distance + capsule length:
vec3(attenuation_distance + capsule_length,attenuation_distance,attenuation_distance)
- If the light is rectangular, the 2nd component of the vector will be equal to attenuation distance + rectangle height:
vec3(attenuation_distance,attenuation_distance + rectangle_height,attenuation_distance)
Return value
A size of the illuminated area.int type()
Returns the type of the node.Return value
Light type identifier.Last update: 2017-10-20
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