Свойство | Type | Description | |
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DefaultDirection | Vector3 | ||
animableAttributes | string[] |
Свойство | Type | Description | |
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attenuationConst | float | ||
attenuationLinear | float | ||
attenuationQuad | float | ||
derivedDirection | Vector3 | ||
derivedPosition | Vector3 | ||
diffuse | |||
direction | Vector3 | ||
frustumClipVolumes | PlaneBoundedVolumeList | ||
lastParentOrientation | |||
lastParentPosition | Vector3 | ||
localTransformDirty | bool | ||
nearClipVolume | |||
ownShadowFarDistance | bool | ||
position | Vector3 | ||
powerScale | Real | ||
range | float | ||
shadowFarDistance | Real | ||
shadowFarDistanceSquared | Real | ||
specular | |||
spotFalloff | float | ||
spotInner | float | ||
spotOuter | float | ||
tempSquaredDist | float | ||
type | LightType |
Méthode | Description | |
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CompareTo ( object obj ) : int |
Used to compare this light to another light for sorting.
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CreateAnimableValue ( string valueName ) : Axiom.Animating.AnimableValue | ||
GetAs4DVector ( ) : Vector4 |
Gets the details of this light as a 4D vector. Getting details of a light as a 4D vector can be useful for doing general calculations between different light types; for example the vector can represent both position lights (w=1.0f) and directional lights (w=0.0f) and be used in the same calculations. |
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Light ( ) : System |
Default constructor.
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Light ( string name ) : System |
Normal constructor. Should not be called directly, but rather the SceneManager.CreateLight method should be used.
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NotifyCurrentCamera ( |
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ResetCustomShadowCameraSetup ( ) : void |
Reset the shadow camera setup to the default.
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SetAttenuation ( float range, float constant, float linear, float quadratic ) : void |
Sets the attenuation parameters of the light in a single call.
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SetSpotlightRange ( float innerAngle, float outerAngle ) : void |
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SetSpotlightRange ( float innerAngle, float outerAngle, float falloff ) : void |
Sets the spotlight parameters in a single call.
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Update ( ) : void |
Updates this lights position.
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UpdateRenderQueue ( |
Méthode | Description | |
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GetFrustumClipVolumes ( |
Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole. Each of the volumes is a pyramid for a point/spot light and a cuboid for a directional light. |
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GetNearClipVolume ( |
Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light. This volume is a pyramid for a point/spot light and a cuboid for a directional light. It can used to detect whether an object could be casting a shadow on the viewport. Note that the reference returned is to a shared volume which will be reused across calls to this method. |
public CreateAnimableValue ( string valueName ) : Axiom.Animating.AnimableValue | ||
valueName | string | |
Résultat | Axiom.Animating.AnimableValue |
public NotifyCurrentCamera ( |
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camera | ||
Résultat | void |
public ResetCustomShadowCameraSetup ( ) : void | ||
Résultat | void |
public SetAttenuation ( float range, float constant, float linear, float quadratic ) : void | ||
range | float | |
constant | float | |
linear | float | |
quadratic | float | |
Résultat | void |
public SetSpotlightRange ( float innerAngle, float outerAngle ) : void | ||
innerAngle | float | |
outerAngle | float | |
Résultat | void |
public SetSpotlightRange ( float innerAngle, float outerAngle, float falloff ) : void | ||
innerAngle | float | |
outerAngle | float | |
falloff | float | |
Résultat | void |
public UpdateRenderQueue ( |
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queue | ||
Résultat | void |
public static Vector3 DefaultDirection | ||
Résultat | Vector3 |
public static string[] animableAttributes | ||
Résultat | string[] |
protected PlaneBoundedVolumeList frustumClipVolumes | ||
Résultat | PlaneBoundedVolumeList |
protected Quaternion,Axiom.Math lastParentOrientation | ||
Résultat |
protected PlaneBoundedVolume,Axiom.Math nearClipVolume | ||
Résultat |
protected Real shadowFarDistanceSquared | ||
Résultat | Real |