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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
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HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>NL3D::UPointLight Class Reference</h1>Game interface for manipulating Dynamic Lights. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u__point__light_8h-source.html">u_point_light.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::UPointLight: +<p><center><img src="classNL3D_1_1UPointLight.gif" usemap="#NL3D::UPointLight_map" border="0"></center> +<map name="NL3D::UPointLight_map"> +<area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="0,56,140,80"> +<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,140,24"> +<area href="classNL3D_1_1CPointLightUser.html" alt="NL3D::CPointLightUser" shape="rect" coords="0,168,140,192"> +</map> +<a href="classNL3D_1_1UPointLight-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a0">setAmbient</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the ambient color of the light. Default to Black.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a1">setDiffuse</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> diffuse)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the diffuse color of the light. Default to White.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a2">setSpecular</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specular)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the specular color of the light. Default to White.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a3">setColor</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> color)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the diffuse and specular color of the light to the same value. don't modify _Ambient.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a4">getAmbient</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the ambient color of the light.</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a5">getDiffuse</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the diffuse color of the light.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a6">getSpecular</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the specular color of the light.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a7">setupAttenuation</a> (float attenuationBegin, float attenuationEnd)=0</td></tr> +<tr><td> </td><td><font size=-1><em>setup the attenuation of the light.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a8">getAttenuationBegin</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>get the begin radius of the attenuation.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a9">getAttenuationEnd</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>get the end radius of the attenuation.</em> <a href="#a9">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a10">enableSpotlight</a> (bool enable)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Setup SpotLight.</em> <a href="#a10">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual bool </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a11">isSpotlight</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Is Spotlight enabled?</em> <a href="#a11">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a12">setupSpotAngle</a> (float spotAngleBegin, float spotAngleEnd)=0</td></tr> +<tr><td> </td><td><font size=-1><em>setup the spot AngleBegin and AngleEnd that define spot attenuation of the light.</em> <a href="#a12">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a13">getSpotAngleBegin</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>get the begin radius of the SpotAngles.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual float </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a14">getSpotAngleEnd</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>get the end radius of the SpotAngles.</em> <a href="#a14">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a15">setDeltaPosToSkeletonWhenOutOfFrustum</a> (const CVector &deltaPos)=0</td></tr> +<tr><td> </td><td><font size=-1><em>setup the deltaPosToSkeletonWhenOutOfFrustum When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light can't be computed correctly without animating the skeleton.</em> <a href="#a15">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual const CVector & </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#a16">getDeltaPosToSkeletonWhenOutOfFrustum</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UPointLight.html#a15">setDeltaPosToSkeletonWhenOutOfFrustum</a>().</em> <a href="#a16">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr> +<tr><td nowrap align=right valign=top> </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#z71_0">UPointLight</a> ()</td></tr> +<tr><td nowrap align=right valign=top>virtual </td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html#z71_1">~UPointLight</a> ()</td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +Game interface for manipulating Dynamic Lights. +<p> +<dl compact><dt><b> +Author: </b><dd> +Lionel Berenguier , Nevrax France </dl><dl compact><dt><b> +Date: </b><dd> +2001 </dl> +<p> + +<p> +Definition at line <a class="el" href="u__point__light_8h-source.html#l00045">45</a> of file <a class="el" href="u__point__light_8h-source.html">u_point_light.h</a>.<hr><h2>Constructor & Destructor Documentation</h2> +<a name="z71_0" doxytag="NL3D::UPointLight::UPointLight"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::UPointLight::UPointLight </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline, protected]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="u__point__light_8h-source.html#l00051">51</a> of file <a class="el" href="u__point__light_8h-source.html">u_point_light.h</a>. </td> + </tr> +</table> +<a name="z71_1" doxytag="NL3D::UPointLight::~UPointLight"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual NL3D::UPointLight::~UPointLight </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [inline, protected, virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="u__point__light_8h-source.html#l00052">52</a> of file <a class="el" href="u__point__light_8h-source.html">u_point_light.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="a10" doxytag="NL3D::UPointLight::enableSpotlight"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::enableSpotlight </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">bool </td> + <td class="mdname1" valign="top" nowrap> <em>enable</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Setup SpotLight. +<p> +SpotLight is disabled by default. The direction of the spot is lead by the J vector of the <a class="el" href="classNL3D_1_1UPointLight.html">UPointLight</a> WorldMatrix +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a10">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a4" doxytag="NL3D::UPointLight::getAmbient"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UPointLight::getAmbient </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the ambient color of the light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a4">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a8" doxytag="NL3D::UPointLight::getAttenuationBegin"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::UPointLight::getAttenuationBegin </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the begin radius of the attenuation. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a8">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a9" doxytag="NL3D::UPointLight::getAttenuationEnd"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::UPointLight::getAttenuationEnd </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the end radius of the attenuation. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a9">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a16" doxytag="NL3D::UPointLight::getDeltaPosToSkeletonWhenOutOfFrustum"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual const CVector& NL3D::UPointLight::getDeltaPosToSkeletonWhenOutOfFrustum </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +see <a class="el" href="classNL3D_1_1UPointLight.html#a15">setDeltaPosToSkeletonWhenOutOfFrustum</a>(). +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a16">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a5" doxytag="NL3D::UPointLight::getDiffuse"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UPointLight::getDiffuse </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the diffuse color of the light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a5">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a6" doxytag="NL3D::UPointLight::getSpecular"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UPointLight::getSpecular </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Get the specular color of the light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a6">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a13" doxytag="NL3D::UPointLight::getSpotAngleBegin"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::UPointLight::getSpotAngleBegin </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the begin radius of the SpotAngles. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a13">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a14" doxytag="NL3D::UPointLight::getSpotAngleEnd"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual float NL3D::UPointLight::getSpotAngleEnd </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the end radius of the SpotAngles. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a14">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a11" doxytag="NL3D::UPointLight::isSpotlight"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual bool NL3D::UPointLight::isSpotlight </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap> const<code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Is Spotlight enabled? +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a11">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a0" doxytag="NL3D::UPointLight::setAmbient"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setAmbient </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the ambient color of the light. Default to Black. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a0">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a3" doxytag="NL3D::UPointLight::setColor"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setColor </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>color</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the diffuse and specular color of the light to the same value. don't modify _Ambient. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a3">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a15" doxytag="NL3D::UPointLight::setDeltaPosToSkeletonWhenOutOfFrustum"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setDeltaPosToSkeletonWhenOutOfFrustum </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const CVector & </td> + <td class="mdname1" valign="top" nowrap> <em>deltaPos</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setup the deltaPosToSkeletonWhenOutOfFrustum When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light can't be computed correctly without animating the skeleton. +<p> +To allow good position of the light, and to avoid recomputing the skeleton even if it is clipped, the light position is set to skeletonMatrix * this "deltaPosToSkeletonWhenOutOfFrustum". +<p> +Default is (0, 0, 1.5). You may change this according to the approximate size of the skeleton (dwarf or giant), and you must take into account any mount (horse etc...). eg for a man on a elephant, a good value would be (0,0,5) :) +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a15">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a1" doxytag="NL3D::UPointLight::setDiffuse"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setDiffuse </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>diffuse</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the diffuse color of the light. Default to White. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a1">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a2" doxytag="NL3D::UPointLight::setSpecular"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setSpecular </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> </td> + <td class="mdname1" valign="top" nowrap> <em>specular</em> </td> + <td class="md" valign="top">) </td> + <td class="md" nowrap><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set the specular color of the light. Default to White. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a2">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a7" doxytag="NL3D::UPointLight::setupAttenuation"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setupAttenuation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>attenuationBegin</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>attenuationEnd</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setup the attenuation of the light. +<p> +if (0,0) attenuation is disabled. clamp(attenuationBegin,0 , +oo) and clamp(attenuationEnd, attenuationBegin, +oo) By default, attenuation is 10-30. PERFORMANCE WARNING: big lights (disabled attenuation and big attenuationEnd) slow down performances. (by experience, with a factor of 2). +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a7">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<a name="a12" doxytag="NL3D::UPointLight::setupSpotAngle"></a><p> +<table width="100%" cellpadding="2" cellspacing="0" border="0"> + <tr> + <td class="md"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> virtual void NL3D::UPointLight::setupSpotAngle </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>spotAngleBegin</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>spotAngleEnd</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"><code> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +setup the spot AngleBegin and AngleEnd that define spot attenuation of the light. +<p> +Usefull only if SpotLight NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2 +<p> +Implemented in <a class="el" href="classNL3D_1_1CPointLightUser.html#a12">NL3D::CPointLightUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following file:<ul> +<li><a class="el" href="u__point__light_8h-source.html">u_point_light.h</a></ul> + + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |