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+</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::ULight Class Reference</h1><a class="el" href="classNL3D_1_1ULight.html">ULight</a> implementation. +<a href="#_details">More...</a> +<p> +<code>#include <<a class="el" href="u__light_8h-source.html">u_light.h</a>></code> +<p> +<p>Inheritance diagram for NL3D::ULight: +<p><center><img src="classNL3D_1_1ULight.gif" usemap="#NL3D::ULight_map" border="0"></center> +<map name="NL3D::ULight_map"> +<area href="classNL3D_1_1CLightUser.html" alt="NL3D::CLightUser" shape="rect" coords="0,56,112,80"> +</map> +<a href="classNL3D_1_1ULight-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0> +<tr><td colspan=2><br><h2>Public Types</h2></td></tr> +<tr><td nowrap align=right valign=top>enum </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#s3">TLightMode</a> { <a class="el" href="classNL3D_1_1ULight.html#s3s0">DirectionalLight</a>, +<a class="el" href="classNL3D_1_1ULight.html#s3s1">PointLight</a>, +<a class="el" href="classNL3D_1_1ULight.html#s3s2">SpotLight</a> + }</td></tr> +<tr><td colspan=2><br><h2>Public Methods</h2></td></tr> +<tr><td colspan="2"><div class="groupHeader">Quick setup.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#z51_0">setupDirectional</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &ambiant, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &diffuse, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &specular, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction, float constant=1, float linear=0, float quadratic=0)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Quick setup a directional light.</em> <a href="#z51_0">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_1ULight.html#z51_1">setupPointLight</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &ambiant, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &diffuse, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &specular, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &position, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction, float constant=1, float linear=0, float quadratic=0)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Quick setup a point light.</em> <a href="#z51_1">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_1ULight.html#z51_2">setupSpotLight</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &ambiant, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &diffuse, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &specular, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &position, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction, float exponent, float cutoff, float constant=1, float linear=0, float quadratic=0)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Quick setup a spotlight.</em> <a href="#z51_2">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_1ULight.html#z51_3">setupAttenuation</a> (float farAttenuationBegin, float farAttenuationEnd)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Setup attenuation with begin and end attenuation distance.</em> <a href="#z51_3">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_1ULight.html#z51_4">setNoAttenuation</a> ()=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set no attenuation.</em> <a href="#z51_4">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_1ULight.html#z51_5">setupSpotExponent</a> (float hotSpotAngle)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Setup spot exponent with angle of the hotspot.</em> <a href="#z51_5">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Set methods.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual void </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#z52_0">setMode</a> (<a class="el" href="classNL3D_1_1ULight.html#s3">ULight::TLightMode</a> mode)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the light mode.</em> <a href="#z52_0">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_1ULight.html#z52_1">setAmbiant</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &ambiant)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the ambiant color of the light.</em> <a href="#z52_1">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_1ULight.html#z52_2">setDiffuse</a> (const <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.</em> <a href="#z52_2">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_1ULight.html#z52_3">setSpecular</a> (const <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.</em> <a href="#z52_3">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_1ULight.html#z52_4">setPosition</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &position)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the position of the light.</em> <a href="#z52_4">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_1ULight.html#z52_5">setDirection</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &direction)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the direction of the light.</em> <a href="#z52_5">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_1ULight.html#z52_6">setExponent</a> (float exponent)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the Intensity distribution of the light.</em> <a href="#z52_6">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_1ULight.html#z52_7">setCutoff</a> (float cutoff)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set the cutoff of the light in radian.</em> <a href="#z52_7">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_1ULight.html#z52_8">setConstantAttenuation</a> (float constant)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set constant attenuation.</em> <a href="#z52_8">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_1ULight.html#z52_9">setLinearAttenuation</a> (float linear)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set linear attenuation.</em> <a href="#z52_9">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_1ULight.html#z52_10">setQuadraticAttenuation</a> (float quadratic)=0</td></tr> +<tr><td> </td><td><font size=-1><em>Set quadratic attenuation.</em> <a href="#z52_10">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan="2"><div class="groupHeader">Get methods.</div></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1ULight.html#s3">ULight::TLightMode</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#z53_0">getMode</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the light mode.</em> <a href="#z53_0">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_1ULight.html#z53_1">getAmbiant</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the ambiant color of the light.</em> <a href="#z53_1">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_1ULight.html#z53_2">getDiffuse</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the diffuse color of the light.</em> <a href="#z53_2">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_1ULight.html#z53_3">getSpecular</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the specular color of the light.</em> <a href="#z53_3">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#z53_4">getPosition</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the position of the light.</em> <a href="#z53_4">More...</a><em></em></font><br><br></td></tr> +<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#z53_5">getDirection</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the direction of the light.</em> <a href="#z53_5">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_1ULight.html#z53_6">getExponent</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the exponent of the light.</em> <a href="#z53_6">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_1ULight.html#z53_7">getCutoff</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get the cutoff of the light in radian.</em> <a href="#z53_7">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_1ULight.html#z53_8">getConstantAttenuation</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get constant attenuation.</em> <a href="#z53_8">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_1ULight.html#z53_9">getLinearAttenuation</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get linear attenuation.</em> <a href="#z53_9">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_1ULight.html#z53_10">getQuadraticAttenuation</a> () const=0</td></tr> +<tr><td> </td><td><font size=-1><em>Get quadratic attenuation.</em> <a href="#z53_10">More...</a><em></em></font><br><br></td></tr> +<tr><td colspan=2><br><h2>Static Public Methods</h2></td></tr> +<tr><td nowrap align=right valign=top>ULight * </td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html#d0">createLight</a> ()</td></tr> +<tr><td> </td><td><font size=-1><em>This is the static function create a stand alone light.</em> <a href="#d0">More...</a><em></em></font><br><br></td></tr> +</table> +<hr><a name="_details"></a><h2>Detailed Description</h2> +<a class="el" href="classNL3D_1_1ULight.html">ULight</a> implementation. +<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__light_8h-source.html#l00044">44</a> of file <a class="el" href="u__light_8h-source.html">u_light.h</a>.<hr><h2>Member Enumeration Documentation</h2> +<a name="s3" doxytag="NL3D::ULight::TLightMode"></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"> enum NL3D::ULight::TLightMode + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +<dl compact><dt><b> +Enumeration values:</b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em><a name="s3s0" doxytag="DirectionalLight"></a><em>DirectionalLight</em></em> </td><td> +</td></tr> +<tr><td valign=top><em><a name="s3s1" doxytag="PointLight"></a><em>PointLight</em></em> </td><td> +</td></tr> +<tr><td valign=top><em><a name="s3s2" doxytag="SpotLight"></a><em>SpotLight</em></em> </td><td> +</td></tr> +</table> +</dl> + +<p> +Definition at line <a class="el" href="u__light_8h-source.html#l00048">48</a> of file <a class="el" href="u__light_8h-source.html">u_light.h</a>. </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a name="d0" doxytag="NL3D::ULight::createLight"></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"> ULight * NL3D::ULight::createLight </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> [static]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +This is the static function create a stand alone light. +<p> + +<p> +Definition at line <a class="el" href="light__user_8cpp-source.html#l00034">34</a> of file <a class="el" href="light__user_8cpp-source.html">light_user.cpp</a>. </td> + </tr> +</table> +<a name="z53_1" doxytag="NL3D::ULight::getAmbiant"></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::ULight::getAmbiant </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 ambiant color of the light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_1">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_8" doxytag="NL3D::ULight::getConstantAttenuation"></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::ULight::getConstantAttenuation </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 constant attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_8">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_7" doxytag="NL3D::ULight::getCutoff"></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::ULight::getCutoff </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 cutoff of the light in radian. +<p> +Should be between [0, Pi/2]. Used only for SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_7">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_2" doxytag="NL3D::ULight::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::ULight::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_1CLightUser.html#z522_2">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_5" doxytag="NL3D::ULight::getDirection"></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_1CVector.html">NLMISC::CVector</a> NL3D::ULight::getDirection </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 direction of the light. +<p> +Used only for DirectionalLight and SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_5">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_6" doxytag="NL3D::ULight::getExponent"></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::ULight::getExponent </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 exponent of the light. +<p> +Used only for SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_6">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_9" doxytag="NL3D::ULight::getLinearAttenuation"></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::ULight::getLinearAttenuation </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 linear attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_9">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_0" doxytag="NL3D::ULight::getMode"></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="classNL3D_1_1ULight.html#s3">ULight::TLightMode</a> NL3D::ULight::getMode </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 light mode. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_0">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_4" doxytag="NL3D::ULight::getPosition"></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_1CVector.html">NLMISC::CVector</a> NL3D::ULight::getPosition </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 position of the light. +<p> +Used only for SpotLight and PointLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_4">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_10" doxytag="NL3D::ULight::getQuadraticAttenuation"></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::ULight::getQuadraticAttenuation </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 quadratic attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z522_10">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z53_3" doxytag="NL3D::ULight::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::ULight::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_1CLightUser.html#z522_3">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_1" doxytag="NL3D::ULight::setAmbiant"></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::ULight::setAmbiant </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>ambiant</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 ambiant color of the light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_1">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_8" doxytag="NL3D::ULight::setConstantAttenuation"></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::ULight::setConstantAttenuation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>constant</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 constant attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_8">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_7" doxytag="NL3D::ULight::setCutoff"></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::ULight::setCutoff </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>cutoff</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 cutoff of the light in radian. +<p> +Should be between [0, Pi/2]. Used only for SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_7">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_2" doxytag="NL3D::ULight::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::ULight::setDiffuse </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <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. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_2">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_5" doxytag="NL3D::ULight::setDirection"></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::ULight::setDirection </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>direction</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 direction of the light. +<p> +Used only for DirectionalLight and SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_5">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_6" doxytag="NL3D::ULight::setExponent"></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::ULight::setExponent </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>exponent</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 Intensity distribution of the light. +<p> +Should be between [0, 1]. Used only for SpotLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_6">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_9" doxytag="NL3D::ULight::setLinearAttenuation"></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::ULight::setLinearAttenuation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>linear</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 linear attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_9">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_0" doxytag="NL3D::ULight::setMode"></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::ULight::setMode </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ULight.html#s3">ULight::TLightMode</a> </td> + <td class="mdname1" valign="top" nowrap> <em>mode</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 light mode. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_0">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_4" doxytag="NL3D::ULight::setNoAttenuation"></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::ULight::setNoAttenuation </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> [pure virtual]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Set no attenuation. +<p> +The light will not use attenuation. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_4">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_4" doxytag="NL3D::ULight::setPosition"></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::ULight::setPosition </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname1" valign="top" nowrap> <em>position</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 position of the light. +<p> +Used only for SpotLight and PointLight. +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_4">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_10" doxytag="NL3D::ULight::setQuadraticAttenuation"></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::ULight::setQuadraticAttenuation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>quadratic</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 quadratic attenuation. +<p> +The intensity of the light is attenuated this way: light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION + vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION ); +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_10">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z52_3" doxytag="NL3D::ULight::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::ULight::setSpecular </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <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. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z521_3">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_3" doxytag="NL3D::ULight::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::ULight::setupAttenuation </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname" nowrap> <em>farAttenuationBegin</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>farAttenuationEnd</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 attenuation with begin and end attenuation distance. +<p> +<dl compact><dt><b> +Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>farAttenuationBegin</em> </td><td> +is the distance of the begin of the attenuation (attenuation == 0.9f) </td></tr> +<tr><td valign=top><em>farAttenuationEnd</em> </td><td> +is the distance of the end of the attenuation (attenuation == 0.1f) </td></tr> +</table> +</dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_3">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_0" doxytag="NL3D::ULight::setupDirectional"></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::ULight::setupDirectional </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>ambiant</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>specular</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>direction</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>constant</em> = 1, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>linear</em> = 0, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>quadratic</em> = 0</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> +Quick setup a directional light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_0">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_1" doxytag="NL3D::ULight::setupPointLight"></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::ULight::setupPointLight </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>ambiant</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>specular</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>position</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>direction</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>constant</em> = 1, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>linear</em> = 0, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>quadratic</em> = 0</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> +Quick setup a point light. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_1">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_5" doxytag="NL3D::ULight::setupSpotExponent"></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::ULight::setupSpotExponent </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">float </td> + <td class="mdname1" valign="top" nowrap> <em>hotSpotAngle</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 spot exponent with angle of the hotspot. +<p> +<dl compact><dt><b> +Parameters: </b><dd> +<table border=0 cellspacing=2 cellpadding=0> +<tr><td valign=top><em>hotSpotAngle</em> </td><td> +is the angle in radian between the axis of the spot and the vector from light where attenuation is == 0.9. </td></tr> +</table> +</dl> +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_5">NL3D::CLightUser</a>. </td> + </tr> +</table> +<a name="z51_2" doxytag="NL3D::ULight::setupSpotLight"></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::ULight::setupSpotLight </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>ambiant</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>diffuse</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> & </td> + <td class="mdname" nowrap> <em>specular</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>position</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & </td> + <td class="mdname" nowrap> <em>direction</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>exponent</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>cutoff</em>, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>constant</em> = 1, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>linear</em> = 0, </td> + </tr> + <tr> + <td></td> + <td></td> + <td class="md" nowrap>float </td> + <td class="mdname" nowrap> <em>quadratic</em> = 0</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> +Quick setup a spotlight. +<p> + +<p> +Implemented in <a class="el" href="classNL3D_1_1CLightUser.html#z520_2">NL3D::CLightUser</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="u__light_8h-source.html">u_light.h</a><li><a class="el" href="light__user_8cpp-source.html">light_user.cpp</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> |