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NL3D::CPointLightUser Class ReferenceUPointLight implementation.
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#include <point_light_user.h>
Inheritance diagram for NL3D::CPointLightUser:
List of all members.
Detailed Description
UPointLight implementation.
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Author:
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Lionel Berenguier , Nevrax France
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Date:
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2001
Definition at line 49 of file point_light_user.h.
Constructor & Destructor Documentation
NL3D::CPointLightUser::CPointLightUser |
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CScene * |
scene, |
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IModel * |
trans |
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virtual NL3D::CPointLightUser::~CPointLightUser |
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[inline, virtual] |
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Member Function Documentation
void NL3D::CPointLightUser::enableSpotlight |
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bool |
enable |
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[virtual] |
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NLMISC::CRGBA NL3D::CPointLightUser::getAmbient |
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const [virtual] |
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float NL3D::CPointLightUser::getAttenuationBegin |
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const [virtual] |
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float NL3D::CPointLightUser::getAttenuationEnd |
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const [virtual] |
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const CVector & NL3D::CPointLightUser::getDeltaPosToSkeletonWhenOutOfFrustum |
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const [virtual] |
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NLMISC::CRGBA NL3D::CPointLightUser::getDiffuse |
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const [virtual] |
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NLMISC::CRGBA NL3D::CPointLightUser::getSpecular |
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const [virtual] |
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float NL3D::CPointLightUser::getSpotAngleBegin |
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const [virtual] |
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float NL3D::CPointLightUser::getSpotAngleEnd |
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const [virtual] |
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bool NL3D::CPointLightUser::isSpotlight |
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const [virtual] |
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void NL3D::CPointLightUser::setAmbient |
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NLMISC::CRGBA |
ambient |
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[virtual] |
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void NL3D::CPointLightUser::setColor |
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NLMISC::CRGBA |
color |
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[virtual] |
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void NL3D::CPointLightUser::setDeltaPosToSkeletonWhenOutOfFrustum |
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const CVector & |
deltaPos |
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[virtual] |
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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.
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".
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) :)
Implements NL3D::UPointLight.
Definition at line 137 of file point_light_user.cpp.
References _PointLightModel, and NL3D_MEM_POINTLIGHT. |
void NL3D::CPointLightUser::setDiffuse |
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NLMISC::CRGBA |
diffuse |
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[virtual] |
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void NL3D::CPointLightUser::setSpecular |
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NLMISC::CRGBA |
specular |
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[virtual] |
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void NL3D::CPointLightUser::setupAttenuation |
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float |
attenuationBegin, |
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float |
attenuationEnd |
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[virtual] |
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setup the attenuation of the light.
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).
Implements NL3D::UPointLight.
Definition at line 89 of file point_light_user.cpp.
References _PointLightModel, and NL3D_MEM_POINTLIGHT. |
void NL3D::CPointLightUser::setupSpotAngle |
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float |
spotAngleBegin, |
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float |
spotAngleEnd |
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[virtual] |
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Member Data Documentation
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This is the SAME pointer than _Transform, but correctly casted.
Definition at line 53 of file point_light_user.h.
Referenced by CPointLightUser, enableSpotlight, getAmbient, getAttenuationBegin, getAttenuationEnd, getDeltaPosToSkeletonWhenOutOfFrustum, getDiffuse, getSpecular, getSpotAngleBegin, getSpotAngleEnd, isSpotlight, setAmbient, setColor, setDeltaPosToSkeletonWhenOutOfFrustum, setDiffuse, setSpecular, setupAttenuation, setupSpotAngle, and ~CPointLightUser. |
The documentation for this class was generated from the following files:
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