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NL3D::UPointLight Class ReferenceGame interface for manipulating Dynamic Lights.
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#include <u_point_light.h>
Inheritance diagram for NL3D::UPointLight:
List of all members.
Detailed Description
Game interface for manipulating Dynamic Lights.
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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 45 of file u_point_light.h.
Constructor & Destructor Documentation
NL3D::UPointLight::UPointLight |
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[inline, protected] |
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virtual NL3D::UPointLight::~UPointLight |
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[inline, protected, virtual] |
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Member Function Documentation
virtual void NL3D::UPointLight::enableSpotlight |
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bool |
enable |
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[pure virtual] |
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Setup SpotLight.
SpotLight is disabled by default. The direction of the spot is lead by the J vector of the UPointLight WorldMatrix
Implemented in NL3D::CPointLightUser. |
virtual NLMISC::CRGBA NL3D::UPointLight::getAmbient |
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const [pure virtual] |
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virtual float NL3D::UPointLight::getAttenuationBegin |
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const [pure virtual] |
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virtual float NL3D::UPointLight::getAttenuationEnd |
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const [pure virtual] |
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virtual const CVector& NL3D::UPointLight::getDeltaPosToSkeletonWhenOutOfFrustum |
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const [pure virtual] |
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virtual NLMISC::CRGBA NL3D::UPointLight::getDiffuse |
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const [pure virtual] |
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virtual NLMISC::CRGBA NL3D::UPointLight::getSpecular |
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const [pure virtual] |
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virtual float NL3D::UPointLight::getSpotAngleBegin |
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const [pure virtual] |
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virtual float NL3D::UPointLight::getSpotAngleEnd |
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const [pure virtual] |
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virtual bool NL3D::UPointLight::isSpotlight |
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const [pure virtual] |
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virtual void NL3D::UPointLight::setAmbient |
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NLMISC::CRGBA |
ambient |
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[pure virtual] |
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virtual void NL3D::UPointLight::setColor |
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NLMISC::CRGBA |
color |
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[pure virtual] |
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Set the diffuse and specular color of the light to the same value. don't modify _Ambient.
Implemented in NL3D::CPointLightUser. |
virtual void NL3D::UPointLight::setDeltaPosToSkeletonWhenOutOfFrustum |
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const CVector & |
deltaPos |
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[pure 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) :)
Implemented in NL3D::CPointLightUser. |
virtual void NL3D::UPointLight::setDiffuse |
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NLMISC::CRGBA |
diffuse |
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[pure virtual] |
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virtual void NL3D::UPointLight::setSpecular |
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NLMISC::CRGBA |
specular |
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[pure virtual] |
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virtual void NL3D::UPointLight::setupAttenuation |
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float |
attenuationBegin, |
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float |
attenuationEnd |
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[pure 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).
Implemented in NL3D::CPointLightUser. |
virtual void NL3D::UPointLight::setupSpotAngle |
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float |
spotAngleBegin, |
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float |
spotAngleEnd |
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[pure virtual] |
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setup the spot AngleBegin and AngleEnd that define spot attenuation of the light.
Usefull only if SpotLight NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2
Implemented in NL3D::CPointLightUser. |
The documentation for this class was generated from the following file:
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