This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

LightOmni Class

Header: #include <UnigineLights.h>
Inherits from: Light

This class is used to create omni directional light sources. It is possible to modulate the light from omni light sources with a texture.

Example#

The following code illustrates how to create an omni light source and set its parameters.

Source code (UnigineScript)
#include <UnigineLights.h>
using namespace Unigine;

/* .. */

// creating an omni light source and setting its color to white, attenuation distance to 10 units
LightOmniPtr light_omni = LightOmni::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f), 10.0f, "");

// setting the name of the light source
light_omni->setName("omni");

// setting position of the light source
light_omni->setWorldPosition(Math::Vec3(0.0f, 0.0f, 5.0f));

// setting a texture named "mytexture.tga" for light modulation
projector->setTexturePath("mytexture.tga");

// setting light intensity
light_omni->setIntensity(0.1f);

See Also#

  • A set of UnigineScript samples located in the <UnigineSDK>/data/samples/lights/ folder:
    • omni_00
    • omni_01
    • omni_03
    • omni_04
    • omni_06
  • A C++ API sample located in the source/samples/Api/Nodes/Lights folder

LightOmni Class

Members


static LightOmniPtr create ( const Math::vec4 & color, float attenuation_distance, const char * name = 0 ) #

Constructor. Creates a new omni light source with the given parameters.

Arguments

  • const Math::vec4 & color - Color of the new light source.
  • float attenuation_distance - Attenuation distance
  • const char * name - Name of the source.

void setAttenuationDistance ( float distance ) #

Updates the distance from the light source shape, at which the light source doesn't illuminate anything.

Arguments

  • float distance - Distance from the light source shape, at which the light source doesn't illuminate anything.

float getAttenuationDistance ( ) #

Returns the distance from the light source shape, at which the light source doesn't illuminate anything.

Return value

Distance from the light source shape, at which the light source doesn't illuminate anything.

void setTexture ( const Ptr<Texture> & texture ) #

Sets the light image texture smart pointer.

Arguments

  • const Ptr<Texture> & texture - Texture smart pointer.

Ptr<Texture> getTexture ( ) #

Gets a light image texture smart pointer.

Return value

Returns image texture smart pointer.

int setTextureImage ( const Ptr<Image> & image, int dynamic = 0 ) #

Sets a given Image instance as the light image texture. If you need to set a texture of all the lights in the scene, set dynamic flag to 1.

Arguments

  • const Ptr<Image> & image - New texture to set.
  • int dynamic - Dynamic texture flag.
    • If set to 0, changing a texture of the light instance will also affect all the lights in the scene.
    • If set to 1, an image will be successfully set only for the current light instance.

Return value

Returns 1 if the texture is set successfully; otherwise, 0.

int getTextureImage ( const Ptr<Image> & image ) #

Reads the light image texture into an Image instance.

Arguments

  • const Ptr<Image> & image - Image, into which the texture is read.

Return value

Returns 1 if the texture is read successfully; otherwise, 0.

void setTexturePath ( const char * path ) #

Updates the cube map texture used with this light source.

Arguments

  • const char * path - Name (path) of the new cube map texture.

const char * getTexturePath ( ) #

Returns the name (path) of the cubemap texture used with this light source.

Return value

Name of the cubemap texture.

void setShadowSideEnabled ( int side, int enable ) #

Enables or disables shadows for the specified side of the omni light source's cube map. By default the light source casts shadows in all directions.

Arguments

  • int side - Number of the side of the omni light source for which shadows are to be enabled or disabled. One of the following values:
    • 0 - positive X
    • 1 - negative X
    • 2 - positive Y
    • 3 - negative Y
    • 4 - positive Z
    • 5 - negative Z
  • int enable - 1 to enable shadows for the specified side of the omni light source, 0 - to disable.

int isShadowSideEnabled ( int side ) #

Returns a value indicating if shadows are to be cast for the specified side of the omni light source. By default the light source casts shadows in all directions.

Arguments

  • int side - Number of the side of the omni light source for which shadows are to be enabled or disabled. One of the following values:
    • 0 - positive X
    • 1 - negative X
    • 2 - positive Y
    • 3 - negative Y
    • 4 - positive Z
    • 5 - negative Z

Return value

1 if shadows are to be cast for the specified side of the omni light source; otherwise, 0.

void setShapeHeight ( float height ) #

Updates the height of the rectangular light source.

Arguments

  • float height - Height of the light source shape.

float getShapeHeight ( ) #

Returns the height of the rectangular light source.

Return value

Height of the light source shape.

void setShapeLength ( float length ) #

Updates the length of the capsule-shaped or rectangular light source.

Arguments

  • float length - Length of the light source shape.

float getShapeLength ( ) #

Returns a length of the capsule-shaped or rectangular light source.

Return value

Length of the light source shape.

void setShapeRadius ( float radius ) #

Updates the radius of the spherical, capsule-shaped or rectangular light source.
Notice
In case of the rectangular shape, the corner radius is set.

Arguments

  • float radius - Radius of the light source shape.

float getShapeRadius ( ) #

Returns a radius of the spherical, capsule-shaped or rectangular light source.
Notice
In case of the rectangular shape, the corner radius will be returned.

Return value

Radius of the light source shape.

void setShapeType ( int type ) #

Updates the shape of the light source.
Notice
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.

Arguments

  • int type - Shape of the light source (one of the SHAPE_* variables).

int getShapeType ( ) #

Returns the shape of the light source.
Notice
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.

Return value

Shape of the light source (one of the SHAPE_* variables).

Math::vec3 getSize ( ) const#

Returns the size of the area illuminated by the light source. Depending on the shape type, the size varies:
  • If the light is point-shaped, each component of the vector will be equal to the attenuation distance:
    Source code (C++)
    vec3(attenuation_distance)
  • If the light is spherical, each component of the vector will be equal to the attenuation distance + sphere radius:
    Source code (C++)
    vec3(attenuation_distance + sphere_radius)
  • If the light is capsule-shaped, the 1st component of the vector will be equal to attenuation distance + capsule length:
    Source code (C++)
    vec3(attenuation_distance + capsule_length,attenuation_distance,attenuation_distance)
  • If the light is rectangular, the 2nd component of the vector will be equal to attenuation distance + rectangle height:
    Source code (C++)
    vec3(attenuation_distance,attenuation_distance + rectangle_height,attenuation_distance)

Return value

A size of the illuminated area.

static int type ( ) #

Returns the type of the node.

Return value

Light type identifier.

Math::vec2 getShadowDepthRange ( ) const#

Returns shadow depth range for the light source.

Return value

The shadow depth range for the light source as a two-component vector (min, max).
Last update: 2023-07-18
Build: ()