LightOmni Class
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.
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
Properties
float AttenuationDistance#
The distance from the light source shape, at which the light source doesn't illuminate anything.
vec2 ShadowDepthRange#
The shadow depth range for the light source.
Light.SHAPE ShapeType#
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.
float ShapeHeight#
The height of the rectangular light source.
float ShapeLength#
The length of the capsule-shaped or rectangular light source.
float ShapeRadius#
The radius of the spherical, capsule-shaped or rectangular light source.
Notice
In case of the rectangular shape, the corner radius will be returned.
vec3 Size#
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)
Texture Texture#
The light image texture smart pointer.
string TexturePath#
The name (path) of the cubemap texture used with this light source.
Members
LightOmni ( vec4 color, float attenuation_distance, string name = 0 ) #
Constructor. Creates a new omni light source with the given parameters.Arguments
- vec4 color - Color of the new light source.
- float attenuation_distance - Attenuation distance
- string name - Name of the source.
int SetTextureImage ( Image image, bool 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
- Image image - New texture to set.
- bool 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 ( Image image ) #
Reads the light image texture into an Image instance.Arguments
- Image image - Image, into which the texture is read.
Return value
Returns 1 if the texture is read successfully; otherwise, 0.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.static int type ( ) #
Returns the type of the node.Return value
Light type identifier.Last update:
2023-12-19
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