This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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->setTextureFilePath("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 setTextureFilePath ( const char * path ) #

Updates the file path for the cube map texture used with this light source.

Arguments

  • const char * path - New cube map texture file path.

const char * getTextureFilePath ( ) #

Returns the path to the cubemap texture file used with this light source.

Return value

Cubemap texture file path.

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: 2024-08-16
Build: ()