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.
#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
void setAttenuationDistance ( float distance ) #
Sets a new distance from the light source shape, at which the light source doesn't illuminate anything.
Arguments
- float distance - The distance from the light source shape, at which the light source doesn't illuminate anything.
float getAttenuationDistance() const#
Returns the current distance from the light source shape, at which the light source doesn't illuminate anything.
Return value
Current distance from the light source shape, at which the light source doesn't illuminate anything.Math::vec2 getShadowDepthRange() const#
Returns the current shadow depth range for the light source.
Return value
Current shadow depth range for the light source as a two-component vector (min, max).void setShapeType ( Light::SHAPE type ) #
Sets a new shape of the light source.
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Arguments
- Light::SHAPE type - The shape of the light source (one of the SHAPE_* variables).
Light::SHAPE getShapeType() const#
Returns the current shape of the light source.
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Return value
Current shape of the light source (one of the SHAPE_* variables).void setShapeHeight ( float height ) #
Sets a new height of the rectangular light source.
Arguments
- float height - The height of the light source shape.
float getShapeHeight() const#
Returns the current height of the rectangular light source.
Return value
Current height of the light source shape.void setShapeLength ( float length ) #
Sets a new length of the capsule-shaped or rectangular light source.
Arguments
- float length - The length of the light source shape.
float getShapeLength() const#
Returns the current length of the capsule-shaped or rectangular light source.
Return value
Current length of the light source shape.void setShapeRadius ( float radius ) #
Sets a new radius of the spherical, capsule-shaped or rectangular light source.
In case of the rectangular shape, the value is the corner radius.
Arguments
- float radius - The radius of the light source shape.
float getShapeRadius() const#
Returns the current radius of the spherical, capsule-shaped or rectangular light source.
In case of the rectangular shape, the value is the corner radius.
Return value
Current radius of the light source shape.Math::vec3 getSize() const#
Returns the current 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:
vec3(attenuation_distance)
- If the light is spherical, each component of the vector will be equal to the attenuation distance + sphere radius:
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:
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:
vec3(attenuation_distance,attenuation_distance + rectangle_height,attenuation_distance)
Return value
Current size of the illuminated area.void setTexture ( const const Ptr<Texture> && texture ) #
Sets a new light image texture.
Arguments
const Ptr<Texture> & getTexture() const#
Returns the current light image texture.
Return value
Current texture smart pointer.void setTextureFilePath ( const char * path ) #
Sets a new name (path) of the cubemap texture file used with this light source.
Arguments
- const char * path - The cubemap texture file path.
const char * getTextureFilePath() const#
Returns the current name (path) of the cubemap texture file used with this light source.
Return value
Current cubemap texture file path.void setShadowNearClippingDistance ( float distance ) #
Sets a new distance from the light source shape, within which the object doesn't cast shadow under this light source.
Arguments
- float distance - The distance from the light source shape, within which the object doesn't cast shadow under this light source.
float getShadowNearClippingDistance() const#
Returns the current distance from the light source shape, within which the object doesn't cast shadow under this light source.
Return value
Current distance from the light source shape, within which the object doesn't cast shadow under this light source.void setNearAttenuationGradientLength ( float length ) #
Sets a new length of the gradient area smoothering the attenuation border near the light source.
Arguments
- float length - The length of the gradient area smoothering the attenuation border near the light source.
float getNearAttenuationGradientLength() const#
Returns the current length of the gradient area smoothering the attenuation border near the light source.
Return value
Current length of the gradient area smoothering the attenuation border near the light source.void setNearAttenuationDistance ( float distance ) #
Sets a new distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated.
Arguments
- float distance - The distance from the light source shape, within which the light source doesn't illuminate anything.
float getNearAttenuationDistance() const#
Returns the current distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated.
Return value
Current distance from the light source shape, within which the light source doesn't illuminate anything.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.
int setTextureImage ( const Ptr<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
- const Ptr<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 ( const Ptr<Image> & image ) const#
Reads the light image texture into an Image instance.Arguments
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 ) const#
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:
2024-11-06
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)