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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: 2023-07-18
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