LightOmni Class
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
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#
- C++ API sample located in the source/samples/Api/Nodes/Lights folder
- UnigineScript sample omni_00 located in the <UnigineSDK>/data/samples/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.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 ( int type ) #
Sets a new
Arguments
- int type - The shape of the light source (one of the LIGHT_SHAPE_* variables).
int getShapeType() const#
Returns the current
Return value
Current shape of the light source (one of the LIGHT_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.
Notice
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.
Notice
In case of the rectangular shape, the value is the corner radius.
Return value
Current radius of the light source shape.vec3 getSize() const#
Returns the current
Return value
Current size of the illuminated area.void setTexture ( Texture texture ) #
Sets a new light image texture.
Arguments
- Texture texture - The texture.
Texture getTexture() const#
Returns the current light image texture.
Return value
Current texture.void setTextureFilePath ( string path ) #
Sets a new name (path) of the cubemap texture file used with this light source.
Arguments
- string 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 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, 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
- 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 ( 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.The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2025-04-29
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