LightProj 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 projected light sources that emit light from a single point and cast a cone of light. It is possible to modulate the light from these light sources with a texture.
LightProj Class
Members
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 setPenumbra ( float penumbra ) #
Sets a new light attenuation intensity in the penumbra cast from an object by this light source.
Arguments
- float penumbra - The intensity of the shadow.
float getPenumbra() const#
Returns the current light attenuation intensity in the penumbra cast from an object by this light source.
Return value
Current intensity of the shadow.void setFov ( float fov ) #
Sets a new field of view of the projected light source. Please note that a large field of view may lead to shadow distortions.
Arguments
- float fov - The field of view in degrees. The set value is saturated in range [1; 180].
float getFov() const#
Returns the current field of view of the projected light source. Please note that a large field of view may lead to shadow distortions.
Return value
Current field of view in degrees. The set value is saturated in range [1; 180].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.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 setAttenuationDistance ( float distance ) #
Sets a new distance from the light source shape that defines the maximum value of the attenuation range. If an object is located farther than this from the light source, it won't be illuminated.
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 that defines the maximum value of the attenuation range. If an object is located farther than this from the light source, it won't be illuminated.
Return value
Current distance from the light source shape, at which the light source doesn't illuminate anything.mat4 getProjection() const#
Returns the current projection matrix used with this light source.
Return value
Current projection matrix.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 setIESRelativeToFov ( int fov ) #
Sets a new value indicating if IES texture is scaled to fit within the light source's Field of View. Works only when light's distibution is defined by an IES profile (color texture parameter is set to IES), a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.
Arguments
- int fov - The scaling of IES texture
int isIESRelativeToFov() const#
Returns the current value indicating if IES texture is scaled to fit within the light source's Field of View. Works only when light's distibution is defined by an IES profile (color texture parameter is set to IES), a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.
Return value
Current scaling of IES texturegetShadowProjection() const#
Returns the current shadow projection matrix with the shadow coordinates correctly mapped to screen space coordinates.
Return value
Current shadow projection matrix.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 LightProj ( vec4 color, float attenuation_distance, float fov, string name = 0 ) #
Constructor. Creates a new projected light source with texture modulation based on given parameters.Arguments
- vec4 color - Color of the new light source.
- float attenuation_distance - Distance from the light source shape, at which the light source doesn't illuminate anything.
- float fov - Field of view of the new light source.
- string name - Path to a texture of the new light 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 - Image.
- 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.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:
2025-02-19
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