This page has been translated automatically.
Programming
Fundamentials
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Bounds-Related Classes
Containers
Controls-Related Classes
Core Library
Engine-Related Classes
GUI-Related Classes
Node-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
Utility Classes
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

LightProj Class

Interface for light omni handling.

To use this class, include the UnigineLightProj.h file.

LightProj Class

Members


LightProj (const Math::vec4 & color, float attenuation_distance, float fov, const char * name = 0)

Constructor. Creates a new projected light source with texture modulation based on given parameters.

Arguments

  • const Math::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.
  • const char * name - Path to a texture of the new light source.

const char * getImageTextureName ()

Returns the name (path) of the texture used with this light source.

Return value

Name of the texture.

int getImageTextureImage (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.

int setImageTextureImage (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 - 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.

float getShapeLength ()

Returns a length of the capsule-shaped or rectangular light source.

Return value

Length of the light source shape.

void setFov (float fov)

Updates the current field of view of the projected light source. Remember that large fields of view may lead to shadow distortions.

Arguments

  • float fov - New field of view in degrees. This value will be saturated in range [1; 180].

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.

void setShapeLength (float length)

Updates the length of the capsule-shaped or rectangular light source.

Arguments

  • float length - Length of the light source shape.

void setImageTexture (const Ptr<Texture> & texture)

Sets the light image texture smart pointer.

Arguments

  • const Ptr<Texture> & texture - Texture smart pointer.

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.

Ptr<Texture> getImageTexture ()

Gets a light image texture smart pointer.

Return value

Returns image texture smart pointer.

Math::mat4 getProjection ()

Returns the projection matrix used with this light source.

Return value

Projection matrix.

float getShapeHeight ()

Returns the height of the rectangular light source.

Return value

Height of the light source shape.

float getFov ()

Returns the current field of view of the projected light source.

Return value

Field of view in degrees.

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).

float getZNear ()

Returns the distance to the near clipping plane of the projected light source.

Return value

Distance to the near clipping plane in units.

void setImageTextureName (const char * name)

Updates the texture used with this light source.

Arguments

  • const char * name - Name (path) of the new texture.

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).

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 setShapeHeight (float height)

Updates the height of the rectangular light source.

Arguments

  • float height - Height of the light source shape.

void setZNear (float znear)

Updates the distance to the near clipping plane of the projected light source.

Arguments

  • float znear - New distance to the near clipping plane in units. If a negative value is provided, 0 will be used instead.

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.

setPenumbra (float penumbra)

Arguments

  • float penumbra

getPenumbra ()

Last update: 03.07.2017
Build: ()