98 void setAttenuation(
float range,
float constant,
float linear,
float quadratic);
170 void setSpotlightRange(
const radian& innerAngle,
const radian& outerAngle,
float falloff = 1.0f);
Representation of a dynamic light source in the scene.
void detachFromParent()
Detaches an object from a parent SceneNode or TagPoint, if attached.
float getAttenuationQuadric() const
Returns the quadric factor in the attenuation formula.
void setSpecularColour(const color &color)
Sets the color of the specular light given off by this source.
float getRenderingMinPixelSize() const
Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered.
void setDirection(float x, float y, float z)
Sets the direction in which a light points.
const vector3 & getPosition() const
Returns the position of the light.
float getAttenuationConstant() const
Returns the constant factor in the attenuation formula.
void setRenderingMinPixelSize(float pixelSize)
Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered.
const vector3 & getDirection() const
Returns the light's direction.
Node getParentNode() const
Returns the node to which this object is attached.
void setPosition(float x, float y, float z)
Sets the position of the light.
const radian & getSpotlightOuterAngle() const
Returns the angle covered by the spotlights outer cone.
bool isInScene() const
Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is ...
bool isVisible() const
Returns whether or not this object is supposed to be visible or not.
void setCastShadows(bool enabled)
Sets whether or not this light should cast shadows.
float getRenderingDistance() const
Gets the distance at which batches are no longer rendered.
const color & getDiffuseColour() const
Returns the color of the diffuse light given off by this light source (see setDiffuseColour for more ...
float getAttenuationLinear() const
Returns the linear factor in the attenuation formula.
SceneNode getParentSceneNode() const
Returns the scene node to which this object is attached.
void setRenderingDistance(float dist)
Sets the distance at which the object is no longer rendered.
float getBoundingRadius() const
Retrieves the radius of the origin-centered bounding sphere for this object.
LightTypes getType() const
Returns the light type.
void setDirection(const vector3 &direction)
Sets the direction in which a light points.
bool isAttached() const
Returns true if this object is attached to a SceneNode or TagPoint.
float getAttenuationRange() const
Returns the absolute upper range of the light.
float getPowerScale() const
Returns the scaling factor which indicates the relative power of a light.
void setSpecularColour(float r, float g, float b)
Sets the color of the specular light given off by this source.
bool getCastShadows() const
Returns whether or not this light casts shadows.
const vector3 & getDerivedPosition() const
Gets the position of the light including any transform from nodes it is attached to.
void setAttenuation(float range, float constant, float linear, float quadratic)
Sets the attenuation parameters for this light source.
void setPowerScale(float power)
Set a scaling factor to indicate the relative power of a light.
void setSpotlightRange(const radian &innerAngle, const radian &outerAngle, float falloff=1.0f)
Sets the range of a spotlight, i.e.
const color & getSpecularColour() const
Returns the color of specular light given off by this light source.
void setDiffuseColour(const color &color)
Sets the color of the diffuse light given off by this source.
const vector3 & getDerivedDirection() const
Gets the direction of the light including any transform from nodes it is attached to.
const string & getName() const
Returns the name of this object.
void setType(LightTypes type)
Sets the type of light - see LightTypes for more info.
void setVisible(bool visible)
Tells this object whether to be visible or not, if it has a renderable component.
void setPosition(const vector3 &pos)
Sets the position of the light.
bool getVisible() const
Gets this object whether to be visible or not, if it has a renderable component.
void setDiffuseColour(float r, float g, float b)
Sets the color of the diffuse light given off by this source.
float getSpotlightFalloff() const
Returns the falloff between the inner and outer cones of the spotlight.
const string & getMovableType() const
Returns the type name of this object.
const radian & getSpotlightInnerAngle() const
Returns the angle covered by the spotlights inner cone.
Abstract class defining a movable object in a scene.
Class representing a node in the scene graph.
LightTypes
Enumerates the types of light sources available.
@ LT_DIRECTIONAL
Directional lights simulate parallel light beams from a distant source, hence have direction but no p...
@ LT_POINT
Point light sources give off light equally in all directions, so require only position not direction.
@ LT_SPOTLIGHT
Spotlights simulate a cone of light from a source so require position and direction,...
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate thin...