LightBase¶
This is the base class for light objects.
- Inherit:
- SceneObject
Description¶
It is NOT intended to be used directly in script, but exists to provide the base member variables and generic functionality. You should be using the derived classes PointLight and SpotLight, which can be declared in TorqueScript or added from the World Editor.
For this class, we only add basic lighting options that all lighting systems would use. The specific lighting system options are injected at runtime by the lighting system itself.
Methods¶
-
void
LightBase::
playAnimation
()¶ Plays the light animation assigned to this light with the existing LightAnimData datablock.
Example:
// Play the animation assigned to this light CrystalLight.playAnimation();
-
void
LightBase::
playAnimation
(LightAnimData anim)¶ Plays the light animation on this light using a new LightAnimData . If no LightAnimData is passed the existing one is played.
Parameters: anim – Name of the LightAnimData datablock to be played Example:
// Play the animation using a new LightAnimData datablock CrystalLight.playAnimation(SubtlePulseLightAnim);
-
void
LightBase::
setLightEnabled
(bool state)¶ Toggles the light on and off.
Parameters: state – Turns the light on (true) or off (false) Example:
// Disable the light CrystalLight.setLightEnabled(false); // Renable the light CrystalLight.setLightEnabled(true);
Fields¶
-
bool
LightBase::
animate
¶ Toggles animation for the light on and off.
-
float
LightBase::
animationPeriod
¶ The length of time in seconds for a single playback of the light animation (must be gt 0).
-
float
LightBase::
animationPhase
¶ The phase used to offset the animation start time to vary the animation of nearby lights.
-
LightAnimData
LightBase::
animationType
¶ Datablock containing light animation information ( LightAnimData ).
-
Point3F
LightBase::
attenuationRatio
¶ The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
-
float
LightBase::
brightness
¶ Adjusts the lights power, 0 being off completely.
-
bool
LightBase::
castShadows
¶ Enables/disabled shadow casts by this light.
-
ColorF
LightBase::
color
¶ Changes the base color hue of the light.
A custom pattern texture which is projected from the light.
-
float
LightBase::
fadeStartDistance
¶ Start fading shadows out at this distance. 0 = auto calculate this distance.
-
float
LightBase::
flareScale
¶ Globally scales all features of the light flare.
-
LightFlareData
LightBase::
flareType
¶ Datablock containing light flare information ( LightFlareData ).
-
bool
LightBase::
includeLightmappedGeometryInShadow
¶ This light should render lightmapped geometry during its shadow-map update (ignored if ‘representedInLightmap’ is false).
-
bool
LightBase::
isEnabled
¶ Enables/Disables the object rendering and functionality in the scene.
-
bool
LightBase::
lastSplitTerrainOnly
¶ This toggles only terrain being rendered to the last split of a PSSM shadow map.
-
float
LightBase::
logWeight
¶ The logrithmic PSSM split distance factor.
-
int
LightBase::
numSplits
¶ The logrithmic PSSM split distance factor.
-
Point4F
LightBase::
overDarkFactor
¶ The ESM shadow darkening factor.
-
void
LightBase::
pauseAnimation
¶ Stops the light animation.
-
float
LightBase::
priority
¶ Used for sorting of lights by the light manager. Priority determines if a light has a stronger effect than, those with a lower value.
-
bool
LightBase::
representedInLightmap
¶ This light is represented in lightmaps (static light, default: false).
-
ColorF
LightBase::
shadowDarkenColor
¶ The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if ‘representedInLightmap’ is false).
-
float
LightBase::
shadowDistance
¶ The distance from the camera to extend the PSSM shadow.
-
float
LightBase::
shadowSoftness
¶
-
ShadowType
LightBase::
shadowType
¶ The type of shadow to use on this light.
-
int
LightBase::
texSize
¶ The texture size of the shadow map.