Class TCastlePointLight
Unit
Declaration
type TCastlePointLight = class(TCastlePunctualLight)
Description
Point light is a point in 3D space that shines uniformly in all directions. The rotation of this transformation doesn't matter.
See X3D PointLight specification for various details.
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleTransform
- TCastleAbstractLight
- TCastlePunctualLight
- TCastlePointLight
Overview
Fields
nested const DefaultRadius = 100.0; |
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nested const DefaultIntensity = 100.0; |
Methods
constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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function PropertySections(const PropertyName: String): TPropertySections; override; |
Properties
property Color: TCastleColorRGB read FColor write SetColor; |
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property Attenuation: TVector3 read FAttenuation write SetAttenuation; |
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property Intensity: Single read FIntensity write SetIntensity default DefaultIntensity; |
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property Radius: Single read FRadius write SetRadius default DefaultRadius; |
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property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ; |
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property AttenuationPersistent: TCastleVector3Persistent read FAttenuationPersistent ; |
Description
Fields
nested const DefaultRadius = 100.0; |
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This item has no description. |
nested const DefaultIntensity = 100.0; |
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This item has no description. |
Methods
constructor Create(AOwner: TComponent); override; |
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This item has no description. |
destructor Destroy; override; |
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This item has no description. |
function PropertySections(const PropertyName: String): TPropertySections; override; |
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This item has no description. Showing description inherited from TCastleComponent.PropertySections. Section where to show property in the editor. |
Properties
property Color: TCastleColorRGB read FColor write SetColor; |
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Light color shining over surface. By default white. |
property Attenuation: TVector3 read FAttenuation write SetAttenuation; |
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Attenuation determines how quickly light intensity falls off with distance. By default Vector3(0, 0, 1), which means light falls off according to inverse square law. |
property Intensity: Single read FIntensity write SetIntensity default DefaultIntensity; |
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Intensity, multiplied by color. Can be anything >= 0. Intuitively, how bright is the light. Following glTF lights specification, the point light's intensity physical unit is luminous intensity in candela (lm/sr). This is exactly like TCastleSpotLight, but different than TCastleDirectionalLight. The default intensity is 100.0, which is a reasonable value for a point/spot light, it remains bright for a few meters around the light source. |
property Radius: Single read FRadius write SetRadius default DefaultRadius; |
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Light doesn't shine at all outside of a sphere with this radius. For performance reasons, set this as small as possible, to avoid even considering this light at further shapes. Set to -1 to have no limit. |
property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ; |
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Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly. See also
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property AttenuationPersistent: TCastleVector3Persistent read FAttenuationPersistent ; |
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Attenuation that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Attenuation directly. See also
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