Class TAbstractPointLightNode

Unit

Declaration

type TAbstractPointLightNode = class(TAbstractPositionalLightNode)

Description

Point light source, that shines from a given point in all directions around, for all VRML and X3D versions.

Hierarchy

Overview

Methods

Protected function GetProjectionLocationLocal: TVector3; override;
Protected procedure SetProjectionLocationLocal(const Value: TVector3); override;
Public procedure Box3DDistances(const Box: TBox3D; out MinDistance, MaxDistance: Single); override;
Public procedure CreateNode; override;
Public class function ClassX3DType: string; override;

Description

Methods

Protected function GetProjectionLocationLocal: TVector3; override;

This item has no description.

Protected procedure SetProjectionLocationLocal(const Value: TVector3); override;

This item has no description.

Public procedure Box3DDistances(const Box: TBox3D; out MinDistance, MaxDistance: Single); override;

This item has no description. Showing description inherited from TAbstractPunctualLightNode.Box3DDistances.

Calculate distances between the given Box and this light source. This is intended to capture the depth distances where the box resides, useful for calculating e.g. depth ranges to capture in the shadow maps. Depending on light source type, various distance measures may be used, appropriate to light sources projection.

Always MinDistance <= MaxDistance. They may be negative when we measure along the light's direction.

Public procedure CreateNode; override;

Automatically generated node properties.

Do not edit this file manually! To add new properties: - add them to the text files in tools/internal/x3d-nodes-to-pascal/nodes-specification/ , - and regenerate include files by running x3d-nodes-to-pascal

Public class function ClassX3DType: string; override;

This item has no description. Showing description inherited from TX3DNode.ClassX3DType.

Node type name in VRML/X3D, for this class. Normal VRML/X3D node classes should override this to return something non-empty, and then X3DType automatically will return the same value.

Empty for classes that don't have a hardcoded VRML/X3D node name, like a special TX3DUnknownNode. Such special classes should override then X3DType to return actual non-empty name there.

You usually should call X3DType. The only use of this method is that it works on classes (it's "class function"), without needing at actual instance.


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