Class TAbstractPositionalLightNode
Unit
Declaration
type TAbstractPositionalLightNode = class(TAbstractPunctualLightNode)
Description
Base class for all positional lights.
Hierarchy
- TObject
- TPersistent
- TX3DFileItem
- TX3DNode
- TAbstractNode
- TAbstractChildNode
- TAbstractLightNode
- TAbstractPunctualLightNode
- TAbstractPositionalLightNode
Overview
Methods
constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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function DistanceNeededForAttenuation: boolean; |
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function CalculateAttenuation(const DistanceToLight: Single): Single; overload; |
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function HasAttenuation: boolean; |
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function HasRadius: boolean; virtual; |
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procedure UpdateLightInstance(var LightInstance: TLightInstance); override; |
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function PositionAndDirection: TVector4; override; |
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procedure CreateNode; override; |
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class function ClassX3DType: String; override; |
Properties
property FdAttenuation: TSFVec3f read FFdAttenuation; |
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property Attenuation: TVector3 read GetAttenuation write SetAttenuation; |
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property FdLocation: TSFVec3f read FFdLocation; |
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property Location: TVector3 read GetLocation write SetLocation; |
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property FdRadius: TSFFloat read FFdRadius; |
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property Radius: Single read GetRadius write SetRadius; |
Description
Methods
constructor Create(const AX3DName: string = ''; const ABaseUrl: String = ''); override; |
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This item has no description. Showing description inherited from TX3DNode.Create. Constructor. Initializes various properties:
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function DistanceNeededForAttenuation: boolean; |
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Calculate light intensity drop because of the distance to the light. This follows the equation Since calculating the DistanceToLight for the Attenuation method may be time-consuming in some situations, you can check The DistanceToLight should be a distance in the light source local coordinate system. TODO: although our renderers currently ignore this: ray-tracer uses global coord system, OpenGL (fixed-function and shader) renderer uses eye coord system (should be equal to global coord system for normal cameras). |
function CalculateAttenuation(const DistanceToLight: Single): Single; overload; |
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This item has no description. |
function HasAttenuation: boolean; |
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Is attenuation relevant. When |
function HasRadius: boolean; virtual; |
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Should the "radius" field be taken into account. |
procedure UpdateLightInstance(var LightInstance: TLightInstance); override; |
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This item has no description. Showing description inherited from TAbstractLightNode.UpdateLightInstance. Update TLightInstance record when lighting location/direction (and other properties precalculated on TLightInstance) change. Assumes that LightInstance.Node = Self. |
function PositionAndDirection: TVector4; override; |
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This item has no description. Showing description inherited from TAbstractPunctualLightNode.PositionAndDirection. Position and direction expressed in homogeneous coordinates. For positional lights, the last component is always 1. For directional lights, the last component is always 0. Note that this is expressed in the local light node coordinate system. |
procedure CreateNode; override; |
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Create node fields and events. |
class function ClassX3DType: String; override; |
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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. |
Properties
property FdAttenuation: TSFVec3f read FFdAttenuation; |
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Internal wrapper for property |
property Attenuation: TVector3 read GetAttenuation write SetAttenuation; |
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This item has no description. |
property FdLocation: TSFVec3f read FFdLocation; |
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Internal wrapper for property |
property Location: TVector3 read GetLocation write SetLocation; |
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This item has no description. |
property FdRadius: TSFFloat read FFdRadius; |
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Internal wrapper for property |
property Radius: Single read GetRadius write SetRadius; |
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This item has no description. |
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