LightBase
This is the base class for light objects.
Light
bool
Enables/Disables the object rendering and functionality in the scene.
LinearColorF
Changes the base color hue of the light.
float
Adjusts the lights power, 0 being off completely.
bool
Enables/disabled shadow casts by this light.
float
Used for sorting of lights by the light manager. Priority determines if a light has a stronger effect than, those with a lower value.
Light Animation
bool
Toggles animation for the light on and off.
Datablock containing light animation information (LightAnimData)
float
The length of time in seconds for a single playback of the light animation (must be > 0)
float
The phase used to offset the animation start time to vary the animation of nearby lights.
Misc
Datablock containing light flare information (LightFlareData)
float
Globally scales all features of the light flare.
Advanced Lighting
Point3F
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
The type of shadow to use on this light.
filename
A custom pattern texture which is projected from the light.
int
The texture size of the shadow map.
Point4F
The ESM shadow darkening factor.
float
The distance from the camera to extend the PSSM shadow.
float
int
The logrithmic PSSM split distance factor.
float
The logrithmic PSSM split distance factor.
float
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool
This light is represented in lightmaps (static light, default: false)
LinearColorF
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Static Attributes
bool
Disables rendering of all instances of this type.
bool
Disables selection of all instances of this type.
Public Functions
void
Stops the light animation.
void
Plays the light animation assigned to this light with the existing LightAnimData datablock.
void
playAnimation(LightAnimData anim)
Plays the light animation on this light using a new LightAnimData. If no LightAnimData is passed the existing one is played.
void
setLightEnabled(bool state)
Toggles the light on and off.
Detailed Description
This is the base class for light objects.
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.
Light
bool isEnabled
Enables/Disables the object rendering and functionality in the scene.
LinearColorF color
Changes the base color hue of the light.
float brightness
Adjusts the lights power, 0 being off completely.
bool castShadows
Enables/disabled shadow casts by this light.
float 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.
Light Animation
bool animate
Toggles animation for the light on and off.
LightAnimData animationType
Datablock containing light animation information (LightAnimData)
float animationPeriod
The length of time in seconds for a single playback of the light animation (must be > 0)
float animationPhase
The phase used to offset the animation start time to vary the animation of nearby lights.
Misc
LightFlareData flareType
Datablock containing light flare information (LightFlareData)
float flareScale
Globally scales all features of the light flare.
Advanced Lighting
Point3F attenuationRatio
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
ShadowType shadowType
The type of shadow to use on this light.
filename cookie
A custom pattern texture which is projected from the light.
int texSize
The texture size of the shadow map.
Point4F overDarkFactor
The ESM shadow darkening factor.
float shadowDistance
The distance from the camera to extend the PSSM shadow.
float shadowSoftness
int numSplits
The logrithmic PSSM split distance factor.
float logWeight
The logrithmic PSSM split distance factor.
float fadeStartDistance
Start fading shadows out at this distance. 0 = auto calculate this distance.
bool lastSplitTerrainOnly
This toggles only terrain being rendered to the last split of a PSSM shadow map.
Advanced Lighting Lightmap
bool representedInLightmap
This light is represented in lightmaps (static light, default: false)
LinearColorF shadowDarkenColor
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)
bool includeLightmappedGeometryInShadow
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)
Public Static Attributes
bool isRenderable
Disables rendering of all instances of this type.
bool isSelectable
Disables selection of all instances of this type.
Public Functions
pauseAnimation()
Stops the light animation.
playAnimation()
Plays the light animation assigned to this light with the existing LightAnimData datablock.
// Play the animation assigned to this light CrystalLight.playAnimation();
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 |
// Play the animation using a new LightAnimData datablock CrystalLight.playAnimation(SubtlePulseLightAnim);
setLightEnabled(bool state)
Toggles the light on and off.
Parameters:
state | Turns the light on (true) or off (false) // Disable the light CrystalLight.setLightEnabled(false); // Renable the light CrystalLight.setLightEnabled(true); |