This is the base class for light objects.
- Inherit:
- :doc:`SceneObject`
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.
.. cpp:function:: 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();
.. cpp:function:: 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. :param anim: Name of the LightAnimData datablock to be played Example:: // Play the animation using a new LightAnimData datablock CrystalLight.playAnimation(SubtlePulseLightAnim);
.. cpp:function:: void LightBase::setLightEnabled(bool state) Toggles the light on and off. :param state: Turns the light on (true) or off (false) Example:: // Disable the light CrystalLight.setLightEnabled(false); // Renable the light CrystalLight.setLightEnabled(true);
.. cpp:member:: bool LightBase::animate Toggles animation for the light on and off.
.. cpp:member:: float LightBase::animationPeriod The length of time in seconds for a single playback of the light animation (must be gt 0).
.. cpp:member:: float LightBase::animationPhase The phase used to offset the animation start time to vary the animation of nearby lights.
.. cpp:member:: LightAnimData LightBase::animationType Datablock containing light animation information ( LightAnimData ).
.. cpp:member:: Point3F LightBase::attenuationRatio The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
.. cpp:member:: float LightBase::brightness Adjusts the lights power, 0 being off completely.
.. cpp:member:: bool LightBase::castShadows Enables/disabled shadow casts by this light.
.. cpp:member:: ColorF LightBase::color Changes the base color hue of the light.
.. cpp:member:: filename LightBase::cookie A custom pattern texture which is projected from the light.
.. cpp:member:: float LightBase::fadeStartDistance Start fading shadows out at this distance. 0 = auto calculate this distance.
.. cpp:member:: float LightBase::flareScale Globally scales all features of the light flare.
.. cpp:member:: LightFlareData LightBase::flareType Datablock containing light flare information ( LightFlareData ).
.. cpp:member:: bool LightBase::includeLightmappedGeometryInShadow This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false).
.. cpp:member:: bool LightBase::isEnabled Enables/Disables the object rendering and functionality in the scene.
.. cpp:member:: bool LightBase::lastSplitTerrainOnly This toggles only terrain being rendered to the last split of a PSSM shadow map.
.. cpp:member:: float LightBase::logWeight The logrithmic PSSM split distance factor.
.. cpp:member:: int LightBase::numSplits The logrithmic PSSM split distance factor.
.. cpp:member:: Point4F LightBase::overDarkFactor The ESM shadow darkening factor.
.. cpp:member:: void LightBase::pauseAnimation Stops the light animation.
.. cpp:member:: 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.
.. cpp:member:: bool LightBase::representedInLightmap This light is represented in lightmaps (static light, default: false).
.. cpp:member:: ColorF LightBase::shadowDarkenColor The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false).
.. cpp:member:: float LightBase::shadowDistance The distance from the camera to extend the PSSM shadow.
.. cpp:member:: float LightBase::shadowSoftness
.. cpp:member:: ShadowType LightBase::shadowType The type of shadow to use on this light.
.. cpp:member:: int LightBase::texSize The texture size of the shadow map.