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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: X3DNodes: Class TAbstractLightNode</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
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<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TAbstractLightNode"></a><h1 class="cio">Class TAbstractLightNode</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TAbstractLightNode = class(<a class="normal" href="X3DNodes.TAbstractChildNode.html">TAbstractChildNode</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Base class for all VRML / X3D light nodes.

<p>Note that even the old VRML 1.0 light nodes inherit from this. Although they interpret some bits differently (&quot;ambientIntensity&quot; &lt; 0 has special meaning). But most of the fields behave identically, they only have different default values.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TPersistent</li>
<li class="ancestor"><a class="normal" href="CastleInterfaces.TNonRefCountedInterfacedPersistent.html">TNonRefCountedInterfacedPersistent</a></li>
<li class="ancestor"><a class="normal" href="X3DFields.TX3DFileItem.html">TX3DFileItem</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TX3DNode.html">TX3DNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractNode.html">TAbstractNode</a></li>
<li class="ancestor"><a class="normal" href="X3DNodes.TAbstractChildNode.html">TAbstractChildNode</a></li>
<li class="thisitem">TAbstractLightNode</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#BeforeTraverse">BeforeTraverse</a></b>(StateStack: <a  href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#MiddleTraverse">MiddleTraverse</a></b>(StateStack: <a  href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
</tr>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ProjectionMatrix">ProjectionMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ModelviewMatrix">ModelviewMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ModelviewRotationMatrix">ModelviewRotationMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#GetProjectorMatrix">GetProjectorMatrix</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ProjectionLocationLocal">ProjectionLocationLocal</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ProjectionLocation">ProjectionLocation</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ProjectionDirectionLocal">ProjectionDirectionLocal</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#ProjectionDirection">ProjectionDirection</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#GetView">GetView</a></b>(out Pos, Dir, Up: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#Box3DDistances">Box3DDistances</a></b>(const Box: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; out MinDistance, MaxDistance: Single); virtual; abstract;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#CreateLightInstance">CreateLightInstance</a></b>(State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#UpdateLightInstanceState">UpdateLightInstanceState</a></b>( var LightInstance: <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>; State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="X3DNodes.TAbstractLightNode.html#UpdateLightInstance">UpdateLightInstance</a></b>( var LightInstance: <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>); virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#TransformationChange">TransformationChange</a></b>: <a  href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#Scope">Scope</a></b>: <a  href="X3DNodes.html#TLightScope">TLightScope</a>; virtual;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a  href="X3DNodes.TAbstractLightNode.html#Position">Position</a></b>: <a  href="CastleVectors.html#TVector4Single">TVector4Single</a>; virtual; abstract;</code></td>
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</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdOn">FdOn</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdOn;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdIntensity">FdIntensity</a></b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdIntensity;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdColor">FdColor</a></b>: <a  href="X3DFields.TSFColor.html">TSFColor</a> read FFdColor;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdAmbientIntensity">FdAmbientIntensity</a></b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdAmbientIntensity;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdGlobal">FdGlobal</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdGlobal;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdShadowVolumes">FdShadowVolumes</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumes;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdShadowVolumesMain">FdShadowVolumesMain</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumesMain;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdShowProxyGeometry">FdShowProxyGeometry</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShowProxyGeometry;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdProjectionNear">FdProjectionNear</a></b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionNear;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdProjectionFar">FdProjectionFar</a></b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionFar;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdUp">FdUp</a></b>: <a  href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdUp;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdDefaultShadowMap">FdDefaultShadowMap</a></b>: <a  href="X3DNodes.TSFNode.html">TSFNode</a> read FFdDefaultShadowMap;</code></td>
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<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdShadows">FdShadows</a></b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadows;</code></td>
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<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#FdEffects">FdEffects</a></b>: <a  href="X3DNodes.TMFNode.html">TMFNode</a> read FFdEffects;</code></td>
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<td class="itemcode"><code>property <b><a  href="X3DNodes.TAbstractLightNode.html#Transform">Transform</a></b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a> read FTransform;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="BeforeTraverse"></a><code>procedure <b>BeforeTraverse</b>(StateStack: <a  href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="MiddleTraverse"></a><code>procedure <b>MiddleTraverse</b>(StateStack: <a  href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="ProjectionMatrix"></a><code>function <b>ProjectionMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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<p>
Matrices for rendering shadow map from this light. Identity in this class, override for subclasses able to do shadow mapping. </p>
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<td class="itemcode"><a name="ModelviewMatrix"></a><code>function <b>ModelviewMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="ModelviewRotationMatrix"></a><code>function <b>ModelviewRotationMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="GetProjectorMatrix"></a><code>function <b>GetProjectorMatrix</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
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<td class="itemcode"><a name="ProjectionLocationLocal"></a><code>function <b>ProjectionLocationLocal</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
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<p>
Light location, direction and up vectors, for projection. Useful when you think of lights as cameras (for shadow maps).

<p>DirectionLocal must be exactly zero for a PointLight (that doesn't have a direction).

<p></p>
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<td class="itemcode"><a name="ProjectionLocation"></a><code>function <b>ProjectionLocation</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="ProjectionDirectionLocal"></a><code>function <b>ProjectionDirectionLocal</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
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<td class="itemcode"><a name="ProjectionDirection"></a><code>function <b>ProjectionDirection</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="GetView"></a><code>procedure <b>GetView</b>(out Pos, Dir, Up: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
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<td class="itemcode"><a name="Box3DDistances"></a><code>procedure <b>Box3DDistances</b>(const Box: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; out MinDistance, MaxDistance: Single); virtual; abstract;</code></td>
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<p>
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.

<p>Always MinDistance &lt;= MaxDistance. They may be negative when we measure along the light's direction.

<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>When used with an empty box.</dd>
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<td class="itemcode"><a name="CreateLightInstance"></a><code>function <b>CreateLightInstance</b>(State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>): <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>;</code></td>
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<p>
Create <a class="normal" href="X3DNodes.TLightInstance.html">TLightInstance</a> record describing this light node under given State.</p>
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<td class="itemcode"><a name="UpdateLightInstanceState"></a><code>procedure <b>UpdateLightInstanceState</b>( var LightInstance: <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>; State: <a  href="X3DNodes.TX3DGraphTraverseState.html">TX3DGraphTraverseState</a>);</code></td>
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<p>
Update <a class="normal" href="X3DNodes.TLightInstance.html">TLightInstance</a> record when lighting State changes. Assumes that LightInstance.Node = Self.

<p>This will set LightInstance.Transform properties, and recalculate all LightInstance properties based on Transform.</p>
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<td class="itemcode"><a name="UpdateLightInstance"></a><code>procedure <b>UpdateLightInstance</b>( var LightInstance: <a  href="X3DNodes.TLightInstance.html">TLightInstance</a>); virtual;</code></td>
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<p>
Update <a class="normal" href="X3DNodes.TLightInstance.html">TLightInstance</a> record when lighting location/direction (and other properties precalculated on <a class="normal" href="X3DNodes.TLightInstance.html">TLightInstance</a>) change. Assumes that LightInstance.Node = Self.</p>
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<td class="itemcode"><a name="TransformationChange"></a><code>function <b>TransformationChange</b>: <a  href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
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<td class="itemcode"><a name="Scope"></a><code>function <b>Scope</b>: <a  href="X3DNodes.html#TLightScope">TLightScope</a>; virtual;</code></td>
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<p>
Light scope. Default implementation returns lsGlobal or lsLocal, depending on &quot;global&quot; field value (this follows VRML/X3D &gt;= 2.0 rules).</p>
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<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>: <a  href="CastleVectors.html#TVector4Single">TVector4Single</a>; virtual; abstract;</code></td>
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<p>
Position expressed in homogeneous coordinates. For positional lights, the last component is always 1. For directional lights, the last component is always 0.

<p>Note that this expressed is in the local light node coordinate system.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdOn"></a><code>property <b>FdOn</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdOn;</code></td>
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<td class="itemcode"><a name="FdIntensity"></a><code>property <b>FdIntensity</b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdIntensity;</code></td>
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<td class="itemcode"><a name="FdColor"></a><code>property <b>FdColor</b>: <a  href="X3DFields.TSFColor.html">TSFColor</a> read FFdColor;</code></td>
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<td class="itemcode"><a name="FdAmbientIntensity"></a><code>property <b>FdAmbientIntensity</b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdAmbientIntensity;</code></td>
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<td class="itemcode"><a name="FdGlobal"></a><code>property <b>FdGlobal</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdGlobal;</code></td>
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<td class="itemcode"><a name="FdShadowVolumes"></a><code>property <b>FdShadowVolumes</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumes;</code></td>
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<td class="itemcode"><a name="FdShadowVolumesMain"></a><code>property <b>FdShadowVolumesMain</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumesMain;</code></td>
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<td class="itemcode"><a name="FdShowProxyGeometry"></a><code>property <b>FdShowProxyGeometry</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShowProxyGeometry;</code></td>
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<p>
showProxyGeometry field is an Avalon extension, see [<a  href="http://instant-reality.com/documentation/nodetype/Light/">http://instant-reality.com/documentation/nodetype/Light/</a>].</p>
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<td class="itemcode"><a name="FdProjectionNear"></a><code>property <b>FdProjectionNear</b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionNear;</code></td>
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<p>
projectionNear / projectionFar / up are Kambi extensions, see [<a  href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_light_projective">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_light_projective</a>]</p>
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<td class="itemcode"><a name="FdProjectionFar"></a><code>property <b>FdProjectionFar</b>: <a  href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionFar;</code></td>
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<td class="itemcode"><a name="FdUp"></a><code>property <b>FdUp</b>: <a  href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdUp;</code></td>
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<td class="itemcode"><a name="FdDefaultShadowMap"></a><code>property <b>FdDefaultShadowMap</b>: <a  href="X3DNodes.TSFNode.html">TSFNode</a> read FFdDefaultShadowMap;</code></td>
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<td class="itemcode"><a name="FdShadows"></a><code>property <b>FdShadows</b>: <a  href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadows;</code></td>
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<td class="itemcode"><a name="FdEffects"></a><code>property <b>FdEffects</b>: <a  href="X3DNodes.TMFNode.html">TMFNode</a> read FFdEffects;</code></td>
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<td class="itemcode"><a name="Transform"></a><code>property <b>Transform</b>: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a> read FTransform;</code></td>
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<p>
Transformation of this light node. Normal lights can be instanced many times within the scene, with various transformation, so <i>this transformation property cannot be used</i>.

<p>However, in special cases, you know that light node occurs only once within the scene (see [<a  href="http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_maps">http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadow_maps</a>]). Then it's useful.

<p>It is gathered during traversing. Last <a class="normal" href="X3DNodes.TAbstractLightNode.html#BeforeTraverse">BeforeTraverse</a> call for this node sets Transform properties. By default, it represents identity transformation.

<p></p>
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