1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520
|
<!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">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<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 ("ambientIntensity" < 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>
</tr>
<tr class="list2">
<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>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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>
</tr>
<tr class="list">
<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>
</tr>
<tr class="list2">
<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#FdEffects">FdEffects</a></b>: <a href="X3DNodes.TMFNode.html">TMFNode</a> read FFdEffects;</code></td>
</tr>
<tr class="list">
<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#Transform">Transform</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a> read FTransform;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail 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"><a name="BeforeTraverse"></a><code>procedure <b>BeforeTraverse</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail 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"><a name="MiddleTraverse"></a><code>procedure <b>MiddleTraverse</b>(StateStack: <a href="X3DNodes.TX3DGraphTraverseStateStack.html">TX3DGraphTraverseStateStack</a>); override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ProjectionMatrix"></a><code>function <b>ProjectionMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Matrices for rendering shadow map from this light. Identity in this class, override for subclasses able to do shadow mapping. </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ModelviewMatrix"></a><code>function <b>ModelviewMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ModelviewRotationMatrix"></a><code>function <b>ModelviewRotationMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetProjectorMatrix"></a><code>function <b>GetProjectorMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ProjectionLocationLocal"></a><code>function <b>ProjectionLocationLocal</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ProjectionLocation"></a><code>function <b>ProjectionLocation</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ProjectionDirectionLocal"></a><code>function <b>ProjectionDirectionLocal</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ProjectionDirection"></a><code>function <b>ProjectionDirection</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
<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 <= 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>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
<p>
Create <a class="normal" href="X3DNodes.TLightInstance.html">TLightInstance</a> record describing this light node under given State.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<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>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="UpdateLightInstance"></a><code>procedure <b>UpdateLightInstance</b>( var LightInstance: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>); virtual;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TransformationChange"></a><code>function <b>TransformationChange</b>: <a href="X3DNodes.html#TNodeTransformationChange">TNodeTransformationChange</a>; override;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Scope"></a><code>function <b>Scope</b>: <a href="X3DNodes.html#TLightScope">TLightScope</a>; virtual;</code></td>
</tr>
<tr><td colspan="2">
<p>
Light scope. Default implementation returns lsGlobal or lsLocal, depending on "global" field value (this follows VRML/X3D >= 2.0 rules).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; virtual; abstract;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdOn"></a><code>property <b>FdOn</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdOn;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdIntensity"></a><code>property <b>FdIntensity</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdIntensity;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdColor"></a><code>property <b>FdColor</b>: <a href="X3DFields.TSFColor.html">TSFColor</a> read FFdColor;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdAmbientIntensity"></a><code>property <b>FdAmbientIntensity</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdAmbientIntensity;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdGlobal"></a><code>property <b>FdGlobal</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdGlobal;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdShadowVolumes"></a><code>property <b>FdShadowVolumes</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumes;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdShadowVolumesMain"></a><code>property <b>FdShadowVolumesMain</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadowVolumesMain;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdShowProxyGeometry"></a><code>property <b>FdShowProxyGeometry</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdShowProxyGeometry;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdProjectionNear"></a><code>property <b>FdProjectionNear</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionNear;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdProjectionFar"></a><code>property <b>FdProjectionFar</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionFar;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdUp"></a><code>property <b>FdUp</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdUp;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdDefaultShadowMap"></a><code>property <b>FdDefaultShadowMap</b>: <a href="X3DNodes.TSFNode.html">TSFNode</a> read FFdDefaultShadowMap;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdShadows"></a><code>property <b>FdShadows</b>: <a href="X3DFields.TSFBool.html">TSFBool</a> read FFdShadows;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="FdEffects"></a><code>property <b>FdEffects</b>: <a href="X3DNodes.TMFNode.html">TMFNode</a> read FFdEffects;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Transform"></a><code>property <b>Transform</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a> read FTransform;</code></td>
</tr>
<tr><td colspan="2">
<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>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
var _paq = _paq || [];
_paq.push(["trackPageView"]);
_paq.push(["enableLinkTracking"]);
(function() {
var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
_paq.push(["setTrackerUrl", u+"piwik.php"]);
_paq.push(["setSiteId", "1"]);
var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
})();
</script>
<!-- End Piwik Code -->
<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:15</em>
</span>
</td></tr></table></body></html>
|