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<title>Castle Game Engine: X3DNodes: Class TAbstractPositionalLightNode</title>
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<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="TAbstractPositionalLightNode"></a><h1 class="cio">Class TAbstractPositionalLightNode</h1>
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<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>
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<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TAbstractPositionalLightNode = class(<a class="normal" href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TAbstractLightNode description follows</div><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="ancestor"><a class="normal" href="X3DNodes.TAbstractLightNode.html">TAbstractLightNode</a></li>
<li class="thisitem">TAbstractPositionalLightNode</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractPositionalLightNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#DistanceNeededForAttenuation">DistanceNeededForAttenuation</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#CalculateAttenuation">CalculateAttenuation</a></b>(const DistanceToLight: Single): Single; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#CalculateAttenuation">CalculateAttenuation</a></b>(const DistanceToLight: Double): Double; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#HasAttenuation">HasAttenuation</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#HasRadius">HasRadius</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TAbstractPositionalLightNode.html#UpdateLightInstance">UpdateLightInstance</a></b>(var LightInstance: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TAbstractPositionalLightNode.html#Position">Position</a></b>: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#FdAttenuation">FdAttenuation</a></b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdAttenuation;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#Attenuation">Attenuation</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read GetAttenuation write SetAttenuation;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#FdLocation">FdLocation</a></b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdLocation;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#Location">Location</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read GetLocation write SetLocation;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#FdRadius">FdRadius</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdRadius;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TAbstractPositionalLightNode.html#Radius">Radius</a></b>: Single read GetRadius write SetRadius;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CreateNode"></a><code>procedure <b>CreateNode</b>; override;</code></td>
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<td class="itemcode"><a name="DistanceNeededForAttenuation"></a><code>function <b>DistanceNeededForAttenuation</b>: boolean;</code></td>
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Calculate light intensity drop because of the distance to the light. This follows the equation <code>1/max( attenuation[0] + ... )</code> from the VRML/X3D specification, it is the same as OpenGL attenuation.
<p>Since calculating the DistanceToLight for the <a class="normal" href="X3DNodes.TAbstractPositionalLightNode.html#Attenuation">Attenuation</a> method may be time-consuming in some situations, you can check <code>DistanceNeededForAttenuation</code> first. When the <code>DistanceNeededForAttenuation</code> returns <code>False</code>, then the value of DistanceToLight parameter is ignored (you can pass anything).
<p>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).
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<td class="itemcode"><a name="CalculateAttenuation"></a><code>function <b>CalculateAttenuation</b>(const DistanceToLight: Single): Single; overload;</code></td>
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<td class="itemcode"><a name="CalculateAttenuation"></a><code>function <b>CalculateAttenuation</b>(const DistanceToLight: Double): Double; overload;</code></td>
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<td class="itemcode"><a name="HasAttenuation"></a><code>function <b>HasAttenuation</b>: boolean;</code></td>
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Is attenuation relevant. When <code>False</code>, you know that <a class="normal" href="X3DNodes.TAbstractPositionalLightNode.html#Attenuation">Attenuation</a> function always returns 1, so there's no point in using it at all.</p>
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<td class="itemcode"><a name="HasRadius"></a><code>function <b>HasRadius</b>: boolean; virtual;</code></td>
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Should the "radius" field be taken into account.</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>); override;</code></td>
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<td class="itemcode"><a name="Position"></a><code>function <b>Position</b>: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdAttenuation"></a><code>property <b>FdAttenuation</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdAttenuation;</code></td>
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<td class="itemcode"><a name="Attenuation"></a><code>property <b>Attenuation</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read GetAttenuation write SetAttenuation;</code></td>
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<td class="itemcode"><a name="FdLocation"></a><code>property <b>FdLocation</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdLocation;</code></td>
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<td class="itemcode"><a name="Location"></a><code>property <b>Location</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a> read GetLocation write SetLocation;</code></td>
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<td class="itemcode"><a name="FdRadius"></a><code>property <b>FdRadius</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdRadius;</code></td>
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<td class="itemcode"><a name="Radius"></a><code>property <b>Radius</b>: Single read GetRadius write SetRadius;</code></td>
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