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<title>Castle Game Engine: X3DNodes: Class TSpotLightNode</title>
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<a name="TSpotLightNode"></a><h1 class="cio">Class TSpotLightNode</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>
<p class="unitlink">
<a href="X3DNodes.html">X3DNodes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TSpotLightNode = class(<a class="normal" href="X3DNodes.TAbstractPositionalLightNode.html">TAbstractPositionalLightNode</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TAbstractPositionalLightNode description follows</div><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="ancestor"><a class="normal" href="X3DNodes.TAbstractPositionalLightNode.html">TAbstractPositionalLightNode</a></li>
<li class="thisitem">TSpotLightNode</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.TSpotLightNode.html#CreateNode">CreateNode</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TSpotLightNode.html#ClassNodeTypeName">ClassNodeTypeName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TSpotLightNode.html#URNMatching">URNMatching</a></b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DNodes.TSpotLightNode.html#ForVRMLVersion">ForVRMLVersion</a></b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TSpotLightNode.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.TSpotLightNode.html#ProjectionMatrix">ProjectionMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#ModelviewMatrix">ModelviewMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#ModelviewRotationMatrix">ModelviewRotationMatrix</a></b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#ProjectionLocationLocal">ProjectionLocationLocal</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#ProjectionDirectionLocal">ProjectionDirectionLocal</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DNodes.TSpotLightNode.html#Box3DDistances">Box3DDistances</a></b>(const Box: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; out MinDistance, MaxDistance: Single); override;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#SpotCutoffDeg">SpotCutoffDeg</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#SpotCosCutoff">SpotCosCutoff</a></b>: Single;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DNodes.TSpotLightNode.html#SpotExponentApproximate">SpotExponentApproximate</a></b>: Single;</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.TSpotLightNode.html#FdBeamWidth">FdBeamWidth</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdBeamWidth;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TSpotLightNode.html#FdCutOffAngle">FdCutOffAngle</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdCutOffAngle;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TSpotLightNode.html#FdDirection">FdDirection</a></b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdDirection;</code></td>
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<td class="itemcode"><code>property <b><a href="X3DNodes.TSpotLightNode.html#FdProjectionAngle">FdProjectionAngle</a></b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionAngle;</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="ClassNodeTypeName"></a><code>class function <b>ClassNodeTypeName</b>: string; override;</code></td>
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<td class="itemcode"><a name="URNMatching"></a><code>class function <b>URNMatching</b>(const URN: string): boolean; override;</code></td>
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<td class="itemcode"><a name="ForVRMLVersion"></a><code>class function <b>ForVRMLVersion</b>(const Version: <a href="X3DNodes.html#TX3DVersion">TX3DVersion</a>): boolean; override;</code></td>
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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="ProjectionMatrix"></a><code>function <b>ProjectionMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<td class="itemcode"><a name="ModelviewMatrix"></a><code>function <b>ModelviewMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</code></td>
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<td class="itemcode"><a name="ModelviewRotationMatrix"></a><code>function <b>ModelviewRotationMatrix</b>: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>; override;</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>; override;</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>; override;</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); override;</code></td>
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<td class="itemcode"><a name="SpotCutoffDeg"></a><code>function <b>SpotCutoffDeg</b>: Single;</code></td>
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<p>
Spot cutoff angle (based on cutOffAngle).
<p>Expressed in degrees, clamped to correct range (since user can input any value in VRML, and also conversion radians -> degrees could accidentally raise value slightly > 90, so cutOffAngle = 1.5708 is in degrees 90.0002104591, which would cause OpenGL fixed-function error).</p>
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<td class="itemcode"><a name="SpotCosCutoff"></a><code>function <b>SpotCosCutoff</b>: Single;</code></td>
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<td class="itemcode"><a name="SpotExponentApproximate"></a><code>function <b>SpotExponentApproximate</b>: Single;</code></td>
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<p>
Approximate spot exponent that could be used to render this spot light. Do not use this, unless you really don't have to. X3D spot light should have a linear fallback, from beamWidth to cutOffAngle, and there is no sensible way to approximate it by an exponent. Use this only if you have to render spot light with exponent, e.g. for OpenGL fixed-function pipeline.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="FdBeamWidth"></a><code>property <b>FdBeamWidth</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdBeamWidth;</code></td>
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<td class="itemcode"><a name="FdCutOffAngle"></a><code>property <b>FdCutOffAngle</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdCutOffAngle;</code></td>
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<td class="itemcode"><a name="FdDirection"></a><code>property <b>FdDirection</b>: <a href="X3DFields.TSFVec3f.html">TSFVec3f</a> read FFdDirection;</code></td>
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<td class="itemcode"><a name="FdProjectionAngle"></a><code>property <b>FdProjectionAngle</b>: <a href="X3DFields.TSFFloat.html">TSFFloat</a> read FFdProjectionAngle;</code></td>
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