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Skylicht Engine
|
structure for holding data describing a dynamic point light. More...
#include <C:/Projects/skylicht-engine/Projects/Irrlicht/Include/SLight.h>
Public Attributes | |
| SColorf | AmbientColor |
| Ambient color emitted by the light. | |
| SColorf | DiffuseColor |
| Diffuse color emitted by the light. | |
| SColorf | SpecularColor |
| Specular color emitted by the light. | |
| core::vector3df | Attenuation |
| Attenuation factors (constant, linear, quadratic). | |
| f32 | OuterCone |
| The angle of the spot's outer cone. Ignored for other lights. | |
| f32 | InnerCone |
| The angle of the spot's inner cone. Ignored for other lights. | |
| f32 | Falloff |
| The light strength's decrease between Outer and Inner cone. | |
| core::vector3df | Position |
| Read-ONLY! Position of the light. | |
| core::vector3df | Direction |
| Read-ONLY! Direction of the light. | |
| f32 | Radius |
| Read-ONLY! Radius of light. Everything within this radius will be lighted. | |
| E_LIGHT_TYPE | Type |
| Read-ONLY! Type of the light. Default: ELT_POINT. | |
| bool | CastShadows:1 |
| Read-ONLY! Does the light cast shadows? | |
structure for holding data describing a dynamic point light.
Irrlicht supports point lights, spot lights, and directional lights.
| core::vector3df irr::video::SLight::Attenuation |
Attenuation factors (constant, linear, quadratic).
Changes the light strength fading over distance. Can also be altered by setting the radius, Attenuation will change to (0,1.f/radius,0). Can be overridden after radius was set.
| SColorf irr::video::SLight::DiffuseColor |
Diffuse color emitted by the light.
This is the primary color you want to set.
| core::vector3df irr::video::SLight::Direction |
Read-ONLY! Direction of the light.
If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation.
| core::vector3df irr::video::SLight::Position |
Read-ONLY! Position of the light.
If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position.
| SColorf irr::video::SLight::SpecularColor |
Specular color emitted by the light.
For details how to use specular highlights, see SMaterial::Shininess