Simple wrapper for light objects.
An IGame Wrapper around 3ds Max's lights. This is a generic interface for all the lights
#include <IGameObject.h>
Public Types |
|
enum | LightType
{ IGAME_OMNI, IGAME_TSPOT, IGAME_DIR, IGAME_FSPOT, IGAME_TDIR, IGAME_UNKNOWN } |
Various Light types used by 3ds Max. More... |
|
Public Member Functions |
|
virtual IGameProperty * | GetLightColor ()=0 |
Get the Light
Color Data. |
|
virtual IGameProperty * | GetLightMultiplier ()=0 |
Get the Light
Multiplier Data. |
|
virtual IGameProperty * | GetLightAttenEnd ()=0 |
Get the Light
Attenuation End Data. |
|
virtual IGameProperty * | GetLightAttenStart ()=0 |
Get the Light
Attenuation Start Data. |
|
virtual IGameProperty * | GetLightFallOff ()=0 |
Get the Light
Falloff Data. |
|
virtual IGameProperty * | GetLightHotSpot ()=0 |
Get the Light Hot
spot Data. |
|
virtual IGameProperty * | GetLightAspectRatio ()=0 |
Get the Light
Aspect Ratio Data. |
|
virtual IGameProperty * | GetLightDecayStart ()=0 |
Get the Light
Decay Start Data. |
|
virtual LightType | GetLightType ()=0 |
Get the Light type
as defined in the UI. |
|
virtual int | GetLightOvershoot ()=0 |
Get the Light
overshoot. |
|
virtual int | GetLightDecayType ()=0 |
Get the Decay Type of the Light.
|
|
virtual int | GetSpotLightShape ()=0 |
Get the shape of the Light.
|
|
virtual IGameNode * | GetLightTarget ()=0 |
Get the Target of the Light.
|
|
virtual bool | IsLightOn ()=0 |
Check if Light is
On. |
|
virtual bool | IsExcludeListReversed ()=0 |
Check Exclude List. |
|
virtual int | GetExcludedNodesCount ()=0 |
Get the number of excluded nodes from the
Light.
|
|
virtual IGameNode * | GetExcludedNode (int index)=0 |
Get the excluded node based on the index
pass in. |
enum LightType |
Various Light types used by 3ds Max.
IGAME_OMNI |
Omnidirectional Light. |
IGAME_TSPOT |
Targeted Spot Light. |
IGAME_DIR |
Directional Light. |
IGAME_FSPOT |
Free spot Light. |
IGAME_TDIR |
Targeted Directional Light. |
IGAME_UNKNOWN |
An unknown light type. |
{ IGAME_OMNI, IGAME_TSPOT, IGAME_DIR, IGAME_FSPOT, IGAME_TDIR, IGAME_UNKNOWN, };
virtual IGameProperty* GetLightColor | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightMultiplier | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightAttenEnd | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightAttenStart | ( | ) | [pure virtual] |
Get the Light Attenuation Start Data.
virtual IGameProperty* GetLightFallOff | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightHotSpot | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightAspectRatio | ( | ) | [pure virtual] |
virtual IGameProperty* GetLightDecayStart | ( | ) | [pure virtual] |
virtual LightType GetLightType | ( | ) | [pure virtual] |
Get the Light type as defined in the UI.
virtual int GetLightOvershoot | ( | ) | [pure virtual] |
virtual int GetLightDecayType | ( | ) | [pure virtual] |
Get the Decay Type of the Light.
virtual int GetSpotLightShape | ( | ) | [pure virtual] |
Get the shape of the Light.
virtual IGameNode* GetLightTarget | ( | ) | [pure virtual] |
virtual bool IsLightOn | ( | ) | [pure virtual] |
virtual bool IsExcludeListReversed | ( | ) | [pure virtual] |
Check Exclude List.
Determines whether the exclude list actually maintains a list that is infact included by the light
virtual int GetExcludedNodesCount | ( | ) | [pure virtual] |
Get the number of excluded nodes from the Light.
This list contains nodes that should not be included in lighting calculations. It can also contain a list of only those lights that SHOULD be included. This all depends on the state of IsExcludedListReversed.