Access Lighting data from 3ds Max lights.
This is the main access to the lights. The user would request the light data from the LightManager based on the D3DHANDLE
#include <RTMax.h>
Public Member Functions |
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virtual | ~ILightingData () |
Destructor. |
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virtual D3DXVECTOR4 | GetPosition ()=0 |
Get the Position of the light. |
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virtual D3DXVECTOR4 | GetDirection ()=0 |
Get the current direction of the light.
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virtual D3DXVECTOR4 | GetColor ()=0 |
Get the current color. |
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virtual float | GetFallOff ()=0 |
Get the current falloff value. |
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virtual float | GetHotSpot ()=0 |
Get the current Hotspot value. |
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virtual D3DXVECTOR4 | GetAttenuation ()=0 |
Get Attenuation data from active light.
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virtual ~ILightingData | ( | ) | [inline, virtual] |
Destructor.
{;}
virtual D3DXVECTOR4 GetPosition | ( | ) | [pure virtual] |
Get the Position of the light.
virtual D3DXVECTOR4 GetDirection | ( | ) | [pure virtual] |
Get the current direction of the light.
virtual D3DXVECTOR4 GetColor | ( | ) | [pure virtual] |
virtual float GetFallOff | ( | ) | [pure virtual] |
virtual float GetHotSpot | ( | ) | [pure virtual] |
virtual D3DXVECTOR4 GetAttenuation | ( | ) | [pure virtual] |
Get Attenuation data from active light.
The attenuation from a 3ds Max light is returned using this method. The D3DXVECTOR4 is used in the following was x = near Attenuation start y = near Attenuation snd z = far Attenuation start w = far Attenuation end This can be used in conjunction with GetFallOff and GetHotSpot to create very realistic lighting results