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