The Light object represents a Softimage light, such as a point light or a spot light.
You can create lights with X3DObject::AddLight. To get an existing light from a LightRig, you can use LightRig::GetLight.
using namespace XSI; Application app; Model root = app.GetActiveSceneRoot(); Light myPointLight; root.AddLight( L"Point", false,L"MyLight" ,myPointLight ); app.LogMessage( L"Light name: " + myPointLight.GetName() );
#include <xsi_light.h>
Public Member Functions | |
Light () | |
~Light () | |
Light (const CRef &in_ref) | |
Light (const Light &in_obj) | |
bool | IsA (siClassID in_ClassID) const |
siClassID | GetClassID () const |
Light & | operator= (const Light &in_obj) |
Light & | operator= (const CRef &in_ref) |
CRefArray | GetShaders () const |
OGLLight | GetOGLLight () const |
siShaderParameterType | GetShaderInputType (const CString &in_paramscriptname) const |
CRefArray | FindShaders (const CString &in_filtername) const |
CRefArray | GetAllShaders () const |
CRefArray | GetAllImageClips () const |
bool IsA | ( | siClassID | in_ClassID | ) | const [virtual] |
Returns True if this object supports the functionality of a specified class. For example, a Light is a type of X3DObject, so a Light object supports X3DObject functionality.
in_ClassID | Test if this object supports this class. |
Reimplemented from Directed.
siClassID GetClassID | ( | ) | const [virtual] |
CRefArray GetShaders | ( | ) | const |
OGLLight GetOGLLight | ( | ) | const |
Returns the OGLLight for this light. The OGLLight object holds the light rendering information used by OpenGL.
siShaderParameterType GetShaderInputType | ( | const CString & | in_paramscriptname | ) | const |
Returns the input type of a light parameter. Before you connect a shader to the parameter, use Parameter::GetCapabilities to make sure that the parameter supports the siTexturable capability.
in_paramscriptname | The script name of a parameter. |
Returns all shaders that match a filter. For example, you can write a custom Filter that matches shaders with texturespace and colormap parameters, and then use this custom filter with this function.
in_filtername | The name of a shader Filter (for example, siShaderFilter). |
CRefArray GetAllShaders | ( | ) | const |
CRefArray GetAllImageClips | ( | ) | const |
Returns a list of the image clips nested under this Light.