Class TSpotLightNode
Unit
X3DNodes
Declaration
type TSpotLightNode = class(TAbstractPositionalLightNode)
Description
Light source that emits light from a specific point along a specific direction constrained within a cone.
Hierarchy
Overview
Methods
Properties
Description
Methods
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function GetProjectionLocationLocal: TVector3; override; |
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procedure SetProjectionLocationLocal(const Value: TVector3); override; |
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function GetProjectionDirectionLocal: TVector3; override; |
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procedure SetProjectionDirectionLocal(const Value: TVector3); override; |
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procedure CreateNode; override; |
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class function ClassX3DType: string; override; |
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class function URNMatching(const URN: string): boolean; override; |
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class function ForVRMLVersion(const Version: TX3DVersion): boolean; override; |
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procedure UpdateLightInstance(var LightInstance: TLightInstance); override; |
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function ProjectionMatrix: TMatrix4; override; |
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function ModelviewMatrix: TMatrix4; override; |
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function ModelviewRotationMatrix: TMatrix4; override; |
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procedure Box3DDistances(const Box: TBox3D; out MinDistance, MaxDistance: Single); override; |
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function SpotCutoffDeg: Single; |
Spot cutoff angle (based on cutOffAngle).
Expressed in degrees, clamped to correct range (since user can input any value in VRML, and also conversion radians -> degrees could accidentally raise value slightly > 90, so cutOffAngle = 1.5708 is in degrees 90.0002104591, which would cause OpenGL fixed-function error).
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function SpotCosCutoff: Single; |
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function SpotExponentApproximate: Single; |
Approximate spot exponent that could be used to render this spot light. Do not use this, unless you really have to. X3D spot light should have a linear fallback, from beamWidth to cutOffAngle, and there is no sensible way to approximate it by an exponent. Use this only if you have to render spot light with exponent, e.g. for OpenGL fixed-function pipeline.
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Properties
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property FdBeamWidth: TSFFloat read FFdBeamWidth; |
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property FdCutOffAngle: TSFFloat read FFdCutOffAngle; |
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property FdDirection: TSFVec3f read FFdDirection; |
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property FdProjectionAngle: TSFFloat read FFdProjectionAngle; |
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property Attenuation: TVector3 read GetAttenuation write SetAttenuation; |
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property BeamWidth: Single read GetBeamWidth write SetBeamWidth; |
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property CutOffAngle: Single read GetCutOffAngle write SetCutOffAngle; |
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property Direction: TVector3 read GetDirection write SetDirection; |
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property Location: TVector3 read GetLocation write SetLocation; |
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property Radius: Single read GetRadius write SetRadius; |
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property ProjectionAngle: Single read GetProjectionAngle write SetProjectionAngle; |
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