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Public API Reference |
#include <light.h>
Inheritance diagram for csDynLight:
Public Methods | |
csDynLight (float x, float y, float z, float dist, float red, float green, float blue) | |
Create a new dynamic light at the given position and with the given radius and color. More... | |
virtual | ~csDynLight () |
Remove the dynamic light from all polygons (i.e. More... | |
void | Setup () |
Initial placement of the light. More... | |
virtual void | SetColor (const csColor &col) |
Call this when the color of the light changes. More... | |
void | AddAffectedLightingInfo (iLightingInfo *li) |
Add a lighting info to this dynamic light. More... | |
void | RemoveAffectedLightingInfo (iLightingInfo *li) |
Remove a lighting info from this dynamic light. More... | |
Public Attributes | |
csDynLight::eiDynLight | scfiDynLight |
iDynLight implementation. More... |
These lights only cast shadows for sectors/portals and not for things. However, they can freely move and change color intensity.
Definition at line 469 of file csengine/light.h.
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Create a new dynamic light at the given position and with the given radius and color. Initially the light will not be visible. You need to set the current sector and call 'Setup()' first. |
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Remove the dynamic light from all polygons (i.e. remove all light patches) and then destroy the light itself. |
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Add a lighting info to this dynamic light. This is usually called during Setup() by meshes that are hit by the dynamic light. |
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Remove a lighting info from this dynamic light.
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Call this when the color of the light changes. This is more efficient than calling Setup(). Reimplemented from csLight. |
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Initial placement of the light. This routine generates a view frustum as seen from the light. The clipped polygons that result from this are light patches and are put in the lightpatches list. This routine needs to be called whenever the light moves. |
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iDynLight implementation.
Referenced by csDynLight::eiDynLight::GetNext. |