Class TCastlePointLight
Unit
CastleScene
Declaration
type TCastlePointLight = class(TCastleAbstractLight)
Description
Point light is a point in 3D space that shines uniformly in all directions. The rotation of this transformation doesn't matter.
See X3D PointLight specification for various details.
Hierarchy
Overview
Fields
Methods
Properties
Description
Fields
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nested const DefaultRadius = 100.0; |
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Methods
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constructor Create(AOwner: TComponent); override; |
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destructor Destroy; override; |
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Properties
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property Color: TCastleColorRGB read FColor write SetColor; |
Light color shining over surface. By default white.
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property Attenuation: TVector3 read FAttenuation write SetAttenuation; |
Attenuation determines how quickly light intensity falls off with distance. By default Vector3(0, 0, 1), which means light falls off according to inverse square law.
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property Intensity: Single read FIntensity write SetIntensity default 1.0; |
Intensity , multiplied by color. Can be anything >= 0.
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property Radius: Single read FRadius write SetRadius default DefaultRadius; |
Light doesn't shine at all outside of a sphere with this radius. For performance reasons, set this as small as possible, to avoid even considering this light at further shapes. Set to -1 to have no limit.
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property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ; |
Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly.
See also
- Color
- Light color shining over surface.
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property AttenuationPersistent: TCastleVector3Persistent read FAttenuationPersistent ; |
Attenuation that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Attenuation directly.
See also
- Attenuation
- Attenuation determines how quickly light intensity falls off with distance.
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