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virtual std::string | GetTypeName () const override |
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virtual void | SetID (uint32_t newID) override |
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virtual void | SetName (std::string newName) override |
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| WLight (class Wasabi *const app, W_LIGHT_TYPE type=W_LIGHT_DIRECTIONAL, uint32_t ID=0) |
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void | SetColor (WColor col) |
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void | SetRange (float fRange) |
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void | SetIntensity (float fIntensity) |
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void | SetEmittingAngle (float fAngle) |
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W_LIGHT_TYPE | GetType () const |
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WColor | GetColor () const |
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float | GetRange () const |
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float | GetIntensity () const |
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float | GetMinCosAngle () const |
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void | Show () |
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void | Hide () |
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bool | Hidden () const |
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bool | InCameraView (class WCamera *cam) const |
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WMatrix | GetWorldMatrix () |
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bool | UpdateLocals () |
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virtual bool | Valid () const override |
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virtual void | OnStateChange (STATE_CHANGE_TYPE type) override |
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virtual WError | SaveToStream (WFile *file, std::ostream &outputStream) override |
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virtual WError | LoadFromStream (WFile *file, std::istream &inputStream, std::vector< void * > &args, std::string nameSuffix) override |
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void | SetPosition (float x, float y, float z) |
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void | SetPosition (const WVector3 pos) |
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void | Point (float x, float y, float z) |
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void | Point (WVector3 target) |
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void | SetAngle (WQuaternion quat) |
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void | SetToRotation (const WOrientation *const device) |
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void | SetULRVectors (WVector3 up, WVector3 look, WVector3 right) |
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void | SetToTransformation (WMatrix mtx) |
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void | Yaw (float angle) |
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void | Roll (float angle) |
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void | Pitch (float angle) |
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void | Move (float units) |
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void | Strafe (float units) |
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void | Fly (float units) |
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float | GetPositionX () const |
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float | GetPositionY () const |
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float | GetPositionZ () const |
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WVector3 | GetPosition () const |
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float | GetAngleX () const |
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float | GetAngleY () const |
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float | GetAngleZ () const |
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WQuaternion | GetRotation () const |
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WVector3 | GetUVector () const |
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WVector3 | GetLVector () const |
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WVector3 | GetRVector () const |
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virtual void | SetBindingMatrix (WMatrix mtx) |
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void | RemoveBinding () |
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WMatrix | GetBindingMatrix () const |
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bool | IsBound () const |
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WMatrix | ComputeTransformation () const |
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WMatrix | ComputeInverseTransformation () const |
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| WFileAsset (class Wasabi *const app, uint32_t ID=0) |
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virtual WError | LoadFromStream (class WFile *file, std::istream &inputStream, vector< void * > &args, std::string nameSuffix)=0 |
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| WBase (class Wasabi *const app, uint32_t ID=0) |
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uint32_t | GetID () const |
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std::string | GetName () const |
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class Wasabi * | GetAppPtr () const |
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void | AddReference () |
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void | RemoveReference () |
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This represents a light to be rendered by the used renderer. Lights have 3 types:
- Directional: This is light that has infinite range, and always strikes in the same direction (the L vector of the WLight's WOrientation base class). This is suitable to mimic sunlight.
- Point: This is light that is illuminated from a point (the position of the WLight's WOrientation base class) whose range is specified by SetRange(). This is suitable for light bulbs or flame torches etc...
- Spot: This is light that is illuminated from a point (the position of the WLight's WOrientation base class) pointing at a direction (the L vector of the WLight's WOrientation base class) in a cone shape whose height ( or length) is specified by SetRange() and whose emission angle is specified by SetEmittingAngle(). This is suitable for car headlights, torch spotlight, etc...