A SpotLight is similar to point with it being located
at a specific point in world space. However, it's light
influence is restricted to a cone (opposed to being omni-directional)
that is controlled by a direction and two angles for falloff to create
a soft edge.
Declaration Syntax
C# |
public class SpotLight : Light
Members
All Members | Constructors | Methods | Properties | ||
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Icon | Member | Description |
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SpotLight()()()() |
Creates a new instance of SpotLight, set at the origin
and pointing down the negative Z-axis.
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SpotLight(Vector3, Vector3, Single, Single) |
Creates a new SpotLight.
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Ambient |
Gets or sets the ambient contribution of this light,
which is the color that appears to be coming from everywhere.
Default: Color(.4f, .4f, .4f, 1.0f);
(Inherited from Light.) |
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Attenuate |
Gets or sets if this light should attenuate. Note,
some lights may ignore this (e.g. Directional lights
should never attenuate)
Default: True
(Inherited from Light.) |
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Constant |
Gets or sets the attenuation constant, which is part
of this formula:
1 / (C + L*d + Q*d*d)
Where C,L, and Q are the attenuation values
and d is the distance from the light source to
the part of the object being lit.
Default: 1.0f
(Inherited from Light.) |
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Diffuse |
Gets or sets the diffuse contribution of this light,
which is the color directly from the light source.
Default: Color(1.0f, 1.0f, 1.0f, 1.0f)
(Inherited from Light.) |
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Direction |
Gets or sets the direction of the SpotLight. The value
is always normalized.
Default: (0, 0, -1)
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Equals(Object) |
(Inherited from Object.) |
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Finalize()()()() |
Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. (Inherited from Object.) |
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GetHashCode()()()() |
Serves as a hash function for a particular type. (Inherited from Object.) |
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GetType()()()() |
Gets the Type of the current instance. (Inherited from Object.) |
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InnerAngle |
Gets or sets the innter cutoff angle for this SpotLight.
This is the extent of the concentration of the light
along the direction (the cone). This should always be smaller than
the outer angle.
Default: 45 degrees
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IsEnabled |
Gets or sets if this light should be enabled or not.
Default: True
(Inherited from Light.) |
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LightType |
Gets the type of light, LightType.Spot.
(Overrides Light.LightType.) |
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Linear |
Gets or sets the attenuation linear value, which is
part of this formula:
1 / (C + L*d + Q*d*d)
Where C,L, and Q are the attenuation values
and d is the distance from the light source to
the part of the object being lit.
Default: 0.0f
(Inherited from Light.) |
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MemberwiseClone()()()() |
Creates a shallow copy of the current Object. (Inherited from Object.) |
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Name |
Gets or sets the name of this light.
(Inherited from Light.) |
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OuterAngle |
Gest or sets the outer cutoff angle for this SpotLight. This
is used to allow a soft blending from the main concentration
of the light to the area outside of the spotlight's cone.
Default: 90 degrees
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Position |
Gets or sets the position of the SpotLight in world space.
Default: (0, 0, 0)
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Quadratic |
Gets or sets the attenuation quadratic value,
which is part of this formula:
1 / (C + L*d + Q*d*d)
Where C,L, and Q are the attenuation values
and d is the distance from the light source to
the part of the object being lit.
Default: 0.0f
(Inherited from Light.) |
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Read(ISavableReader) |
Deserializes this SpotLight.
(Overrides Light.Read(ISavableReader).) |
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SetDirection(Single, Single, Single) |
Convienance method for setting the direction of this SpotLight.
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SetPosition(Single, Single, Single) |
Convienence method for setting the position of this SpotLight
in world space
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Specular |
Gets or sets the specular contribution of this light,
which is the color reflected by an object depending on
how shiny it is.
Default: Color(1.0f, 1.0f, 1.0f, 1.0f)
(Inherited from Light.) |
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ToString()()()() |
(Inherited from Object.) |
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Write(ISavableWriter) |
Serializes this SpotLight.
(Overrides Light.Write(ISavableWriter).) |
Assembly: Tesla (Module: Tesla) Version: 0.5.0.0 (0.5.0.0)