LightPickerBase provides an abstract base object for light picker objects. These objects are responsible for feeding materials with relevant lights. Usually, StaticLightPicker can be used.


Inherited from NamedAssetBase -> EventDispatcher


Created LightPickerBase object has properties:

allPickedLights

[read-only] A collection of all the collected lights. (Vector array of (LightBase))

assetType

[read-only] The type of the asset. String

castingDirectionalLights

[read-only] The collected directional lights that cast shadows to be used for shading. Vector array of (DirectionalLight)

castingPointLights

[read-only] The collected point lights that cast shadows to be used for shading. Vector array of (PointLight)

directionalLights

[read-only] The collected directional lights to be used for shading. Vector array of (DirectionalLight)

lightProbes

[read-only] The collected light probes to be used for shading. Vector array of (LightProbe)

lightProbeWeights

[read-only] The weights for each light probe, defining their influence on the object. Vector array of Floats

numCastingDirectionalLights

[read-only] The maximum amount of directional lights that cast shadows. Int

numCastingPointLights

[read-only] The amount of point lights that cast shadows. Int

numDirectionalLights

[read-only] The maximum amount of directional lights that will be provided. Int

numLightProbes

[read-only] The maximum amount of light probes that will be provided. Int

numPointLights

[read-only] The maximum amount of point lights that will be provided. Int

pointLights

[read-only] The collected point lights to be used for shading. Vector array of (PointLight)


methods:

collectLights(renderable, entityCollector)

Updates set of lights for a given renderable and EntityCollector.

renderable - IRenderable (can be one of SegmentSet, SkyBox, Sprite3D, SubMesh)

entityCollector - EntityCollector (no description)

dispose()

Disposes resources used by the light picker.



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