Inheritance diagram for TBasicLight:

Public Member Functions | |
| virtual MCCOMErr MCCOMAPI | QueryInterface (const MCIID &riid, void **ppvObj) |
| virtual uint32 MCCOMAPI | AddRef () |
| virtual MCCOMErr MCCOMAPI | SetTransform (TTransform3D *transform) |
| virtual MCCOMErr MCCOMAPI | GetDirection (const TVector3 &point, TVector3 &resultDirection, real &resultDistance) |
| virtual boolean MCCOMAPI | GetColor (const TVector3 &point, const TVector3 &direction, const real distance, TMCColorRGB &result, real &ShadowIntensity) |
| virtual boolean MCCOMAPI | IsVisibleInPerspective () |
| virtual uint32 MCCOMAPI | GetPrimitiveID () |
| virtual MCCOMErr MCCOMAPI | ForEachShadowBuffer (ForEachShadowBufferCallback proc, void *priv) |
| virtual MCCOMErr MCCOMAPI | GetLightParameter (int32 keyword, void *parameter) |
| virtual MCCOMErr MCCOMAPI | GetLightInfo (boolean &hasLightCone, boolean &hasLightSphere, real &halfAngle, TTransform3D &transform) |
| virtual boolean MCCOMAPI | GetUVfromDirection (TVector2 &uv, const TVector3 &direction) const |
| virtual LightTraceElement *MCCOMAPI | GetNewTrace (int16 *nb) |
| virtual MCCOMErr MCCOMAPI | GetStandardLight (TStandardLight &light) const |
| virtual void MCCOMAPI | InitSampling (const TBBox3D &sceneBoundingBox, real &solidAngle, int32 ®ionCount) |
| virtual void MCCOMAPI | GetRandomRay (int32 regionIndex, Ray3D &ray) const |
| virtual int32 MCCOMAPI | GetShadowBufferCount () const |
| virtual void MCCOMAPI | GetShadowBuffer (int32 bufferIndex, I3DShCamera **camera, TBBox2D &uvBox) const |
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Increments the reference count of the object Reimplemented from TBasicUnknown. |
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Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns the color of light seen through a given point. When using a spot, use the position parameter and the light source position and orientation to determine whether a point is in the light beam or not. When using a sun, use the direction parameter to calculate the intensity. When lighting is based on distance, (such as distance fall-off), use the distance parameter.
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns the direction from the point to the light source as well as the distance between the surface point and light source. GetDirection() is called prior to GetColor() to perform preliminary calculations. The surface point is the point on the object where the light is about to be calculated. A light bulb typically calculates resultDirection by subtracting the postion point to the light source origin, then normalizes the results. A simulated sun light returns its light direction in resultDirection, and the maximum possible value in resultDistance.
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns information about light cones and sphere...
Implements I3DExLightsource. |
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Implements I3DExLightsource. |
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Implements I3DExLightsource. |
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Returns the ID of the primitive that is display in place of the light. Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns a random ray starting from the light The rays should sample uniformly a solid angle that contains at least the intersection of the light cone (or sphere) and the scene.
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns a camera equivalent to a shadow buffer
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns the number of shadow buffer needed for this light Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Retrieves a standard description of the light for use in the interactive renderer.
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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returns the uv for the gel given a direction
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Initialize sampling of the light and returns the solid angle containing the sampling rays. It must be called before GetRandomRay
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Returns true if the light should be displayed in the 3D View. In this case, the lights is displayed with the geometry of the primitive given by GetPrimitiveID(). If it returns false, then the light is not displayed, this is used for sun lights for example. Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
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Check if the object supports a given interface and returns a pointer to that interface if it does. Note that QueryInterface will increment the reference count of the object by one if the interface is found.
Reimplemented from TBasicDataExchanger. |
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Called to tell a light source its position and orientation in space. This function is used to cache transform information to speed up GetDirection() and GetColor().
Implements I3DExLightsource. Reimplemented in TBasicDistantLight. |
1.3.9.1