class FoxDirectionalLight
package foxlite.lights
extends FoxBaseLight › FoxObject › FoxBasic
@:directlyUsed@:build(foxlite.macro.HScriptCompatMacro.build_VectorAccess())Constructor
@:value({ _shadowDistance : 100, shadow : false, energy : 1, color : 0xFFFFFFFF, z : 0, y : 0, x : 0 })new(x:Float = 0, y:Float = 0, z:Float = 0, color:FlxColor = 0xFFFFFFFF, energy:Float = 1, shadow:Bool = false, _shadowDistance:Float = 100)
Variables
Methods
Inherited Variables
Defined by FoxBaseLight
shadow:Bool
If true, this light will cast shadows
Note: If this is set to true, a new texture will be created for this light, this is its shadow map, and it's currently a fixed resolution of 1024x1024
@:value(new Vector3D(0, 0, 1, 1))shadowAtlasRect:Vector3D = new Vector3D(0, 0, 1, 1)
Temporary value to store the region of the shadowmap for this light.
This is handled automatically by FoxLightData
Note: This is a Vector3D instead of a Rectangle for fast scaling operations in HScript
@:value(new Vector3D(0, 0, 1, 1))shadowAtlasUV:Vector3D = new Vector3D(0, 0, 1, 1)
Same as shadowAtlasRect but as UV coordinates for the shader.
@:value(new Matrix3D())projectionMatrix:Matrix3D = new Matrix3D()
The projection matrix for this light
A Directional Light has an Orthogonal projection, this means the rays are always parallel to the surface, this is used to simulate the sun shadows.
A Point light has a Perspective projection, this means the rays have a depth to them the farther away they are from the light source. This is used to simulate point light source shadows.
@:value(new Matrix3D())viewMatrix:Matrix3D = new Matrix3D()
The view matrix for this light
This is its transform for its POV
@:value(new Matrix3D())viewProjection:Matrix3D = new Matrix3D()
The Transform of this light with its Projection
This is necessary for shadow calculations in the fragment shader, as it's the POV of the light
Defined by FoxObject
parent:FoxObject
If set, will adapt parent transform. Make sure the parent has a higher priority so it updates in order
@:value(new Matrix3D())transform:Matrix3D = new Matrix3D()
This is the global transform for this Object, it encodes position, rotation and scale in a 4x4 matrix
Defined by FoxBasic
animation:FoxAnimationPlayer
An animation controller for this basic. Although properties have to be manually linked, this is intended to be a general-purpose animator for this object
Inherited Methods
Defined by FoxBaseLight
Defined by FoxObject
@:value({ z : 0, y : 0, x : 0 })inlinesetAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void
Same as setRotation() but for angle degrees.
getAngle(?output:Vector3D):Vector3D
Gets the object's rotation as degrees, as a Vector3D
Parameters:
output | (Optional) the output vector to store the angles without allocating a new one |
|---|
Returns:
a Vector3D containing angleX, angleY and angleZ
@:value({ w : 1, z : 0, y : 0, x : 0 })setRotationQuaternion(x:Float = 0, y:Float = 0, z:Float = 0, w:Float = 1):Vector3D
Sets the object's rotation from a Quaternion, which is needed for accurate rotation representation when interpolating.
How dows it work? hell if i know
copyComponentsFrom(object:FoxObject):Void
Copies position, rotation and scale from another FoxObject,
so the other object's components doesn't affect this one when changing them
Defined by FoxBasic
pushDrawData(scene:FoxScene):Void
This function gets called when the scene starts building draw groups.
It should call the scene's addToDrawGroups() function for every drawable of this object.
Override this with your custom draw data function.
Note: Internal use only, it is a performance critical operation, keep it fast.