Constructor

@:value({ shadow : false, attenuation : 1, range : 5, 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, range:Float = 5, attenuation:Float = 1, shadow:Bool = false)

Variables

range:Float

Methods

privateset_range(v:Float):Float

Inherited Variables

Defined by FoxBaseLight

@:value(new Vector3D(1, 1, 1))color:Vector3D = new Vector3D(1, 1, 1)

colorHex:FlxColor

The light color as a FlxCOlor

@:value(0.00025)shadowBias:Float = 0.00025

Applies a small depth offset for the shadow casted by this light to prevent Shadow Acne.

Too high values will cause the shadow to look disconnected from the mesh, tweak this value accordingly

@:value(1.0)shadowNormalBias:Float = 1.0

Applies an offset slided by the normal for the shadow casted by this light.

Helps to reduce Shadow Acne.

Note: This currently isn't implemented yet

@:value(1.5)shadowBlur:Float = 1.5

Controls the blurring of the shadow, gives them a softer or harder look

Too high values will cause noticeable blurring artifacts

Note: This value corresponds to the pixel area of the shadowmap

energy:Float

@:value(new Vector3D(0, 0, -1))direction:Vector3D = new Vector3D(0, 0, -1)

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

position:Vector3D

@:value(new Vector3D())rotation:Vector3D = new Vector3D()

@:value(new Vector3D(1, 1, 1))scale:Vector3D = new Vector3D(1, 1, 1)

x:Float

y:Float

z:Float

angleX:Float

angleY:Float

angleZ:Float

@:value(EulerOrder.ZYX)rotationOrder:EulerOrder = EulerOrder.ZYX

This controls the way this object is rotated (via rotation)

The rotation is applied per-axis sequentially, meaning the way one axis rotate can influence the next rotation.

By default, the Z axis rotates first, this makes the object roll.

Then the Y axis is rotated next, this orients the rolled object horizontally, think of it as a swiveling floor fan.

And last, the X axis is rotated, this has the effect of tilting the Y rotation.

This is done in this order so there is no gimbal-lock when converting euler angles from quaternions. However, this order affects camera rotations.

Custom camera controllers should use ZXY order instead so no tilting occurs.

@: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

@:value(new Vector3D())read onlyglobalPosition:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalRotation:Vector3D = new Vector3D()

@:value(new Vector3D())read onlyglobalScale:Vector3D = new Vector3D()

Defined by FoxBasic

@:value("FoxBasic")name:String = "FoxBasic"

@:value(true)visible:Bool = true

@:value(true)active:Bool = true

@:value(null)scene:FoxScene = null

@:value(false)__destroyed:Bool = false

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

privateget_colorHex():FlxColor

privateset_colorHex(v:FlxColor):FlxColor

Defined by FoxObject

@:value({ z : 0, y : 0, x : 0 })setPosition(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })setRotation(x:Float = 0, y:Float = 0, z:Float = 0):Void

@:value({ z : 0, y : 0, x : 0 })setAngle(x:Float = 0, y:Float = 0, z:Float = 0):Void

Same as setRotation() but for angle degrees.

setAngleFromVector(angles:Vector3D):Void

Sets the object's angle degrees from a Vector3D

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

setRotationQuaternionFromVector(quat:Vector3D):Vector3D

@:value({ z : 1, y : 1, x : 1 })setScale(x:Float = 1, y:Float = 1, z:Float = 1):Void

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

privateget_globalPosition():Vector3D

privateget_globalRotation():Vector3D

privateget_globalScale():Vector3D

privateget_x():Float

privateget_y():Float

privateget_z():Float

privateinlineset_x(v:Float):Float

privateinlineset_y(v:Float):Float

privateinlineset_z(v:Float):Float

privateset_angleX(v:Float):Float

privateset_angleY(v:Float):Float

privateset_angleZ(v:Float):Float

privateget_angleX():Float

privateget_angleY():Float

privateget_angleZ():Float

Defined by FoxBasic

physicsUpdate(dt:Float):Void

Called when a physics frame occurs, this is a constant update regardless of framerate for a consistant physics simulation.

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.

computeBounds(output:BoundingBox):Void

Gets the bounding box of all meshes and models inside groups

In FoxBasic this is just a template, do the actual implementation in your models and groups

Parameters:

output

the Bounding Box where to store the result

testAndCull(camera:FoxCamera):Void

Performs frustum culling by checking the bounding box against a camera frustum

isVisible():Bool

Template function that returns the final visibility for the basic. Frustum culling can affect this.

isActive():Bool

Template function that returns the final activated state for the basic. Frustum culling can affect this.