PointLight

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Revision as of 13:02, 5 July 2025 by Anders (talk | contribs) (Created page with "{{:PointLightExampleCode}} ==Inheritance== SceneNode ==Static functions== {| class="wikitable" !|return !|function !|description |- |PointLight |new() |Create a new Instance of the the PointLight |- |PointLight |new(Vec3 color, float radius) |Create a new Instance of the the PointLight |- |PointLight |new(Vec3 localP...")
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PointLightExampleCode

Inheritance

SceneNode

Static functions

return function description
PointLight new() Create a new Instance of the the PointLight
PointLight new(Vec3 color, float radius) Create a new Instance of the the PointLight
PointLight new(Vec3 localPosition, Vec3 color, float radius) Create a new Instance of the the PointLight

Functions

return function description
Vec3 getColor() Get the color of the light.
float getRange() Get the range of the light.
setColor(Vec3 color) Set the color of the light.
setRange(float maxRange) Set the range of the light effect.
setCutOff(float value) Set the cutof level on the light. value range (0,1), default=0.05. Higher value will give a stronger and more linear color fade.
setVisible(bool visible) if pointlight should be visible.
clearFlickerAndSinCurve() Clear all values added to flicker and sin curve.
clear() Clear all values pushed on queue with pushRangeChange
update() force update
addFlicker(Vec3 colorChange, float minTime, float maxTime) Will add a flicker to the light. where the color change is +-colorChange and it changes every [minTIme,maxTime].
addSinCurve(Vec3 colorChange, float TimeBetweenLowHigh) Will add a shift in color in the shape of a sin curve over set time. The color change is +-colorChange
pushRangeChange(float changeRangeTo,float duration) pushes the change to a queue. it will then do all changes sequentially. It will change the range to set value over the duration. range limit changeRangeTo>0.1
pushVisible(bool visible) pushes the change to a queue. it will then do all changes sequentially.
setAmplitude(float amplitude)