Lysa Nodes  0.0
Lysa Nodes — Scene Graph for the Lysa Engine
DirectionalLight Class Reference

Detailed Description

Directional light from a distance, as from the Sun.

+ Inheritance diagram for DirectionalLight:

Public Member Functions

 DirectionalLight (const float4 &colorAndIntensity={1.0f, 1.0f, 1.0f, 1.0f}, const std::string &nodeName=TypeNames[DIRECTIONAL_LIGHT])
 
 DirectionalLight (const DirectionalLight &directionalLight)
 
 ~DirectionalLight () override = default
 
void setShadowMapCascadesCount (uint32 cascadesCount)
 
auto getShadowMapCascadesCount () const
 
auto getCascadeSplitLambda () const
 
void setCascadeSplitLambda (const float cascadeSplitLambda)
 
void setProperty (const std::string &property, const std::string &value) override
 
void setLuaThis () override
 
- Public Member Functions inherited from Light
 ~Light () override = default
 
auto getColorAndIntensity () const
 
void setColorAndIntensity (const float4 &colorAndIntensity)
 
auto getCastShadows () const
 
void setCastShadows (bool castShadows)
 
auto getLightType () const
 
auto getShadowMapSize () const
 
void setShadowMapSize (const int32 shadowMapSize)
 
auto getShadowTransparencyScissors () const
 
auto setShadowTransparencyScissors (const float scissors)
 
auto getShadowTransparencyColorScissors () const
 
auto setShadowTransparencyColorScissors (const float scissors)
 
void setProperty (const std::string &property, const std::string &value) override
 
void updateGlobalTransform () override
 
- Public Member Functions inherited from Node
 Node (const Node &node)
 
 Node (const std::string &name=TypeNames[NODE], Type type=NODE)
 
virtual ~Node () = default
 
auto getId () const
 
virtual void onReady ()
 
virtual void onEnterScene ()
 
virtual void onExitScene ()
 
virtual void onProcess (const float alpha)
 
virtual void onPhysicsProcess (const float delta)
 
virtual bool onInput (const InputEvent &inputEvent)
 
const float4x4 & getTransform () const
 
void setTransform (const float4x4 &transform)
 
const float4x4 & getTransformGlobal () const
 
virtual void setPosition (const float3 &position)
 
virtual void setPosition (const float x, const float y, const float z)
 
float3 getPosition () const
 
void translate (const float3 &localOffset)
 
void translate (const float x, const float y, const float z)
 
virtual void setPositionGlobal (const float3 &position)
 
virtual void setPositionGlobal (const float x, const float y, const float z)
 
float3 getPositionGlobal () const
 
void rotate (const quaternion &quaternion)
 
void rotateX (float angle)
 
void rotateY (float angle)
 
void rotateZ (float angle)
 
void rotateGlobalX (float angle)
 
void rotateGlobalY (float angle)
 
void rotateGlobalZ (float angle)
 
quaternion getRotation () const
 
quaternion getRotationGlobal () const
 
float3 getRotationEulerAngles () const
 
float3 getRotationEulerAnglesGlobal () const
 
virtual void scale (float scale)
 
void setScale (const float3 &scale)
 
void setRotation (const quaternion &quat)
 
void setRotationGlobal (const quaternion &quat)
 
void setRotation (const float3 &rot)
 
void setRotationX (float angle)
 
void setRotationY (float angle)
 
void setRotationZ (float angle)
 
float getRotationX () const
 
float getRotationY () const
 
float getRotationZ () const
 
float getRotationGlobalX () const
 
float getRotationGlobalY () const
 
float getRotationGlobalZ () const
 
void setRotationGlobalX (float angle)
 
void setRotationGlobalY (float angle)
 
void setRotationGlobalZ (float angle)
 
float3 getScale () const
 
float3 getScaleGlobal () const
 
template<typename T = Node>
const std::shared_ptr< T > & addChild (const std::shared_ptr< T > &child, bool async=false)
 
template<typename T = Node>
bool removeChild (const std::shared_ptr< T > &child)
 
void removeAllChildren (bool async=false)
 
void lookAt (const float3 &target)
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildrenByGroup (const std::string &groupName, const bool recursive=true) const
 
const std::list< std::string > & getGroups () const
 
void addToGroup (const std::string &group)
 
void removeFromGroup (const std::string &group)
 
virtual bool isVisible () const
 
virtual void setVisible (bool visible=true)
 
bool isInGroup (const std::string &group) const
 
void setProcessMode (const ProcessMode mode)
 
bool isProcessed () const
 
auto getType () const
 
std::string getPath () const
 
virtual void setProperty (const std::string &property, const std::string &value)
 
void printTree (int tab=0) const
 
std::shared_ptr< Node > duplicate (bool recursiveFilter=false) const
 
float3 toGlobal (const float3 &local) const
 
float3 toLocal (const float3 &global) const
 
float3 getRightVector () const
 
float3 getLeftVector () const
 
float3 getFrontVector () const
 
float3 getBackVector () const
 
float3 getUpVector () const
 
float3 getDownVector () const
 
template<typename T >
bool haveChild (const std::shared_ptr< T > &child, const bool recursive=true) const
 
template<typename T = Node>
std::shared_ptr< T > getChild (const std::string &name) const
 
template<typename T = Node>
std::shared_ptr< T > getChildByPath (const std::string &path) const
 
template<typename T = Node>
std::string getRelativePath (const std::shared_ptr< T > &root) const
 
template<typename T = Node>
std::shared_ptr< T > findFirstChild (const std::string &name) const
 
template<typename T >
std::shared_ptr< T > findFirstChild (const bool recursive=true) const
 
template<typename T >
std::list< std::shared_ptr< T > > findAllChildren (const bool recursive=true) const
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildren (const std::string &name, const bool recursive=true) const
 
const std::list< std::shared_ptr< Node > > & getChildren ()
 
const std::list< std::shared_ptr< Node > > & getChildren () const
 
void setName (const std::string &nodeName)
 
template<typename T = Node>
std::shared_ptr< T > getSharedPtr ()
 
const std::string & getName () const
 
template<typename T = Scene>
T * getScene () const
 
const auto & getParent () const
 
bool haveParent () const
 
virtual std::shared_ptr< Node > copy () const
 
void setLuaThis () override
 

Static Public Attributes

static constexpr uint32 MAX_SHADOW_MAP_CASCADES {3}
 
- Static Public Attributes inherited from Light
static constexpr auto MAX_LIGHTS {100}
 
- Static Public Attributes inherited from Node
static constexpr auto TypeNames
 Display names for each node Type value, indexed by the Type enum. More...
 

Protected Member Functions

std::shared_ptr< Nodecopy () const override
 
- Protected Member Functions inherited from Light
 Light (const std::string &nodeName=TypeNames[LIGHT], Type type=LIGHT)
 
 Light (const float4 &color, const std::string &nodeName=TypeNames[LIGHT], Type type=LIGHT)
 
 Light (const Light &light)
 
std::shared_ptr< Nodecopy () const override
 
- Protected Member Functions inherited from Node
virtual void updateGlobalTransform ()
 

Additional Inherited Members

- Public Types inherited from Node
enum  Type {
  ANIMATION_PLAYER, CAMERA, CHARACTER, COLLISION_AREA,
  COLLISION_OBJECT, DIRECTIONAL_LIGHT, ENVIRONMENT, KINEMATIC_BODY,
  LIGHT, MESH_INSTANCE, NODE, OMNI_LIGHT,
  PHYSICS_BODY, RAYCAST, RIGID_BODY, SKYBOX,
  SPOT_LIGHT, STATIC_BODY, VIEWPORT
}
 Node type. More...
 
- Static Public Member Functions inherited from Node
static std::string sanitizeName (const std::string &name)
 
- Protected Attributes inherited from Node
float4x4 localTransform {}
 
float4x4 globalTransform {}
 
Scene * scene {nullptr}
 

Constructor & Destructor Documentation

DirectionalLight ( const float4 &  colorAndIntensity = {1.0f, 1.0f, 1.0f, 1.0f},
const std::string &  nodeName = TypeNames[DIRECTIONAL_LIGHT] 
)

Constructor

Parameters
colorAndIntensityRGB color and intensity of the light
nodeNameNode name
DirectionalLight ( const DirectionalLight &  directionalLight)

Copy constructor — creates an independent directional-light node with the same color and shadow settings.

~DirectionalLight ( )
overridedefault

Member Function Documentation

std::shared_ptr<Node> copy ( ) const
overrideprotected
auto getCascadeSplitLambda ( ) const
inline

Returns the lambda constant for cascade split depth calculation

auto getShadowMapCascadesCount ( ) const
inline

Returns the number of cascades for the shadow map

void setCascadeSplitLambda ( const float  cascadeSplitLambda)
inline

Sets the lambda constant for split depth calculation

Parameters
cascadeSplitLambdaThe closer to 1.0 the smaller the first splits
void setLuaThis ( )
override
void setProperty ( const std::string &  property,
const std::string &  value 
)
override

Sets a node property

void setShadowMapCascadesCount ( uint32  cascadesCount)

Sets the number of cascades for the shadow map

Parameters
cascadesCountThe number of cascades (between 2 and MAX_SHADOW_MAP_CASCADES)

Member Data Documentation

constexpr uint32 MAX_SHADOW_MAP_CASCADES {3}
staticconstexpr

Maximum number of shadow map cascades