/// <summary> /// Normal constructor. Should not be called directly, but rather the SceneManager.CreateLight method should be used. /// </summary> /// <param name="name"></param> public Light(string name) { this.name = name; // Default to point light, white diffuse light, linear attenuation, fair range type = LightType.Point; diffuse = ColorEx.White; specular = ColorEx.Black; range = 100000; attenuationConst = 1.0f; attenuationLinear = 0.0f; attenuationQuad = 0.0f; // Center in world, direction irrelevant but set anyway position = Vector3.Zero; direction = Vector3.UnitZ; // Default some spot values spotInner = 30.0f; spotOuter = 40.0f; spotFalloff = 1.0f; localTransformDirty = false; powerScale = 1.0f; customShadowCameraSetup = null; }
/// <summary> /// Reset the shadow camera setup to the default. /// see ShadowCameraSetup /// </summary> public void ResetCustomShadowCameraSetup() { customShadowCameraSetup = null; }
/// <summary> /// Normal constructor. Should not be called directly, but rather the SceneManager.CreateLight method should be used. /// </summary> /// <param name="name"></param> public Light(string name) { this.name = name; // Default to point light, white diffuse light, linear attenuation, fair range type = LightType.Point; diffuse = ColorEx.White; specular = ColorEx.Black; range = 100000; attenuationConst = 1.0f; attenuationLinear = 0.0f; attenuationQuad = 0.0f; // Center in world, direction irrelevant but set anyway position = Vector3.Zero; direction = Vector3.UnitZ; // Default some spot values spotInner = 30.0f; spotOuter = 40.0f; spotFalloff = 1.0f; localTransformDirty = false; powerScale = 1.0f; customShadowCameraSetup = null; }
public SceneManager(string smName) { this.smName = smName; cameraList = new Dictionary<string, Camera>(); //lightList = new LightList(); //entityList = new EntityList(); movableObjectCollectionMap = new Dictionary<string, Dictionary<string, MovableObject>>(); sceneNodeList = new Dictionary<string, SceneNode>(); //billboardSetList = new Dictionary<string, BillboardSet>(); animationList = new Dictionary<string, Animation>(); animationStateList = new AnimationStateSet(); regionList = new List<Region>(); // create the root scene node rootSceneNode = new SceneNode(this, "Root"); defaultRootNode = rootSceneNode; // default to no fog fogMode = FogMode.None; // no shadows by default shadowTechnique = ShadowTechnique.None; illuminationStage = IlluminationRenderStage.None; renderingNoShadowQueue = false; renderingMainGroup = false; shadowColor = new ColorEx(0.25f, 0.25f, 0.25f); shadowDirLightExtrudeDist = 10000; shadowIndexBufferSize = 51200; shadowTextureOffset = 0.6f; shadowTextureFadeStart = 0.7f; shadowTextureFadeEnd = 0.9f; shadowTextureSize = 512; shadowTextureConfigDirty = true; ShadowTextureCount = 1; findVisibleObjects = true; suppressRenderStateChanges = false; suppressShadows = false; shadowUseInfiniteFarPlane = true; shadowCasterRenderBackFaces = true; defaultShadowCameraSetup = new DefaultShadowCameraSetup(); }
/// <summary> /// Reset the shadow camera setup to the default. /// see ShadowCameraSetup /// </summary> public void ResetCustomShadowCameraSetup() { customShadowCameraSetup = null; }