public Matrix3 GetObjectTransform(TimeValue t) { Interval validity = new Interval(); return GetObjectTransform(t, out validity); }
public Matrix3 GetObjectTransform(TimeValue t, out Interval validity) { IInterval v = Kernel._Global.Interval.Create(); Matrix3 r = new Matrix3(_Node.GetObjectTM(t, v)); validity = new Interval(v); return r; }
public int GetMapSize(TimeValue t, Interval valid) { return _Light.GetMapSize(t, valid._IInterval); }
public Color GetRGBColor(TimeValue t, Interval valid) { var p = _Light.GetRGBColor(t, valid._IInterval); return new Color(p.X, p.Y, p.Z); }
public float GetIntensity(TimeValue t, Interval valid) { return _Light.GetIntensity(t, valid._IInterval); }
public float GetMapRange(TimeValue t, Interval valid) { return _Light.GetMapRange(t, valid._IInterval); }
public float GetHotspot(TimeValue t, Interval valid) { return _Light.GetHotspot(t, valid._IInterval); }
public float GetFallOffSize(TimeValue t, Interval valid) { return _Light.GetFallsize(t, valid._IInterval); }
public float GetAttenuation(TimeValue t, int which, Interval valid) { return _Light.GetAtten(t, which, valid._IInterval); }
public float GetTargetDist(TimeValue t, Interval valid) { return _Light.GetTDist(t, valid._IInterval); }
public float GetRayBias(TimeValue t, Interval valid) { return _Light.GetRayBias(t, valid._IInterval); }