void SetupEntity(Entity entity) { PointLightNode nPointLight = new PointLightNode(entity); LightNodes.Add(nPointLight.Id, nPointLight); Messenger.Send(new LightMessage(entity, nPointLight, UpdateType.Remove)); }
public NodeFactory() { builtin["Anchor"] = new AnchorNode(); builtin["Appearance"] = new AppearanceNode(); builtin["Background"] = new BackgroundNode(); builtin["Box"] = new BoxNode(); builtin["Color"] = new ColorNode(); builtin["Cone"] = new ConeNode(); builtin["Coordinate"] = new CoordinateNode(); builtin["CoordinateInterpolator"] = new CoordinateInterpolatorNode(); builtin["Cylinder"] = new CylinderNode(); builtin["DirectionalLight"] = new DirectionalLightNode(); builtin["Extrusion"] = new ExtrusionNode(); builtin["Group"] = new GroupNode(); builtin["Collision"] = new CollisionNode(); builtin["Switch"] = new SwitchNode(); builtin["IndexedFaceSet"] = new IndexedFaceSetNode(); builtin["IndexedLineSet"] = new IndexedLineSetNode(); builtin["Material"] = new MaterialNode(); builtin["NavigationInfo"] = new NavigationInfoNode(); builtin["OrientationInterpolator"] = new OrientationInterpolatorNode(); builtin["Normal"] = new NormalNode(); builtin["PixelTexture"] = new PixelTextureNode(); builtin["PointLight"] = new PointLightNode(); builtin["PositionInterpolator"] = new PositionInterpolatorNode(); builtin["ScalarInterpolator"] = new ScalarInterpolationNode(); builtin["Shape"] = new ShapeNode(); builtin["Sphere"] = new SphereNode(); builtin["TextureCoordinate"] = new TextureCoordinateNode(); builtin["TimeSensor"] = new TimeSensorNode(); builtin["Transform"] = new TransformNode(); builtin["Viewpoint"] = new ViewpointNode(); builtin["WorldInfo"] = new WorldInfoNode(); }
static IEnumerable <IParameter> Convert(int parameterIndex, PointLightNode lightNode) { var cLight = lightNode.LightComponent; List <IParameter> parameterCollection = new List <IParameter> { new Float4Parameter(parameterIndex, Param.Light.Params, () => new Vector4(cLight.Intensity, cLight.Range, 0, 0)), new Float4Parameter(parameterIndex, Param.Light.Diffuse, () => cLight.Diffuse.ToVector4()), new Float3Parameter(parameterIndex, Param.Light.Position, () => lightNode.WorldPosition) }; return(parameterCollection); }