Types
Light = ref object of GameObject light_type*: LightType shadows*: seq[ShadowManager] use_shadow*: bool color*: Vec3 energy*: float32 diffuse_factor*: float32 specular_factor*: float32 spot_size*: float32 spot_blend*: float32 light_radius*: float32 area_size*: Vec3 cutoff_distance*: float32
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Procs
proc configure_shadow(self: Light; camera: Camera = nil; max_distance: float32 = 0.0; objects = self.scene.children) {. ...raises: [Exception], tags: [RootEffect].}
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proc instance_physics(this: Light) {....raises: [], tags: [].}
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proc newLight(engine: MyouEngine; name: string = ""; scene: Scene = nil; light_type: LightType = PointLight; color: Vec3 = vec3(1, 1, 1); energy: float32 = 1; cutoff_distance: float32 = 0; diffuse_factor: float32 = 1; specular_factor: float32 = 1; light_radius: float32 = 0.01; spot_size: float32 = 1.3; spot_blend: float32 = 0.15; use_shadow = false): Light {. ...raises: [Exception], tags: [RootEffect].}
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Methods
method get_light(self: GameObject): Light {.base, ...raises: [], tags: [].}
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method is_light(self: GameObject): bool {.base, ...raises: [], tags: [].}
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