Hierarchical Edge Bundle 1.0
Public Types | Public Member Functions
Light Class Reference

#include <Light.h>

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Public Types

enum  LightType { LT_POINT = 0, LT_CONIC = 1, LT_SPOTLIGHT = 2, LT_NONE }

Public Member Functions

 Light (void)
 ~Light (void)
void On ()
void Off ()
bool IsOn ()
void ShadowOn ()
void ShadowOff ()
bool IsShadowOn ()
void SetShadowElements (int elements)
bool AreVerticesInShadow ()
bool AreGridsInShadow ()
bool AreHierarchyEdgeInShadow ()
bool AreRelationEdgeInShadow ()
void SetType (int type)
void SetPosition (vec3 position)
void SetSpotDirection (vec3 spotdirection)
void SetRadius (float radius)
void SetAttentuate (float attentuate)
float GetType ()
vec3 GetPosition ()
vec3 GetSpotDirection ()
float GetRadius ()
float GetAttentuate ()

Detailed Description

This class creates a light. We support a standard point a light, a spot light, and a conic light

Author:
Michael Beham
Date:
3.6.2011

Member Enumeration Documentation

Defines the lighttype

Enumerator:
LT_POINT 
LT_CONIC 
LT_SPOTLIGHT 
LT_NONE 

Constructor & Destructor Documentation

Light::Light ( void  )

standard constructor

Light::~Light ( void  )

standard deconstructor


Member Function Documentation

bool Light::AreGridsInShadow ( )

Returns true, if the the grid should be a part of the shadow. return [bool] true... if the grid should be a part of the shadow

bool Light::AreHierarchyEdgeInShadow ( )

Returns true, if the hierarchy edge should be a part of the shadow. return [bool] true... if hiearchy edge should be a part of the shadow

bool Light::AreRelationEdgeInShadow ( )

Returns true, if the hierarchy edge should be a part of the shadow. return [bool] true... if hiearchy edge should be a part of the shadow

bool Light::AreVerticesInShadow ( )

Returns true, if the vertices should be a part of the shadow. return [bool] true... if vertices should be a part of the shadow

float Light::GetAttentuate ( )

Returns attentuate of the light

Returns:
[float] returns the attentuate
vec3 Light::GetPosition ( )

Returns the position of the light

Returns:
[vec3] position of the light

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float Light::GetRadius ( )

Returns the radius of the light

Returns:
[float] return the light
vec3 Light::GetSpotDirection ( )

Return the Spot direction of the light

Returns:
[vec3] spot direction
float Light::GetType ( )

Return the light type

Returns:
[float] return the light type
bool Light::IsOn ( )

Is the light on?

bool Light::IsShadowOn ( )

Returns the shadow state

Returns:
[bool] state of shadow

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void Light::Off ( )

Set the light off

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void Light::On ( )

Set the light on

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void Light::SetAttentuate ( float  attentuate)

Set the light attentuate

Parameters:
attentuate[float] light attentuate

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void Light::SetPosition ( vec3  position)

This method sets the light position

Parameters:
position[vec3] position

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void Light::SetRadius ( float  radius)

This method sets the light radius

Parameters:
radius[float] radius of the light

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void Light::SetShadowElements ( int  elements)

This method sets the element, which should be a part of the shadow. The input follows the idea of a bit array.

  • 1... nodes should be a part of shadow
  • 2... hierarchy edges should be a part of shadow
  • 4.... relation edges should be a part of shadow
  • 8.... grid should be a part of shadow
    Parameters:
    elements[int] elements which should be draw.

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void Light::SetSpotDirection ( vec3  spotdirection)

This method sets the spot direction

Parameters:
spotdirection[vec3] Spotdirection

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void Light::SetType ( int  type)

This method sets the light type

Parameters:
position[vec3] position

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void Light::ShadowOff ( )

Set shadow off

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void Light::ShadowOn ( )

Set shadow on

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The documentation for this class was generated from the following files:
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