14#ifndef DIRECTIONALLIGHT_H
15#define DIRECTIONALLIGHT_H
25class EXPCL_PANDA_PGRAPHNODES DirectionalLight :
public LightLensNode {
27 explicit DirectionalLight(
const std::string &name);
30 DirectionalLight(
const DirectionalLight ©);
34 virtual void xform(
const LMatrix4 &mat);
35 virtual void write(std::ostream &out,
int indent_level)
const;
38 const LPoint3 &from_object_point,
39 const LMatrix4 &to_object_space);
48 INLINE
void set_point(const LPoint3 &point);
63 class EXPCL_PANDA_PGRAPHNODES CData : public
CycleData {
66 INLINE CData(
const CData ©);
71 return DirectionalLight::get_class_type();
74 LColor _specular_color;
95 static void init_type() {
96 LightLensNode::init_type();
98 LightLensNode::get_class_type());
100 virtual TypeHandle get_type()
const {
101 return get_class_type();
103 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
106 static TypeHandle _type_handle;
109INLINE std::ostream &operator << (std::ostream &out,
const DirectionalLight &light) {
This is the fundamental interface for extracting binary objects from a Bam file, as generated by a Ba...
This is the fundamental interface for writing binary objects to a Bam file, to be extracted later by ...
virtual PandaNode * make_copy() const
Returns a newly-allocated Node that is a shallow copy of this one.
static void register_with_read_factory()
Tells the BamReader how to create objects of type Camera.
This template class calls PipelineCycler::read_unlocked(), and then provides a transparent read-only ...
This template class calls PipelineCycler::write() in the constructor and PipelineCycler::release_writ...
A single page of data maintained by a PipelineCycler.
A class to retrieve the individual data elements previously stored in a Datagram.
An ordered list of data elements, formatted in memory for transmission over a socket or writing to a ...
A light shining from infinitely far away in a particular direction, like sunlight.
get_direction
Returns the direction in which the light is aimed.
get_specular_color
Returns the color of specular highlights generated by the light.
void clear_specular_color()
Clears a custom specular color setting, meaning that the specular color will now come from the color.
set_direction
Sets the direction in which the light is aimed.
const LColor & get_specular_color() const final
Returns the color of specular highlights generated by the light.
set_specular_color
Sets the color of specular highlights generated by the light.
virtual int get_class_priority() const
Returns the relative priority associated with all lights of this class.
set_point
Sets the point in space at which the light is located.
get_point
Returns the point in space at which the light is located.
An instance of this class is passed to the Factory when requesting it to do its business and construc...
This is a base class for the GraphicsStateGuardian class, which is itself a base class for the variou...
virtual void xform(const LMatrix4 &mat)
Transforms the contents of this PandaNode by the indicated matrix, if it means anything to do so.
virtual void write_datagram(BamWriter *manager, Datagram &dg)
Writes the contents of this object to the datagram for shipping out to a Bam file.
virtual bool get_vector_to_light(LVector3 &result, const LPoint3 &from_object_point, const LMatrix4 &to_object_space)
Computes the vector from a particular vertex to this light.
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
A basic node of the scene graph or data graph.
TypeHandle is the identifier used to differentiate C++ class types.
Base class for objects that can be written to and read from Bam files.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...
This class maintains different copies of a page of data between stages of the graphics pipeline (or a...