24 _off_all_lights =
false;
36 _on_lights(copy._on_lights),
37 _off_lights(copy._off_lights),
38 _off_all_lights(copy._off_all_lights)
50 return _on_lights.
size();
73 return _on_lights.find(light) != _on_lights.
end();
84 return _off_lights.
size();
96 return _off_lights[n];
107 return _off_lights.find(light) != _off_lights.
end() ||
119 return _off_all_lights;
130 return _on_lights.
empty() && _off_lights.
empty() && !_off_all_lights;
143 INLINE
void LightAttrib::
144 check_filtered()
const {
NodePath get_off_light(int n) const
Returns the nth light turned off by the attribute, sorted in arbitrary (pointer) order.
bool empty() const
Returns true if the ordered vector is empty, false otherwise.
iterator_0 end()
Returns the iterator that marks the end of the ordered vector.
bool has_on_light(const NodePath &light) const
Returns true if the indicated light is turned on by the attrib, false otherwise.
bool has_off_light(const NodePath &light) const
Returns true if the indicated light is turned off by the attrib, false otherwise. ...
static NodePath fail()
Creates a NodePath with the ET_fail error type set.
bool is_identity() const
Returns true if this is an identity attrib: it does not change the set of lights in use...
static UpdateSeq get_sort_seq()
Returns a global sequence number that is incremented any time any Light in the world changes sort or ...
int get_num_on_lights() const
Returns the number of lights that are turned on by the attribute.
size_type_0 size() const
Returns the number of elements in the ordered vector.
bool has_all_off() const
Returns true if this attrib turns off all lights (although it may also turn some on).
NodePath get_on_light(int n) const
Returns the nth light turned on by the attribute, sorted in render order.
int get_num_off_lights() const
Returns the number of lights that are turned off by the attribute.
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
Indicates which set of lights should be considered "on" to illuminate geometry at this level and belo...