## B.Graph.Light() -> B.Graph.LocatorRepresents a light. To create the object use B.Graph.makeLight(). The Light object doesn't bring the lighting to the "scene". Any lighting technique could be implemented using this object. For example, you can traverse through all lights and set its parameters to your stages. Another example is deferred technique where you are rendering each light to the special stage. In that case you can attach a Visual to your Light and specify mesh and material. There are no conceptual difference between "point" and "spot" light. The "spot" light is just spherical cone, i.e. a part of a sphere specified by an angle and a direction. The "point" light is the whole sphere, so it has the angle 2*PI and direction has no meaning. ## METHODS:direction() Returns direction of the light. The direction is calculating from Locator's transformation. It has no meaning for "point" lights. ## RETURNS:direction angle(radians, deep) Sets an angle of the light. The angle has meaning only for "spot" lights. The "point" lights always has angle 2*PI. ## PARAMETERS:{number} radians {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:angle() Returns angle of the light. ## RETURNS:{number} radians radius(radius, deep) Sets a radius of the light. ## PARAMETERS:{number} radius {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:radius() Returns radius of the light. ## RETURNS:{number} radius intensity(value, deep) Sets intensity of the light. ## PARAMETERS:{number} value {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:intensity() Returns intensity of the light. ## RETURNS:{number} intensity deviation(value, deep) Sets deviation of the light. ## PARAMETERS:{number} value {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:deviation() Returns deviation of the light. ## RETURNS:{number} deviation cutoff(value, deep) Sets cutoff of the light. ## PARAMETERS:{number} value {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:cutoff() Returns cutoff of the light. ## RETURNS:{number} cutoff color(value, deep) Sets color of the light. ## PARAMETERS:{B.Math.Color} value {boolean} [deep] = false true if you want to set value through the whole hierarchy ## RETURNS:this ## FIRES:color() Returns color of the light. ## RETURNS:color ## EVENTS:{B.Std.Event} light-changed Reporting that the light's parameter has been changes. |
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