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RenderingLight (Object)

IUnknown
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  +---IDispatch
    |
    +---CATBaseUnknown
      |
      +---CATBaseDispatch
        |
        +---AnyObject
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          +---RenderingLight
 


Represents a Rendering Light object.

Property Index

ActiveStatus
Returns or sets the light active status.
Ambient
Returns or sets the light ambient intensity of a light.
Angle
Returns or sets the light angle of a spot light.
AreaSamplesU
Changes the number of samples taken in U direction of the area source.
AreaSamplesV
Changes the number of samples taken in V direction of the area source.
AreaStatus
Returns or sets the light area visibility status.
AttenuationAngleRatio
Returns or sets the light attenuation angle ratio.
AttenuationStartRatio
Returns or sets the light attenuation start ratio.
CausticPhotonsNumber
Changes the maximum number of caustic photons to emit from the light source.
CylinderLightHeight
Returns or sets the cylinder light area radius.
CylinderLightRadius
Returns or sets the cylinder light area radius.
Diffuse
Returns or sets the light diffuse intensity of a light.
DiskLightRadius
Returns or sets the disk light area radius.
EndDistance
Returns or sets the light maximum distance of illumination.
EnergyFactor
Changes the factor for indirect illumination energy.
FalloffExponent
Changes the light falloff exponent.
GlobalPhotonsNumber
Changes the maximum number of global illumination photons to emit from the light source.
HardwareShadowSmoothing
Returns or sets the light shadow smoothing.
HardwareShadowStatus
Returns or sets the light shadow status on environmemt.
HardwareShadowTransparency
Returns or sets the light shadow transparency.
IlluminationStatus
Changes the indirect illumination status.
Intensity
Returns or sets the light intensity of a light.
LightAreaType
Returns or sets the light area type.
Mode
Returns or sets the light mode.
RectangleLightLength
Returns or sets the light area length.
RectangleLightWidth
Returns or sets the light area width.
ShadowFittingMode
Returns or sets the light shadow fitting mode.
ShadowMapSize
Returns or sets the light shadow map size.
ShadowObjectStatus
Returns or sets the light shadow status on objet.
ShadowStatus
Returns or sets the light shadow status.
Specular
Returns or sets the light specular intensity of a light.
SphereLightRadius
Returns or sets the sphere light area radius.
Type
Returns or sets the light type.

Method Index

GetColor
Returns the color of a light.
GetOrigin
Returns the coordinates of the origin of the light.
GetShadowColor
Returns the color of a shadow.
GetTarget
Returns the coordinates of the target point of the light.
PutColor
Sets the color of a light.
PutOrigin
Sets the coordinates of the origin of the light.
PutShadowColor
Sets the color of a shadow.
PutTarget
Sets the coordinates of the target point of the light.

Properties


o Property ActiveStatus() As short
Returns or sets the light active status.
A light illuminates only when it is active. The active status can be:
  • 1: light is on
  • 0: light is off
  • o Property Ambient() As double
    Returns or sets the light ambient intensity of a light.
    o Property Angle() As double
    Returns or sets the light angle of a spot light.
    The angle ranges from 0. (directional light) to 360. (point light).
    o Property AreaSamplesU() As short
    Changes the number of samples taken in U direction of the area source.
    o Property AreaSamplesV() As short
    Changes the number of samples taken in V direction of the area source.
    o Property AreaStatus() As short
    Returns or sets the light area visibility status.
    The area visibility status can be:
  • 1: light area is rendered
  • 0: light area is not rendered
  • o Property AttenuationAngleRatio() As double
    Returns or sets the light attenuation angle ratio.
    It represents the fraction of the light angle where the illumination starts to attenuate.
    The ratio ranges from 0. (attenuation starts when angle is null) to 1. (attenuation starts when angle is maximum = no angle attenuation).
    o Property AttenuationStartRatio() As double
    Returns or sets the light attenuation start ratio.
    It represents the fraction of the end distance where the light intensity starts to attenuate.
    The ratio ranges from 0. (attenuation starts at the origin) to 1. (attenuation starts at the end distance = no attenuation).
    o Property CausticPhotonsNumber() As long
    Changes the maximum number of caustic photons to emit from the light source.
    o Property CylinderLightHeight() As double
    Returns or sets the cylinder light area radius.
    o Property CylinderLightRadius() As double
    Returns or sets the cylinder light area radius.
    o Property Diffuse() As double
    Returns or sets the light diffuse intensity of a light.
    o Property DiskLightRadius() As double
    Returns or sets the disk light area radius.
    o Property EndDistance() As double
    Returns or sets the light maximum distance of illumination.
    The light illuminates from its origin to its end distance. Objects farther than this distance are not affected by the light.
    o Property EnergyFactor() As double
    Changes the factor for indirect illumination energy.
    o Property FalloffExponent() As short
    Changes the light falloff exponent. Exponent value can be 0, 1 or 2.
    An exponent of 0 means that the light energy does not fall off with distance.
    An exponent of 1 means that the light energy fall off is linear.
    An exponent of 2 is physically correct.
    o Property GlobalPhotonsNumber() As long
    Changes the maximum number of global illumination photons to emit from the light source.
    o Property HardwareShadowSmoothing() As short
    Returns or sets the light shadow smoothing.
    It is an integer in the scale 0 to 10 It represents the cleanliness of the shadow limits
    o Property HardwareShadowStatus() As short
    Returns or sets the light shadow status on environmemt.
    The shadow status can be:
  • 1: light casts shadows on environmemt
  • 0: light does not cast shadows on environmemt

  • The shadow status on environmemt can be activate only with a directional light
    o Property HardwareShadowTransparency() As double
    Returns or sets the light shadow transparency.
    It is a float in the scale 0.0(no transparency) to 1.0(full transparency)
    o Property IlluminationStatus() As short
    Changes the indirect illumination status.
    The indirect illumination status can be:
  • 1: indirect illumination is enabled
  • 0: indirect illumination is disabled
  • o Property Intensity() As double
    Returns or sets the light intensity of a light.
    o Property LightAreaType() As short
    Returns or sets the light area type.
      Possible area light types are:
    • 1: CATNone
    • 2: CATRectangle
    • 3: CATDisk
    • 4: CATSphere
    • 5: CATCylinder
    o Property Mode() As short
    Returns or sets the light mode.
      Possible light modes are:
    • 1: Light is linked to the viewpoint
    • 2: Light is linked to the model
    o Property RectangleLightLength() As double
    Returns or sets the light area length.
    o Property RectangleLightWidth() As double
    Returns or sets the light area width.
    o Property ShadowFittingMode() As short
    Returns or sets the light shadow fitting mode.
    The shadow fitting mode can be:
  • 0: Standard
  • 1: Good
  • o Property ShadowMapSize() As short
    Returns or sets the light shadow map size.
    The shadow map size can be:
  • 0: Small (512)
  • 1: Medium (1024)
  • 2: Large (2048)
  • o Property ShadowObjectStatus() As short
    Returns or sets the light shadow status on objet.
    The shadow status can be:
  • 1: light casts shadows on objet
  • 0: light does not cast shadows on objet

  • The shadow status on object can be activate only with a spot light
    o Property ShadowStatus() As short
    Returns or sets the light shadow status.
    The shadow status can be:
  • 1: light casts shadows
  • 0: light does not cast shadows
  • o Property Specular() As double
    Returns or sets the light specular intensity of a light.
    o Property SphereLightRadius() As double
    Returns or sets the sphere light area radius.
    o Property Type() As short
    Returns or sets the light type.
      Possible light types are:
    • 1: Spot light
    • 2: Point light
    • 3: Directional light

    Methods


    o Sub GetColor(CATSafeArrayVariant oColor)
    Returns the color of a light.
    The color is expressed with r, g, and b coefficients (between 0 and 255)
    Parameters:
    oColor
    The color as a safe array made up of three doubles: r, g, b
    The array must be previously initialized.
    o Sub GetOrigin(CATSafeArrayVariant oOrigin)
    Returns the coordinates of the origin of the light.
    These coordinates are set as an array of 3 Variants (double type).
    o Sub GetShadowColor(CATSafeArrayVariant oShadowColor)
    Returns the color of a shadow.
    The color is expressed with r, g, and b coefficients (between 0 and 255)
    Parameters:
    oColor
    The color as a safe array made up of three doubles: r, g, b
    The array must be previously initialized.
    o Sub GetTarget(CATSafeArrayVariant oTarget)
    Returns the coordinates of the target point of the light.
    These coordinates are set as an array of 3 Variants (double type).
    o Sub PutColor(CATSafeArrayVariant iColor)
    Sets the color of a light.
    The color is expressed with r, g, and b coefficients (between 0 and 255)
    o Sub PutOrigin(CATSafeArrayVariant iOrigin)
    Sets the coordinates of the origin of the light.
    These coordinates are set as an array of 3 Variants (double type).
    Example:
    This example sets the origin of the MyLight light. to the point with coordinates (10, 25, 15).
     MyLight.PutOrigin Array(10, 25, 15)
     
    o Sub PutShadowColor(CATSafeArrayVariant iShadowColor)
    Sets the color of a shadow.
    The color is expressed with r, g, and b coefficients (between 0 and 255)
    o Sub PutTarget(CATSafeArrayVariant iTarget)
    Sets the coordinates of the target point of the light.
    These coordinates are set as an array of 3 Variants (double type).

    Copyright © 2003, Dassault Systèmes. All rights reserved.