virtual bool Load(ChunkLoadClass &cload)
virtual void Notify_Removed(SceneClass *scene)
float Get_Intensity(void) const
void Set_Diffuse(const Vector3 &color)
void Get_Far_Attenuation_Range(double &fStart, double &fEnd) const
float Get_Spot_Exponent(void) const
void Set_Flag(FlagsType flag, bool onoff)
bool Are_Shadows_Enabled(void) const
RenderObjClass * Clone(void) const
void Set_Spot_Direction(const Vector3 &dir)
WW3DErrorType Save_W3D(ChunkSaveClass &csave)
void Get_Spot_Direction(Vector3 &dir) const
virtual void Render(RenderInfoClass &rinfo)
float Get_Spot_Angle(void) const
void Get_Ambient(Vector3 *set_c) const
void Enable_Shadows(bool onoff)
LightClass(LightType type=POINT)
virtual ~LightClass(void)
float Get_Spot_Angle_Cos(void) const
void Set_Near_Attenuation_Range(double nStart, double nEnd)
virtual bool Is_Vertex_Processor(void)
void Set_Spot_Exponent(float k)
WW3DErrorType Load_W3D(ChunkLoadClass &cload)
void Set_Ambient(const Vector3 &color)
virtual int Class_ID(void) const
virtual const PersistFactoryClass & Get_Factory(void) const
void Set_Spot_Angle(float a)
LightType Get_Type(void) const
void Get_Near_Attenuation_Range(double &nStart, double &nEnd) const
void Set_Intensity(float inten)
virtual bool Save(ChunkSaveClass &csave)
void Set_Far_Attenuation_Range(double fStart, double fEnd)
int Get_Flag(FlagsType flag) const
virtual void Notify_Added(SceneClass *scene)
LightClass & operator=(const LightClass &)
virtual void Get_Obj_Space_Bounding_Box(AABoxClass &box) const
void Get_Far_Attenuation_Range(float &fStart, float &fEnd) const
void Get_Diffuse(Vector3 *set_c) const
void Set_Specular(const Vector3 &color)
void Get_Specular(Vector3 *set_c) const
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass &sphere) const
float Get_Attenuation_Range(void) const
static WWINLINE float Fast_Cos(float val)