#include <RTMax.h>
Access Lighting data from 3ds Max lights.
This is the main access to the lights. The user would request the light data from the LightManager based on the D3DHANDLE
Public Member Functions |
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virtual | ~ILightingData () |
Destructor. |
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virtual D3DXVECTOR4 | GetPosition ()=0 |
Get the Position of the light. |
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virtual D3DXVECTOR4 | GetDirection ()=0 |
Get the current direction of the light.
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virtual D3DXVECTOR4 | GetColor ()=0 |
Get the current color. |
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virtual float | GetFallOff ()=0 |
Get the current falloff value. |
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virtual float | GetHotSpot ()=0 |
Get the current Hotspot value. |
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virtual D3DXVECTOR4 | GetAttenuation ()=0 |
Get Attenuation data from active light.
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virtual ~ILightingData | ( | ) | [inline, virtual] |
Destructor.
{;}
virtual D3DXVECTOR4 GetPosition | ( | ) | [pure virtual] |
Get the Position of the light.
virtual D3DXVECTOR4 GetDirection | ( | ) | [pure virtual] |
Get the current direction of the light.
virtual D3DXVECTOR4 GetColor | ( | ) | [pure virtual] |
virtual float GetFallOff | ( | ) | [pure virtual] |
virtual float GetHotSpot | ( | ) | [pure virtual] |
virtual D3DXVECTOR4 GetAttenuation | ( | ) | [pure virtual] |
Get Attenuation data from active light.
The attenuation from a 3ds Max light is returned using this method. The D3DXVECTOR4 is used in the following was x = near Attenuation start y = near Attenuation snd z = far Attenuation start w = far Attenuation end This can be used in conjunction with GetFallOff and GetHotSpot to create very realistic lighting results