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GUInity
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#include <Light.hpp>
Public Member Functions | |
| Light () | |
| Light (glm::vec3 color) | |
| ~Light () | |
| glm::vec3 | getColor () |
| void | setColor (glm::vec3) |
| virtual void | init () override |
| virtual void | destroy () override |
| virtual shared_ptr< Component > | clone () override |
| virtual shared_ptr< ComponentDescription > | getComponentDescription () override |
| virtual void | deserialize (shared_ptr< ComponentDescription > desc) override |
Public Member Functions inherited from Component | |
| Component () | |
| virtual | ~Component () |
| virtual void | setActive (bool isActive) |
| virtual void | awake () |
| virtual void | tick (float deltaSecods) |
| shared_ptr< Actor > | getActor () |
| void | setActor (weak_ptr< Actor > actor) |
Additional Inherited Members | |
Static Public Member Functions inherited from Subject< Light > | |
| static void | addObserver (shared_ptr< Observer > observer) |
| static void | removeObserver (shared_ptr< Observer > observer) |
Protected Member Functions inherited from Component | |
| void | setCopyMode (bool initWithData) |
Static Protected Member Functions inherited from Subject< Light > | |
| static void | notify (ComponentEventType type, shared_ptr< Component > component, bool isEditor) |
| static void | notify (ActorEventType type, shared_ptr< Actor > actor, bool isEditor) |
Protected Attributes inherited from Component | |
| bool | initWithData |
| bool | isActive |
Light Component. This component adds Light behaviour to a game actor. For now the Light component behaves like point light and is very very basic There are no shadows currently.
| Light::Light | ( | ) |
Default Constructor. White Light
| Light::Light | ( | glm::vec3 | c | ) |
Default Constructor. Colored Light
| Light::~Light | ( | ) |
Default Destructor
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overridevirtual |
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overridevirtual |
| glm::vec3 Light::getColor | ( | ) |
color setter
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overridevirtual |
| void Light::setColor | ( | glm::vec3 | color | ) |
color setter
1.8.9.1