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    Class PointLight

    Point light emits light from point in all directions.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    Light
    LightWithShadow
    PointLight
    Inherited Members
    Actor::_box
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    LightWithShadow::_invalidateShadowFrame
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Light::_sceneRenderingKey
    Actor::_sphere
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    Light::AdjustBrightness(const RenderView& view, float& brightness)
    PointLight
    Actor::BeginPlay(SceneBeginData* data)
    Actor::BreakPrefabLink()
    Light::Brightness
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    Light::CastVolumetricShadow
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Light::CheckViewDistance(const Float3& viewPosition, const Float3& viewOrigin, Float3& position, float& brightness)
    Actor::Children
    Actor::Clone()
    Light::Color
    LightWithShadow::ContactShadowsLength
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    PointLight
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::EndPlay()
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Actor::GetDirection()
    Light::GetEditorBox()
    Actor::GetEditorBoxChildren()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    Actor::HasContentLoaded()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Light::IndirectLightingIntensity
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    LightWithShadow::InvalidateShadow()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    LightWithShadow::MinRoughness
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Actor::OnActiveInTreeChanged()
    Actor::OnBeginPlay()
    Actor::OnDeleteObject()
    Light::OnDisable()
    Light::OnEnable()
    Actor::OnEndPlay()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnParentChanged()
    Actor::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    Actor::OnStaticFlagsChanged()
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    PointLight
    PointLight
    Actor::SetDirection(const Float3& value)
    Actor::SetIsActive(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    LightWithShadow::ShadowsDepthBias
    LightWithShadow::ShadowsDistance
    LightWithShadow::ShadowsFadeDistance
    LightWithShadow::ShadowsMode
    LightWithShadow::ShadowsNormalOffsetScale
    LightWithShadow::ShadowsResolution
    LightWithShadow::ShadowsSharpness
    LightWithShadow::ShadowsStrength
    LightWithShadow::ShadowsUpdateRate
    LightWithShadow::ShadowsUpdateRateAtDistance
    PointLight
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    Light::ViewDistance
    Light::VolumetricScatteringIntensity
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Level/Actors/PointLight.h
    Syntax
    public class PointLight : public LightWithShadow

    Fields

    FallOffExponent

    Controls the radial falloff of light when UseInverseSquaredFalloff is disabled.

    Declaration
    public float FallOffExponent = 8.0f
    Field Value
    float

    IESBrightnessScale

    Global scale for IES brightness contribution

    Declaration
    public float IESBrightnessScale = 1.0f
    Field Value
    float

    IESTexture

    IES texture (light profiles from real world measured data)

    Declaration
    public AssetReference<IESProfile> IESTexture
    Field Value
    AssetReference<IESProfile>

    SourceLength

    Light source bulb length

    Declaration
    public float SourceLength = 0.0f
    Field Value
    float

    SourceRadius

    Light source bulb radius

    Declaration
    public float SourceRadius = 0.0f
    Field Value
    float

    UseIESBrightness

    Enable/disable using light brightness from IES profile

    Declaration
    public bool UseIESBrightness = false
    Field Value
    bool

    UseInverseSquaredFalloff

    Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.

    Declaration
    public bool UseInverseSquaredFalloff = false
    Field Value
    bool

    Methods

    ComputeBrightness()

    Computes light brightness value.

    Declaration
    public float ComputeBrightness() const
    Returns
    float

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    LightWithShadow::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Draw(RenderContext& renderContext)

    Draws this actor. Called by Scene Rendering service. This call is more optimized than generic Draw (eg. geometry is rendered during all pass types but other actors are drawn only during GBufferFill pass).

    Declaration
    public virtual void Draw(RenderContext& renderContext) override
    Parameters
    RenderContext renderContext

    The rendering context.

    Overrides
    Actor::Draw(RenderContext& renderContext)

    DrawLightsDebug(RenderView& view)

    Declaration
    public virtual void DrawLightsDebug(RenderView& view) override
    Parameters
    RenderView view

    Overrides
    Light::DrawLightsDebug(RenderView& view)

    GetRadius()

    Gets light radius

    Declaration
    public float GetRadius() const
    Returns
    float

    GetScaledRadius()

    Gets scaled light radius

    Declaration
    public float GetScaledRadius() const
    Returns
    float

    IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    Determines if there is an intersection between the current object and a ray.

    Declaration
    public virtual bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override
    Parameters
    Ray ray

    The ray to test.

    Real distance

    When the method completes, contains the distance of the intersection (if any valid).

    Vector3 normal

    When the method completes, contains the intersection surface normal vector (if any valid).

    Returns
    bool

    True whether the two objects intersected, otherwise false.

    Overrides
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    OnDebugDraw()

    Draws debug shapes for the actor and all child scripts.

    Declaration
    public virtual void OnDebugDraw() override
    Overrides
    Actor::OnDebugDraw()

    OnDebugDrawSelected()

    Draws debug shapes for the selected actor and all child scripts.

    Declaration
    public virtual void OnDebugDrawSelected() override
    Overrides
    Actor::OnDebugDrawSelected()

    OnLayerChanged()

    Called when layer gets changed.

    Declaration
    public virtual void OnLayerChanged() override
    Overrides
    Actor::OnLayerChanged()

    OnTransformChanged()

    Called when actor transform gets changed.

    Declaration
    protected virtual void OnTransformChanged() override
    Overrides
    Actor::OnTransformChanged()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    LightWithShadow::Serialize(SerializeStream& stream, const void* otherObj)

    SetRadius(float value)

    Sets light radius

    Declaration
    public void SetRadius(float value)
    Parameters
    float value

    The new value

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