Torque 3D - Script Manual: Lighting

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Lighting
[Rendering]

The script functionality related to the lighting systems and lights. More...

Classes

class  AdvancedLightBinManager
 Rendering Manager responsible for lighting, shadows, and global variables affecing both. More...
class  LightAnimData
 A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization. More...
class  LightBase
 This is the base class for light objects. More...
class  LightDescription
 A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects. More...
class  LightFlareData
 Defines a light flare effect usable by scene lights. More...
class  PointLight
 Lighting object that radiates light in all directions. More...
class  SpotLight
 Lighting object which emits conical light in a direction. More...

Modules

 Advanced Lighting
 

The script functionality related to the Advanced Lghting system.


 Basic Lighting
 

The script functionality related to the Basic Lghting system.


Functions

string getActiveLightManager ()
 Returns the active light manager name.
String getLightManagerNames ()
 Returns a tab seperated list of light manager names.
bool lightScene (string completeCallbackFn=NULL, string mode=NULL)
 Will generate static lighting for the scene if supported by the active light manager.
void resetLightManager ()
 Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.
bool setLightManager (string name)
 Finds and activates the named light manager.

Variables

bool $Light::renderLightFrustums
 Toggles rendering of light frustums when the light is selected in the editor.
bool $Light::renderViz
 Toggles visualization of light object's radius or cone.

Callbacks



void onLightManagerActivate (string name)
 A callback called by the engine when a light manager is activated.
void onLightManagerDeactivate (string name)
 A callback called by the engine when a light manager is deactivated.

Detailed Description

The script functionality related to the lighting systems and lights.


Function Documentation

string getActiveLightManager (  ) 

Returns the active light manager name.

String getLightManagerNames (  ) 

Returns a tab seperated list of light manager names.

bool lightScene ( string  completeCallbackFn = NULL,
string  mode = NULL 
)

Will generate static lighting for the scene if supported by the active light manager.

If mode is "forceAlways", the lightmaps will be regenerated regardless of whether lighting cache files can be written to. If mode is "forceWritable", then the lightmaps will be regenerated only if the lighting cache files can be written.

Parameters:
completeCallbackFn The name of the function to execute when the lighting is complete.
mode One of "forceAlways", "forceWritable" or "loadOnly".
Returns:
Returns true if the scene lighting process was started.
void onLightManagerActivate ( string  name  ) 

A callback called by the engine when a light manager is activated.

Parameters:
name The name of the light manager being activated.
void onLightManagerDeactivate ( string  name  ) 

A callback called by the engine when a light manager is deactivated.

Parameters:
name The name of the light manager being deactivated.
void resetLightManager (  ) 

Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.

bool setLightManager ( string  name  ) 

Finds and activates the named light manager.

Returns:
Returns true if the light manager is found and activated.

Variable Documentation

bool $Light::renderLightFrustums

Toggles rendering of light frustums when the light is selected in the editor.

Note:
Only works for shadow mapped lights.
bool $Light::renderViz

Toggles visualization of light object's radius or cone.



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