From NeoAxis 3D Engine Wiki
|Language:||English • Russian||Status:||Approved|
Light.type is the entity used to illuminate the scene. The following type of light sources are supported: directional, spot, point. There is also a special type of light source, Sun.type, designed to act as the sun.
To add a light on the map, you need choose the type Base\Types\Light in the Object Creation window of the Map Editor and place the object on the map. Then, you need to select it in the properties window if you want to customize it's parameters,
Types of Light Sources
Neoaxis Engine supports three types of light sources:
- Spot - spot.
- Point - the source of light is a point.
- Directional - one-way light source.
This light source works similarly to a flashlight. It emits light in a cone shape and fades gradually with the distance.
Point Light Source
This light source emits light in all directions from its center and fades gradually with the distance.
Directional Light Source
The light source emits light in a certain direction on the whole scene without attenuation. For the sun, you should rather use Sun.type.
|Components||List of attached components.|
|LogicClass||Reference to the Logic Editor class. Read more about how to work with the Logic Editor class.|
|Tags||User defined information. Defined as key — value pairs. It is used for user's needs.|
|Type||Object type. It can not be changed.|
|AllowDynamicLighting||Enables/disables the dynamic lighting for the light source. If False is chosen, it means that this source will be switched off and can only be used for static lighting. See AllowStaticLighting property.|
|AllowStaticLighting||Enable/disable static lighting for the light source. Specifies whether to use the light for static lighting calculations.(lightmap. Read more about it in StaticLightingManager.type.|
|AttenuationFar||Maximum range of the light source. It's used only for Spot and Point types of lights.|
|AttenuationNear||Distance, at which the light source will start fading. It's used only for Spot and Point types of lights.|
|AttenuationPower||Power of the light source attenuation. It's used only for Spot и Point types of lights.|
|CastShadows||Enable/disable shadow casting for this light source.|
|CustomShaderParameter||Special option for developers, which allows you to pass a specified value to the Shader.|
|DiffuseColor||Diffuse light source color.|
|DiffusePower||The brightness multiplier of the Diffuse Color.|
|Enabled||Enable/disable light source.|
|FFPAttenuationConstant||Constant attenuation coefficient when rendering in fixed pipeline mode (for old graphic cards).|
|FFPAttenuationLinear||The linear attenuation coefficient when rendering in fixed pipeline mode (for old graphic cards).|
|FFPAttenuationQuadric||Quadratic linear attenuation coefficient when rendering in fixed pipeline mode (for old graphic cards).|
|LightType||Type of light. It supports three types of light sources: (Spot), point light source (Point), Directional light source (Directional).|
|SpecularColor||Specular color of the light source.|
|SpecularPower||The brightness multiplier of the specular.|
|SpotlightFalloff||The coefficient of attenuation of the light from the inner to the outer cone. The higher the value, the smoother the attenuation. This parameter is only used for Spot light sources.|
|SpotlightInnerAngle||Parameter that specifies the angle of the inner cone or how light is concentrated at the centre. The difference will be noticeable only when the parameter SpotlightFalloff is set above the minimum value. This parameter is only used for Spot light sources.|
|SpotlightOuterAngle||External angle of the cone source. This parameter is only used for Spot light sources.|
|Position||Object position on the map.|
|Rotation||Object rotation. The angle of rotation is set in degrees.|
|AutoVerticalAlignment||Automatical alignment by height mode. Allows to set the value among 4 variants: None (without alignment ), ByBounds (by dimensions), ByBoundsWithRotation (by dimension with possible rotation), ByCenter (by center).|
|Layer||The layer of the map these objects belong to.|