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WonderlandLightSource
  category: Balloon3D-Wonderland Lights
  superclass: WonderlandActor
  subclasses: WonderlandPositionalLight WonderlandAmbientLight WonderlandDirectionalLight

No comment. Sorry.

instance methods
  accessing
  direction
hotSpotDeltaCosine
hotSpotMaxCosine
hotSpotMinCosine
lightColor
lightColor:
spotExponent

  converting
  asPrimitiveLight
transformedBy:

  get property
  getBrightness

  initialization
  initializeFor:

  primitive behaviors
  destroy:

  private
  setColorVector:

  set property
  setBrightness:
setBrightness:duration:

  shading
  computeAttenuationFor:
computeDirectionTo:
computeSpotFactor:
shadeVertexBuffer:with:into:

  testing
  hasAmbientPart
hasDiffusePart
hasSpecularPart
hasSpot
isAttenuated

class methods
  change logging
  acceptsLoggingOfCompilation
wantsChangeSetLogging

  class initialization
  initialize

instance methods
  accessing top  
 

direction

If the light is directional, return the NORMALIZED direction of the light


 

hotSpotDeltaCosine

Return the cosine value of the delta radius of a spot light (the fall off region)


 

hotSpotMaxCosine

Return the cosine value of the outer radius of a spot light (the unlit region)


 

hotSpotMinCosine

Return the cosine value of the inner radius of a spot light (the fully lit region)


 

lightColor


 

lightColor:


 

spotExponent

Return the exponent to be used for the spot fall off computation


  converting top  
 

asPrimitiveLight

Convert the receiver into a B3DPrimitiveLight that can be handled by the shader primitive directly. Light sources that cannot be represented as primitive should return nil. This will result in the callback of #shadeVertexBuffer from the shader.


 

transformedBy:


  get property top  
 

getBrightness

Returns the brightness of the light as a value between 0 and 1.


  initialization top  
 

initializeFor:

Initialize the light


  primitive behaviors top  
 

destroy:

Implements the animated destroy of a camera. Unlike destroy for WonderlandActors, this method merely removes the camera from the scene and removes it render window from the world.


  private top  
 

setColorVector:

Instaneously sets the object's color/alpha vector and copies it down the object tree for all objects that are parts of this object


  set property top  
 

setBrightness:

Sets the brightness of the light between 0 and 1 by varying the color of the light.


 

setBrightness:duration:

Sets the brightness of the light between 0 and 1 by varying the color of the light.


  shading top  
 

computeAttenuationFor:


 

computeDirectionTo:


 

computeSpotFactor:

Compute the spot factor for a spot light


 

shadeVertexBuffer:with:into:

This is the generic shading function similar to the primitive.
Subclasses may implement optimized versions but should evaluate
exactly to the same value as in here if they are to be converted into
B3DPrimitiveLights.


  testing top  
 

hasAmbientPart

Return true if the receiver contains an ambient part in its color


 

hasDiffusePart

Return true if the receiver contains a diffuse part in its color


 

hasSpecularPart

Return true if the receiver contains a specular part in its color


 

hasSpot

Return true if the receiver has a hot spot.


 

isAttenuated

Return true if the receiver contains an attenuation.
If so, #computeAttenuationFor: must return the attenuation for the given distance.


class methods
  change logging top  
 

acceptsLoggingOfCompilation

weird name is so that it will come lexically before #compile, so that a clean build can make it through. 7/7/96 sw


 

wantsChangeSetLogging

Answer whether code submitted for the receiver should be remembered by the changeSet mechanism. 7/12/96 sw


  class initialization top  
 

initialize

Add the light names to WonderlandConstants