class SceneLight

in global :: Sandbox

Generic point light scene object for use with a .


public Color LightColor { get; set; }

Color and brightness of the light

public float Radius { get; set; }

Radius of the light in units

public float ConstantAttenuation { get; set; }

The light attenuation constant term

public float LinearAttenuation { get; set; }

The light attenuation linear term

public float QuadraticAttenuation { get; set; }

The light attenuation quadratic term

public int ShadowTextureResolution { get; set; }

Get or set the resolution of the shadow map. If this is zero the engine will decide what it should use.

public bool ShadowsEnabled { get; set; }

Enable or disable shadow rendering

public Texture LightCookie { get; set; }

Access the LightCookie - which is a texture that gets drawn over the light

public void SetMaterialOverride( Material material )

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public void ClearMaterialOverride( )

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public void SetMaterialOverride( Material material, string attributeName, int attributeValue = 1 )

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public void SetMaterialGroup( string name )

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public bool Batchable { get; set; }

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public SceneObject.SceneObjectFlagAccessor Flags { get; }

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public int GetHashCode( )

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public Model Model { get; set; }

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public SceneRenderLayer RenderLayer { get; set; }

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public ITagSet Tags { get; }

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public ulong MeshGroupMask { get; set; }

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public string ToString( )

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public SceneLight( SceneWorld sceneWorld, Vector3 position, float radius, Color color )

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public SceneLight( SceneWorld sceneWorld )

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public bool Equals( object obj )

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public Type GetType( )

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public bool ClipPlaneEnabled

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public Color ColorTint { get; set; }

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public SceneLight.LightShape Shape { get; set; }

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public Vector2 ShapeSize { set; }

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public SceneLight.FogLightingMode FogLighting { get; set; }

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public float FogStrength { get; set; }

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public RenderAttributes Attributes { get; }

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public SceneWorld World { get; }

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public void Delete( )

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public Transform Transform { get; set; }

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public Rotation Rotation { get; set; }

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public Vector3 Position { get; set; }

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public BBox Bounds { get; set; }

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public BBox LocalBounds { get; set; }

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public bool RenderingEnabled { get; set; }

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public Plane ClipPlane

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public SceneObject Parent { get; }

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public void RemoveChild( SceneObject child )

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public void AddChild( string name, SceneObject child )

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