19 const glm::vec3 & color = glm::vec3( 1.0f ),
20 float intensity = 1.0f,
22 float angularDiameterDegrees = 0.53f
const glm::vec3 & getDirectionOverride() const
bool hasDirectionOverride_
bool castsShadows() const
static constexpr const char * ComponentName
void setCastsShadows(bool castsShadows)
void setAngularDiameterDegrees(float angularDiameterDegrees)
void clearDirectionOverride()
void setEnabled(bool enabled)
void setIntensity(float intensity)
static constexpr bool IsUnique
glm::vec3 directionOverride_
void endPlay() override
Called when the component is removed or the game ends.
void beginPlay() override
Called when the component is added to the scene or the game starts.
const glm::vec3 & getColor() const
DirectionalLight(Entities::Scene *owningScene, const glm::vec3 &color=glm::vec3(1.0f), float intensity=1.0f, bool castsShadows=true, float angularDiameterDegrees=0.53f)
std::string getComponentName() const override
Gets the component type name for debugging/UI.
float getAngularDiameterDegrees() const
void setDirectionOverride(const glm::vec3 &direction)
float angularDiameterDegrees_
bool hasDirectionOverride() const
float getIntensity() const
void setColor(const glm::vec3 &color)
Logic(Entities::Scene *owningScene)
A scene is the overarching structure which can spawn, contain and destroy actors or entities.