Runtime directional light component mirrored into ECS for renderer queries.
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#include <DirectionalLightComponent.h>
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| static constexpr bool | IsUnique = true |
| static constexpr const char * | ComponentName = "DirectionalLight" |
| static constexpr bool | IsUnique = false |
| | Defines whether multiple instances of this component can exist on the same entity. Defaults to false (multiple allowed). Override in derived classes with static constexpr bool IsUnique = true; if needed.
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| static constexpr const char * | ComponentName = "Logic" |
| | Fallback component type name. Derived classes may override getComponentName() for custom labels.
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Runtime directional light component mirrored into ECS for renderer queries.
Definition at line 11 of file DirectionalLightComponent.h.
◆ DirectionalLight()
| Engine::Components::DirectionalLight::DirectionalLight |
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Entities::Scene * | owningScene, |
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const glm::vec3 & | color = glm::vec3(1.0f), |
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float | intensity = 1.0f, |
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bool | castsShadows = true, |
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float | angularDiameterDegrees = 0.53f ) |
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explicit |
◆ beginPlay()
| void Engine::Components::DirectionalLight::beginPlay |
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| ) |
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overridevirtual |
◆ castsShadows()
| bool Engine::Components::DirectionalLight::castsShadows |
( |
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const |
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inlinenodiscard |
◆ clearDirectionOverride()
| void Engine::Components::DirectionalLight::clearDirectionOverride |
( |
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◆ endPlay()
| void Engine::Components::DirectionalLight::endPlay |
( |
| ) |
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overridevirtual |
◆ getAngularDiameterDegrees()
| float Engine::Components::DirectionalLight::getAngularDiameterDegrees |
( |
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const |
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inlinenodiscard |
◆ getColor()
| const glm::vec3 & Engine::Components::DirectionalLight::getColor |
( |
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const |
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inlinenodiscard |
◆ getComponentName()
| std::string Engine::Components::DirectionalLight::getComponentName |
( |
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const |
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inlinenodiscardoverridevirtual |
◆ getDirectionOverride()
| const glm::vec3 & Engine::Components::DirectionalLight::getDirectionOverride |
( |
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const |
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inlinenodiscard |
◆ getIntensity()
| float Engine::Components::DirectionalLight::getIntensity |
( |
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const |
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inlinenodiscard |
◆ hasDirectionOverride()
| bool Engine::Components::DirectionalLight::hasDirectionOverride |
( |
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const |
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inlinenodiscard |
◆ isEnabled()
| bool Engine::Components::DirectionalLight::isEnabled |
( |
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const |
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inlinenodiscard |
◆ setAngularDiameterDegrees()
| void Engine::Components::DirectionalLight::setAngularDiameterDegrees |
( |
float | angularDiameterDegrees | ) |
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◆ setCastsShadows()
| void Engine::Components::DirectionalLight::setCastsShadows |
( |
bool | castsShadows | ) |
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◆ setColor()
| void Engine::Components::DirectionalLight::setColor |
( |
const glm::vec3 & | color | ) |
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◆ setDirectionOverride()
| void Engine::Components::DirectionalLight::setDirectionOverride |
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const glm::vec3 & | direction | ) |
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◆ setEnabled()
| void Engine::Components::DirectionalLight::setEnabled |
( |
bool | enabled | ) |
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◆ setIntensity()
| void Engine::Components::DirectionalLight::setIntensity |
( |
float | intensity | ) |
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◆ syncEcsData()
| void Engine::Components::DirectionalLight::syncEcsData |
( |
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const |
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private |
◆ angularDiameterDegrees_
| float Engine::Components::DirectionalLight::angularDiameterDegrees_ = 0.53f |
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private |
◆ castsShadows_
| bool Engine::Components::DirectionalLight::castsShadows_ = true |
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private |
◆ color_
| glm::vec3 Engine::Components::DirectionalLight::color_ { 1.0f } |
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private |
◆ ComponentName
| const char* Engine::Components::DirectionalLight::ComponentName = "DirectionalLight" |
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staticconstexpr |
◆ directionOverride_
| glm::vec3 Engine::Components::DirectionalLight::directionOverride_ { 0.0f, -1.0f, 0.0f } |
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private |
◆ enabled_
| bool Engine::Components::DirectionalLight::enabled_ = true |
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private |
◆ hasDirectionOverride_
| bool Engine::Components::DirectionalLight::hasDirectionOverride_ = false |
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private |
◆ intensity_
| float Engine::Components::DirectionalLight::intensity_ = 1.0f |
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private |
◆ IsUnique
| bool Engine::Components::DirectionalLight::IsUnique = true |
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staticconstexpr |
The documentation for this class was generated from the following file: