
|
|
This file was automatically generated from diguyViewLight.h. Do not edit this file directly; the changes will be lost.Includes: diguy_constants.h | diguy_typedefs.h | declspec_diguy.h
Contents:
Alphabetical Index
class diguyViewLight
|
class BDI_DECLSPEC_diguy diguyViewLight { public: const char* get_name(); const char* get_type_name(); void set_direction(float x, float y, float z); void get_direction(float* x, float* y, float* z); void set_position(float x, float y, float z); void get_position(float* x, float* y, float* z); void set_ambient_color(float r, float g, float b, float a); void get_ambient_color(float* r, float* g, float* b, float* a); void set_diffuse_color(float r, float g, float b, float a); void get_diffuse_color(float* r, float* g, float* b, float* a); void set_specular_color(float r, float g, float b, float a); void get_specular_color(float* r, float* g, float* b, float* a); int load_settings(const char* settings_name); #ifdef CPLUSPLUS_ONLY int load_settings(diguyViewLightSettings* settings); #endif void apply(int i = 0); enum { CALLBACK_ID_SETTINGS_CHANGED = 1 }; #ifdef CPLUSPLUS_ONLY int add_callback(int callback_id, diguyViewLightCallback* callback, void* callback_params = 0, void* callback_user_data = 0); int remove_callback(int callback_id, diguyViewLightCallback* callback); int remove_callback_with_user_data(int callback_id, void* callback_user_data); #endif int add_callback_script(int callback_id, const char* callback_script, const char* callback_script_type = NULL); int remove_callback_script(int callback_id, const char* callback_script, const char* callback_script_type = NULL); void set_near_plane(float near_plane); float get_near_plane(); void set_far_plane(float far_plane); float get_far_plane(); void set_casts_shadows(int casts_shadows); int get_casts_shadows(); int set_scene_objects_cast_shadows(int value); int get_scene_objects_cast_shadows(); int set_brightness_multiplier(float multiplier); float get_brightness_multiplier(); void set_shadow_volume_size(float volume); float get_shadow_volume_size(); void set_shadow_offset_multiplier(float multiplier); float get_shadow_offset_multiplier(); void set_spotlight_angle(float angle); float get_spotlight_angle(); void set_texture_name(const char* name); void set_active(int active); int get_active(); int set_shadow_map_update_paused(int pause); int get_shadow_map_update_paused(); int set_shadow_map_update_frequency(int frame_frequency); int get_shadow_map_update_frequency();
| General Functions |
function diguyViewLight::get_name |
Prototype:
Description:const char* get_name();
Returns the name of the object. This pointer will never be NULL.Returns:
name of the objectCallable From:
- C++
- Script
function diguyViewLight::get_type_name |
Prototype:
Description:const char* get_type_name();
Returns the type name of the object. This pointer will never be NULL.Returns:
type name of the objectCallable From:
- C++
- Script
function diguyViewLight::set_direction |
Prototype:
Description:void set_direction(float x, float y, float z);
This function sets the direction of this light.Arguments:
Callable From:
x x direction, in meters y y direction, in meters z z direction, in meters
- C++
- Script
function diguyViewLight::get_direction |
Prototype:
Description:void get_direction(float* x, float* y, float* z);
This function gets the direction of this light. Values are returned via the passed pointers.Arguments:
Callable From:
x x direction, in meters y y direction, in meters z z direction, in meters
- C++
- Script
function diguyViewLight::set_position |
Prototype:
Description:void set_position(float x, float y, float z);
This function sets the position of this light.Arguments:
Callable From:
x x position, in meters y y position, in meters z z position, in meters
- C++
- Script
function diguyViewLight::get_position |
Prototype:
Description:void get_position(float* x, float* y, float* z);
This function gets the position of this light. Values are returned via the passed pointers.Arguments:
Callable From:
x x position, in meters y y position, in meters z z position, in meters
- C++
- Script
function diguyViewLight::set_ambient_color |
Prototype:
Description:void set_ambient_color(float r, float g, float b, float a);
This function sets the ambient color.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
function diguyViewLight::get_ambient_color |
Prototype:
Description:void get_ambient_color(float* r, float* g, float* b, float* a);
This function gets the ambient color of this light. Values are returned via the passed pointers.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
function diguyViewLight::set_diffuse_color |
Prototype:
Description:void set_diffuse_color(float r, float g, float b, float a);
This function sets the diffuse color.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
function diguyViewLight::get_diffuse_color |
Prototype:
Description:void get_diffuse_color(float* r, float* g, float* b, float* a);
This function gets the diffuse color of this light. Values are returned via the passed pointers.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
function diguyViewLight::set_specular_color |
Prototype:
Description:void set_specular_color(float r, float g, float b, float a);
This function sets the specular color.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
function diguyViewLight::get_specular_color |
Prototype:
Description:void get_specular_color(float* r, float* g, float* b, float* a);
This function gets the specular color of this light. Values are returned via the passed pointers.Arguments:
Callable From:
r red component g blue component b green component a alpha component
- C++
- Script
| Load and Apply Functions |
function diguyViewLight::load_settings |
Prototype:
Description:int load_settings(const char* settings_name);
Loads the specified settings into this light.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguyViewLight::load_settings |
Prototype:
Description:int load_settings(diguyViewLightSettings* settings);
Loads the specified settings into this light.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguyViewLight::apply |
Prototype:
Description:void apply(int i = 0);
Applies the light to OpenGL state. Currently DI-Guy only supports one light in it's default OpenGL implementation.
At least one light must be applied for advanced DI-Guy reference shaders to work.
| Callback Functions |
enumeration |
Description:enum { CALLBACK_ID_SETTINGS_CHANGED = 1 };
This is an enumeration of the different callbacks that can be registered with add_callback() and add_callback_script().Usable From:
- C++
- Script
function diguyViewLight::add_callback |
Prototype:
Description:int add_callback(int callback_id, diguyViewLightCallback* callback, void* callback_params = 0, void* callback_user_data = 0);
This function adds a user callback.Arguments:
callback pointer to function with prototype diguyViewLightCallback (typedefed above) callback_id integer id of when this callback is to be called callback_params struct containing additional parameters needed by some callbacks; actual type depends on callback_id callback_user_data pointer for user's own use; DI-Guy will do nothing to the contents of this pointer beyond passing it back when the callback is invoked callback_id should be one of the following values:CALLBACK_ID_SETTINGS_CHANGED
This callback will be called if the current settings of this light change
Callbacks return a value of type diguyCallbackReturn, which will be DIGUY_CALLBACK_STOP or DIGUY_CALLBACK_CONTINUE. If the callback returns DIGUY_CALLBACK_STOP, the default handler of the function will not be called; the callback is asserting that it has done everything necessary for the function call. If the callback returns DIGUY_CALLBACK_CONTINUE, the default handler for the function will be called after the callback.Returns:
0 on success, -1 on failureCallable From:
- C++
function diguyViewLight::remove_callback |
Prototype:
Description:int remove_callback(int callback_id, diguyViewLightCallback* callback);
This function removes a user callback. All callbacks matching the specified callback_id and callback function will be removed.Arguments:
Returns:
callback_id integer id of when this callback is to be called callback pointer to function with prototype diguyViewLightCallback (typedefed above)
0 on success, -1 on failureCallable From:
- C++
function diguyViewLight::remove_callback_with_user_data |
Prototype:
Description:int remove_callback_with_user_data(int callback_id, void* callback_user_data);
This function removes a user callback. All callbacks matching the specified callback_id and callback_user_data pointer will be removed.Arguments:
Returns:
callback_id integer id of when this callback is to be called callback_user_data pointer for user's own use
0 on success, -1 on failureCallable From:
- C++
function diguyViewLight::add_callback_script |
Prototype:
Description:int add_callback_script(int callback_id, const char* callback_script, const char* callback_script_type = NULL);
This function adds a user callback script. Callback scripts can be removed with remove_callback_script().Arguments:
callback_id integer id of the callback callback_script script text of callback to be added callback_script_type the type of script contained in callback_script If NULL is passed for callback_script_type, a default script type will be derived based on the default script interpreter of the scenario.lua specific:
When the script is called, the object for which it is being called will be in the callback_object global.
To pass NULL when calling from a lua script, use nil.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
function diguyViewLight::remove_callback_script |
Prototype:
Description:int remove_callback_script(int callback_id, const char* callback_script, const char* callback_script_type = NULL);
This function removes a user callback script previously added with add_callback_script().Arguments:
callback_id integer id of the callback callback_script script text of callback previously added callback_script_type the type of script contained in callback_script If NULL is passed for callback_script, all callback scripts whose ids match callback_id and whose types match callback_script_type will be removed.
If NULL is passed for callback_script_type, a default script type will be derived based on the default script interpreter of the scenario.lua specific:
To pass NULL when calling from a lua script, use nil.Returns:
0 on success, -1 on failureCallable From:
- C++
- Script
| Experimental Functions |
The following functions are experimental and may change or disappear with no warning.
function diguyViewLight::set_near_plane |
Prototype:
void set_near_plane(float near_plane);
function diguyViewLight::get_near_plane |
Prototype:
float get_near_plane();
function diguyViewLight::set_far_plane |
Prototype:
void set_far_plane(float far_plane);
function diguyViewLight::get_far_plane |
Prototype:
float get_far_plane();
function diguyViewLight::set_casts_shadows |
Prototype:
Description:void set_casts_shadows(int casts_shadows);
Sets if a light will cast shadow; this will only work in DI-Guy Scenario.
function diguyViewLight::get_casts_shadows |
Prototype:
Returns:int get_casts_shadows();
Returns if a light will cast shadow; this is limited to DI-Guy Scenario
function diguyViewLight::set_scene_objects_cast_shadows |
Prototype:
int set_scene_objects_cast_shadows(int value);
function diguyViewLight::get_scene_objects_cast_shadows |
Prototype:
int get_scene_objects_cast_shadows();
function diguyViewLight::set_brightness_multiplier |
Prototype:
int set_brightness_multiplier(float multiplier);
function diguyViewLight::get_brightness_multiplier |
Prototype:
float get_brightness_multiplier();
function diguyViewLight::set_shadow_volume_size |
Prototype:
void set_shadow_volume_size(float volume);
function diguyViewLight::get_shadow_volume_size |
Prototype:
float get_shadow_volume_size();
function diguyViewLight::set_shadow_offset_multiplier |
Prototype:
void set_shadow_offset_multiplier(float multiplier);
function diguyViewLight::get_shadow_offset_multiplier |
Prototype:
float get_shadow_offset_multiplier();
function diguyViewLight::set_spotlight_angle |
Prototype:
void set_spotlight_angle(float angle);
function diguyViewLight::get_spotlight_angle |
Prototype:
float get_spotlight_angle();
function diguyViewLight::set_texture_name |
Prototype:
void set_texture_name(const char* name);
function diguyViewLight::set_active |
Prototype:
void set_active(int active);
function diguyViewLight::get_active |
Prototype:
int get_active();
function diguyViewLight::set_shadow_map_update_paused |
Prototype:
int set_shadow_map_update_paused(int pause);
function diguyViewLight::get_shadow_map_update_paused |
Prototype:
int get_shadow_map_update_paused();
function diguyViewLight::set_shadow_map_update_frequency |
Prototype:
int set_shadow_map_update_frequency(int frame_frequency);
function diguyViewLight::get_shadow_map_update_frequency |
Prototype:
int get_shadow_map_update_frequency();
ALL RIGHTS RESERVED.
These coded instructions, statements, and computer programs contain unpublished proprietary information of Boston Dynamics and are protected by Copyright Laws of the United States. They may not be used, duplicated, or disclosed in any form, in whole or in part, without the prior written consent from Boston Dynamics.
RESTRICTED RIGHTS LEGEND
Use, duplication, or disclosure by the government is subject to restrictions as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Sofware clause at DFARS 252.227-7013 and/or in similar or successor clauses in the FAR, or the DOD or NASA FAR Supplement, or to subparagraphs (c)(1) and (c)(2) of the Commercial Computer Software--Restricted Rights at 48 CFR 52.227-19, as applicable. Unpublished-rights reserved under the Copyright Laws of the United States.
Contractor/Manufacturer is:
Boston Dynamics/78 Fourth Avenue/Waltham MA 02451.