Drag[en]gine Script Module DragonScript  1.21
Dragengine.Scenery.ECBehaviorRenderableLight Class Reference

Behavior element behavior matching renderable to light intensity. More...

Inheritance diagram for Dragengine.Scenery.ECBehaviorRenderableLight:
Dragengine.Scenery.DefaultECBehavior Dragengine.Scenery.ECBehavior Dragengine.Scenery.BehaviorCompatiblePersistency

Classes

class  Instance
 Behavior instance. More...
 

Public Member Functions

ECBehaviorInstance createInstance (BehaviorElement element)
 Create Behavior instance. More...
 
void dispose ()
 Dispose of behavior. More...
 
ECBehaviorDynamicSkin getDynamicSkin ()
 Dynamic skin behavior to modify. More...
 
ECBehaviorLight getLight ()
 Light behavior to use. More...
 
ECPString getRenderableColor ()
 Name of renderable to create for color or empty string if not used. More...
 
ECPString getRenderableIntensity ()
 Name of renderable to create for intensity or empty string if not used. More...
 
ECPColor getScaleColor ()
 Scale factor to apply to light color. More...
 
ECPFloat getScaleIntensity ()
 Scale factor to apply to light intensity. More...
 
Instance instance (BehaviorElement element)
 Get instance in element from owner element class. More...
 
ECBehaviorRenderableLight new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light)
 Create behavior element class. More...
 
ECBehaviorRenderableLight new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light, String id)
 Create behavior element class. More...
 
ECBehaviorRenderableLight new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light, String id, String prefix)
 
- Public Member Functions inherited from Dragengine.Scenery.DefaultECBehavior
void assignInstanceIndex (int instanceIndex)
 Assign instance index. More...
 
String getBehaviorID ()
 Unique identifier of behavior. More...
 
String getID ()
 Identifier. More...
 
int getInstanceIndex ()
 Instance index. More...
 
void loadSupportedData (String identifier, PersistencyEnvironment env, FileReader reader, ECBehaviorInstance instance)
 Load instance data of another behavior. More...
 
bool supportsBehaviorID (String identifier)
 Behavior supports loading instance data of another behavior. More...
 

Static Public Member Functions

static Array getAllBehaviorsIn (BehaviorElementClass eclass)
 Get list of all behaviors in element. More...
 
static Array getAllInstancesIn (BehaviorElement element)
 Get list of all instances in element. More...
 
static ECBehaviorRenderableLight getBehaviorIn (BehaviorElementClass eclass)
 Get behavior in element class or null if absent. More...
 
static ECBehaviorRenderableLight getBehaviorIn (BehaviorElementClass eclass, String id)
 Get behavior with id in element class or null if absent. More...
 
static Instance getInstanceIn (BehaviorElement element)
 Get instance in element or null if absent. More...
 
static Instance getInstanceIn (BehaviorElement element, String id)
 Get instance with id in element or null if absent. More...
 

Additional Inherited Members

- Protected Member Functions inherited from Dragengine.Scenery.DefaultECBehavior
DefaultECBehavior new (BehaviorElementClass eclass)
 Create default composeable behavior with empty identifier. More...
 
DefaultECBehavior new (BehaviorElementClass eclass, String id)
 Create default composeable behavior. More...
 
void setBehaviorID (String identifier)
 Set behavior identifier. More...
 
void useClassNameAsBehaviorID ()
 Set behavior identifier to "<class-name>:<identifier>". More...
 
void useFullyQualifiedClassNameAsBehaviorID ()
 Set behavior identifier to "<fully-qualified-class-name>:<identifier>". More...
 

Detailed Description

Behavior element behavior matching renderable to light intensity.

This behavior is useful for model with an emissive texture where the emissivity intensity should be synchronized to light intensity. A typical example for this is a flashlight where the front side texture lights up if the flashlight is switched on.

To use this behavior add an ECBehaviorDynamicSkin and an ECBehaviorLight to the element class before adding this behavior. Create ECBehaviorRenderableLight behavior and set the dynamic skin and light identifier.

The current light intensity and color can be used for the renderable. If the respective renderable name is not empty string the value is applied. Each one adds an individual renderable if used.

If intensity is applied the renderable is of type DynamicSkinRenderableType.value with the value set to the light intensity multiplied by an intensity scaling factor. This factor defaults to 1 which roughly equals a light source covered by a diffuse glass panel. Usually emissivity is stronger than the light intensity. The value to use here depends on various physical properties and can go up to 32 to simulate looking straight into an uncovered light source.

If color is applied the renderable is of type DynamicSkinRenderableType.color with the value set to the light color multiplied component wise by a color scaling factor. This allows tinting textures depending on the light color.

Multiple ECBehaviorRenderableLight instances can be added to affect individual dynamic skin textures synchronized to individual ECBehaviorLight instances using their identifiers. The example below uses one component with one dynamic skin to two individual renderables named "intensity1" and "intensity2" each synchrnoized to one of two individual lights.

class MyElement extends BehaviorElementClass
public func new()
var ECBehaviorComponent component = ECBehaviorComponent.new(this)
var ECBehaviorDynamicSkin dynamicSkin = ECBehaviorDynamicSkin.new(this, component)
var ECBehaviorLight light = ECBehaviorLight.new(this)
var ECBehaviorLight light2 = ECBehaviorLight.new(this, "light2")
var ECBehaviorRenderableLight behavior = ECBehaviorRenderableLight.new(this, dynamicSkin, light)
behavior.getRenderableIntensity().setValue("intensity1")
behavior = ECBehaviorRenderableLight.new(this, dynamicSkin, light2, "renderableLight2")
behavior.getRenderableIntensity().setValue("intensity2")
end
end
ECPString getRenderableIntensity()
Name of renderable to create for intensity or empty string if not used.
ECBehaviorRenderableLight new(BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light)
Create behavior element class.

Element class properties have the prefix "renderableLight{(id)}.".

This behavior does not require the element class to be persistable (setPersistable).

Member Function Documentation

◆ createInstance()

ECBehaviorInstance Dragengine.Scenery.ECBehaviorRenderableLight.createInstance ( BehaviorElement  element)

Create Behavior instance.

Implements Dragengine.Scenery.ECBehavior.

◆ dispose()

void Dragengine.Scenery.ECBehaviorRenderableLight.dispose ( )

Dispose of behavior.

Reimplemented from Dragengine.Scenery.DefaultECBehavior.

◆ getAllBehaviorsIn()

static Array Dragengine.Scenery.ECBehaviorRenderableLight.getAllBehaviorsIn ( BehaviorElementClass  eclass)
static

Get list of all behaviors in element.

Returns list contains ECBehaviorRenderableLight behaviors in the order they have been created in the element.

◆ getAllInstancesIn()

static Array Dragengine.Scenery.ECBehaviorRenderableLight.getAllInstancesIn ( BehaviorElement  element)
static

Get list of all instances in element.

Returns list contains ECBehaviorRenderableLight.Instance instances in the order they have been created in the element.

◆ getBehaviorIn() [1/2]

static ECBehaviorRenderableLight Dragengine.Scenery.ECBehaviorRenderableLight.getBehaviorIn ( BehaviorElementClass  eclass)
static

Get behavior in element class or null if absent.

Use this method to check if a particular BehaviorElementClass contains a behavior of type ECBehaviorComponent.

◆ getBehaviorIn() [2/2]

static ECBehaviorRenderableLight Dragengine.Scenery.ECBehaviorRenderableLight.getBehaviorIn ( BehaviorElementClass  eclass,
String  id 
)
static

Get behavior with id in element class or null if absent.

Use this method to check if a particular BehaviorElementClass contains a behavior of type ECBehaviorRenderableLight with specific identifier.

◆ getDynamicSkin()

ECBehaviorDynamicSkin Dragengine.Scenery.ECBehaviorRenderableLight.getDynamicSkin ( )

Dynamic skin behavior to modify.

◆ getInstanceIn() [1/2]

static Instance Dragengine.Scenery.ECBehaviorRenderableLight.getInstanceIn ( BehaviorElement  element)
static

Get instance in element or null if absent.

Use this method to check if a particular BehaviorElement contains a behavior instance of type ECBehaviorRenderableLight.Instance . If more than one instance is present returns the first instance.

◆ getInstanceIn() [2/2]

static Instance Dragengine.Scenery.ECBehaviorRenderableLight.getInstanceIn ( BehaviorElement  element,
String  id 
)
static

Get instance with id in element or null if absent.

Use this method to check if a particular BehaviorElement contains a behavior instance of type ECBehaviorRenderableLight.Instance with specific identifier.

◆ getLight()

ECBehaviorLight Dragengine.Scenery.ECBehaviorRenderableLight.getLight ( )

Light behavior to use.

◆ getRenderableColor()

ECPString Dragengine.Scenery.ECBehaviorRenderableLight.getRenderableColor ( )

Name of renderable to create for color or empty string if not used.

◆ getRenderableIntensity()

ECPString Dragengine.Scenery.ECBehaviorRenderableLight.getRenderableIntensity ( )

Name of renderable to create for intensity or empty string if not used.

◆ getScaleColor()

ECPColor Dragengine.Scenery.ECBehaviorRenderableLight.getScaleColor ( )

Scale factor to apply to light color.

◆ getScaleIntensity()

ECPFloat Dragengine.Scenery.ECBehaviorRenderableLight.getScaleIntensity ( )

Scale factor to apply to light intensity.

◆ instance()

Instance Dragengine.Scenery.ECBehaviorRenderableLight.instance ( BehaviorElement  element)

Get instance in element from owner element class.

◆ new() [1/3]

ECBehaviorRenderableLight Dragengine.Scenery.ECBehaviorRenderableLight.new ( BehaviorElementClass  eclass,
ECBehaviorDynamicSkin  dynamicSkin,
ECBehaviorLight  light 
)

Create behavior element class.

◆ new() [2/3]

ECBehaviorRenderableLight Dragengine.Scenery.ECBehaviorRenderableLight.new ( BehaviorElementClass  eclass,
ECBehaviorDynamicSkin  dynamicSkin,
ECBehaviorLight  light,
String  id 
)

Create behavior element class.

◆ new() [3/3]

ECBehaviorRenderableLight Dragengine.Scenery.ECBehaviorRenderableLight.new ( BehaviorElementClass  eclass,
ECBehaviorDynamicSkin  dynamicSkin,
ECBehaviorLight  light,
String  id,
String  prefix 
)

The documentation for this class was generated from the following file: