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| void | dispose () |
| | Dispose of behavior.
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| ECBehaviorDynamicSkin | getDynamicSkin () |
| | Dynamic skin behavior to modify.
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| ECBehaviorLight | getLight () |
| | Light behavior to use.
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| ECPString | getRenderableColor () |
| | Name of renderable to create for color or empty string if not used.
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| ECPString | getRenderableIntensity () |
| | Name of renderable to create for intensity or empty string if not used.
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| ECPColor | getScaleColor () |
| | Scale factor to apply to light color.
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| ECPFloat | getScaleIntensity () |
| | Scale factor to apply to light intensity.
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| Instance | instance (BehaviorElement element) |
| | Get instance in element from owner element class.
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| ECBehaviorRenderableLight | new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light) |
| | Create behavior element class.
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| ECBehaviorRenderableLight | new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light, String id) |
| | Create behavior element class.
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| ECBehaviorRenderableLight | new (BehaviorElementClass eclass, ECBehaviorDynamicSkin dynamicSkin, ECBehaviorLight light, String id, String prefix) |
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| void | assignInstanceIndex (int instanceIndex) |
| | Assign instance index.
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| String | getBehaviorID () |
| | Unique identifier of behavior.
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| String | getID () |
| | Identifier.
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| int | getInstanceIndex () |
| | Instance index.
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| void | loadSupportedData (String identifier, PersistencyEnvironment env, FileReader reader, ECBehaviorInstance instance) |
| | Load instance data of another behavior.
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| bool | supportsBehaviorID (String identifier) |
| | Behavior supports loading instance data of another behavior.
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| ECBehaviorInstance | createInstance (BehaviorElement element) |
| | Create Behavior instance.
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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.
func new()
behavior.getRenderableIntensity().setValue("intensity1")
behavior.getRenderableIntensity().setValue("intensity2")
end
end
Behavior element element class.
Definition BehaviorElementClass.ds:54
Behavior element behavior adding component support.
Definition ECBehaviorComponent.ds:103
Behavior element behavior adding dynamic skin support.
Definition ECBehaviorDynamicSkin.ds:75
Behavior element behavior adding light support.
Definition ECBehaviorLight.ds:101
Behavior element behavior matching renderable to light intensity.
Definition ECBehaviorRenderableLight.ds:89
Element class properties have the prefix "renderableLight{(id)}.".
This behavior does not require the element class to be persistable (setPersistable).
- See also
- https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:dragonscript:behavior_renderablelight