instantreality 1.0

Component:
Lighting
Status:
fully implemented
Structure type:
concrete
Standard:
X3D2.0

DirectionalLight

DirectionalLight creates parallel light rays to illuminate geometric shapes. Light is scoped and only illuminates geometry within its enclosing parent group! No source location is needed since rays are parallel from an infinitely distant source. DirectionalLight nodes do not attenuate with distance. Lights have no visible shape themselves and shine through occluding geometry. Hint: animate direction to simulate time-of-day sunlight effects. Hint: HeadLight is controlled by NavigationInfo. Interchange profile hint: light might not be scoped by parent Group or Transform.

Inheritance

Code

XML encoding
<DirectionalLight logFeature=''
on='TRUE'
shadowIntensity='0'
proxyGeometrySize='1 1 1'
showProxyGeometry='FALSE'
ambientIntensity='0'
color='1 1 1'
intensity='1'
direction='0 0 -1'
global='FALSE'
 />
Classic encoding
DirectionalLight {
	logFeature [""]
	on TRUE
	shadowIntensity 0
	proxyGeometrySize 1 1 1
	showProxyGeometry FALSE
	ambientIntensity 0
	color 1 1 1
	intensity 1
	direction 0 0 -1
	global FALSE
}

Interface

Filter: X3D only | Avalon only | All
id Name DataType PartType Default ValueType Description
SFBool showProxyGeometry SFBool inputOutput FALSE toggle geometry at light position (use for visual debugging)
SFVec3f proxyGeometrySize SFVec3f inputOutput 1 1 1 scales proxy geometry
SFFloat shadowIntensity SFFloat inputOutput 0 [0, 1] intensity of the shadow; 0 is no shadow at all
MFString logFeature MFString inputOutput state, child, parent, route, eventIn, eventOut controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything