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java.lang.Object | +----dnx.util.DNXObject | +----dnx.lr.Node | +----dnx.lr.LeafNode | +----dnx.lr.node.DirectionalLightNode
DirectionalLight { exposedField SFFloat ambientIntensity 0 exposedField SFColor color 1 1 1 exposedField SFVec3f direction 0 0 -1 exposedField SFFloat intensity 1 exposedField SFBool on TRUE }
The DirectionalLight node defines a directional light source that illuminates along rays parallel to a given 3-dimensional vector. See "Concepts - Lights" for a definition of the ambientIntensity, color, intensity, and on fields.
The direction field specifies the direction vector within the local coordinate system that the light illuminates in. Light is emitted along parallel rays from an infinite distance away. A directional light source illuminates only the objects in its enclosing parent group. The light may illuminate everything within this coordinate system, including all children and descendants of its parent group. The accumulated transformations of the parent nodes affect the light.
See "Concepts - Lighting Model"for a precise description of VRML's lighting equations.
Some low-end renderers do not support the concept of per-object lighting. This means that placing DirectionalLights inside local coordinate systems, which implies lighting only the objects beneath the Transform with that light, is not supported in all systems. For the broadest compatibility, lights should be placed at outermost scope.
public SFFloat ambientIntensity
public SFColor color
public SFVec3f direction
public SFFloat intensity
public SFBool on
public DirectionalLightNode()
protected void createNodeDefinition(NodeDefinition def)
protected void initFields()
public Object getSubtreeProperty()
protected void handleFieldChange(Field f)
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