dao::lights::SceneLight

struct

A point light of the area’s scene, as the engine has it this frame.

Declared in dao/Lights.h.

Fields

Field Type  
color Color{} Its colour as the shaders are handed it: its own, times its owner’s tint where it takes one, times its strength and its flicker; less only the fade each object may give it.
flicker float = 0 the flicker’s share this frame, 1 for a steady light
list LightList = LightList::LevelsUnflagged  
model std::wstring the model the light is part of
name std::wstring the light’s name in it
node std::uintptr_t = 0 the same each frame for the same light, as PointLight’s
own Color{} its own colour, as its model has it
owner ObjectId = kInvalidObject The game object whose model the light is part of, or kInvalidObject for one of no game object (a room’s layout, a figures’ rig, a weapon’s part).
place Vector{} where it is in the world
reach float = 0 how far it reaches, in metres
strength float = 0 what the colour is scaled by