#include <assethelper.h>
Classes | |
class | MeshHelper |
struct | Vertex |
Public Member Functions | |
bool | SetAmbientLight (D3DCOLOR ambientLight) |
Sets the ambient light for the whole Asset. | |
bool | SetDirectionalLight (unsigned int lightIndex, D3DCOLOR lightColor, const aiVector3D &lightDir) |
Sets the color and shining direction of the directional light at the given index. | |
bool | SetDirectionalLightDirection (unsigned int lightIndex, const aiVector3D &lightDir) |
Sets the shining direction of the directional light at the given index. | |
bool | SetDirectionalLightColor (unsigned int lightIndex, D3DCOLOR lightColor) |
Sets the color of the directional light at the given index. | |
bool | SetSpecularShininessModificator (float modificator) |
Alters the shininess of the whole Asset by this multiplier. | |
bool | SetSpecularStrengthModificator (float modificator) |
Alters the specular strength of the whole Asset by this multiplier. | |
bool | operator== (const AssetHelper &otherAsset) |
bool | operator!= (const AssetHelper &otherAsset) |
Friends | |
class | boost::serialization::access |
class | AssimpRenderer |
class | CMaterialManager |
class | CMeshRenderer |
Instances of this class are created when you use AssimpRenderer's functions for importing or saving Assets. The class comes with some setters to alter the lighting parameters of the Asset.
bool AssimpRendererD3d::AssetHelper::SetAmbientLight | ( | D3DCOLOR | ambientLight | ) |
Sets the ambient light for the whole Asset.
ambientLight | color (and also intensity) of the ambient light shining on this asset. |
bool AssimpRendererD3d::AssetHelper::SetDirectionalLight | ( | unsigned int | lightIndex, | |
D3DCOLOR | lightColor, | |||
const aiVector3D & | lightDir | |||
) |
Sets the color and shining direction of the directional light at the given index.
At the moment only a single directional light is supported. Pass 0 as the lightIndex. This value is read out every time the asset is rendered. It will not be serialized when the Asset is saved and therefore has to be set after importing or loading the asset.
lightIndex | please pass 0 here until multiple light sources are supported. | |
lightColor | ||
lightDir | the shining direction originating from the light source in world coordinates |
bool AssimpRendererD3d::AssetHelper::SetDirectionalLightColor | ( | unsigned int | lightIndex, | |
D3DCOLOR | lightColor | |||
) |
Sets the color of the directional light at the given index.
At the moment only a single directional light is supported. Pass 0 as the lightIndex. This value is read out every time the asset is rendered. It will not be serialized when the Asset is saved and therefore has to be set after importing or loading the asset.
lightIndex | please pass 0 here until multiple light sources are supported. | |
lightColor |
bool AssimpRendererD3d::AssetHelper::SetDirectionalLightDirection | ( | unsigned int | lightIndex, | |
const aiVector3D & | lightDir | |||
) |
Sets the shining direction of the directional light at the given index.
At the moment only a single directional light is supported. Pass 0 as the lightIndex. This value is read out every time the asset is rendered. It will not be serialized when the Asset is saved and therefore has to be set after importing or loading the asset.
lightIndex | please pass 0 here until multiple light sources are supported. | |
lightDir | the shining direction originating from the light source in world coordinates |
bool AssimpRendererD3d::AssetHelper::SetSpecularShininessModificator | ( | float | modificator | ) |
Alters the shininess of the whole Asset by this multiplier.
The shininess describes the size of "hot spots" reflecting a lightsource, when the light is reflected directly into the camera ("specular lighting"). Each material of the asset stores its own value for the shininess. The default multiplier value is 1.0f. Use this method if you want to amplify or weaken the shininess of the whole asset. The multiplier will not be stored when the Asset is saved to a file.
modificator | the multiplier |
bool AssimpRendererD3d::AssetHelper::SetSpecularStrengthModificator | ( | float | modificator | ) |
Alters the specular strength of the whole Asset by this multiplier.
The specular strength describes the This value will not be stored when the Asset is saved to a file.
modificator | the multiplier |