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DigitalRuneLightQuery Class
Returns the lights that affect a specific scene node.
Inheritance Hierarchy
SystemObject
  DigitalRune.Graphics.SceneGraphLightQuery

Namespace: DigitalRune.Graphics.SceneGraph
Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax
public class LightQuery : ISceneQuery

The LightQuery type exposes the following members.

Constructors
  NameDescription
Public methodLightQuery
Initializes a new instance of the LightQuery class.
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Methods
  NameDescription
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodReset
Resets this query.
Public methodSet
Sets the query result.
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyAmbientLights
Gets the ambient lights.
Public propertyDirectionalLights
Gets the directional lights.
Public propertyImageBasedLights
Gets the image-based lights.
Public propertyOtherLights
Gets other lights that did not fit into any of the predefined categories (AmbientLights, DirectionalLights, etc.).
Public propertyPointLights
Gets the point lights.
Public propertyProjectorLights
Gets the projector lights.
Public propertyReferenceNode
Gets the reference node.
Public propertySpotlights
Gets the spotlights.
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Remarks

A LightQuery can be executed against a scene by calling QueryT(SceneNode, RenderContext). The query can be used to get all LightNodes that affect a certain reference node in the scene. The reference node is typically the scene node that is currently being rendered.

The light nodes are grouped by type (ambient lights, directional lights, etc.). The lights within each group are usually sorted descending by the approximate light contribution on the reference node. That means, lights that have a strong influence on the reference node are listed before lights that have a weak influence.

See Also