- const Color &get_transmittance() const { return transmittance; }
-
- /** Sets the postion and orientation of the Light from a matrix. Negative Z
- axis is used as the spot direction, other axes are ignored. */
- virtual void set_matrix(const Matrix &);
-
- /** Sets the position of the Light. For a directional light, set the xyz
- components to a vector pointing towards the light and the w component to 0. */
- void set_position(const Vector4 &);
-
- const Vector4 &get_position() const { return position; }
-
- /** Sets the direction of a spotlight. Has no effect if spotlight cutoff is
- not set. */
- void set_spot_direction(const Vector3 &);
-
- /** Sets the angular falloff exponent of the spotlight. Must be >= 0. */
- void set_spot_exponent(float);
-
- /** Sets the cutoff angle of a spotlight. Beyond this angle from its axis
- the spotlight provides no illumination. Must be between 0 and 90 degrees,
- or exactly 180 degrees to indicate a non-spotlight. */
- void set_spot_cutoff(const Geometry::Angle<float> &);
-
- /** Disables spotlight, reverting to an omnidirectional point light.
- Equivalent to setting the spot cutoff to 180 degrees. */
- void disable_spot_cutoff();
-
- const Vector3 &get_spot_direction() const { return spot_dir; }
- float get_spot_exponent() const { return spot_exp; }
- const Geometry::Angle<float> &get_spot_cutoff() const { return spot_cutoff; }
- void set_attenuation(float, float, float);
- const float *get_attenuation() const { return attenuation; }