Functions | |
void | Show_Local_Light (HC_KEY key, float *x, float *y, float *z) |
void | DShow_Local_Light (HC_KEY key, double *x, double *y, double *z) |
void Show_Local_Light | ( | HC_KEY | key, |
float * | x, | ||
float * | y, | ||
float * | z | ||
) |
Returns the position of a "local light", as referenced by a key.
key | - Unique numeric identifier pointing to a local light in the database. |
x | - Location of the local light in object space. Returned to user. Passed by reference always. |
y | - |
z | - |
This routine finds the position of the local light that corresponds to the given key. You could use this ability, for example, to place the camera at a particular position with respect to a light, or to realign the light with an object that has moved in the scene. There is no way to edit an existing local light; it is simple enough to remove the light with Delete_By_Key() , and then reinsert it at a new position.
The key for the local light might come from Find_Contents() ( Begin_Contents_Search() ) or it might have been saved by your program when the local light was created (via Insert_Local_Light() ).
If you want the ability to "drag" the light around with the mouse, you could insert a selectable marker in the same segment as the light source and apply modelling transformations to both objects. Note that "point" lights (local, spot, and distant lights) are not directly selectable.
void DShow_Local_Light | ( | HC_KEY | key, |
double * | x, | ||
double * | y, | ||
double * | z | ||
) |
Similar to Show_Local_Light(), but returns double-precision values.
key | - Unique numeric identifier pointing to a local light in the database. |
x | - Location of the local light in object space. Returned to user. Passed by reference always. |
y | - |
z | - |
No additional details. See Show_Local_Light().