# Unigine.LightOmni Class (CPP) **Header:** #include **Inherits from:** Light This class is used to create [omni directional light sources](../../../objects/lights/omni/index.md). It is possible to modulate the light from omni light sources with a texture. ### Example The following code illustrates how to create an omni light source and set its parameters. ```cpp #include using namespace Unigine; /* .. */ // creating an omni light source and setting its color to white, attenuation distance to 10 units LightOmniPtr light_omni = LightOmni::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f), 10.0f, ""); // setting the name of the light source light_omni->setName("omni"); // setting position of the light source light_omni->setWorldPosition(Math::Vec3(0.0f, 0.0f, 5.0f)); // setting a texture named "mytexture.tga" for light modulation projector->setTextureFilePath("mytexture.tga"); // setting light intensity light_omni->setIntensity(0.1f); ``` ### See Also - C++ sample - UnigineScript sample ## LightOmni Class ### Members ## void setAttenuationDistance ( float distance ) Sets a new distance from the light source shape, at which the light source doesn't illuminate anything. ### Arguments - *float* **distance** - The distance from the light source shape, at which the light source doesn't illuminate anything. ## float getAttenuationDistance () const Returns the current distance from the light source shape, at which the light source doesn't illuminate anything. ### Return value Current distance from the light source shape, at which the light source doesn't illuminate anything. ## Math:: vec2 getShadowDepthRange () const Returns the current shadow depth range for the light source. ### Return value Current shadow depth range for the light source as a two-component vector (min, max). ## void setShapeType ( Light::SHAPE type ) Sets a new shape of the light source. > **Notice:** A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle. ### Arguments - *[Light::SHAPE](../../../api/library/lights/class.light_cpp.md#SHAPE)* **type** - The shape of the light source (one of the [SHAPE_*](../../../api/library/lights/class.light_cpp.md#SHAPE_DEFAULT) variables). ## Light::SHAPE getShapeType () const Returns the current shape of the light source. > **Notice:** A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle. ### Return value Current shape of the light source (one of the [SHAPE_*](../../../api/library/lights/class.light_cpp.md#SHAPE_DEFAULT) variables). ## void setShapeHeight ( float height ) Sets a new height of the rectangular light source. ### Arguments - *float* **height** - The height of the light source shape. ## float getShapeHeight () const Returns the current height of the rectangular light source. ### Return value Current height of the light source shape. ## void setShapeLength ( float length ) Sets a new length of the capsule-shaped or rectangular light source. ### Arguments - *float* **length** - The length of the light source shape. ## float getShapeLength () const Returns the current length of the capsule-shaped or rectangular light source. ### Return value Current length of the light source shape. ## void setShapeRadius ( float radius ) Sets a new radius of the spherical, capsule-shaped or rectangular light source. > **Notice:** In case of the rectangular shape, the value is the corner radius. ### Arguments - *float* **radius** - The radius of the light source shape. ## float getShapeRadius () const Returns the current radius of the spherical, capsule-shaped or rectangular light source. > **Notice:** In case of the rectangular shape, the value is the corner radius. ### Return value Current radius of the light source shape. ## Math:: vec3 getSize () const Returns the current size of the area illuminated by the light source. depending on the [shape type](#setShapeType_int_void), the size varies: - If the light is point-shaped, each component of the vector will be equal to the [*attenuation distance*](#setAttenuationDistance_float_void): ```cpp vec3(attenuation_distance) ``` - If the light is spherical, each component of the vector will be equal to the [*attenuation distance*](#setAttenuationDistance_float_void) *+* [*sphere radius*](#setShapeRadius_float_void): ```cpp vec3(attenuation_distance + sphere_radius) ``` - If the light is capsule-shaped, the 1st component of the vector will be equal to [*attenuation distance*](#setAttenuationDistance_float_void) *+* [*capsule length*](#setShapeLength_float_void): ```cpp vec3(attenuation_distance + capsule_length,attenuation_distance,attenuation_distance) ``` - If the light is rectangular, the 2nd component of the vector will be equal to [*attenuation distance*](#setAttenuationDistance_float_void) *+* [*rectangle height*](#setShapeHeight_float_void): ```cpp vec3(attenuation_distance,attenuation_distance + rectangle_height,attenuation_distance) ``` ### Return value Current size of the illuminated area. ## void setTexture ( const Ptr < Texture >& texture ) Sets a new light image texture. ### Arguments - *const [Ptr](../../../api/library/common/class.ptr_cpp.md)<[Texture](../../../api/library/rendering/class.texture_cpp.md)>&* **texture** - The texture smart pointer. ## Ptr < Texture > getTexture () const Returns the current light image texture. ### Return value Current texture smart pointer. ## void setTextureFilePath ( const char * path ) Sets a new name (path) of the cubemap texture file used with this light source. ### Arguments - *const char ** **path** - The cubemap texture file path. ## const char * getTextureFilePath () const Returns the current name (path) of the cubemap texture file used with this light source. ### Return value Current cubemap texture file path. ## void setShadowNearClippingDistance ( float distance ) Sets a new distance from the light source shape, within which the object doesn't cast shadow under this light source. ### Arguments - *float* **distance** - The distance from the light source shape, within which the object doesn't cast shadow under this light source. ## float getShadowNearClippingDistance () const Returns the current distance from the light source shape, within which the object doesn't cast shadow under this light source. ### Return value Current distance from the light source shape, within which the object doesn't cast shadow under this light source. ## void setNearAttenuationGradientLength ( float length ) Sets a new length of the gradient area smoothering the attenuation border near the light source. ### Arguments - *float* **length** - The length of the gradient area smoothering the attenuation border near the light source. ## float getNearAttenuationGradientLength () const Returns the current length of the gradient area smoothering the attenuation border near the light source. ### Return value Current length of the gradient area smoothering the attenuation border near the light source. ## void setNearAttenuationDistance ( float distance ) Sets a new distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated. ### Arguments - *float* **distance** - The distance from the light source shape, within which the light source doesn't illuminate anything. ## float getNearAttenuationDistance () const Returns the current distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated. ### Return value Current distance from the light source shape, within which the light source doesn't illuminate anything. --- ## static LightOmniPtr create ( const Math:: vec4 & color , float attenuation_distance , const char * name = 0 ) Constructor. Creates a new omni light source with the given parameters. ### Arguments - *const Math::[vec4](../../../api/library/math/class.vec4_cpp.md) &* **color** - Color of the new light source. - *float* **attenuation_distance** - Attenuation distance - *const char ** **name** - Name of the source. ## int setTextureImage ( const Ptr < Image > & image , bool dynamic = 0 ) Sets a given Image instance as the light image texture. If you need to set a texture of all the lights in the scene, set dynamic flag to 1. ### Arguments - *const [Ptr](../../../api/library/common/class.ptr_cpp.md)<[Image](../../../api/library/common/class.image_cpp.md)> &* **image** - New texture to set. - *bool* **dynamic** - Dynamic texture flag. - If set to 0, changing a texture of the light instance will also affect all the lights in the scene. - If set to 1, an image will be successfully set only for the current light instance. ### Return value Returns 1 if the texture is set successfully; otherwise, 0. ## int getTextureImage ( const Ptr < Image > & image ) const Reads the light image texture into an Image instance. ### Arguments - *const [Ptr](../../../api/library/common/class.ptr_cpp.md)<[Image](../../../api/library/common/class.image_cpp.md)> &* **image** - Image, into which the texture is read. ### Return value Returns 1 if the texture is read successfully; otherwise, 0. ## void setShadowSideEnabled ( int side , int enable ) Enables or disables shadows for the specified side of the omni light source's cube map. By default the light source casts shadows in all directions. ### Arguments - *int* **side** - Number of the side of the omni light source for which shadows are to be enabled or disabled. One of the following values: - 0 - positive X - 1 - negative X - 2 - positive Y - 3 - negative Y - 4 - positive Z - 5 - negative Z - *int* **enable** - 1 to enable shadows for the specified side of the omni light source, 0 - to disable. ## int isShadowSideEnabled ( int side ) const Returns a value indicating if shadows are to be cast for the specified side of the omni light source. By default the light source casts shadows in all directions. ### Arguments - *int* **side** - Number of the side of the omni light source for which shadows are to be enabled or disabled. One of the following values: - 0 - positive X - 1 - negative X - 2 - positive Y - 3 - negative Y - 4 - positive Z - 5 - negative Z ### Return value 1 if shadows are to be cast for the specified side of the omni light source; otherwise, 0. ## static int type ( ) Returns the type of the node. ### Return value [Light](../../../api/library/lights/class.light_cpp.md) type identifier.