/// @func BBMOD_Light() /// /// @extends BBMOD_Class /// /// @desc Base class for lights. /// /// @see BBMOD_DirectionalLight /// @see BBMOD_ImageBasedLight /// @see BBMOD_PointLight /// @see BBMOD_SpotLight function BBMOD_Light() : BBMOD_Class() constructor { BBMOD_CLASS_GENERATED_BODY; /// @var {Bool} Use `false` to disable the light. Defaults to `true` (the /// light is enabled). Enabled = true; /// @var {Struct.BBMOD_Vec3} The position of the light. Position = new BBMOD_Vec3(); /// @var {Bool} If `true` then the light affects also materials with baked /// lightmaps. Defaults to `true`. AffectLightmaps = true; /// @var {Bool} If `true` then the light should casts shadows. This may /// not be implemented for all types of lights! Defaults to `false`. CastShadows = false; /// @var {Real} The resolution of the shadowmap surface. Must be power of 2. /// Defaults to 512. ShadowmapResolution = 512; /// @var {Function} /// @private __getZFar = undefined; /// @var {Function} /// @private __getViewMatrix = undefined; /// @var {Function} /// @private __getProjMatrix = undefined; /// @var {Function} /// @private __getShadowmapMatrix = undefined; }