addLight method
Future<ThermionEntity>
addLight(
- LightType type,
- double colour,
- double intensity,
- double posX,
- double posY,
- double posZ,
- double dirX,
- double dirY,
- double dirZ, {
- double falloffRadius = 1.0,
- double spotLightConeInner = pi / 8,
- double spotLightConeOuter = pi / 4,
- double sunAngularRadius = 0.545,
- double sunHaloSize = 10.0,
- double sunHaloFallof = 80.0,
- bool castShadows = true,
override
Implementation
@override
Future<ThermionEntity> addLight(
LightType type,
double colour,
double intensity,
double posX,
double posY,
double posZ,
double dirX,
double dirY,
double dirZ,
{double falloffRadius = 1.0,
double spotLightConeInner = pi / 8,
double spotLightConeOuter = pi / 4,
double sunAngularRadius = 0.545,
double sunHaloSize = 10.0,
double sunHaloFallof = 80.0,
bool castShadows = true}) async {
var entity = await withIntCallback((callback) => add_light_ffi(
_viewer!,
type.index,
colour,
intensity,
posX,
posY,
posZ,
dirX,
dirY,
dirZ,
falloffRadius,
spotLightConeInner,
spotLightConeOuter,
sunAngularRadius = 0.545,
sunHaloSize = 10.0,
sunHaloFallof = 80.0,
castShadows,
callback));
if (entity == _FILAMENT_ASSET_ERROR) {
throw Exception("Failed to add light to scene");
}
_scene!.registerLight(entity);
return entity;
}