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rigComponent 0.1.1
RigKit pack API - rigComponent
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Portable light POD - color/intensity + shade style. More...
#include <rigComponent/src/CLight.h>
Static Public Member Functions | |
| static glm::vec3 | direction (const CTransform &transform) |
| World-space direction the light travels (directional). Call after SHierarchy. | |
| static glm::vec3 | position (const CTransform &transform) |
| World-space position (point). Call after SHierarchy. | |
Public Attributes | |
| float | ambient = 0.35f |
| Floor for banded shade (0..1). | |
| bool | banded = true |
| Discrete shade steps (true = banded; false = smooth Lambert). | |
| int | bands = 3 |
| Band count when banded (clamped 2..4 in present). | |
| bool | dither = false |
| Ordered (Bayer) dither on banded shade thresholds. | |
Portable light POD - color/intensity + shade style.
Pose lives on CTransform (same entity). Speaks rig.render.light (directional / point). Directional lights shine along local -Z (world). Point lights use world translation. No GPU handles. Albedo: CMesh::faceColors / facePalette / atlas, or CDrawStyle fill.
| float rigkit::ecs::CLight::ambient = 0.35f |
Floor for banded shade (0..1).
Gates how far palette ramps may walk toward black (maxDarker ≈ (1-ambient)*(bands-1)). Also darkest mix in the shader path.