Table 6.38— DRM_Blend_Directional_Light

Property

Description

Superclass

·         <DRM Directional Light Behaviour>

Class

·         <DRM Blend Directional Light>

Subclass

·         none

Definition

A <DRM Blend Directional Light> is a light whose intensity varies depending on your position to the light's location, direction, and shape. This light takes the shape of a pyramid, subdivided by two planes. These planes are based at the pyramid's apex and extend towards the base. They subdivide the pyramid into upper and lower sections with a blend section in between. The upper section receives the primary color while the lower section receives the secondary color. The blend section blends between the primary and secondary colors depending on the viewing position.

Example(s)

·         The <DRM Blend Directional Light> has both a primary and a secondary color. The component has horizontal_width = 90 and vertical_width = 90. The upper_plane_angular_offset is 1.5 and the lower_plane_angular_offset is -2.5.

If the position of the viewer from the <DRM Lobe Data>'s light direction vector is 10 degrees in the vertical direction towards the positive end of the vertical axis vector (i.e., the <DRM Lobe Data>'s component <DRM Reference Vector> of type VERTICAL_AXIS), the viewer will see the primary color as he is inside the vertical width, in the upper section of the cone.

If position of the viewer from the light direction vector is 1.5 degrees in the vertical direction, towards the positive end of the vertical axis vector, the viewer will see the primary color, since he is at the upper edge of the blend section. As he moves from here along the vertical axis vector, towards the negative end, the amount of primary color decreases as it is blended with proportionally increasing amounts of the secondary color. This is because he is moving within the blend section of the cone, from the upper edge to the lower edge. Once he reaches -0.5 degrees from the light direction in the vertical direction (i.e., towards the negative direction of the vertical axis), he sees the primary and secondary colors blended in equal amounts as he is now in the middle of the blend section. As he continues to move in the same direction, the amount of primary color continues to decrease proportionally as the amount of secondary color increases. By the time he reaches -2.5 degrees from the light direction, he sees only the secondary color, as he has now reached the lower edge of the blend section.

If his position from the light direction vector is -10 degrees in the vertical direction (i.e., towards the negative end of the vertical axis vector), he sees the secondary color as he is inside the vertical width, in the lower section of the cone.

If the position of the viewer from the light direction vector is -50 degrees in the vertical direction (i.e., towards the negative end of the vertical axis vector), he sees nothing, as he is outside the pyramid.

Inherited field elements

field_name

range

Field_Data_Type

none

 

 

Field elements

field_name

range

Field_Data_Type

upper_plane_angular_offset1

 

Long_Float

lower_plane_angular_offset2

 

Long_Float

Associated to (one-way) (inherited)

·         none

Associated to (one-way)

·         none

Associated by (one-way) (inherited)

·         none

Associated by (one-way)

·         none

Associated with (two-way) (inherited)

·         none

Associated with (two-way)

·         none

Composed of (two-way) (inherited)

·         one <DRM Lobe Data>3

·         one <DRM Location>

Composed of (two-way)

·         none

Composed of (two-way metadata) (inherited)

·         none

Composed of (two-way metadata)

·         none

Component of (inherited)

·         one or more <DRM Light Rendering Properties>s

Component of

·         none

Constraints

·         none

Notes

1 This value defines the angular offset of the plane that lies between the upper and blend sections. It is measured in degrees (-180 to 180) from the lobe's light_direction vector, along its vertical_axis vector (in the same way as the vertical_width). The resulting upper section of the light is taken to be between the plane and the positive end of the vertical_axis vector.

2 This value defines the angular offset of the plane that lies between the lower and blend sections. It is measured in degrees (-180 to 180) from the lobe's light_direction vector, along its vertical_axis vector (in the same way as the vertical_width). The resulting lower section of the light is taken to be between the plane and the negative end of the vertical_axis vector.

3 The lobe shape.

Class diagram

<DRM Blend Directional Light>