The SEDRIS Data Representation Model
APPENDIX A - Classes
Spot Light

Class Name: Spot Light

Superclass - <Base Positional Light>

Subclasses

This DRM class is concrete and has no subclasses.

Definition

An instance of this DRM class is a <Base Positional Light> instance that specifies an elliptical cone of influence, the tip of which is the specified <Location 3D> component. The elliptical cone is bounded where it intersects the sphere centred at the tip with radius as specified by the radius field. This results in a truncated elliptical cone. Only objects located within this elliptical cone are affected by the light.

The location of the spot light is specified by the <Location 3D> component. The shape and orientation of the spot light is specified by the <Lobe Data> component L as follows:

  1. The direction at which the spot light is pointed is specified by the <Reference Vector> component of L that has a vector_type field value of SE_REFVEC_LIGHT_DIRECTION.
  2. The up axis of the spot light is specified by the <Reference Vector> component of L that has a vector_type field value of SE_REFVEC_VERTICAL_AXIS. The SE_REFVEC_VERTICAL_AXIS vector specifies the rotational orientation of the spot light around the SE_REFVEC_LIGHT_DIRECTION vector.

These provide the necessary information to position the spot light in the currently applicable SRF, orient the spot light with respect to its SE_REFVEC_VERTICAL_AXIS vector, and identify the direction in which the spot light is pointing. The lobe shape is centred horizontally and vertically around the SE_REFVEC_LIGHT_DIRECTION vector, with origin at the location specified by the <Location 3D> component.

The intensity dropoff is computed as follows. Given a point on a ray in the cone at fixed distance D from the cone apex, if

I0 = intensity on L's SE_REFVEC_LIGHT_DIRECTION vector at distance D,
Ah = the horizontal angle of the ray in radians from SE_REFVEC_LIGHT_DIRECTION vector, and
Av = the vertical angle of the ray in radians from SE_REFVEC_LIGHT_DIRECTION vector;

then the intensity I at the point is:

Case 1:  0.0 < horizontal_drop_off_rate, 0.0 < vertical_drop_off_rate

I = I0 × (1.0 - |Ah| × horizontal_drop_off_rate) × (1.0 - |Av| × vertical_drop_off_rate)

Case 2:  0.0 = horizontal_drop_off_rate, 0.0 < vertical_drop_off_rate

I = I0 × (1.0 - |Av| × vertical_drop_off_rate)

Case 3:  0.0 < horizontal_drop_off_rate, 0.0 = vertical_drop_off_rate

I = I0 × (1.0 - |Ah| × horizontal_drop_off_rate)

Primary Page in DRM Diagram:

Secondary Pages in DRM Diagram:

This class appears on only one page of the DRM class diagram.

Example

  1. A <Model> instance of a theatre has a <Geometry Model> component with a <Union Of Geometry Hierarchy> component, to which is attached a <Spot Light> instance representing a spot light designed to illuminate a single entertainer. The <Spot Light> instance has a <Light Source Control Link> component that turns the light on or off, depending on whether the entertainer is on stage or not.

  2. A headlight that actually emits light could have a <Spot Light> instance with a <Location 3D> component specifying the light mounting location, with light direction facing towards the area to be illuminated.

FAQs

How does <Spot Light> differ from the OpenGL concept of a spot light?

<Spot Light> can losslessly represent an OpenGL spot light.

<Spot Light>, however, has the additional capability of specifying that the light is to spread horizontally and vertically, while in an OpenGL <Spot Light>, the horizontal and vertical lobe angles shall be identical, as shall the fall off angles.

Constraints

Composed of (two-way) (inherited)

Composed of (two-way)

Component of (two-way) (inherited)

Inherited Field Elements

SE_Boolean

apply_to_children;

5

SE_Boolean

override_positional_lights;

6

SE_Boolean

override_infinite_lights;

7

SE_Boolean

active_light_value;

8

SE_Float

radius;

9

SE_Long_Float

constant_attenuation_factor;

10

SE_Long_Float

linear_attenuation_factor;

11

SE_Long_Float

quadratic_attenuation_factor;

12

Field Elements

SE_Long_Float

horizontal_drop_off_rate;

13

SE_Long_Float

vertical_drop_off_rate;

14


Notes

Composed of Notes


Classification_Data

A <Classification Data> component, if present, allows a data provider to specify whether the <Light Source> instance represents an environmental object, such as the sun.


Light_Source_Control_Link

If a <Light Source> instance is to be turned on and off dynamically, it has a <Light Source Control Link> component to express that control mechanism.


Location_3D

The <Location 3D> component specifies the position of the <Base Positional Light> instance.


Lobe_Data

The <Lobe Data> component specifies the lobe shape.

Fields Notes

apply_to_children

For a <Light Source> instance that is a component of some <Aggregate Geometry> instance(s), apply_to_children provides a mechanism for limiting the scope of the <Light Source> instance. If apply_to_children is SE_TRUE, only <Primitive Geometry> instances in the component tree of those <Aggregate Geometry> instances are affected by the <Light Source> instance. If apply_to_children is SE_FALSE, the <Light Source> instance is not limited to the scope of those <Aggregate Geometry> instances and thus applies globally.

override_positional_lights

For a <Light Source> instance that is a component of some <Aggregate Geometry> instance, override_positional_lights provides a mechanism to indicate with a value of SE_TRUE that the effect of the <Light Source> instance overrides that of any <Base Positional Light> instances that would have otherwise applied to that <Aggregate Geometry> instance.

EXAMPLE  This might be appropriate if the <Light Source> instance is so close to the affected <Geometry Representation> instance(s) that the effects of the <Base Positional Light> instances would be negligible.

If override_positional_lights = SE_FALSE, the effect of the <Light Source> instance is combined with that of any <Base Positional Light> instances that are already in effect.

override_infinite_lights

For a <Light Source> instance that is a component of some <Aggregate Geometry> instance, override_infinite_lights provides a mechanism to indicate with a value of SE_TRUE that the effect of the <Light Source> instance overrides that of any <Infinite Light> instances that would have otherwise applied to that <Aggregate Geometry> instance. If override_infinite_lights = SE_FALSE, the effect of the <Light Source> instance is combined with that of any <Infinite Light> instances that are already in effect.

active_light_value

A value of SE_TRUE for the active_light_value field indicates that the light is on, while a value of SE_FALSE indicates that the light is off. For a <Light Source> instance with a <Light Source Control Link> component X, the value of the active_light_value field is obtained from X.

radius

The radius field, which is specified in metres, together with the <Location 3D> component specifies the zone of influence of the <Base Positional Light> instance.

constant_attenuation_factor

The constant_attenuation_factor field is the constant "a" in the attenuation quadratic (a + bd + cd2).

linear_attenuation_factor

The linear_attenuation_factor field is the constant "b" in the attenuation quadratic (a + bd + cd2).

quadratic_attenuation_factor

The quadratic_attenuation_factor field is the constant "c" in the attenuation quadratic (a + bd + cd2).

horizontal_drop_off_rate

The horizontal_drop_off_rate field specifies, in radians, the horizontal angular intensity distribution of the light. The higher this value, the more focused the light. A value of 0.0 specifies a light that equally illuminates all objects within the cone of influence, and instantly falls to an intensity of 0.0 at the edge of the cone of light.

vertical_drop_off_rate

The vertical_drop_off_rate specifies, in radians, the vertical angular intensity distribution of the light. The higher this value, the more focused the light. A value of 0.0 specifies a light that equally illuminates all objects within the cone of influence, and instantly falls to an intensity of 0.0 at the edge of the cone of light.


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