axmol/cocos/3d/CCLight.cpp

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#include "CCLight.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
Light::Light()
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: _range(0.0f)
, _innerAngle(0.0f)
, _outerAngle(0.0f)
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{
}
Light::~Light()
{
}
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Light* Light::Create( LightType lightType )
{
Light *light = new Light;
light->setLightType(lightType);
light->autorelease();
return light;
}
void Light::setLightType( LightType lightType )
{
_lightType = lightType;
}
void Light::setRange( float range )
{
_range = range;
}
float Light::getRange()
{
return _range;
}
void Light::setDirection( const Vec3 &dir )
{
_dir = dir;
}
const Vec3& Light::getDirection() const
{
return _dir;
}
void Light::setInnerAngle( float angle )
{
_innerAngle = angle;
}
float Light::getInnerAngle()
{
return _innerAngle;
}
void Light::setOuterAngle( float angle )
{
_outerAngle = angle;
}
float Light::getOuterAngle()
{
return _outerAngle;
}
void Light::onEnter()
{
auto scene = getScene();
if (scene)
{
auto lights = scene->_lights;
auto iter = std::find(lights.begin(), lights.end(), this);
if (iter == lights.end())
lights.push_back(this);
}
}
void Light::onExit()
{
auto scene = getScene();
if (scene)
{
auto lights = scene->_lights;
auto iter = std::find(lights.begin(), lights.end(), this);
if (iter != lights.end())
lights.erase(iter);
}
}
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NS_CC_END