axmol/cocos/3d/CCLight3D.cpp

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#include "CCLight3D.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
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void BaseLight3D::setIntensity(float intensity)
{
CC_ASSERT(intensity >= 0);
_intensity = intensity;
}
void BaseLight3D::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);
}
Node::onEnter();
}
void BaseLight3D::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);
}
Node::onExit();
}
BaseLight3D::BaseLight3D()
: _intensity(1.0f)
, _enabled(true)
, _lightFlag(LightFlag::LIGHT0)
{
}
BaseLight3D::~BaseLight3D()
{
}
////////////////////////////////////////////////////////////////////
DirectionLight3D* DirectionLight3D::create(const Vec3 &direction, const Color3B &color)
{
}
void DirectionLight3D::setDirection(const Vec3 &dir)
{
}
const Vec3& DirectionLight3D::getDirection() const
{
static Vec3 dir;
Mat4 mat = getNodeToParentTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
}
const Vec3& DirectionLight3D::getDirectionInWorld() const
{
static Vec3 dir;
Mat4 mat = getNodeToWorldTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
}
DirectionLight3D::DirectionLight3D()
{
}
DirectionLight3D::~DirectionLight3D()
{
}
//////////////////////////////////////////////////////////////////
PointLight3D* PointLight3D::create(const Vec3 &position, const Color3B &color, float range)
{
}
PointLight3D::PointLight3D()
{
}
PointLight3D::~PointLight3D()
{
}
//////////////////////////////////////////////////////////////
SpotLight3D* SpotLight3D::create(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range)
{
}
void SpotLight3D::setDirection(const Vec3 &dir)
{
}
const Vec3& SpotLight3D::getDirection() const
{
}
const Vec3& SpotLight3D::getDirectionInWorld() const
{
}
void SpotLight3D::setRange(float range)
{
}
float SpotLight3D::getRange()
{
}
void SpotLight3D::setInnerAngle(float angle)
{
}
float SpotLight3D::getInnerAngle()
{
}
void SpotLight3D::setOuterAngle(float angle)
{
}
float SpotLight3D::getOuterAngle()
{
}
/////////////////////////////////////////////////////////////
Light3D::Light3D()
: _isEnabled(true)
, _range(0.0)
, _innerAngle(0.0)
, _outerAngle(0.0)
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{
}
Light3D::~Light3D()
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{
}
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Light3D* Light3D::createDirectionalLight( const Vec3 &direction, const Color3B &color )
{
Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::DIRECTIONAL;
light->calculateRotation(direction);
light->setColor(color);
light->autorelease();
return light;
}
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Light3D* Light3D::createPointLight( const Vec3 &position, const Color3B &color, float range )
{
Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::POINT;
light->setPosition3D(position);
light->setColor(color);
light->_range = range;
light->autorelease();
return light;
}
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Light3D* Light3D::createSpotLight( const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range )
{
Light3D *light = new Light3D;
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light->_lightType = Light3D::LightType::SPOT;
light->calculateRotation(direction);
light->setPosition3D(position);
light->setColor(color);
light->_innerAngle = innerAngle;
light->_outerAngle = outerAngle;
light->_range = range;
light->autorelease();
return light;
}
void Light3D::setLightType( LightType lightType )
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{
_lightType = lightType;
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}
Light3D::LightType Light3D::getLightType()
{
return _lightType;
}
void Light3D::setRange( float range )
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{
_range = range;
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}
float Light3D::getRange()
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{
return _range;
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}
void Light3D::setInnerAngle( float angle )
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{
_innerAngle = angle;
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}
float Light3D::getInnerAngle()
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{
return _innerAngle;
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}
void Light3D::setOuterAngle( float angle )
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{
_outerAngle = angle;
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}
float Light3D::getOuterAngle()
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{
return _outerAngle;
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}
void Light3D::onEnter()
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{
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);
}
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Node::onEnter();
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}
void Light3D::onExit()
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{
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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Node::onExit();
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}
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void Light3D::setEnabled( bool enabled )
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{
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_isEnabled = enabled;
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}
bool Light3D::getEnabled()
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{
return _isEnabled;
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}
void Light3D::calculateRotation( const Vec3 &direction )
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{
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float projLen = sqrt(direction.x * direction.x + direction.z * direction.z);
float rotY = CC_RADIANS_TO_DEGREES(atan2f(-direction.x, -direction.z));
float rotX = -CC_RADIANS_TO_DEGREES(atan2f(-direction.y, projLen));
setRotation3D(Vec3(rotX, rotY, 0.0f));
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}
void Light3D::setDirection( const Vec3 &dir )
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{
calculateRotation(dir);
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}
Vec3 Light3D::getDirection() const
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{
Mat4 mat = getNodeToParentTransform();
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// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
// mat.inverse();
// mat.transpose();
//
// Vec3 dir;
// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
//
// return dir;
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
}
Vec3 Light3D::getWorldDirection() const
{
Mat4 mat = getNodeToWorldTransform();
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// mat.m[12] = mat.m[13] = mat.m[14] = 0.0f;
// mat.inverse();
// mat.transpose();
//
// Vec3 dir;
// mat.transformVector(0.0f, 0.0f, -1.0f, 0.0f, &dir);
//
// return dir;
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
NS_CC_END