axmol/cocos/2d/CCLight.cpp

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#include "2d/CCLight.h"
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#include "2d/CCScene.h"
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NS_CC_BEGIN
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void BaseLight::setIntensity(float intensity)
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{
CC_ASSERT(intensity >= 0);
_intensity = intensity;
}
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void BaseLight::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);
}
Node::onEnter();
}
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void BaseLight::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);
}
Node::onExit();
}
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void BaseLight::setRotationFromDirection( const Vec3 &direction )
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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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BaseLight::BaseLight()
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: _intensity(1.0f)
, _lightFlag(LightFlag::LIGHT0)
, _enabled(true)
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{
}
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BaseLight::~BaseLight()
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{
}
////////////////////////////////////////////////////////////////////
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DirectionLight* DirectionLight::create(const Vec3 &direction, const Color3B &color)
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{
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auto light = new (std::nothrow) DirectionLight();
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light->setRotationFromDirection(direction);
light->setColor(color);
light->autorelease();
return light;
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}
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void DirectionLight::setDirection(const Vec3 &dir)
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{
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setRotationFromDirection(dir);
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}
Vec3 DirectionLight::getDirection() const
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{
Mat4 mat = getNodeToParentTransform();
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
Vec3 DirectionLight::getDirectionInWorld() const
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{
Mat4 mat = getNodeToWorldTransform();
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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DirectionLight::DirectionLight()
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{
}
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DirectionLight::~DirectionLight()
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{
}
//////////////////////////////////////////////////////////////////
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PointLight* PointLight::create(const Vec3 &position, const Color3B &color, float range)
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{
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auto light = new (std::nothrow) PointLight();
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light->setPosition3D(position);
light->setColor(color);
light->_range = range;
light->autorelease();
return light;
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}
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PointLight::PointLight()
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{
}
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PointLight::~PointLight()
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{
}
//////////////////////////////////////////////////////////////
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SpotLight* SpotLight::create(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range)
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{
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auto light = new (std::nothrow) SpotLight();
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light->setRotationFromDirection(direction);
light->setPosition3D(position);
light->setColor(color);
light->setInnerAngle(innerAngle);
light->setOuterAngle(outerAngle);
light->_range = range;
light->autorelease();
return light;
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}
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void SpotLight::setDirection(const Vec3 &dir)
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{
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setRotationFromDirection(dir);
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}
Vec3 SpotLight::getDirection() const
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{
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Mat4 mat = getNodeToParentTransform();
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
Vec3 SpotLight::getDirectionInWorld() const
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{
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Mat4 mat = getNodeToWorldTransform();
return Vec3(-mat.m[8], -mat.m[9], -mat.m[10]);
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}
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void SpotLight::setInnerAngle(float angle)
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{
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_innerAngle = angle;
_cosInnerAngle = cosf(angle);
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}
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void SpotLight::setOuterAngle(float angle)
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{
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_outerAngle = angle;
_cosOuterAngle = cosf(angle);
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}
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SpotLight::SpotLight()
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{
}
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SpotLight::~SpotLight()
{
}
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/////////////////////////////////////////////////////////////
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AmbientLight* AmbientLight::create( const Color3B &color )
{
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auto light = new (std::nothrow) AmbientLight();
light->setColor(color);
light->autorelease();
return light;
}
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AmbientLight::AmbientLight()
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{
}
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AmbientLight::~AmbientLight()
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{
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}
NS_CC_END