axmol/cocos/3d/CCLight3D.cpp

192 lines
4.1 KiB
C++
Raw Normal View History

2014-09-17 17:59:10 +08:00
#include "CCLight3D.h"
2014-08-15 14:51:23 +08:00
#include "2d/CCScene.h"
2014-08-15 10:32:07 +08:00
NS_CC_BEGIN
2014-09-17 17:59:10 +08:00
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();
}
2014-09-17 18:58:35 +08:00
void BaseLight3D::setRotationFromDirection( const Vec3 &direction )
{
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));
}
2014-09-17 17:59:10 +08:00
BaseLight3D::BaseLight3D()
: _intensity(1.0f)
, _enabled(true)
, _lightFlag(LightFlag::LIGHT0)
{
}
BaseLight3D::~BaseLight3D()
{
}
////////////////////////////////////////////////////////////////////
DirectionLight3D* DirectionLight3D::create(const Vec3 &direction, const Color3B &color)
{
2014-09-17 18:58:35 +08:00
auto light = new (std::nothrow) DirectionLight3D();
light->setRotationFromDirection(direction);
light->setColor(color);
light->autorelease();
return light;
2014-09-17 17:59:10 +08:00
}
void DirectionLight3D::setDirection(const Vec3 &dir)
{
2014-09-17 18:58:35 +08:00
setRotationFromDirection(dir);
2014-09-17 17:59:10 +08:00
}
const Vec3& DirectionLight3D::getDirection() const
{
static Vec3 dir;
Mat4 mat = getNodeToParentTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
}
2014-09-28 11:03:18 +08:00
const Vec3& DirectionLight3D::getDirectionInWorld() const
2014-09-17 17:59:10 +08:00
{
2014-09-28 11:03:18 +08:00
static Vec3 dir;
2014-09-17 17:59:10 +08:00
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)
{
2014-09-17 18:58:35 +08:00
auto light = new (std::nothrow) PointLight3D();
light->setPosition3D(position);
light->setColor(color);
light->_range = range;
light->autorelease();
return light;
2014-09-17 17:59:10 +08:00
}
PointLight3D::PointLight3D()
{
}
PointLight3D::~PointLight3D()
{
}
//////////////////////////////////////////////////////////////
SpotLight3D* SpotLight3D::create(const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range)
{
2014-09-17 18:58:35 +08:00
auto light = new (std::nothrow) SpotLight3D();
light->setRotationFromDirection(direction);
light->setPosition3D(position);
light->setColor(color);
light->setInnerAngle(innerAngle);
light->setOuterAngle(outerAngle);
light->_range = range;
light->autorelease();
return light;
2014-09-17 17:59:10 +08:00
}
void SpotLight3D::setDirection(const Vec3 &dir)
{
2014-09-17 18:58:35 +08:00
setRotationFromDirection(dir);
2014-09-17 17:59:10 +08:00
}
const Vec3& SpotLight3D::getDirection() const
{
2014-09-17 18:58:35 +08:00
static Vec3 dir;
Mat4 mat = getNodeToParentTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
2014-09-17 17:59:10 +08:00
}
2014-09-28 11:03:18 +08:00
const Vec3& SpotLight3D::getDirectionInWorld() const
2014-09-17 17:59:10 +08:00
{
2014-09-28 11:03:18 +08:00
static Vec3 dir;
2014-09-17 18:58:35 +08:00
Mat4 mat = getNodeToWorldTransform();
dir.set(-mat.m[8], -mat.m[9], -mat.m[10]);
return dir;
2014-09-17 17:59:10 +08:00
}
void SpotLight3D::setInnerAngle(float angle)
{
2014-09-17 18:58:35 +08:00
_innerAngle = angle;
_cosInnerAngle = cosf(angle);
2014-09-17 17:59:10 +08:00
}
void SpotLight3D::setOuterAngle(float angle)
{
2014-09-17 18:58:35 +08:00
_outerAngle = angle;
_cosInnerAngle = cosf(angle);
2014-09-17 17:59:10 +08:00
}
2014-09-18 16:38:35 +08:00
SpotLight3D::SpotLight3D()
2014-08-15 10:32:07 +08:00
{
}
2014-09-18 16:38:35 +08:00
SpotLight3D::~SpotLight3D()
{
}
2014-09-18 16:38:35 +08:00
/////////////////////////////////////////////////////////////
AmbientLight3D* AmbientLight3D::create( const Color3B &color )
{
2014-09-18 16:38:35 +08:00
auto light = new (std::nothrow) AmbientLight3D();
light->setColor(color);
light->autorelease();
return light;
}
2014-09-18 16:38:35 +08:00
AmbientLight3D::AmbientLight3D()
2014-08-15 14:51:23 +08:00
{
}
2014-09-18 16:38:35 +08:00
AmbientLight3D::~AmbientLight3D()
2014-08-15 14:51:23 +08:00
{
2014-08-19 15:51:30 +08:00
}
NS_CC_END