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
Light3D::Light3D()
: _isEnabled(false)
, _range(0.0f)
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, _innerAngle(0.0f)
, _outerAngle(0.0f)
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{
}
Light3D::~Light3D()
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{
}
Light3D* Light3D::Create( LightType lightType )
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{
Light3D *light = new Light3D;
light->setLightType(lightType);
light->autorelease();
return light;
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}
void Light3D::setLightType( LightType lightType )
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{
_lightType = lightType;
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}
Light3D::LightType Light3D::getLightType()
{
return _lightType;
}
void Light3D::setEnabled( bool isEnabled )
{
_isEnabled = isEnabled;
}
bool Light3D::getEnabled()
{
return _isEnabled;
}
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::setDirection( const Vec3 &dir )
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{
_dir = dir;
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}
const Vec3& Light3D::getDirection() const
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{
return _dir;
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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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}
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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}
NS_CC_END