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