axmol/cocos/3d/CCLight.cpp

170 lines
3.3 KiB
C++

#include "CCLight.h"
#include "2d/CCScene.h"
NS_CC_BEGIN
Light3D::Light3D()
: _isEnabled(true)
, _range(0.0)
, _innerAngle(0.0)
, _outerAngle(0.0)
{
}
Light3D::~Light3D()
{
}
Light3D* Light3D::CreateDirectionalLight( const Vec3 &direction, const Color3B &color )
{
Light3D *light = new Light3D;
light->_lightType = DIRECTIONAL;
light->calculateRotation(direction);
light->setColor(color);
light->autorelease();
return light;
}
Light3D* Light3D::CreatePointLight( const Vec3 &position, const Color3B &color, float range )
{
Light3D *light = new Light3D;
light->_lightType = POINT;
light->setPosition3D(position);
light->setColor(color);
light->_range = range;
light->autorelease();
return light;
}
Light3D* Light3D::CreateSpotLight( const Vec3 &direction, const Vec3 &position, const Color3B &color, float innerAngle, float outerAngle, float range )
{
Light3D *light = new Light3D;
light->_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 )
{
_lightType = lightType;
}
Light3D::LightType Light3D::getLightType()
{
return _lightType;
}
void Light3D::setRange( float range )
{
_range = range;
}
float Light3D::getRange()
{
return _range;
}
void Light3D::setInnerAngle( float angle )
{
_innerAngle = angle;
}
float Light3D::getInnerAngle()
{
return _innerAngle;
}
void Light3D::setOuterAngle( float angle )
{
_outerAngle = angle;
}
float Light3D::getOuterAngle()
{
return _outerAngle;
}
void Light3D::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 Light3D::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 Light3D::setEnabled( bool isON )
{
_isEnabled = isON;
}
bool Light3D::getEnabled()
{
return _isEnabled;
}
void Light3D::calculateRotation( 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));
}
void Light3D::setDirection( const Vec3 &dir )
{
calculateRotation(dir);
}
Vec3 Light3D::getDirection() const
{
Mat4 mat = getNodeToParentTransform();
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;
}
Vec3 Light3D::getWorldDirection() const
{
Mat4 mat = getNodeToWorldTransform();
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;
}
NS_CC_END