axmol/cocos/3d/CCLight.cpp

101 lines
1.5 KiB
C++

#include "CCLight.h"
#include "2d/CCScene.h"
NS_CC_BEGIN
Light3D::Light3D()
: _range(0.0f)
, _innerAngle(0.0f)
, _outerAngle(0.0f)
{
}
Light3D::~Light3D()
{
}
Light3D* Light3D::Create( LightType lightType )
{
Light3D *light = new Light3D;
light->setLightType(lightType);
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::setDirection( const Vec3 &dir )
{
_dir = dir;
}
const Vec3& Light3D::getDirection() const
{
return _dir;
}
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);
}
}
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);
}
}
NS_CC_END