axmol/cocos/2d/CCLight.cpp

184 lines
3.8 KiB
C++

#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