679 lines
18 KiB
C++
679 lines
18 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/LightNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/14/02 5:14p $*
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* *
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* $Revision:: 21 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "lightnode.h"
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#include "sceneeditor.h"
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#include "lightdefinition.h"
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#include "filemgr.h"
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#include "_assetmgr.h"
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#include "editorassetmgr.h"
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#include "w3d_file.h"
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#include "cameramgr.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "light.h"
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#include "nodeinfopage.h"
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#include "positionpage.h"
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#include "preset.h"
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#include "editorpropsheet.h"
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#include "presetsettingstab.h"
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#include "nodemgr.h"
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#include "matinfo.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<LightNodeClass, CHUNKID_NODE_LIGHT> _LightNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x01040345,
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CHUNKID_BASE_CLASS,
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CHUNKID_INSTANCE_SETTINGS
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};
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enum
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{
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VARID_VIS_SECTOR_ID = 1,
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// LightNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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LightNodeClass::LightNodeClass (PresetClass *preset)
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: m_LightPhysObj (NULL),
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m_DisplayObj (NULL),
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m_UsePreset (true),
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m_Sphere (NULL),
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m_VisSectorID (0xFFFFFFFF),
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NodeClass (preset)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// LightNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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LightNodeClass::LightNodeClass (const LightNodeClass &src)
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: m_LightPhysObj (NULL),
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m_DisplayObj (NULL),
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m_UsePreset (true),
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m_Sphere (NULL),
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m_VisSectorID (0xFFFFFFFF),
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NodeClass (NULL)
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{
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~LightNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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LightNodeClass::~LightNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_LightPhysObj);
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MEMBER_RELEASE (m_DisplayObj);
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MEMBER_RELEASE (m_Sphere);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_LightPhysObj);
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MEMBER_RELEASE (m_DisplayObj);
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//
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// Use the preset's settings (if desired)
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//
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if (m_UsePreset == true && m_Preset != NULL) {
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LightDefinitionClass *definition = static_cast<LightDefinitionClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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m_InstanceSettings = *definition;
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}
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}
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//
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// Create the light render-object this node depends on
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//
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LightClass *light_obj = new LightClass;
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m_LightPhysObj = new LightPhysClass(true);
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m_DisplayObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_LightPhysObj->Set_Model (light_obj);
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m_DisplayObj->Set_Model_By_Name ("POINTLIGHT");
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m_DisplayObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (m_DisplayObj->Peek_Model (), COLLISION_TYPE_6);
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m_LightPhysObj->Set_Transform (m_Transform);
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m_DisplayObj->Set_Transform (m_Transform);
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//
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// Make sure the light settings are correct
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//
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Update_Light ();
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// Release our hold on the light object pointer
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MEMBER_RELEASE (light_obj);
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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LightNodeClass::Get_Factory (void) const
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{
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return _LightNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const LightNodeClass &
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LightNodeClass::operator= (const LightNodeClass &src)
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{
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NodeClass::operator= (src);
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m_InstanceSettings = src.m_InstanceSettings;
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return *this;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Show_Settings_Dialog
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//
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/////////////////////////////////////////////////////////////////
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bool
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LightNodeClass::Show_Settings_Dialog (void)
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{
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NodeInfoPageClass info_tab (this);
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PositionPageClass pos_tab (this);
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//
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// Display the settings tab for instance overrides
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//
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PresetClass dummy_preset;
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dummy_preset.Set_Definition (&m_InstanceSettings);
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PresetSettingsTabClass settings_tab (&dummy_preset);
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//
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// Add each tab to the property sheet
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//
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EditorPropSheetClass prop_sheet;
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prop_sheet.Add_Page (&info_tab);
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prop_sheet.Add_Page (&pos_tab);
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prop_sheet.Add_Page (&settings_tab);
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// Show the property sheet
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UINT ret_code = prop_sheet.DoModal ();
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if (ret_code == IDOK) {
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Update_Light ();
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m_UsePreset = false;
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}
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// Return true if the user clicked OK
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return (ret_code == IDOK);
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_DisplayObj);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_DisplayObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_DisplayObj);
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Add_To_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if ( m_LightPhysObj != NULL &&
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scene->Contains (m_LightPhysObj) == false) {
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//
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// Add the static light to the scene and the display object
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// the editor uses as a visual representation of the light
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//
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scene->Add_Static_Light (m_LightPhysObj);
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scene->Add_Dynamic_Object (m_DisplayObj);
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if (m_Sphere != NULL) {
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m_Sphere->Display_Around_Node (*this);
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}
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}
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m_IsInScene = true;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Remove_From_Scene
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Remove_From_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if ( m_LightPhysObj != NULL &&
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scene->Contains (m_LightPhysObj)) {
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//
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// Remove the static light from the scene and the display object
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// the editor uses as a visual representation of the light
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//
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scene->Remove_Object (m_LightPhysObj);
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scene->Remove_Object (m_DisplayObj);
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if (m_Sphere != NULL) {
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m_Sphere->Remove_From_Scene ();
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}
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}
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m_IsInScene = false;
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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LightNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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if (m_UsePreset == false) {
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csave.Begin_Chunk (CHUNKID_INSTANCE_SETTINGS);
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m_InstanceSettings.Save (csave);
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csave.End_Chunk ();
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}
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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Save_Variables (csave);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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LightNodeClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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NodeClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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case CHUNKID_INSTANCE_SETTINGS:
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m_InstanceSettings.Load (cload);
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m_UsePreset = false;
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightNodeClass::Save_Variables (ChunkSaveClass &csave)
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{
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bool retval = true;
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WRITE_MICRO_CHUNK (csave, VARID_VIS_SECTOR_ID, m_VisSectorID)
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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bool retval = true;
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_VIS_SECTOR_ID, m_VisSectorID)
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}
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cload.Close_Micro_Chunk ();
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}
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return retval;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Update_Light
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//
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/////////////////////////////////////////////////////////////////
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void
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LightNodeClass::Update_Light (void)
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{
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//
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// Do we have a light to setup?
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//
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if ( m_LightPhysObj != NULL &&
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m_LightPhysObj->Peek_Model () != NULL )
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{
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LightClass *light_obj = new LightClass (m_InstanceSettings.Get_Light_Type ());
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Vector3 ambient = m_InstanceSettings.Get_Ambient_Color ();
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Vector3 diffuse = m_InstanceSettings.Get_Diffuse_Color ();
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Vector3 specular = m_InstanceSettings.Get_Specular_Color ();
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float intensity = m_InstanceSettings.Get_Intensity ();
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double inner_radius = m_InstanceSettings.Get_Inner_Radius ();
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double outer_radius = m_InstanceSettings.Get_Outer_Radius ();
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float spot_angle = m_InstanceSettings.Get_Spot_Angle ();
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Vector3 spot_dir = m_InstanceSettings.Get_Spot_Direction ();
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float spot_exp = m_InstanceSettings.Get_Spot_Exponent ();
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bool casts_shadows = m_InstanceSettings.Does_Cast_Shadows ();
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//
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// Configure the light object
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//
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light_obj->Set_Flag (LightClass::NEAR_ATTENUATION, true);
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light_obj->Set_Flag (LightClass::FAR_ATTENUATION, true);
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light_obj->Set_Intensity (intensity);
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light_obj->Set_Ambient (ambient);
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light_obj->Set_Diffuse (diffuse);
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light_obj->Set_Specular (specular);
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light_obj->Set_Far_Attenuation_Range (inner_radius, outer_radius);
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light_obj->Set_Spot_Angle (spot_angle);
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light_obj->Set_Spot_Direction (spot_dir);
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light_obj->Set_Spot_Exponent (spot_exp);
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light_obj->Enable_Shadows (casts_shadows);
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//
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// Pass the new model onto the light physics object
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//
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m_LightPhysObj->Set_Model (light_obj);
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m_LightPhysObj->Set_Transform (m_Transform);
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m_LightPhysObj->Set_Vis_Sector_ID (m_VisSectorID);
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//
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||
|
// Loop through all the vertext materials in the display object
|
||
|
// and make them match the light...
|
||
|
//
|
||
|
MaterialInfoClass *material_info = light_obj->Get_Material_Info ();
|
||
|
if (material_info != NULL) {
|
||
|
|
||
|
int counter = material_info->Vertex_Material_Count ();
|
||
|
while (counter --) {
|
||
|
VertexMaterialClass *vertex_mat = material_info->Peek_Vertex_Material (counter);
|
||
|
if (vertex_mat != NULL) {
|
||
|
vertex_mat->Set_Ambient (ambient);
|
||
|
vertex_mat->Set_Emissive (ambient);
|
||
|
vertex_mat->Set_Diffuse (diffuse);
|
||
|
vertex_mat->Set_Specular (specular);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
MEMBER_RELEASE (material_info);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Update the sphere's settings
|
||
|
//
|
||
|
if (m_Sphere != NULL) {
|
||
|
m_Sphere->Set_Radius (outer_radius);
|
||
|
m_Sphere->Set_Color (ambient);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Release our hold on the light object
|
||
|
//
|
||
|
MEMBER_RELEASE (light_obj);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Make sure the attenuation spheres are correctly displayed
|
||
|
//
|
||
|
Show_Attenuation_Spheres (::Get_Scene_Editor ()->Are_Light_Spheres_Displayed ());
|
||
|
::Get_Scene_Editor ()->Update_Lighting ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Initialize_From_Light
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
LightNodeClass::Initialize_From_Light (LightClass *light)
|
||
|
{
|
||
|
m_UsePreset = false;
|
||
|
|
||
|
//
|
||
|
// Read the settings we care about from the light
|
||
|
//
|
||
|
Vector3 ambient_color (0, 0, 0);
|
||
|
Vector3 diffuse_color (0, 0, 0);
|
||
|
Vector3 specular_color (0, 0, 0);
|
||
|
light->Get_Ambient (&ambient_color);
|
||
|
light->Get_Diffuse (&diffuse_color);
|
||
|
light->Get_Specular (&specular_color);
|
||
|
|
||
|
double inner = 0;
|
||
|
double outer = 0;
|
||
|
light->Get_Far_Attenuation_Range (inner, outer);
|
||
|
|
||
|
float intensity = light->Get_Intensity ();
|
||
|
LightClass::LightType type = light->Get_Type ();
|
||
|
|
||
|
float spot_angle = light->Get_Spot_Angle ();
|
||
|
float spot_exp = light->Get_Spot_Exponent ();
|
||
|
Vector3 spot_dir (0, 0, 0);
|
||
|
light->Get_Spot_Direction (spot_dir);
|
||
|
|
||
|
bool casts_shadows = light->Are_Shadows_Enabled ();
|
||
|
|
||
|
//
|
||
|
// Store the new settings
|
||
|
//
|
||
|
m_InstanceSettings.Set_Ambient_Color (ambient_color);
|
||
|
m_InstanceSettings.Set_Diffuse_Color (diffuse_color);
|
||
|
m_InstanceSettings.Set_Specular_Color (specular_color);
|
||
|
m_InstanceSettings.Set_Intensity (intensity);
|
||
|
m_InstanceSettings.Set_Inner_Radius (inner);
|
||
|
m_InstanceSettings.Set_Outer_Radius (outer);
|
||
|
m_InstanceSettings.Set_Light_Type (type);
|
||
|
m_InstanceSettings.Set_Spot_Angle (spot_angle);
|
||
|
m_InstanceSettings.Set_Spot_Direction (spot_dir);
|
||
|
m_InstanceSettings.Set_Spot_Exponent (spot_exp);
|
||
|
m_InstanceSettings.Casts_Shadows (casts_shadows);
|
||
|
|
||
|
//
|
||
|
// Update the light we use...
|
||
|
//
|
||
|
Update_Light ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Show_Attenuation_Spheres
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
LightNodeClass::Show_Attenuation_Spheres (bool onoff)
|
||
|
{
|
||
|
if (onoff && m_Sphere == NULL) {
|
||
|
m_Sphere = new AttenuationSphereClass;
|
||
|
m_Sphere->Display_Around_Node (*this);
|
||
|
m_Sphere->Set_Color (m_InstanceSettings.Get_Ambient_Color ());
|
||
|
m_Sphere->Set_Radius (Get_Attenuation_Radius ());
|
||
|
m_Sphere->Set_Opacity (0.25F);
|
||
|
} else if (onoff == false && m_Sphere != NULL) {
|
||
|
m_Sphere->Remove_From_Scene ();
|
||
|
MEMBER_RELEASE (m_Sphere);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Peek_Light
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
LightClass *
|
||
|
LightNodeClass::Peek_Light (void)
|
||
|
{
|
||
|
LightClass *light = NULL;
|
||
|
|
||
|
//
|
||
|
// Check to make sure we have a light objects
|
||
|
//
|
||
|
if ( m_LightPhysObj != NULL &&
|
||
|
m_LightPhysObj->Peek_Model () != NULL )
|
||
|
{
|
||
|
//
|
||
|
// Can we get at the light from its phys-wrapper?
|
||
|
//
|
||
|
RenderObjClass *model = m_LightPhysObj->Peek_Model ();
|
||
|
if (model != NULL && model->Class_ID () == RenderObjClass::CLASSID_LIGHT) {
|
||
|
light = (LightClass *)model;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return light;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Set_Vis_Sector_ID
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
LightNodeClass::Set_Vis_Sector_ID (uint32 vis_id)
|
||
|
{
|
||
|
m_VisSectorID = vis_id;
|
||
|
|
||
|
//
|
||
|
// Update the physics object as well
|
||
|
//
|
||
|
if (m_LightPhysObj != NULL) {
|
||
|
m_LightPhysObj->Set_Vis_Sector_ID (m_VisSectorID);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Update_Cached_Vis_IDs
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
LightNodeClass::Update_Cached_Vis_IDs (void)
|
||
|
{
|
||
|
if (m_LightPhysObj != NULL) {
|
||
|
m_VisSectorID = m_LightPhysObj->Get_Vis_Sector_ID ();
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|