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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>point_light_model.cpp</h1><a href="point__light__model_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="point__light__model_8h.html">3d/point_light_model.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="root__model_8h.html">3d/root_model.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00032
+00033
+00034 <font class="keyword">namespace </font>NL3D {
+00035
+00036
+00037 <font class="comment">// ***************************************************************************</font>
+<a name="l00038"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#d0">00038</a> <font class="keywordtype">void</font> CPointLightModel::registerBasic()
+00039 {
+00040 CMOT::registerModel( <a class="code" href="namespaceNL3D.html#a179">PointLightModelId</a>, <a class="code" href="namespaceNL3D.html#a276">TransformId</a>, CPointLightModel::creator);
+00041 CMOT::registerObs( <a class="code" href="namespaceNL3D.html#a92">LightTravId</a>, <a class="code" href="namespaceNL3D.html#a179">PointLightModelId</a>, CPointLightModelLightObs::creator );
+00042 }
+00043
+00044 <font class="comment">// ***************************************************************************</font>
+<a name="l00045"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#b0">00045</a> CPointLightModel::CPointLightModel()
+00046 {
+00047 <a class="code" href="classNL3D_1_1CPointLightModel.html#o0">_DeltaPosToSkeletonWhenOutOfFrustum</a>.set(0, 0, 1.5f);
+00048 <a class="code" href="classNL3D_1_1CPointLightModel.html#o2">_TimeFromLastClippedSpotDirection</a>= 0;
+00049 }
+00050
+00051
+00052 <font class="comment">// ***************************************************************************</font>
+<a name="l00053"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#b1">00053</a> CPointLightModel::~CPointLightModel()
+00054 {
+00055 }
+00056
+00057
+00058 <font class="comment">// ***************************************************************************</font>
+<a name="l00059"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#b2">00059</a> <font class="keywordtype">void</font> CPointLightModel::initModel()
+00060 {
+00061 CTransform::initModel();
+00062
+00063 <font class="comment">// link to the LightModelRoot in the lightTrav.</font>
+00064 <a class="code" href="classNL3D_1_1IModel.html#l1">IObs</a> *obs= <a class="code" href="classNL3D_1_1IModel.html#b3">getObs</a>(<a class="code" href="namespaceNL3D.html#a92">LightTravId</a>);
+00065 CLightTrav *lightTrav= (CLightTrav*)obs-&gt;Trav;
+00066 <a class="code" href="debug_8h.html#a6">nlassert</a>( lightTrav-&gt;LightModelRoot );
+00067 <font class="comment">// link me to the root of light.</font>
+00068 lightTrav-&gt;link(lightTrav-&gt;LightModelRoot, <font class="keyword">this</font>);
+00069
+00070 }
+00071
+00072
+00073 <font class="comment">// ***************************************************************************</font>
+<a name="l00074"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#a0">00074</a> <font class="keywordtype">void</font> CPointLightModel::setDeltaPosToSkeletonWhenOutOfFrustum(<font class="keyword">const</font> CVector &amp;deltaPos)
+00075 {
+00076 <a class="code" href="classNL3D_1_1CPointLightModel.html#o0">_DeltaPosToSkeletonWhenOutOfFrustum</a>= deltaPos;
+00077 }
+00078
+00079
+00080 <font class="comment">// ***************************************************************************</font>
+<a name="l00081"></a><a class="code" href="classNL3D_1_1CPointLightModel.html#a1">00081</a> <font class="keyword">const</font> CVector &amp;CPointLightModel::getDeltaPosToSkeletonWhenOutOfFrustum()<font class="keyword"> const</font>
+00082 <font class="keyword"></font>{
+00083 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPointLightModel.html#o0">_DeltaPosToSkeletonWhenOutOfFrustum</a>;
+00084 }
+00085
+00086
+00087 <font class="comment">// ***************************************************************************</font>
+<a name="l00088"></a><a class="code" href="classNL3D_1_1CPointLightModelLightObs.html#a0">00088</a> <font class="keywordtype">void</font> CPointLightModelLightObs::traverse(IObs *caller)
+00089 {
+00090 CPointLightModel *plModel= (CPointLightModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
+00091 CLightTrav *lightTrav= (CLightTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
+00092
+00093 <font class="comment">// Note: any dynamic light is supposed to always move each frame, so they are re-inserted in the </font>
+00094 <font class="comment">// quadGrid each frame.</font>
+00095
+00096
+00097 <font class="comment">// reset all models lighted by this light.</font>
+00098 <font class="comment">// Then models are marked dirty and their light setup is reseted</font>
+00099 plModel-&gt;PointLight.resetLightedModels();
+00100
+00101
+00102 <font class="comment">// if the light is visible (ie not hiden)</font>
+00103 <font class="keywordflow">if</font>( plModel-&gt;isHrcVisible() )
+00104 {
+00105 <font class="comment">// If the light is not hidden by any skeleton.</font>
+00106 <font class="keywordflow">if</font>( plModel-&gt;isClipVisible() )
+00107 {
+00108 <font class="comment">// recompute the worldPosition of the light.</font>
+00109 plModel-&gt;PointLight.setPosition( plModel-&gt;getWorldMatrix().getPos() );
+00110
+00111 <font class="comment">// recompute the worldSpotDirection of the light.</font>
+00112 <font class="keywordflow">if</font>(plModel-&gt;PointLight.getType() == CPointLight::SpotLight)
+00113 {
+00114 <font class="comment">// Interpolate over time. (hardcoded)</font>
+00115 plModel-&gt;_TimeFromLastClippedSpotDirection-= 0.05f;
+00116 <font class="keywordflow">if</font>(plModel-&gt;_TimeFromLastClippedSpotDirection &lt;= 0)
+00117 {
+00118 plModel-&gt;PointLight.setupSpotDirection(plModel-&gt;getWorldMatrix().getJ());
+00119 }
+00120 <font class="keywordflow">else</font>
+00121 {
+00122 CVector actualSpotDir= plModel-&gt;getWorldMatrix().getJ();
+00123 <font class="comment">// Interpolate</font>
+00124 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= plModel-&gt;_TimeFromLastClippedSpotDirection;
+00125 CVector interpSpotDir= actualSpotDir*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) + plModel-&gt;_LastWorldSpotDirectionWhenOutOfFrustum * <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
+00126 <font class="comment">// set the interpolated one.</font>
+00127 plModel-&gt;PointLight.setupSpotDirection(interpSpotDir);
+00128 }
+00129 }
+00130 }
+00131 <font class="keywordflow">else</font>
+00132 {
+00133 <font class="comment">// We are hidden because a skeleton has hide us (or else don't know why).</font>
+00134 <a class="code" href="debug_8h.html#a6">nlassert</a>(plModel-&gt;getHrcObs()-&gt;_AncestorSkeletonModel);
+00135 <font class="keyword">const</font> CMatrix &amp;skMatrix= plModel-&gt;getHrcObs()-&gt;_AncestorSkeletonModel-&gt;getWorldMatrix();
+00136
+00137 plModel-&gt;PointLight.setPosition( skMatrix * plModel-&gt;_DeltaPosToSkeletonWhenOutOfFrustum );
+00138
+00139 <font class="comment">// recompute the worldSpotDirection of the light.</font>
+00140 <font class="keywordflow">if</font>(plModel-&gt;PointLight.getType() == CPointLight::SpotLight)
+00141 {
+00142 <font class="comment">// If last frame, this pointLight was visible (Time is not 1)</font>
+00143 <font class="keywordflow">if</font>(plModel-&gt;_TimeFromLastClippedSpotDirection != 1)
+00144 {
+00145 <font class="comment">// Take the current World spot direction</font>
+00146 plModel-&gt;_LastWorldSpotDirectionWhenOutOfFrustum= plModel-&gt;PointLight.getSpotDirection();
+00147 <font class="comment">// reset time.</font>
+00148 plModel-&gt;_TimeFromLastClippedSpotDirection= 1;
+00149 }
+00150
+00151 <font class="comment">// Don't need to modify PointLight spot direction since already setuped (when model was visible)</font>
+00152 }
+00153 }
+00154
+00155 <font class="comment">// now, insert this light in the quadGrid. NB: in CLightTrav::traverse(), the quadGrid is cleared before here.</font>
+00156 <font class="comment">// This light will touch (resetLighting()) any model it may influence.</font>
+00157 lightTrav-&gt;LightingManager.addDynamicLight(&amp;plModel-&gt;PointLight);
+00158 }
+00159
+00160 }
+00161
+00162
+00163
+00164 } <font class="comment">// NL3D</font>
+</pre></div>
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