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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/point__light__model_8cpp-source.html | |
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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<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->Trav; +00066 <a class="code" href="debug_8h.html#a6">nlassert</a>( lightTrav->LightModelRoot ); +00067 <font class="comment">// link me to the root of light.</font> +00068 lightTrav->link(lightTrav->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 &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 &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->PointLight.resetLightedModels(); +00100 +00101 +00102 <font class="comment">// if the light is visible (ie not hiden)</font> +00103 <font class="keywordflow">if</font>( plModel->isHrcVisible() ) +00104 { +00105 <font class="comment">// If the light is not hidden by any skeleton.</font> +00106 <font class="keywordflow">if</font>( plModel->isClipVisible() ) +00107 { +00108 <font class="comment">// recompute the worldPosition of the light.</font> +00109 plModel->PointLight.setPosition( plModel->getWorldMatrix().getPos() ); +00110 +00111 <font class="comment">// recompute the worldSpotDirection of the light.</font> +00112 <font class="keywordflow">if</font>(plModel->PointLight.getType() == CPointLight::SpotLight) +00113 { +00114 <font class="comment">// Interpolate over time. (hardcoded)</font> +00115 plModel->_TimeFromLastClippedSpotDirection-= 0.05f; +00116 <font class="keywordflow">if</font>(plModel->_TimeFromLastClippedSpotDirection <= 0) +00117 { +00118 plModel->PointLight.setupSpotDirection(plModel->getWorldMatrix().getJ()); +00119 } +00120 <font class="keywordflow">else</font> +00121 { +00122 CVector actualSpotDir= plModel->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->_TimeFromLastClippedSpotDirection; +00125 CVector interpSpotDir= actualSpotDir*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) + plModel->_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->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->getHrcObs()->_AncestorSkeletonModel); +00135 <font class="keyword">const</font> CMatrix &skMatrix= plModel->getHrcObs()->_AncestorSkeletonModel->getWorldMatrix(); +00136 +00137 plModel->PointLight.setPosition( skMatrix * plModel->_DeltaPosToSkeletonWhenOutOfFrustum ); +00138 +00139 <font class="comment">// recompute the worldSpotDirection of the light.</font> +00140 <font class="keywordflow">if</font>(plModel->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->_TimeFromLastClippedSpotDirection != 1) +00144 { +00145 <font class="comment">// Take the current World spot direction</font> +00146 plModel->_LastWorldSpotDirectionWhenOutOfFrustum= plModel->PointLight.getSpotDirection(); +00147 <font class="comment">// reset time.</font> +00148 plModel->_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->LightingManager.addDynamicLight(&plModel->PointLight); +00158 } +00159 +00160 } +00161 +00162 +00163 +00164 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |