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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->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>
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