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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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