irrlicht/source/Irrlicht/CLightSceneNode.cpp

188 lines
4.8 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CLightSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CLightSceneNode::CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, video::SColorf color,f32 radius)
: ILightSceneNode(parent, mgr, id, position)
{
#ifdef _DEBUG
setDebugName("CLightSceneNode");
#endif
LightData.Radius = radius;
LightData.DiffuseColor = color;
// set some useful specular color
LightData.SpecularColor = color.getInterpolated(video::SColor(255,255,255,255),0.7f);
}
CLightSceneNode::~CLightSceneNode()
{
}
//! pre render event
void CLightSceneNode::OnRegisterSceneNode()
{
doLightRecalc ();
if (IsVisible )
{
SceneManager->registerNodeForRendering(this, ESNRP_LIGHT);
ISceneNode::OnRegisterSceneNode();
}
}
//! render
void CLightSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!driver)
return;
if ( DebugDataVisible & scene::EDS_BBOX )
{
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
video::SMaterial m;
m.Lighting = false;
driver->setMaterial(m);
switch ( LightData.Type )
{
case video::ELT_POINT:
driver->draw3DBox(BBox, LightData.DiffuseColor.toSColor());
break;
case video::ELT_DIRECTIONAL:
driver->draw3DLine(core::vector3df ( 0.f, 0.f, 0.f ),
core::vector3df ( 0.f, 0.f, 0.f ) + (LightData.Position * 10.f ),
LightData.DiffuseColor.toSColor()
);
break;
}
}
driver->addDynamicLight(LightData);
}
//! returns the light data
void CLightSceneNode::setLightData(const video::SLight& light)
{
LightData = light;
ISceneNode::setPosition(light.Position);
ISceneNode::updateAbsolutePosition ();
}
//! \return Returns the light data.
video::SLight& CLightSceneNode::getLightData()
{
return LightData;
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CLightSceneNode::getBoundingBox() const
{
return BBox;
}
void CLightSceneNode::doLightRecalc()
{
switch ( LightData.Type )
{
case video::ELT_POINT:
{
f32 r = LightData.Radius * LightData.Radius * 0.5f;
BBox.MaxEdge.set ( r, r, r );
BBox.MinEdge.set ( -r, -r, -r );
setAutomaticCulling ( scene::EAC_BOX );
LightData.Position = getAbsolutePosition();
} break;
case video::ELT_DIRECTIONAL:
BBox.reset ( 0, 0, 0 );
setAutomaticCulling ( scene::EAC_OFF );
// misuse Position as direction..
LightData.Position = getAbsolutePosition();
LightData.Position.invert();
if ( LightData.Position.getLengthSQ() == 0.0 )
{
LightData.Position.set ( 0.f, -1.f, 0.f );
os::Printer::log ( "Invalid Directional Light Direction" );
}
else
{
LightData.Position.normalize();
}
break;
}
}
//! Writes attributes of the scene node.
void CLightSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
{
ILightSceneNode::serializeAttributes(out, options);
out->addColorf ("AmbientColor", LightData.AmbientColor);
out->addColorf ("DiffuseColor", LightData.DiffuseColor);
out->addColorf ("SpecularColor", LightData.SpecularColor);
out->addFloat ("Radius", LightData.Radius);
out->addBool ("CastShadows", LightData.CastShadows);
out->addEnum ("LightType", LightData.Type, video::LightTypeNames);
}
//! Reads attributes of the scene node.
void CLightSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
LightData.AmbientColor = in->getAttributeAsColorf("AmbientColor");
LightData.DiffuseColor = in->getAttributeAsColorf("DiffuseColor");
LightData.SpecularColor = in->getAttributeAsColorf("SpecularColor");
LightData.Radius = in->getAttributeAsFloat("Radius");
LightData.CastShadows = in->getAttributeAsBool("CastShadows");
LightData.Type = (video::E_LIGHT_TYPE)in->getAttributeAsEnumeration("LightType", video::LightTypeNames);
ILightSceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CLightSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent) newParent = Parent;
if (!newManager) newManager = SceneManager;
CLightSceneNode* nb = new CLightSceneNode(newParent,
newManager, ID, RelativeTranslation, LightData.DiffuseColor, LightData.Radius);
nb->cloneMembers(this, newManager);
nb->LightData = LightData;
nb->BBox = BBox;
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr