leocad/common/light.h

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#pragma once
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#include "object.h"
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#include "lc_math.h"
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#define LC_LIGHT_HIDDEN 0x0001
#define LC_LIGHT_DISABLED 0x0002
enum lcLightSection : quint32
{
LC_LIGHT_SECTION_INVALID = ~0U,
LC_LIGHT_SECTION_POSITION = 0,
LC_LIGHT_SECTION_TARGET
};
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enum class lcLightType
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{
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Point,
Spot,
Directional,
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Area,
Count
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};
enum class lcLightAreaShape
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{
Rectangle,
Square,
Disk,
Ellipse,
Count
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};
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class lcLight : public lcObject
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{
public:
lcLight(const lcVector3& Position, lcLightType LightType);
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virtual ~lcLight() = default;
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lcLight(const lcLight&) = delete;
lcLight(lcLight&&) = delete;
lcLight& operator=(const lcLight&) = delete;
lcLight& operator=(lcLight&&) = delete;
static QString GetLightTypeString(lcLightType LightType);
static QString GetAreaShapeString(lcLightAreaShape LightAreaShape);
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bool IsPointLight() const
{
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return mLightType == lcLightType::Point;
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}
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bool IsSpotLight() const
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{
return mLightType == lcLightType::Spot;
}
bool IsDirectionalLight() const
{
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return mLightType == lcLightType::Directional;
}
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bool IsAreaLight() const
{
return mLightType == lcLightType::Area;
}
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lcLightType GetLightType() const
{
return mLightType;
}
bool SetLightType(lcLightType LightType);
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bool IsSelected() const override
{
return mSelected;
}
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bool IsSelected(quint32 Section) const override
{
Q_UNUSED(Section);
return mSelected;
}
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void SetSelected(bool Selected) override
{
mSelected = Selected;
if (!Selected)
mFocusedSection = LC_LIGHT_SECTION_INVALID;
}
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void SetSelected(quint32 Section, bool Selected) override
{
Q_UNUSED(Section);
mSelected = Selected;
if (!Selected)
mFocusedSection = LC_LIGHT_SECTION_INVALID;
}
bool IsFocused() const override
{
return mFocusedSection != LC_LIGHT_SECTION_INVALID;
}
bool IsFocused(quint32 Section) const override
{
return mFocusedSection == Section;
}
void SetFocused(quint32 Section, bool Focused) override
{
if (Focused)
{
mFocusedSection = Section;
mSelected = true;
}
else
mFocusedSection = LC_LIGHT_SECTION_INVALID;
}
quint32 GetFocusSection() const override
{
return mFocusedSection;
}
quint32 GetAllowedTransforms() const override
{
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if (IsPointLight())
return LC_OBJECT_TRANSFORM_MOVE_XYZ;
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
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return LC_OBJECT_TRANSFORM_MOVE_XYZ | LC_OBJECT_TRANSFORM_ROTATE_XYZ;
if (Section == LC_LIGHT_SECTION_TARGET)
return LC_OBJECT_TRANSFORM_MOVE_XYZ;
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return 0;
}
lcMatrix33 GetRelativeRotation() const
{
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION)
return lcMatrix33(mWorldMatrix);
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else
return lcMatrix33Identity();
}
lcVector3 GetSectionPosition(quint32 Section) const override
{
if (Section == LC_LIGHT_SECTION_POSITION)
return mWorldMatrix.GetTranslation();
if (Section == LC_LIGHT_SECTION_TARGET)
return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
return lcVector3(0.0f, 0.0f, 0.0f);
}
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void SetPosition(const lcVector3& Position, lcStep Step, bool AddKey)
{
mPositionKeys.ChangeKey(Position, Step, AddKey);
}
void SetRotation(const lcMatrix33& Rotation, lcStep Step, bool AddKey)
{
mRotationKeys.ChangeKey(Rotation, Step, AddKey);
}
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lcVector3 GetRotationCenter() const
{
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
{
return mWorldMatrix.GetTranslation();
}
else
{
return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
}
}
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lcVector3 GetPosition() const
{
return mWorldMatrix.GetTranslation();
}
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lcVector3 GetDirection() const
{
return -lcVector3(mWorldMatrix[2]);
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}
const lcMatrix44& GetWorldMatrix() const
{
return mWorldMatrix;
}
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void SaveLDraw(QTextStream& Stream) const;
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bool ParseLDrawLine(QTextStream& Stream);
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public:
void RayTest(lcObjectRayTest& ObjectRayTest) const override;
void BoxTest(lcObjectBoxTest& ObjectBoxTest) const override;
void DrawInterface(lcContext* Context, const lcScene& Scene) const override;
void RemoveKeyFrames() override;
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void InsertTime(lcStep Start, lcStep Time);
void RemoveTime(lcStep Start, lcStep Time);
bool IsVisible() const
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{
return (mState & LC_LIGHT_HIDDEN) == 0;
}
void SetColor(const lcVector3& Color, lcStep Step, bool AddKey);
lcVector3 GetColor() const
{
return mColor;
}
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void SetAttenuationDistance(float Distance, lcStep Step, bool AddKey);
float GetAttenuationDistance() const
{
return mAttenuationDistance;
}
void SetAttenuationPower(float Power, lcStep Step, bool AddKey);
float GetAttenuationPower() const
{
return mAttenuationPower;
}
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void SetSpotConeAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotConeAngle() const
{
return mSpotConeAngle;
}
void SetSpotPenumbraAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotPenumbraAngle() const
{
return mSpotPenumbraAngle;
}
void SetSpotTightness(float Angle, lcStep Step, bool AddKey);
float GetSpotTightness() const
{
return mSpotTightness;
}
bool SetAreaShape(lcLightAreaShape LightAreaShape);
lcLightAreaShape GetAreaShape() const
{
return mAreaShape;
}
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bool SetAreaGrid(lcVector2i AreaGrid, lcStep Step, bool AddKey);
lcVector2i GetAreaGrid() const
{
return mAreaGrid;
}
void SetSize(lcVector2 Size, lcStep Step, bool AddKey);
lcVector2 GetSize() const
{
return mSize;
}
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void SetPower(float Power, lcStep Step, bool AddKey);
float GetPower() const
{
return mPower;
}
bool SetCastShadow(bool CastShadow);
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bool GetCastShadow() const
{
return mCastShadow;
}
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void SetName(const QString& Name)
{
mName = Name;
}
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QString GetName() const override
{
return mName;
}
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void CompareBoundingBox(lcVector3& Min, lcVector3& Max);
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void UpdatePosition(lcStep Step);
void MoveSelected(lcStep Step, bool AddKey, const lcVector3& Distance, bool FirstMove);
void Rotate(lcStep Step, bool AddKey, const lcMatrix33& RotationMatrix, const lcVector3& Center, const lcMatrix33& RotationFrame);
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void CreateName(const lcArray<lcLight*>& Lights);
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lcMatrix44 mWorldMatrix;
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protected:
void UpdateLightType();
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void DrawPointLight(lcContext* Context) const;
void DrawSpotLight(lcContext* Context) const;
void DrawDirectionalLight(lcContext* Context) const;
void DrawAreaLight(lcContext* Context) const;
void SetupLightMatrix(lcContext* Context) const;
void DrawSphere(lcContext* Context, const lcVector3& Center, float Radius) const;
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void DrawCylinder(lcContext* Context, float Radius, float Height) const;
void DrawTarget(lcContext* Context) const;
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void DrawCone(lcContext* Context, float TargetDistance) const;
QString mName;
lcLightType mLightType = lcLightType::Point;
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bool mCastShadow = true;
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lcVector3 mColor = lcVector3(1.0f, 1.0f, 1.0f);
lcVector2 mSize = lcVector2(0.0f, 0.0f);
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float mPower = 1.0f;
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float mAttenuationDistance = 0.0f;
float mAttenuationPower = 0.0f;
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float mSpotConeAngle = 80.0f;
float mSpotPenumbraAngle = 0.0f;
float mSpotTightness = 0.0f;
lcLightAreaShape mAreaShape = lcLightAreaShape::Rectangle;
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lcVector2i mAreaGrid = lcVector2i(2, 2);
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quint32 mState = 0;
bool mSelected = false;
quint32 mFocusedSection = LC_LIGHT_SECTION_INVALID;
lcVector3 mTargetMovePosition = lcVector3(0.0f, 0.0f, 0.0f);
lcObjectKeyArray<lcVector3> mPositionKeys;
lcObjectKeyArray<lcMatrix33> mRotationKeys;
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lcObjectKeyArray<lcVector3> mColorKeys;
lcObjectKeyArray<lcVector2> mSizeKeys;
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lcObjectKeyArray<float> mPowerKeys;
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lcObjectKeyArray<float> mAttenuationDistanceKeys;
lcObjectKeyArray<float> mAttenuationPowerKeys;
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lcObjectKeyArray<float> mSpotConeAngleKeys;
lcObjectKeyArray<float> mSpotPenumbraAngleKeys;
lcObjectKeyArray<float> mSpotTightnessKeys;
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lcObjectKeyArray<lcVector2i> mAreaGridKeys;
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static constexpr float mTargetDistance = 50.0f;
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};