leocad/common/light.h

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#ifndef _LIGHT_H_
#define _LIGHT_H_
#include "object.h"
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#include "lc_math.h"
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#define LC_LIGHT_HIDDEN 0x01
#define LC_LIGHT_SELECTED 0x02
#define LC_LIGHT_FOCUSED 0x04
#define LC_LIGHT_TARGET_SELECTED 0x08
#define LC_LIGHT_TARGET_FOCUSED 0x10
#define LC_LIGHT_ENABLED 0x20
class Light;
class LightTarget;
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enum LC_LK_TYPES
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{
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LC_LK_POSITION,
LC_LK_TARGET,
LC_LK_AMBIENT_COLOR,
LC_LK_DIFFUSE_COLOR,
LC_LK_SPECULAR_COLOR,
LC_LK_CONSTANT_ATTENUATION,
LC_LK_LINEAR_ATTENUATION,
LC_LK_QUADRATIC_ATTENUATION,
LC_LK_SPOT_CUTOFF,
LC_LK_SPOT_EXPONENT,
LC_LK_COUNT
};
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class LightTarget : public Object
{
public:
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LightTarget(Light *Parent);
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~LightTarget();
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public:
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virtual void MinIntersectDist(lcClickLine* ClickLine);
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virtual bool IntersectsVolume(const lcVector4 Planes[6]) const
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{ return false; }
void Select (bool bSelecting, bool bFocus, bool bMultiple);
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void Move (unsigned short nTime, bool bAddKey, float x, float y, float z)
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{
// FIXME: move the position handling to the light target
}
const char* GetName() const;
Light* GetParent () const
{ return m_pParent; }
protected:
Light* m_pParent;
};
class Light : public Object
{
public:
Light (float px, float py, float pz);
Light (float px, float py, float pz, float tx, float ty, float tz);
virtual ~Light ();
void Select (bool bSelecting, bool bFocus, bool bMultiple);
void SelectTarget (bool bSelecting, bool bFocus, bool bMultiple);
public:
bool IsVisible()
{ return (m_nState & LC_LIGHT_HIDDEN) == 0; }
bool IsSelected()
{ return (m_nState & (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED)) != 0; }
bool IsEyeSelected()
{ return (m_nState & LC_LIGHT_SELECTED) != 0; }
bool IsTargetSelected()
{ return (m_nState & LC_LIGHT_TARGET_SELECTED) != 0; }
bool IsEyeFocused()
{ return (m_nState & LC_LIGHT_FOCUSED) != 0; }
bool IsTargetFocused()
{ return (m_nState & LC_LIGHT_TARGET_FOCUSED) != 0; }
void Select()
{ m_nState |= (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED); }
void UnSelect()
{ m_nState &= ~(LC_LIGHT_SELECTED|LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_SELECTED|LC_LIGHT_TARGET_FOCUSED); }
void UnFocus()
{ m_nState &= ~(LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_FOCUSED); }
void FocusEye()
{ m_nState |= (LC_LIGHT_FOCUSED|LC_LIGHT_SELECTED); }
void FocusTarget()
{ m_nState |= (LC_LIGHT_TARGET_FOCUSED|LC_LIGHT_TARGET_SELECTED); }
const char* GetName()
{ return m_strName; }
LightTarget* GetTarget () const
{ return m_pTarget; }
const char* GetName() const
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{ return m_strName; }
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void Render(const lcMatrix44& ViewMatrix, float LineWidth);
void RenderCone(const lcMatrix44& ViewMatrix);
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void RenderTarget();
void RenderSphere();
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virtual void MinIntersectDist(lcClickLine* ClickLine);
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virtual bool IntersectsVolume(const lcVector4 Planes[6]) const
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{ return false; }
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void UpdatePosition(unsigned short nTime);
void Move(unsigned short nTime, bool bAddKey, float dx, float dy, float dz);
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void Setup(int index);
void CreateName(const lcArray<Light*>& Lights);
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// Temporary parameters
lcMatrix44 mWorldLight;
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lcVector3 mPosition;
lcVector3 mTargetPosition;
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lcVector4 mAmbientColor;
lcVector4 mDiffuseColor;
lcVector4 mSpecularColor;
float mConstantAttenuation;
float mLinearAttenuation;
float mQuadraticAttenuation;
float mSpotCutoff;
float mSpotExponent;
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protected:
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void Initialize();
// Camera target
LightTarget* m_pTarget;
// Attributes
float m_fCone;
unsigned char m_nState;
char m_strName[81];
bool m_bEnabled;
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};
#endif // _LIGHT_H_