#pragma once #include "object.h" #include "lc_math.h" #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 }; enum class lcLightType { Point, Spot, Directional, Area, Count }; enum class lcLightAreaShape { Rectangle, Square, Disk, Ellipse, Count }; class lcLight : public lcObject { public: lcLight(const lcVector3& Position, lcLightType LightType); virtual ~lcLight() = default; lcLight(const lcLight&) = delete; lcLight(lcLight&&) = delete; lcLight& operator=(const lcLight&) = delete; lcLight& operator=(lcLight&&) = delete; static QString GetLightTypeString(lcLightType LightType); static QStringList GetLightTypeStrings(); static QString GetAreaShapeString(lcLightAreaShape LightAreaShape); static QStringList GetAreaShapeStrings(); bool IsPointLight() const { return mLightType == lcLightType::Point; } bool IsSpotLight() const { return mLightType == lcLightType::Spot; } bool IsDirectionalLight() const { return mLightType == lcLightType::Directional; } bool IsAreaLight() const { return mLightType == lcLightType::Area; } lcLightType GetLightType() const { return mLightType; } bool SetLightType(lcLightType LightType); bool IsSelected() const override { return mSelected; } bool IsSelected(quint32 Section) const override { Q_UNUSED(Section); return mSelected; } void SetSelected(bool Selected) override { mSelected = Selected; if (!Selected) mFocusedSection = LC_LIGHT_SECTION_INVALID; } 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 { if (IsPointLight()) return LC_OBJECT_TRANSFORM_MOVE_XYZ; const quint32 Section = GetFocusSection(); if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID) return LC_OBJECT_TRANSFORM_MOVE_XYZ | LC_OBJECT_TRANSFORM_ROTATE_XYZ; if (Section == LC_LIGHT_SECTION_TARGET) return LC_OBJECT_TRANSFORM_MOVE_XYZ; return 0; } lcMatrix33 GetRelativeRotation() const { const quint32 Section = GetFocusSection(); if (Section == LC_LIGHT_SECTION_POSITION) return lcMatrix33(mWorldMatrix); 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); } void SetPosition(const lcVector3& Position, lcStep Step, bool AddKey) { mPosition.ChangeKey(Position, Step, AddKey); } void SetRotation(const lcMatrix33& Rotation, lcStep Step, bool AddKey) { mRotation.ChangeKey(Rotation, Step, AddKey); } 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); } } lcVector3 GetPosition() const { return mWorldMatrix.GetTranslation(); } lcVector3 GetDirection() const { return -lcVector3(mWorldMatrix[2]); } const lcMatrix44& GetWorldMatrix() const { return mWorldMatrix; } void SaveLDraw(QTextStream& Stream) const; bool ParseLDrawLine(QTextStream& Stream); public: void RayTest(lcObjectRayTest& ObjectRayTest) const override; void BoxTest(lcObjectBoxTest& ObjectBoxTest) const override; void DrawInterface(lcContext* Context, const lcScene& Scene) const override; bool HasKeyFrame(lcObjectPropertyId PropertyId, lcStep Time) const override; void RemoveKeyFrames() override; void InsertTime(lcStep Start, lcStep Time); void RemoveTime(lcStep Start, lcStep Time); bool IsVisible() const { return (mState & LC_LIGHT_HIDDEN) == 0; } void SetColor(const lcVector3& Color, lcStep Step, bool AddKey); lcVector3 GetColor() const { return mColor; } 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; } 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; } 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; } void SetPower(float Power, lcStep Step, bool AddKey); float GetPower() const { return mPower; } bool SetCastShadow(bool CastShadow); bool GetCastShadow() const { return mCastShadow; } void SetName(const QString& Name) { mName = Name; } QString GetName() const override { return mName; } void CompareBoundingBox(lcVector3& Min, lcVector3& Max); 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); void CreateName(const lcArray& Lights); protected: void UpdateLightType(); 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; void DrawCylinder(lcContext* Context, float Radius, float Height) const; void DrawTarget(lcContext* Context) const; void DrawCone(lcContext* Context, float TargetDistance) const; QString mName; lcLightType mLightType = lcLightType::Point; bool mCastShadow = true; lcObjectProperty mPosition = lcObjectProperty(lcVector3(0.0f, 0.0f, 0.0f)); lcObjectProperty mRotation = lcObjectProperty(lcMatrix33Identity()); lcObjectProperty mColor = lcObjectProperty(lcVector3(1.0f, 1.0f, 1.0f)); lcObjectProperty mSize = lcObjectProperty(lcVector2(0.0f, 0.0f)); lcObjectProperty mPower = lcObjectProperty(1.0f); lcObjectProperty mAttenuationDistance = lcObjectProperty(0.0f); lcObjectProperty mAttenuationPower = lcObjectProperty(0.0f); lcObjectProperty mSpotConeAngle = lcObjectProperty(80.0f); lcObjectProperty mSpotPenumbraAngle = lcObjectProperty(0.0f); lcObjectProperty mSpotTightness = lcObjectProperty(0.0f); lcObjectProperty mAreaGrid = lcObjectProperty(lcVector2i(2, 2)); lcLightAreaShape mAreaShape = lcLightAreaShape::Rectangle; quint32 mState = 0; bool mSelected = false; quint32 mFocusedSection = LC_LIGHT_SECTION_INVALID; lcVector3 mTargetMovePosition = lcVector3(0.0f, 0.0f, 0.0f); lcMatrix44 mWorldMatrix; static constexpr float mTargetDistance = 50.0f; };