mirror of
https://github.com/leozide/leocad
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138 lines
3.5 KiB
C++
138 lines
3.5 KiB
C++
#ifndef _LIGHT_H_
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#define _LIGHT_H_
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#include "opengl.h"
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#include "object.h"
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#include "lc_math.h"
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#define LC_LIGHT_HIDDEN 0x01
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#define LC_LIGHT_SELECTED 0x02
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#define LC_LIGHT_FOCUSED 0x04
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#define LC_LIGHT_TARGET_SELECTED 0x08
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#define LC_LIGHT_TARGET_FOCUSED 0x10
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#define LC_LIGHT_ENABLED 0x20
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class Light;
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class LightTarget;
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typedef enum
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{
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LC_LK_POSITION, LC_LK_TARGET, // position
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LC_LK_AMBIENT, LC_LK_DIFFUSE, LC_LK_SPECULAR, // color
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LC_LK_CONSTANT, LC_LK_LINEAR, LC_LK_QUADRATIC, // attenuation
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LC_LK_CUTOFF, LC_LK_EXPONENT, // spot
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LC_LK_COUNT
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} LC_LK_TYPES;
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class LightTarget : public Object
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{
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public:
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LightTarget (Light *pParent);
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~LightTarget ();
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public:
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void MinIntersectDist (LC_CLICKLINE* pLine);
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bool IntersectsVolume(const Vector4* Planes, int NumPlanes)
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{ return false; }
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void Select (bool bSelecting, bool bFocus, bool bMultiple);
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void Move (unsigned short nTime, bool bAnimation, bool bAddKey, float x, float y, float z)
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{
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// FIXME: move the position handling to the light target
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}
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const char* GetName() const;
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Light* GetParent () const
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{ return m_pParent; }
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protected:
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Light* m_pParent;
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friend class Light; // FIXME: needed for BoundingBoxCalculate ()
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// remove and use UpdatePosition instead
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};
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class Light : public Object
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{
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public:
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Light (float px, float py, float pz);
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Light (float px, float py, float pz, float tx, float ty, float tz);
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virtual ~Light ();
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void Select (bool bSelecting, bool bFocus, bool bMultiple);
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void SelectTarget (bool bSelecting, bool bFocus, bool bMultiple);
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public:
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Light* m_pNext;
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bool IsVisible()
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{ return (m_nState & LC_LIGHT_HIDDEN) == 0; }
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bool IsSelected()
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{ return (m_nState & (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED)) != 0; }
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bool IsEyeSelected()
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{ return (m_nState & LC_LIGHT_SELECTED) != 0; }
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bool IsTargetSelected()
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{ return (m_nState & LC_LIGHT_TARGET_SELECTED) != 0; }
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bool IsEyeFocused()
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{ return (m_nState & LC_LIGHT_FOCUSED) != 0; }
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bool IsTargetFocused()
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{ return (m_nState & LC_LIGHT_TARGET_FOCUSED) != 0; }
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void Select()
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{ m_nState |= (LC_LIGHT_SELECTED|LC_LIGHT_TARGET_SELECTED); }
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void UnSelect()
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{ m_nState &= ~(LC_LIGHT_SELECTED|LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_SELECTED|LC_LIGHT_TARGET_FOCUSED); }
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void UnFocus()
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{ m_nState &= ~(LC_LIGHT_FOCUSED|LC_LIGHT_TARGET_FOCUSED); }
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void FocusEye()
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{ m_nState |= (LC_LIGHT_FOCUSED|LC_LIGHT_SELECTED); }
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void FocusTarget()
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{ m_nState |= (LC_LIGHT_TARGET_FOCUSED|LC_LIGHT_TARGET_SELECTED); }
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const char* GetName()
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{ return m_strName; }
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LightTarget* GetTarget () const
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{ return m_pTarget; }
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const char* GetName() const
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{ return m_strName; };
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void Render (float fLineWidth);
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void MinIntersectDist (LC_CLICKLINE* Line);
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bool IntersectsVolume(const Vector4* Planes, int NumPlanes)
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{ return false; }
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void UpdatePosition (unsigned short nTime, bool bAnimation);
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void Move (unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz);
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void Setup (int index);
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void CreateName(const Light* pLight);
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lcVector3 mPosition;
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lcVector3 mTargetPosition;
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protected:
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void Initialize ();
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// Camera target
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LightTarget* m_pTarget;
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// Attributes
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float m_fCone;
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unsigned char m_nState;
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char m_strName[81];
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bool m_bEnabled;
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GLuint m_nList;
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static GLuint m_nSphereList;
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static GLuint m_nTargetList;
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// Temporary parameters
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float m_fAmbient[4];
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float m_fDiffuse[4];
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float m_fSpecular[4];
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float m_fConstant;
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float m_fLinear;
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float m_fQuadratic;
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float m_fCutoff;
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float m_fExponent;
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};
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#endif // _LIGHT_H_
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