leocad/common/light.cpp
Leonardo Zide 7451d336f7
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Split pov ray area light grid into 2 separate keys.
2024-07-04 10:42:02 -07:00

1484 lines
41 KiB
C++

#include "lc_global.h"
#include "lc_math.h"
#include "lc_colors.h"
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "light.h"
#include "lc_application.h"
#include "lc_context.h"
#define LC_LIGHT_SPHERE_RADIUS 5.0f
#define LC_LIGHT_TARGET_RADIUS 2.5f
#define LC_LIGHT_SPOT_CONE_HEIGHT 10.0f
#define LC_LIGHT_SPOT_CONE_RADIUS 7.5f
#define LC_LIGHT_DIRECTIONAL_RADIUS 5.0f
#define LC_LIGHT_DIRECTIONAL_HEIGHT 7.5f
#define LC_LIGHT_POSITION_EDGE 7.5f
static const std::array<QLatin1String, static_cast<int>(lcLightType::Count)> gLightTypes = { QLatin1String("POINT"), QLatin1String("SPOT"), QLatin1String("DIRECTIONAL"), QLatin1String("AREA") };
static const std::array<QLatin1String, static_cast<int>(lcLightAreaShape::Count)> gLightAreaShapes = { QLatin1String("RECTANGLE"), QLatin1String("SQUARE"), QLatin1String("DISK"), QLatin1String("ELLIPSE") };
lcLight::lcLight(const lcVector3& Position, lcLightType LightType)
: lcObject(lcObjectType::Light), mLightType(LightType)
{
if (LightType == lcLightType::Directional)
mBlenderPower = lcObjectProperty<float>(1.0f);
mPosition.SetValue(Position);
UpdatePosition(1);
}
QString lcLight::GetLightTypeString(lcLightType LightType)
{
switch (LightType)
{
case lcLightType::Point:
return QT_TRANSLATE_NOOP("Light Types", "Point Light");
case lcLightType::Spot:
return QT_TRANSLATE_NOOP("Light Types", "Spot Light");
case lcLightType::Directional:
return QT_TRANSLATE_NOOP("Light Types", "Directional Light");
case lcLightType::Area:
return QT_TRANSLATE_NOOP("Light Types", "Area Light");
case lcLightType::Count:
break;
}
return QString();
}
QStringList lcLight::GetLightTypeStrings()
{
QStringList LightTypes;
for (int LightTypeIndex = 0; LightTypeIndex < static_cast<int>(lcLightType::Count); LightTypeIndex++)
LightTypes.push_back(GetLightTypeString(static_cast<lcLightType>(LightTypeIndex)));
return LightTypes;
}
QString lcLight::GetAreaShapeString(lcLightAreaShape LightAreaShape)
{
switch (LightAreaShape)
{
case lcLightAreaShape::Rectangle:
return QT_TRANSLATE_NOOP("Light Shapes", "Rectangle");
case lcLightAreaShape::Square:
return QT_TRANSLATE_NOOP("Light Shapes", "Square");
case lcLightAreaShape::Disk:
return QT_TRANSLATE_NOOP("Light Shapes", "Disk");
case lcLightAreaShape::Ellipse:
return QT_TRANSLATE_NOOP("Light Shapes", "Ellipse");
case lcLightAreaShape::Count:
break;
}
return QString();
}
QStringList lcLight::GetAreaShapeStrings()
{
QStringList AreaShapes;
for (int AreaShapeIndex = 0; AreaShapeIndex < static_cast<int>(lcLightAreaShape::Count); AreaShapeIndex++)
AreaShapes.push_back(GetAreaShapeString(static_cast<lcLightAreaShape>(AreaShapeIndex)));
return AreaShapes;
}
void lcLight::SaveLDraw(QTextStream& Stream) const
{
const QLatin1String LineEnding("\r\n");
if (!mCastShadow)
Stream << QLatin1String("0 !LEOCAD LIGHT SHADOWLESS") << LineEnding;
mPosition.Save(Stream, "LIGHT", "POSITION", true);
mRotation.Save(Stream, "LIGHT", "ROTATION", true);
mColor.Save(Stream, "LIGHT", "COLOR", true);
mPointBlenderRadius.Save(Stream, "LIGHT", "BLENDER_POINT_RADIUS", true);
mSpotBlenderRadius.Save(Stream, "LIGHT", "BLENDER_SPOT_RADIUS", true);
mDirectionalBlenderAngle.Save(Stream, "LIGHT", "BLENDER_DIRECTIONAL_ANGLE", true);
mAreaSizeX.Save(Stream, "LIGHT", "AREA_SIZE_X", true);
mAreaSizeY.Save(Stream, "LIGHT", "AREA_SIZE_Y", true);
mBlenderPower.Save(Stream, "LIGHT", "BLENDER_POWER", true);
mPOVRayPower.Save(Stream, "LIGHT", "POVRAY_POWER", true);
mPOVRayFadeDistance.Save(Stream, "LIGHT", "POVRAY_FADE_DISTANCE", true);
mPOVRayFadePower.Save(Stream, "LIGHT", "POVRAY_FADE_POWER", true);
switch (mLightType)
{
case lcLightType::Count:
case lcLightType::Point:
break;
case lcLightType::Spot:
mSpotConeAngle.Save(Stream, "LIGHT", "SPOT_CONE_ANGLE", true);
mSpotPenumbraAngle.Save(Stream, "LIGHT", "SPOT_PENUMBRA_ANGLE", true);
mSpotPOVRayTightness.Save(Stream, "LIGHT", "POVRAY_SPOT_TIGHTNESS", true);
break;
case lcLightType::Directional:
break;
case lcLightType::Area:
Stream << QLatin1String("0 !LEOCAD LIGHT AREA_SHAPE ") << gLightAreaShapes[static_cast<int>(mAreaShape)] << LineEnding;
mAreaPOVRayGridX.Save(Stream, "LIGHT", "POVRAY_AREA_GRID_X", true);
mAreaPOVRayGridY.Save(Stream, "LIGHT", "POVRAY_AREA_GRID_Y", true);
break;
}
Stream << QLatin1String("0 !LEOCAD LIGHT TYPE ") << gLightTypes[static_cast<int>(mLightType)] << QLatin1String(" NAME ") << mName << LineEnding;
}
void lcLight::CreateName(const std::vector<std::unique_ptr<lcLight>>& Lights)
{
if (!mName.isEmpty())
{
bool Found = false;
for (const std::unique_ptr<lcLight>& Light : Lights)
{
if (Light->GetName() == mName)
{
Found = true;
break;
}
}
if (!Found)
return;
}
int MaxLightNumber = 0;
QString Prefix;
switch (mLightType)
{
case lcLightType::Point:
Prefix = QLatin1String("Point Light ");
break;
case lcLightType::Spot:
Prefix = QLatin1String("Spot Light ");
break;
case lcLightType::Directional:
Prefix = QLatin1String("Directional Light ");
break;
case lcLightType::Area:
Prefix = QLatin1String("Area Light ");
break;
case lcLightType::Count:
break;
}
for (const std::unique_ptr<lcLight>& Light : Lights)
{
QString LightName = Light->GetName();
if (LightName.startsWith(Prefix))
{
bool Ok = false;
int LightNumber = LightName.mid(Prefix.size()).toInt(&Ok);
if (Ok && LightNumber > MaxLightNumber)
MaxLightNumber = LightNumber;
}
}
mName = Prefix + QString::number(MaxLightNumber + 1);
}
bool lcLight::ParseLDrawLine(QTextStream& Stream)
{
while (!Stream.atEnd())
{
QString Token;
Stream >> Token;
if (mPosition.Load(Stream, Token, "POSITION"))
continue;
else if (mRotation.Load(Stream, Token, "ROTATION"))
continue;
else if (mColor.Load(Stream, Token, "COLOR"))
continue;
else if (mPointBlenderRadius.Load(Stream, Token, "BLENDER_POINT_RADIUS"))
continue;
else if (mSpotBlenderRadius.Load(Stream, Token, "BLENDER_SPOT_RADIUS"))
continue;
else if (mDirectionalBlenderAngle.Load(Stream, Token, "BLENDER_DIRECTIONAL_ANGLE"))
continue;
else if (mAreaSizeX.Load(Stream, Token, "AREA_SIZE_X"))
continue;
else if (mAreaSizeY.Load(Stream, Token, "AREA_SIZE_Y"))
continue;
else if (mBlenderPower.Load(Stream, Token, "BLENDER_POWER"))
continue;
else if (mPOVRayPower.Load(Stream, Token, "POVRAY_POWER"))
continue;
else if (mPOVRayFadeDistance.Load(Stream, Token, "POVRAY_FADE_DISTANCE"))
continue;
else if (mPOVRayFadePower.Load(Stream, Token, "POVRAY_FADE_POWER"))
continue;
else if (mSpotConeAngle.Load(Stream, Token, "SPOT_CONE_ANGLE"))
continue;
else if (mSpotPenumbraAngle.Load(Stream, Token, "SPOT_PENUMBRA_ANGLE"))
continue;
else if (mSpotPOVRayTightness.Load(Stream, Token, "POVRAY_SPOT_TIGHTNESS"))
continue;
else if (mAreaPOVRayGridX.Load(Stream, Token, "POVRAY_AREA_GRID_X"))
continue;
else if (mAreaPOVRayGridY.Load(Stream, Token, "POVRAY_AREA_GRID_Y"))
continue;
else if (Token == QLatin1String("AREA_SHAPE"))
{
QString AreaShape;
Stream >> AreaShape;
for (size_t ShapeIndex = 0; ShapeIndex < gLightAreaShapes.size(); ShapeIndex++)
{
if (AreaShape == gLightAreaShapes[ShapeIndex])
{
mAreaShape = static_cast<lcLightAreaShape>(ShapeIndex);
break;
}
}
}
else if (Token == QLatin1String("TYPE"))
{
QString Type;
Stream >> Type;
for (size_t TypeIndex = 0; TypeIndex < gLightTypes.size(); TypeIndex++)
{
if (Type == gLightTypes[TypeIndex])
{
mLightType = static_cast<lcLightType>(TypeIndex);
break;
}
}
}
else if (Token == QLatin1String("SHADOWLESS"))
{
mCastShadow = false;
}
else if (Token == QLatin1String("NAME"))
{
mName = Stream.readAll().trimmed();
mName.replace("\"", "");
return true;
}
}
return false;
}
void lcLight::CompareBoundingBox(lcVector3& Min, lcVector3& Max)
{
const lcVector3 Point = mWorldMatrix.GetTranslation();
// TODO: this should check the entire mesh
Min = lcMin(Point, Min);
Max = lcMax(Point, Max);
}
void lcLight::RayTest(lcObjectRayTest& ObjectRayTest) const
{
if (IsPointLight())
{
float Distance;
if (lcSphereRayMinIntersectDistance(mWorldMatrix.GetTranslation(), LC_LIGHT_SPHERE_RADIUS, ObjectRayTest.Start, ObjectRayTest.End, &Distance) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
}
return;
}
if (mLightType == lcLightType::Spot)
{
const lcVector3 Direction = -lcVector3(mWorldMatrix[2]);
const lcVector3 Position = mWorldMatrix.GetTranslation() - Direction * LC_LIGHT_SPOT_CONE_HEIGHT;
float Distance;
if (lcConeRayMinIntersectDistance(Position, Direction, LC_LIGHT_SPOT_CONE_RADIUS, LC_LIGHT_SPOT_CONE_HEIGHT, ObjectRayTest.Start, ObjectRayTest.End, &Distance) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
}
}
else if (mLightType == lcLightType::Area)
{
const lcVector3 Direction = -lcVector3(mWorldMatrix[2]);
const lcVector3 Position = mWorldMatrix.GetTranslation();
const lcVector4 Plane(Direction, -lcDot(Direction, Position));
lcVector3 Intersection;
if (lcLineSegmentPlaneIntersection(&Intersection, ObjectRayTest.Start, ObjectRayTest.End, Plane))
{
const lcVector3 XAxis = lcVector3(mWorldMatrix[0]);
const lcVector3 YAxis = lcVector3(mWorldMatrix[1]);
lcVector3 IntersectionDirection = Intersection - Position;
float x = lcDot(IntersectionDirection, XAxis);
float y = lcDot(IntersectionDirection, YAxis);
const lcVector2 Size = { mAreaSizeX, mAreaSizeY };
if (fabsf(x) < Size.x / 2.0f && fabsf(y) < Size.y / 2.0f)
{
float Distance = lcLength(Intersection - ObjectRayTest.Start);
if (Distance < ObjectRayTest.Distance)
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
}
}
}
}
const lcMatrix44 InverseWorldMatrix = lcMatrix44AffineInverse(mWorldMatrix);
lcVector3 Start = lcMul31(ObjectRayTest.Start, InverseWorldMatrix);
lcVector3 End = lcMul31(ObjectRayTest.End, InverseWorldMatrix);
float Distance;
lcVector3 Plane;
if (mLightType == lcLightType::Directional)
{
if (lcCylinderRayMinIntersectDistance(LC_LIGHT_DIRECTIONAL_RADIUS, LC_LIGHT_DIRECTIONAL_HEIGHT, Start, End, &Distance) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_POSITION;
ObjectRayTest.Distance = Distance;
ObjectRayTest.PieceInfoRayTest.Plane = Plane;
}
}
if (IsSelected())
{
if (lcSphereRayMinIntersectDistance(lcMul31(lcVector3(0,0,-mTargetDistance), mWorldMatrix), LC_LIGHT_TARGET_RADIUS, ObjectRayTest.Start, ObjectRayTest.End, &Distance) && (Distance < ObjectRayTest.Distance))
{
ObjectRayTest.ObjectSection.Object = const_cast<lcLight*>(this);
ObjectRayTest.ObjectSection.Section = LC_LIGHT_SECTION_TARGET;
ObjectRayTest.Distance = Distance;
}
}
}
void lcLight::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
{
if (IsPointLight())
{
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
if (lcDot3(mWorldMatrix.GetTranslation(), ObjectBoxTest.Planes[PlaneIdx]) + ObjectBoxTest.Planes[PlaneIdx][3] > LC_LIGHT_SPHERE_RADIUS)
return;
ObjectBoxTest.Objects.emplace_back(const_cast<lcLight*>(this));
return;
}
lcVector3 Min(-LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE, -LC_LIGHT_POSITION_EDGE); // todo: fix light box test
lcVector3 Max( LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE, LC_LIGHT_POSITION_EDGE);
lcVector4 LocalPlanes[6];
for (int PlaneIdx = 0; PlaneIdx < 6; PlaneIdx++)
{
const lcVector3 Normal = lcMul30(ObjectBoxTest.Planes[PlaneIdx], mWorldMatrix);
LocalPlanes[PlaneIdx] = lcVector4(Normal, ObjectBoxTest.Planes[PlaneIdx][3] - lcDot3(mWorldMatrix[3], Normal));
}
if (lcBoundingBoxIntersectsVolume(Min, Max, LocalPlanes))
{
ObjectBoxTest.Objects.emplace_back(const_cast<lcLight*>(this));
return;
}
}
void lcLight::MoveSelected(lcStep Step, bool AddKey, const lcVector3& Distance, bool FirstMove)
{
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
{
const lcVector3 Position = mWorldMatrix.GetTranslation() + Distance;
SetPosition(Position, Step, AddKey);
mWorldMatrix.SetTranslation(Position);
}
else
{
if (FirstMove)
mTargetMovePosition = lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
mTargetMovePosition += Distance;
lcVector3 CurrentDirection = -lcNormalize(mTargetMovePosition - mWorldMatrix.GetTranslation());
lcMatrix33 WorldMatrix;
WorldMatrix.r[0] = lcCross(lcVector3(mWorldMatrix.r[1]), CurrentDirection);
WorldMatrix.r[1] = lcCross(CurrentDirection, WorldMatrix.r[0]);
WorldMatrix.r[2] = CurrentDirection;
WorldMatrix.Orthonormalize();
SetRotation(WorldMatrix, Step, AddKey);
mWorldMatrix = lcMatrix44(WorldMatrix, mWorldMatrix.GetTranslation());
}
}
void lcLight::Rotate(lcStep Step, bool AddKey, const lcMatrix33& RotationMatrix, const lcVector3& Center, const lcMatrix33& RotationFrame)
{
if (IsPointLight())
return;
if (GetFocusSection() != LC_LIGHT_SECTION_POSITION)
return;
lcVector3 Distance = mWorldMatrix.GetTranslation() - Center;
const lcMatrix33 LocalToWorldMatrix = lcMatrix33(mWorldMatrix);
const lcMatrix33 LocalToFocusMatrix = lcMul(LocalToWorldMatrix, RotationFrame);
lcMatrix33 NewLocalToWorldMatrix = lcMul(LocalToFocusMatrix, RotationMatrix);
const lcMatrix33 WorldToLocalMatrix = lcMatrix33AffineInverse(LocalToWorldMatrix);
Distance = lcMul(Distance, WorldToLocalMatrix);
Distance = lcMul(Distance, NewLocalToWorldMatrix);
NewLocalToWorldMatrix.Orthonormalize();
SetPosition(Center + Distance, Step, AddKey);
SetRotation(NewLocalToWorldMatrix, Step, AddKey);
}
bool lcLight::SetName(const QString& Name)
{
if (mName == Name)
return false;
mName = Name;
return true;
}
bool lcLight::SetLightType(lcLightType LightType)
{
if (static_cast<int>(LightType) < 0 || LightType >= lcLightType::Count)
return false;
if (mLightType == LightType)
return false;
mLightType = LightType;
return true;
}
bool lcLight::SetColor(const lcVector3& Color, lcStep Step, bool AddKey)
{
return mColor.ChangeKey(Color, Step, AddKey);
}
bool lcLight::SetPOVRayFadeDistance(float Distance, lcStep Step, bool AddKey)
{
return mPOVRayFadeDistance.ChangeKey(Distance, Step, AddKey);
}
bool lcLight::SetPOVRayFadePower(float Power, lcStep Step, bool AddKey)
{
return mPOVRayFadePower.ChangeKey(Power, Step, AddKey);
}
bool lcLight::SetSpotConeAngle(float Angle, lcStep Step, bool AddKey)
{
return mSpotConeAngle.ChangeKey(Angle, Step, AddKey);
}
bool lcLight::SetSpotPenumbraAngle(float Angle, lcStep Step, bool AddKey)
{
return mSpotPenumbraAngle.ChangeKey(Angle, Step, AddKey);
}
bool lcLight::SetSpotPOVRayTightness(float Tightness, lcStep Step, bool AddKey)
{
return mSpotPOVRayTightness.ChangeKey(Tightness, Step, AddKey);
}
bool lcLight::SetAreaShape(lcLightAreaShape AreaShape)
{
if (static_cast<int>(AreaShape) < 0 || AreaShape >= lcLightAreaShape::Count)
return false;
if (mAreaShape != AreaShape)
{
mAreaShape = AreaShape;
return true;
}
return false;
}
bool lcLight::SetAreaPOVRayGridX(int AreaGrid, lcStep Step, bool AddKey)
{
mAreaPOVRayGridX.ChangeKey(AreaGrid, Step, AddKey);
return true;
}
bool lcLight::SetAreaPOVRayGridY(int AreaGrid, lcStep Step, bool AddKey)
{
mAreaPOVRayGridY.ChangeKey(AreaGrid, Step, AddKey);
return true;
}
bool lcLight::SetPointBlenderRadius(float Radius, lcStep Step, bool AddKey)
{
return mPointBlenderRadius.ChangeKey(Radius, Step, AddKey);
}
bool lcLight::SetSpotBlenderRadius(float Radius, lcStep Step, bool AddKey)
{
return mSpotBlenderRadius.ChangeKey(Radius, Step, AddKey);
}
bool lcLight::SetDirectionalBlenderAngle(float Angle, lcStep Step, bool AddKey)
{
return mDirectionalBlenderAngle.ChangeKey(Angle, Step, AddKey);
}
bool lcLight::SetAreaSizeX(float Size, lcStep Step, bool AddKey)
{
return mAreaSizeX.ChangeKey(Size, Step, AddKey);
}
bool lcLight::SetAreaSizeY(float Size, lcStep Step, bool AddKey)
{
return mAreaSizeY.ChangeKey(Size, Step, AddKey);
}
bool lcLight::SetBlenderPower(float Power, lcStep Step, bool AddKey)
{
return mBlenderPower.ChangeKey(Power, Step, AddKey);
}
bool lcLight::SetPOVRayPower(float Power, lcStep Step, bool AddKey)
{
return mPOVRayPower.ChangeKey(Power, Step, AddKey);
}
bool lcLight::SetCastShadow(bool CastShadow)
{
if (mCastShadow != CastShadow)
{
mCastShadow = CastShadow;
return true;
}
return false;
}
void lcLight::InsertTime(lcStep Start, lcStep Time)
{
mPosition.InsertTime(Start, Time);
mRotation.InsertTime(Start, Time);
mColor.InsertTime(Start, Time);
mSpotConeAngle.InsertTime(Start, Time);
mSpotPenumbraAngle.InsertTime(Start, Time);
mSpotPOVRayTightness.InsertTime(Start, Time);
mAreaPOVRayGridX.InsertTime(Start, Time);
mAreaPOVRayGridY.InsertTime(Start, Time);
mPointBlenderRadius.InsertTime(Start, Time);
mSpotBlenderRadius.InsertTime(Start, Time);
mDirectionalBlenderAngle.InsertTime(Start, Time);
mAreaSizeX.InsertTime(Start, Time);
mAreaSizeY.InsertTime(Start, Time);
mBlenderPower.InsertTime(Start, Time);
mPOVRayPower.InsertTime(Start, Time);
mPOVRayFadeDistance.InsertTime(Start, Time);
mPOVRayFadePower.InsertTime(Start, Time);
}
void lcLight::RemoveTime(lcStep Start, lcStep Time)
{
mPosition.RemoveTime(Start, Time);
mRotation.RemoveTime(Start, Time);
mColor.RemoveTime(Start, Time);
mSpotConeAngle.RemoveTime(Start, Time);
mSpotPenumbraAngle.RemoveTime(Start, Time);
mSpotPOVRayTightness.RemoveTime(Start, Time);
mAreaPOVRayGridX.RemoveTime(Start, Time);
mAreaPOVRayGridY.RemoveTime(Start, Time);
mPointBlenderRadius.RemoveTime(Start, Time);
mSpotBlenderRadius.RemoveTime(Start, Time);
mDirectionalBlenderAngle.RemoveTime(Start, Time);
mAreaSizeX.RemoveTime(Start, Time);
mAreaSizeY.RemoveTime(Start, Time);
mBlenderPower.RemoveTime(Start, Time);
mPOVRayPower.RemoveTime(Start, Time);
mPOVRayFadeDistance.RemoveTime(Start, Time);
mPOVRayFadePower.RemoveTime(Start, Time);
}
void lcLight::UpdatePosition(lcStep Step)
{
mPosition.Update(Step);
mRotation.Update(Step);
mColor.Update(Step);
mSpotConeAngle.Update(Step);
mSpotPenumbraAngle.Update(Step);
mSpotPOVRayTightness.Update(Step);
mAreaPOVRayGridX.Update(Step);
mAreaPOVRayGridY.Update(Step);
mPointBlenderRadius.Update(Step);
mSpotBlenderRadius.Update(Step);
mDirectionalBlenderAngle.Update(Step);
mAreaSizeX.Update(Step);
mAreaSizeY.Update(Step);
mBlenderPower.Update(Step);
mPOVRayPower.Update(Step);
mPOVRayFadeDistance.Update(Step);
mPOVRayFadePower.Update(Step);
if (IsPointLight())
{
mWorldMatrix = lcMatrix44Translation(mPosition);
}
else
{
mWorldMatrix = lcMatrix44(mRotation, mPosition);
}
}
void lcLight::DrawInterface(lcContext* Context, const lcScene& Scene) const
{
Q_UNUSED(Scene);
Context->SetMaterial(lcMaterialType::UnlitColor);
switch (mLightType)
{
case lcLightType::Point:
DrawPointLight(Context);
break;
case lcLightType::Spot:
DrawSpotLight(Context);
break;
case lcLightType::Directional:
DrawDirectionalLight(Context);
break;
case lcLightType::Area:
DrawAreaLight(Context);
break;
case lcLightType::Count:
break;
}
}
void lcLight::DrawPointLight(lcContext* Context) const
{
SetupLightMatrix(Context);
DrawSphere(Context, lcVector3(0.0f, 0.0f, 0.0f), LC_LIGHT_SPHERE_RADIUS);
}
void lcLight::DrawSpotLight(lcContext* Context) const
{
SetupLightMatrix(Context);
constexpr int ConeEdges = 8;
float Verts[(ConeEdges + 1) * 3];
float* CurVert = Verts;
for (int EdgeIndex = 0; EdgeIndex < ConeEdges; EdgeIndex++)
{
float c = cosf((float)EdgeIndex / ConeEdges * LC_2PI) * LC_LIGHT_SPOT_CONE_RADIUS;
float s = sinf((float)EdgeIndex / ConeEdges * LC_2PI) * LC_LIGHT_SPOT_CONE_RADIUS;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = 0.0f;
}
*CurVert++ = 0.0f;
*CurVert++ = 0.0f;
*CurVert++ = LC_LIGHT_SPOT_CONE_HEIGHT;
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
const GLushort Indices[(ConeEdges + 4) * 2] =
{
0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 0,
0, 8, 2, 8, 4, 8, 6, 8,
};
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, (ConeEdges + 4) * 2, GL_UNSIGNED_SHORT, 0);
if (IsSelected())
{
DrawCone(Context, mTargetDistance);
DrawTarget(Context);
}
}
void lcLight::DrawDirectionalLight(lcContext* Context) const
{
SetupLightMatrix(Context);
DrawCylinder(Context, LC_LIGHT_DIRECTIONAL_RADIUS, LC_LIGHT_DIRECTIONAL_HEIGHT);
if (IsSelected())
DrawTarget(Context);
}
void lcLight::DrawAreaLight(lcContext* Context) const
{
SetupLightMatrix(Context);
if (mAreaShape == lcLightAreaShape::Square || mAreaShape == lcLightAreaShape::Rectangle)
{
float Verts[4 * 3];
float* CurVert = Verts;
const lcVector2 Size = { mAreaSizeX, mAreaSizeY };
*CurVert++ = -Size.x / 2.0f;
*CurVert++ = -Size.y / 2.0f;
*CurVert++ = 0.0f;
*CurVert++ = Size.x / 2.0f;
*CurVert++ = -Size.y / 2.0f;
*CurVert++ = 0.0f;
*CurVert++ = Size.x / 2.0f;
*CurVert++ = Size.y / 2.0f;
*CurVert++ = 0.0f;
*CurVert++ = -Size.x / 2.0f;
*CurVert++ = Size.y / 2.0f;
*CurVert++ = 0.0f;
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
const GLushort Indices[(4 + 2) * 2] =
{
0, 1, 1, 2, 2, 3, 3, 0,
0, 2, 1, 3,
};
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, (4 + 2) * 2, GL_UNSIGNED_SHORT, 0);
}
else
{
constexpr int CircleEdges = 16;
float Verts[CircleEdges * 3];
float* CurVert = Verts;
for (int EdgeIndex = 0; EdgeIndex < CircleEdges; EdgeIndex++)
{
const lcVector2 Size = { mAreaSizeX, mAreaSizeY };
float c = cosf((float)EdgeIndex / CircleEdges * LC_2PI) * Size.x / 2.0f;
float s = sinf((float)EdgeIndex / CircleEdges * LC_2PI) * Size.y / 2.0f;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = 0.0f;
}
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
const GLushort Indices[(CircleEdges + 2) * 2] =
{
0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8,
8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 0,
0, 8, 4, 12
};
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, (CircleEdges + 2) * 2, GL_UNSIGNED_SHORT, 0);
}
if (IsSelected())
DrawTarget(Context);
}
void lcLight::SetupLightMatrix(lcContext* Context) const
{
Context->SetWorldMatrix(mWorldMatrix);
const lcPreferences& Preferences = lcGetPreferences();
const float LineWidth = Preferences.mLineWidth;
if (IsSelected(LC_LIGHT_SECTION_POSITION))
{
const lcVector4 SelectedColor = lcVector4FromColor(Preferences.mObjectSelectedColor);
const lcVector4 FocusedColor = lcVector4FromColor(Preferences.mObjectFocusedColor);
Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_POSITION))
Context->SetColor(FocusedColor);
else
Context->SetColor(SelectedColor);
}
else
{
const lcVector4 LightColor = lcVector4FromColor(Preferences.mLightColor);
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
}
}
void lcLight::DrawSphere(lcContext* Context, const lcVector3& Center, float Radius) const
{
constexpr int Slices = 6;
constexpr int NumIndices = 3 * Slices + 6 * Slices * (Slices - 2) + 3 * Slices;
constexpr int NumVertices = (Slices - 1) * Slices + 2;
lcVector3 Vertices[NumVertices];
quint16 Indices[NumIndices];
lcVector3* Vertex = Vertices;
quint16* Index = Indices;
*Vertex++ = Center + lcVector3(0, 0, Radius);
for (int i = 1; i < Slices; i++)
{
const float r0 = Radius * sinf(i * (LC_PI / Slices));
const float z0 = Radius * cosf(i * (LC_PI / Slices));
for (int j = 0; j < Slices; j++)
{
const float x0 = r0 * sinf(j * (LC_2PI / Slices));
const float y0 = r0 * cosf(j * (LC_2PI / Slices));
*Vertex++ = Center + lcVector3(x0, y0, z0);
}
}
*Vertex++ = Center + lcVector3(0, 0, -Radius);
for (quint16 i = 0; i < Slices - 1; i++)
{
*Index++ = 0;
*Index++ = 1 + i;
*Index++ = 1 + i + 1;
}
*Index++ = 0;
*Index++ = 1;
*Index++ = 1 + Slices - 1;
for (quint16 i = 0; i < Slices - 2; i++)
{
quint16 Row1 = 1 + i * Slices;
quint16 Row2 = 1 + (i + 1) * Slices;
for (quint16 j = 0; j < Slices - 1; j++)
{
*Index++ = Row1 + j;
*Index++ = Row2 + j + 1;
*Index++ = Row2 + j;
*Index++ = Row1 + j;
*Index++ = Row1 + j + 1;
*Index++ = Row2 + j + 1;
}
*Index++ = Row1 + Slices - 1;
*Index++ = Row2 + 0;
*Index++ = Row2 + Slices - 1;
*Index++ = Row1 + Slices - 1;
*Index++ = Row2 + 0;
*Index++ = Row1 + 0;
}
for (quint16 i = 0; i < Slices - 1; i++)
{
*Index++ = (Slices - 1) * Slices + 1;
*Index++ = (Slices - 1) * (Slices - 1) + i;
*Index++ = (Slices - 1) * (Slices - 1) + i + 1;
}
*Index++ = (Slices - 1) * Slices + 1;
*Index++ = (Slices - 1) * (Slices - 1) + (Slices - 2) + 1;
*Index++ = (Slices - 1) * (Slices - 1);
Context->SetVertexBufferPointer(Vertices);
Context->SetVertexFormatPosition(3);
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_TRIANGLES, NumIndices, GL_UNSIGNED_SHORT, 0);
}
void lcLight::DrawCylinder(lcContext* Context, float Radius, float Height) const
{
constexpr int Slices = 8;
float Verts[(Slices * 2) * 3];
float* CurVert = Verts;
for (int EdgeIndex = 0; EdgeIndex < Slices; EdgeIndex++)
{
float c = cosf((float)EdgeIndex / Slices * LC_2PI) * Radius;
float s = sinf((float)EdgeIndex / Slices * LC_2PI) * Radius;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = Height;
*CurVert++ = c;
*CurVert++ = s;
*CurVert++ = 0.0f;
}
const GLushort Indices[48] =
{
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
0, 2, 2, 4, 4, 6, 6, 8, 8, 10, 10, 12, 12, 14, 14, 0,
1, 3, 3, 5, 5, 7, 7, 9, 9, 11, 11, 13, 13, 15, 15, 1,
};
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, 48, GL_UNSIGNED_SHORT, 0);
}
void lcLight::DrawTarget(lcContext* Context) const
{
float Verts[2 * 3];
float* CurVert = Verts;
*CurVert++ = 0.0f; *CurVert++ = 0.0f; *CurVert++ = 0.0f;
*CurVert++ = 0.0f; *CurVert++ = 0.0f; *CurVert++ = -mTargetDistance;
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
const GLushort Indices[2] =
{
0, 1
};
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, 2, GL_UNSIGNED_SHORT, 0);
const lcPreferences& Preferences = lcGetPreferences();
const float LineWidth = Preferences.mLineWidth;
if (IsSelected(LC_LIGHT_SECTION_TARGET))
{
const lcVector4 SelectedColor = lcVector4FromColor(Preferences.mObjectSelectedColor);
const lcVector4 FocusedColor = lcVector4FromColor(Preferences.mObjectFocusedColor);
Context->SetLineWidth(2.0f * LineWidth);
if (IsFocused(LC_LIGHT_SECTION_TARGET))
Context->SetColor(FocusedColor);
else
Context->SetColor(SelectedColor);
}
else
{
const lcVector4 LightColor = lcVector4FromColor(Preferences.mLightColor);
Context->SetLineWidth(LineWidth);
Context->SetColor(LightColor);
}
DrawSphere(Context, lcVector3(0.0f, 0.0f, -mTargetDistance), LC_LIGHT_TARGET_RADIUS);
}
void lcLight::DrawCone(lcContext* Context, float TargetDistance) const
{
constexpr int ConeEdges = 16;
const float OuterRadius = tanf(LC_DTOR * mSpotConeAngle / 2.0f) * TargetDistance;
float Verts[(ConeEdges * 2 + 1) * 3];
float* CurVert = Verts;
for (int EdgeIndex = 0; EdgeIndex < ConeEdges; EdgeIndex++)
{
const float c = cosf((float)EdgeIndex / ConeEdges * LC_2PI);
const float s = sinf((float)EdgeIndex / ConeEdges * LC_2PI);
*CurVert++ = c * OuterRadius;
*CurVert++ = s * OuterRadius;
*CurVert++ = -TargetDistance;
}
*CurVert++ = 0.0f;
*CurVert++ = 0.0f;
*CurVert++ = 0.0f;
const bool DrawPenumbra = mSpotPenumbraAngle > 1.0f;
if (DrawPenumbra)
{
const float InnerRadius = tanf(LC_DTOR * (mSpotConeAngle / 2.0f - mSpotPenumbraAngle)) * TargetDistance;
for (int EdgeIndex = 0; EdgeIndex < ConeEdges; EdgeIndex++)
{
const float c = cosf((float)EdgeIndex / ConeEdges * LC_2PI);
const float s = sinf((float)EdgeIndex / ConeEdges * LC_2PI);
*CurVert++ = c * InnerRadius;
*CurVert++ = s * InnerRadius;
*CurVert++ = -TargetDistance;
}
}
Context->SetVertexBufferPointer(Verts);
Context->SetVertexFormatPosition(3);
constexpr GLushort Indices[(ConeEdges * 2 + 4) * 2] =
{
0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8,
8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 0,
16, 0, 16, 4, 16, 8, 16, 12,
17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25,
25, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 17
};
Context->SetIndexBufferPointer(Indices);
Context->DrawIndexedPrimitives(GL_LINES, DrawPenumbra ? (ConeEdges * 2 + 4) * 2 : (ConeEdges + 4) * 2, GL_UNSIGNED_SHORT, 0);
}
QVariant lcLight::GetPropertyValue(lcObjectPropertyId PropertyId) const
{
switch (PropertyId)
{
case lcObjectPropertyId::PieceId:
case lcObjectPropertyId::PieceColor:
case lcObjectPropertyId::PieceStepShow:
case lcObjectPropertyId::PieceStepHide:
case lcObjectPropertyId::CameraName:
case lcObjectPropertyId::CameraType:
case lcObjectPropertyId::CameraFOV:
case lcObjectPropertyId::CameraNear:
case lcObjectPropertyId::CameraFar:
case lcObjectPropertyId::CameraPositionX:
case lcObjectPropertyId::CameraPositionY:
case lcObjectPropertyId::CameraPositionZ:
case lcObjectPropertyId::CameraTargetX:
case lcObjectPropertyId::CameraTargetY:
case lcObjectPropertyId::CameraTargetZ:
case lcObjectPropertyId::CameraUpX:
case lcObjectPropertyId::CameraUpY:
case lcObjectPropertyId::CameraUpZ:
break;
case lcObjectPropertyId::LightName:
return GetName();
case lcObjectPropertyId::LightType:
return static_cast<int>(GetLightType());
case lcObjectPropertyId::LightColor:
return QVariant::fromValue<lcVector3>(GetColor());
case lcObjectPropertyId::LightBlenderPower:
return GetBlenderPower();
case lcObjectPropertyId::LightPOVRayPower:
return GetPOVRayPower();
case lcObjectPropertyId::LightCastShadow:
return GetCastShadow();
case lcObjectPropertyId::LightPOVRayFadeDistance:
return GetPOVRayFadeDistance();
case lcObjectPropertyId::LightPOVRayFadePower:
return GetPOVRayFadePower();
case lcObjectPropertyId::LightPointBlenderRadius:
return GetPointBlenderRadius();
case lcObjectPropertyId::LightSpotBlenderRadius:
return GetSpotBlenderRadius();
case lcObjectPropertyId::LightDirectionalBlenderAngle:
return GetDirectionalBlenderAngle();
case lcObjectPropertyId::LightAreaSizeX:
return GetAreaSizeX();
case lcObjectPropertyId::LightAreaSizeY:
return GetAreaSizeY();
case lcObjectPropertyId::LightSpotConeAngle:
return GetSpotConeAngle();
case lcObjectPropertyId::LightSpotPenumbraAngle:
return GetSpotPenumbraAngle();
case lcObjectPropertyId::LightSpotPOVRayTightness:
return GetSpotPOVRayTightness();
case lcObjectPropertyId::LightAreaShape:
return static_cast<int>(GetAreaShape());
case lcObjectPropertyId::LightAreaPOVRayGridX:
return GetAreaPOVRayGridX();
case lcObjectPropertyId::LightAreaPOVRayGridY:
return GetAreaPOVRayGridY();
case lcObjectPropertyId::ObjectPositionX:
case lcObjectPropertyId::ObjectPositionY:
case lcObjectPropertyId::ObjectPositionZ:
case lcObjectPropertyId::ObjectRotationX:
case lcObjectPropertyId::ObjectRotationY:
case lcObjectPropertyId::ObjectRotationZ:
case lcObjectPropertyId::Count:
break;
}
return QVariant();
}
bool lcLight::SetPropertyValue(lcObjectPropertyId PropertyId, lcStep Step, bool AddKey, QVariant Value)
{
switch (PropertyId)
{
case lcObjectPropertyId::PieceId:
case lcObjectPropertyId::PieceColor:
case lcObjectPropertyId::PieceStepShow:
case lcObjectPropertyId::PieceStepHide:
case lcObjectPropertyId::CameraName:
case lcObjectPropertyId::CameraType:
case lcObjectPropertyId::CameraFOV:
case lcObjectPropertyId::CameraNear:
case lcObjectPropertyId::CameraFar:
case lcObjectPropertyId::CameraPositionX:
case lcObjectPropertyId::CameraPositionY:
case lcObjectPropertyId::CameraPositionZ:
case lcObjectPropertyId::CameraTargetX:
case lcObjectPropertyId::CameraTargetY:
case lcObjectPropertyId::CameraTargetZ:
case lcObjectPropertyId::CameraUpX:
case lcObjectPropertyId::CameraUpY:
case lcObjectPropertyId::CameraUpZ:
break;
case lcObjectPropertyId::LightName:
return SetName(Value.toString());
case lcObjectPropertyId::LightType:
return SetLightType(static_cast<lcLightType>(Value.toInt()));
case lcObjectPropertyId::LightColor:
return SetColor(Value.value<lcVector3>(), Step, AddKey);
case lcObjectPropertyId::LightBlenderPower:
return SetBlenderPower(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightPOVRayPower:
return SetPOVRayPower(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightCastShadow:
return SetCastShadow(Value.toBool());
case lcObjectPropertyId::LightPOVRayFadeDistance:
return SetPOVRayFadeDistance(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightPOVRayFadePower:
return SetPOVRayFadePower(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightPointBlenderRadius:
return SetPointBlenderRadius(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightSpotBlenderRadius:
return SetSpotBlenderRadius(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightDirectionalBlenderAngle:
return SetDirectionalBlenderAngle(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightAreaSizeX:
return SetAreaSizeX(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightAreaSizeY:
return SetAreaSizeY(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightSpotConeAngle:
return SetSpotConeAngle(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightSpotPenumbraAngle:
return SetSpotPenumbraAngle(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightSpotPOVRayTightness:
return SetSpotPOVRayTightness(Value.toFloat(), Step, AddKey);
case lcObjectPropertyId::LightAreaShape:
return SetAreaShape(static_cast<lcLightAreaShape>(Value.toInt()));
case lcObjectPropertyId::LightAreaPOVRayGridX:
return SetAreaPOVRayGridX(Value.toInt(), Step, AddKey);
case lcObjectPropertyId::LightAreaPOVRayGridY:
return SetAreaPOVRayGridY(Value.toInt(), Step, AddKey);
case lcObjectPropertyId::ObjectPositionX:
case lcObjectPropertyId::ObjectPositionY:
case lcObjectPropertyId::ObjectPositionZ:
case lcObjectPropertyId::ObjectRotationX:
case lcObjectPropertyId::ObjectRotationY:
case lcObjectPropertyId::ObjectRotationZ:
case lcObjectPropertyId::Count:
break;
}
return false;
}
bool lcLight::HasKeyFrame(lcObjectPropertyId PropertyId, lcStep Time) const
{
switch (PropertyId)
{
case lcObjectPropertyId::PieceId:
case lcObjectPropertyId::PieceColor:
case lcObjectPropertyId::PieceStepShow:
case lcObjectPropertyId::PieceStepHide:
case lcObjectPropertyId::CameraName:
case lcObjectPropertyId::CameraType:
case lcObjectPropertyId::CameraFOV:
case lcObjectPropertyId::CameraNear:
case lcObjectPropertyId::CameraFar:
case lcObjectPropertyId::CameraPositionX:
case lcObjectPropertyId::CameraPositionY:
case lcObjectPropertyId::CameraPositionZ:
case lcObjectPropertyId::CameraTargetX:
case lcObjectPropertyId::CameraTargetY:
case lcObjectPropertyId::CameraTargetZ:
case lcObjectPropertyId::CameraUpX:
case lcObjectPropertyId::CameraUpY:
case lcObjectPropertyId::CameraUpZ:
case lcObjectPropertyId::LightName:
case lcObjectPropertyId::LightType:
return false;
case lcObjectPropertyId::LightColor:
return mColor.HasKeyFrame(Time);
case lcObjectPropertyId::LightBlenderPower:
return mBlenderPower.HasKeyFrame(Time);
case lcObjectPropertyId::LightPOVRayPower:
return mPOVRayPower.HasKeyFrame(Time);
case lcObjectPropertyId::LightCastShadow:
return false;
case lcObjectPropertyId::LightPOVRayFadeDistance:
return mPOVRayFadeDistance.HasKeyFrame(Time);
case lcObjectPropertyId::LightPOVRayFadePower:
return mPOVRayFadePower.HasKeyFrame(Time);
case lcObjectPropertyId::LightPointBlenderRadius:
return mPointBlenderRadius.HasKeyFrame(Time);
case lcObjectPropertyId::LightSpotBlenderRadius:
return mSpotBlenderRadius.HasKeyFrame(Time);
case lcObjectPropertyId::LightDirectionalBlenderAngle:
return mDirectionalBlenderAngle.HasKeyFrame(Time);
case lcObjectPropertyId::LightAreaSizeX:
return mAreaSizeX.HasKeyFrame(Time);
case lcObjectPropertyId::LightAreaSizeY:
return mAreaSizeY.HasKeyFrame(Time);
case lcObjectPropertyId::LightSpotConeAngle:
return mSpotConeAngle.HasKeyFrame(Time);
case lcObjectPropertyId::LightSpotPenumbraAngle:
return mSpotPenumbraAngle.HasKeyFrame(Time);
case lcObjectPropertyId::LightSpotPOVRayTightness:
return mSpotPOVRayTightness.HasKeyFrame(Time);
case lcObjectPropertyId::LightAreaShape:
return false;
case lcObjectPropertyId::LightAreaPOVRayGridX:
return mAreaPOVRayGridX.HasKeyFrame(Time);
case lcObjectPropertyId::LightAreaPOVRayGridY:
return mAreaPOVRayGridY.HasKeyFrame(Time);
case lcObjectPropertyId::ObjectPositionX:
case lcObjectPropertyId::ObjectPositionY:
case lcObjectPropertyId::ObjectPositionZ:
return mPosition.HasKeyFrame(Time);
case lcObjectPropertyId::ObjectRotationX:
case lcObjectPropertyId::ObjectRotationY:
case lcObjectPropertyId::ObjectRotationZ:
return mRotation.HasKeyFrame(Time);
case lcObjectPropertyId::Count:
return false;
}
return false;
}
bool lcLight::SetKeyFrame(lcObjectPropertyId PropertyId, lcStep Time, bool KeyFrame)
{
switch (PropertyId)
{
case lcObjectPropertyId::PieceId:
case lcObjectPropertyId::PieceColor:
case lcObjectPropertyId::PieceStepShow:
case lcObjectPropertyId::PieceStepHide:
case lcObjectPropertyId::CameraName:
case lcObjectPropertyId::CameraType:
case lcObjectPropertyId::CameraFOV:
case lcObjectPropertyId::CameraNear:
case lcObjectPropertyId::CameraFar:
case lcObjectPropertyId::CameraPositionX:
case lcObjectPropertyId::CameraPositionY:
case lcObjectPropertyId::CameraPositionZ:
case lcObjectPropertyId::CameraTargetX:
case lcObjectPropertyId::CameraTargetY:
case lcObjectPropertyId::CameraTargetZ:
case lcObjectPropertyId::CameraUpX:
case lcObjectPropertyId::CameraUpY:
case lcObjectPropertyId::CameraUpZ:
case lcObjectPropertyId::LightName:
case lcObjectPropertyId::LightType:
return false;
case lcObjectPropertyId::LightColor:
return mColor.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightBlenderPower:
return mBlenderPower.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightPOVRayPower:
return mPOVRayPower.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightCastShadow:
return false;
case lcObjectPropertyId::LightPOVRayFadeDistance:
return mPOVRayFadeDistance.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightPOVRayFadePower:
return mPOVRayFadePower.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightPointBlenderRadius:
return mPointBlenderRadius.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightSpotBlenderRadius:
return mSpotBlenderRadius.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightDirectionalBlenderAngle:
return mDirectionalBlenderAngle.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightAreaSizeX:
return mAreaSizeX.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightAreaSizeY:
return mAreaSizeY.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightSpotConeAngle:
return mSpotConeAngle.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightSpotPenumbraAngle:
return mSpotPenumbraAngle.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightSpotPOVRayTightness:
return mSpotPOVRayTightness.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightAreaShape:
return false;
case lcObjectPropertyId::LightAreaPOVRayGridX:
return mAreaPOVRayGridX.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::LightAreaPOVRayGridY:
return mAreaPOVRayGridY.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::ObjectPositionX:
case lcObjectPropertyId::ObjectPositionY:
case lcObjectPropertyId::ObjectPositionZ:
return mPosition.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::ObjectRotationX:
case lcObjectPropertyId::ObjectRotationY:
case lcObjectPropertyId::ObjectRotationZ:
return mRotation.SetKeyFrame(Time, KeyFrame);
case lcObjectPropertyId::Count:
return false;
}
return false;
}
void lcLight::RemoveKeyFrames()
{
mPosition.RemoveAllKeys();
mRotation.RemoveAllKeys();
mColor.RemoveAllKeys();
mSpotConeAngle.RemoveAllKeys();
mSpotPenumbraAngle.RemoveAllKeys();
mSpotPOVRayTightness.RemoveAllKeys();
mAreaPOVRayGridX.RemoveAllKeys();
mAreaPOVRayGridY.RemoveAllKeys();
mPointBlenderRadius.RemoveAllKeys();
mSpotBlenderRadius.RemoveAllKeys();
mDirectionalBlenderAngle.RemoveAllKeys();
mAreaSizeX.RemoveAllKeys();
mAreaSizeY.RemoveAllKeys();
mBlenderPower.RemoveAllKeys();
mPOVRayPower.RemoveAllKeys();
mPOVRayFadeDistance.RemoveAllKeys();
mPOVRayFadePower.RemoveAllKeys();
}