leocad/common/light.h
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

403 lines
9.6 KiB
C++

#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;
QVariant GetPropertyValue(lcObjectPropertyId PropertyId) const override;
bool SetPropertyValue(lcObjectPropertyId PropertyId, lcStep Step, bool AddKey, QVariant Value) override;
bool HasKeyFrame(lcObjectPropertyId PropertyId, lcStep Time) const override;
bool SetKeyFrame(lcObjectPropertyId PropertyId, lcStep Time, bool KeyFrame) 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;
}
bool SetColor(const lcVector3& Color, lcStep Step, bool AddKey);
lcVector3 GetColor() const
{
return mColor;
}
bool SetPOVRayFadeDistance(float Distance, lcStep Step, bool AddKey);
float GetPOVRayFadeDistance() const
{
return mPOVRayFadeDistance;
}
bool SetPOVRayFadePower(float Power, lcStep Step, bool AddKey);
float GetPOVRayFadePower() const
{
return mPOVRayFadePower;
}
bool SetSpotConeAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotConeAngle() const
{
return mSpotConeAngle;
}
bool SetSpotPenumbraAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotPenumbraAngle() const
{
return mSpotPenumbraAngle;
}
bool SetSpotPOVRayTightness(float Angle, lcStep Step, bool AddKey);
float GetSpotPOVRayTightness() const
{
return mSpotPOVRayTightness;
}
bool SetAreaShape(lcLightAreaShape LightAreaShape);
lcLightAreaShape GetAreaShape() const
{
return mAreaShape;
}
bool SetAreaPOVRayGridX(int AreaGrid, lcStep Step, bool AddKey);
int GetAreaPOVRayGridX() const
{
return mAreaPOVRayGridX;
}
bool SetAreaPOVRayGridY(int AreaGrid, lcStep Step, bool AddKey);
int GetAreaPOVRayGridY() const
{
return mAreaPOVRayGridY;
}
bool SetPointBlenderRadius(float Radius, lcStep Step, bool AddKey);
float GetPointBlenderRadius() const
{
return mPointBlenderRadius;
}
bool SetSpotBlenderRadius(float Radius, lcStep Step, bool AddKey);
float GetSpotBlenderRadius() const
{
return mSpotBlenderRadius;
}
bool SetDirectionalBlenderAngle(float Angle, lcStep Step, bool AddKey);
float GetDirectionalBlenderAngle() const
{
return mDirectionalBlenderAngle;
}
bool SetAreaSizeX(float Size, lcStep Step, bool AddKey);
float GetAreaSizeX() const
{
return mAreaSizeX;
}
bool SetAreaSizeY(float Size, lcStep Step, bool AddKey);
float GetAreaSizeY() const
{
return mAreaSizeY;
}
bool SetBlenderPower(float Power, lcStep Step, bool AddKey);
float GetBlenderPower() const
{
return mBlenderPower;
}
bool SetPOVRayPower(float Power, lcStep Step, bool AddKey);
float GetPOVRayPower() const
{
return mPOVRayPower;
}
bool SetCastShadow(bool CastShadow);
bool GetCastShadow() const
{
return mCastShadow;
}
bool SetName(const QString& Name);
QString GetName() const override
{
return mName;
}
void CompareBoundingBox(lcVector3& Min, lcVector3& Max);
void UpdatePosition(lcStep Step) override;
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 std::vector<std::unique_ptr<lcLight>>& Lights);
protected:
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<lcVector3> mPosition = lcObjectProperty<lcVector3>(lcVector3(0.0f, 0.0f, 0.0f));
lcObjectProperty<lcMatrix33> mRotation = lcObjectProperty<lcMatrix33>(lcMatrix33Identity());
lcObjectProperty<lcVector3> mColor = lcObjectProperty<lcVector3>(lcVector3(1.0f, 1.0f, 1.0f));
lcObjectProperty<float> mPointBlenderRadius = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mSpotBlenderRadius = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mDirectionalBlenderAngle = lcObjectProperty<float>(0.526f * LC_DTOR);
lcObjectProperty<float> mAreaSizeX = lcObjectProperty<float>(250.0f);
lcObjectProperty<float> mAreaSizeY = lcObjectProperty<float>(250.0f);
lcObjectProperty<float> mBlenderPower = lcObjectProperty<float>(10.0f);
lcObjectProperty<float> mPOVRayPower = lcObjectProperty<float>(1.0f);
lcObjectProperty<float> mPOVRayFadeDistance = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mPOVRayFadePower = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mSpotConeAngle = lcObjectProperty<float>(80.0f);
lcObjectProperty<float> mSpotPenumbraAngle = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mSpotPOVRayTightness = lcObjectProperty<float>(0.0f);
lcObjectProperty<int> mAreaPOVRayGridX = lcObjectProperty<int>(2);
lcObjectProperty<int> mAreaPOVRayGridY = lcObjectProperty<int>(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;
};