mirror of
https://github.com/leozide/leocad
synced 2024-12-25 21:58:23 +01:00
233 lines
5.4 KiB
C++
233 lines
5.4 KiB
C++
#pragma once
|
|
|
|
#include "object.h"
|
|
#include "lc_math.h"
|
|
|
|
#define LC_LIGHT_HIDDEN 0x0001
|
|
#define LC_LIGHT_DISABLED 0x0002
|
|
#define LC_LIGHT_SPOT 0x0004
|
|
#define LC_LIGHT_DIRECTIONAL 0x0008
|
|
#define LC_LIGHT_POSITION_SELECTED 0x0010
|
|
#define LC_LIGHT_POSITION_FOCUSED 0x0020
|
|
#define LC_LIGHT_TARGET_SELECTED 0x0040
|
|
#define LC_LIGHT_TARGET_FOCUSED 0x0080
|
|
|
|
#define LC_LIGHT_SELECTION_MASK (LC_LIGHT_POSITION_SELECTED | LC_LIGHT_TARGET_SELECTED)
|
|
#define LC_LIGHT_FOCUS_MASK (LC_LIGHT_POSITION_FOCUSED | LC_LIGHT_TARGET_FOCUSED)
|
|
|
|
enum lcLightSection
|
|
{
|
|
LC_LIGHT_SECTION_POSITION,
|
|
LC_LIGHT_SECTION_TARGET
|
|
};
|
|
|
|
class lcLight : public lcObject
|
|
{
|
|
public:
|
|
lcLight(float px, float py, float pz);
|
|
lcLight(float px, float py, float pz, float tx, float ty, float tz);
|
|
~lcLight();
|
|
|
|
lcLight(const lcLight&) = delete;
|
|
lcLight(lcLight&&) = delete;
|
|
lcLight& operator=(const lcLight&) = delete;
|
|
lcLight& operator=(lcLight&&) = delete;
|
|
|
|
bool IsPointLight() const
|
|
{
|
|
return (mState & (LC_LIGHT_SPOT | LC_LIGHT_DIRECTIONAL)) == 0;
|
|
}
|
|
|
|
bool IsSpotLight() const
|
|
{
|
|
return (mState & LC_LIGHT_SPOT) != 0;
|
|
}
|
|
|
|
bool IsDirectionalLight() const
|
|
{
|
|
return (mState & LC_LIGHT_DIRECTIONAL) != 0;
|
|
}
|
|
|
|
bool IsSelected() const override
|
|
{
|
|
return (mState & LC_LIGHT_SELECTION_MASK) != 0;
|
|
}
|
|
|
|
bool IsSelected(quint32 Section) const override
|
|
{
|
|
switch (Section)
|
|
{
|
|
case LC_LIGHT_SECTION_POSITION:
|
|
return (mState & LC_LIGHT_POSITION_SELECTED) != 0;
|
|
break;
|
|
|
|
case LC_LIGHT_SECTION_TARGET:
|
|
return (mState & LC_LIGHT_TARGET_SELECTED) != 0;
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void SetSelected(bool Selected) override
|
|
{
|
|
if (Selected)
|
|
{
|
|
if (IsPointLight())
|
|
mState |= LC_LIGHT_POSITION_SELECTED;
|
|
else
|
|
mState |= LC_LIGHT_SELECTION_MASK;
|
|
}
|
|
else
|
|
mState &= ~(LC_LIGHT_SELECTION_MASK | LC_LIGHT_FOCUS_MASK);
|
|
}
|
|
|
|
void SetSelected(quint32 Section, bool Selected) override
|
|
{
|
|
switch (Section)
|
|
{
|
|
case LC_LIGHT_SECTION_POSITION:
|
|
if (Selected)
|
|
mState |= LC_LIGHT_POSITION_SELECTED;
|
|
else
|
|
mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
|
|
break;
|
|
|
|
case LC_LIGHT_SECTION_TARGET:
|
|
if (Selected)
|
|
{
|
|
if (!IsPointLight())
|
|
mState |= LC_LIGHT_TARGET_SELECTED;
|
|
}
|
|
else
|
|
mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool IsFocused() const override
|
|
{
|
|
return (mState & LC_LIGHT_FOCUS_MASK) != 0;
|
|
}
|
|
|
|
bool IsFocused(quint32 Section) const override
|
|
{
|
|
switch (Section)
|
|
{
|
|
case LC_LIGHT_SECTION_POSITION:
|
|
return (mState & LC_LIGHT_POSITION_FOCUSED) != 0;
|
|
break;
|
|
|
|
case LC_LIGHT_SECTION_TARGET:
|
|
return (mState & LC_LIGHT_TARGET_FOCUSED) != 0;
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void SetFocused(quint32 Section, bool Focused) override
|
|
{
|
|
switch (Section)
|
|
{
|
|
case LC_LIGHT_SECTION_POSITION:
|
|
if (Focused)
|
|
mState |= LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED;
|
|
else
|
|
mState &= ~(LC_LIGHT_POSITION_SELECTED | LC_LIGHT_POSITION_FOCUSED);
|
|
break;
|
|
|
|
case LC_LIGHT_SECTION_TARGET:
|
|
if (Focused)
|
|
{
|
|
if (!IsPointLight())
|
|
mState |= LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED;
|
|
}
|
|
else
|
|
mState &= ~(LC_LIGHT_TARGET_SELECTED | LC_LIGHT_TARGET_FOCUSED);
|
|
break;
|
|
}
|
|
}
|
|
|
|
quint32 GetFocusSection() const override
|
|
{
|
|
if (mState & LC_LIGHT_POSITION_FOCUSED)
|
|
return LC_LIGHT_SECTION_POSITION;
|
|
|
|
if (!IsPointLight() && (mState & LC_LIGHT_TARGET_FOCUSED))
|
|
return LC_LIGHT_SECTION_TARGET;
|
|
|
|
return ~0U;
|
|
}
|
|
|
|
quint32 GetAllowedTransforms() const override
|
|
{
|
|
return LC_OBJECT_TRANSFORM_MOVE_X | LC_OBJECT_TRANSFORM_MOVE_Y | LC_OBJECT_TRANSFORM_MOVE_Z;
|
|
}
|
|
|
|
lcVector3 GetSectionPosition(quint32 Section) const override
|
|
{
|
|
switch (Section)
|
|
{
|
|
case LC_LIGHT_SECTION_POSITION:
|
|
return mPosition;
|
|
|
|
case LC_LIGHT_SECTION_TARGET:
|
|
return mTargetPosition;
|
|
}
|
|
|
|
return lcVector3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
void SaveLDraw(QTextStream& Stream) const;
|
|
|
|
public:
|
|
void RayTest(lcObjectRayTest& ObjectRayTest) const override;
|
|
void BoxTest(lcObjectBoxTest& ObjectBoxTest) const override;
|
|
void DrawInterface(lcContext* Context, const lcScene& Scene) 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; }
|
|
|
|
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 Setup(int LightIndex);
|
|
void CreateName(const lcArray<lcLight*>& Lights);
|
|
|
|
// Temporary parameters
|
|
lcMatrix44 mWorldLight;
|
|
lcVector3 mPosition;
|
|
lcVector3 mTargetPosition;
|
|
lcVector4 mAmbientColor;
|
|
lcVector4 mDiffuseColor;
|
|
lcVector4 mSpecularColor;
|
|
lcVector3 mAttenuation;
|
|
float mSpotCutoff;
|
|
float mSpotExponent;
|
|
|
|
protected:
|
|
lcObjectKeyArray<lcVector3> mPositionKeys;
|
|
lcObjectKeyArray<lcVector3> mTargetPositionKeys;
|
|
lcObjectKeyArray<lcVector4> mAmbientColorKeys;
|
|
lcObjectKeyArray<lcVector4> mDiffuseColorKeys;
|
|
lcObjectKeyArray<lcVector4> mSpecularColorKeys;
|
|
lcObjectKeyArray<lcVector3> mAttenuationKeys;
|
|
lcObjectKeyArray<float> mSpotCutoffKeys;
|
|
lcObjectKeyArray<float> mSpotExponentKeys;
|
|
|
|
void Initialize(const lcVector3& Position, const lcVector3& TargetPosition);
|
|
|
|
void DrawPointLight(lcContext* Context) const;
|
|
void DrawSpotLight(lcContext* Context) const;
|
|
|
|
QString mName;
|
|
quint32 mState;
|
|
};
|