historical/toontown-classic.git/panda/include/polylightNode.I

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file polylightNode.I
* @author sshodhan
* @date 2004-06-02
*/
/**
* Returns true if the two lights are equivalent that is, all their properties
* are same
*/
INLINE bool PolylightNode::
operator == (const PolylightNode &other) const {
return (compare_to(other) == 0);
}
/**
* Returns true if the two lights are not equivalent.
*/
INLINE bool PolylightNode::
operator != (const PolylightNode &other) const {
return (compare_to(other) != 0);
}
/**
* Returns true if this PolylightNode sorts before the other one, false
* otherwise. The sorting order of two nonequivalent PolylightNodes is
* consistent but undefined, and is useful only for storing PolylightNodes in
* a sorted container like an STL set.
*/
INLINE bool PolylightNode::
operator < (const PolylightNode &other) const {
return (compare_to(other) < 0);
}
/**
* Is this light is enabled/disabled?
*/
INLINE bool PolylightNode::
is_enabled() const {
return _enabled;
}
/**
* Enable this light
*/
INLINE void PolylightNode::
enable(){
_enabled=true;
}
/**
* Disable this light
*/
INLINE void PolylightNode::
disable(){
_enabled=false;
}
/**
* Set this light's position
*/
INLINE void PolylightNode::
set_pos(const LPoint3 &position) {
_position = position;
}
/**
* Set this light's position
*/
INLINE void PolylightNode::
set_pos(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z){
_position[0]=x;
_position[1]=y;
_position[2]=z;
}
/**
* Returns position as a LPoint3
*/
INLINE LPoint3 PolylightNode::
get_pos() const {
return _position;
}
/**
* Set radius of the spherical light volume
*/
INLINE void PolylightNode::
set_radius(PN_stdfloat r){
_radius=r;
}
/**
* Get radius of the spherical light volume
*/
INLINE PN_stdfloat PolylightNode::
get_radius() const {
return _radius;
}
/**
* Set ALINEAR or AQUADRATIC attenuation
*/
INLINE bool PolylightNode::
set_attenuation(PolylightNode::Attenuation_Type type){
nassertr(type == ALINEAR || type == AQUADRATIC,false);
_attenuation_type=type;
return true;
}
/**
* Get "linear" or "quadratic" attenuation type
*/
INLINE PolylightNode::Attenuation_Type PolylightNode::
get_attenuation() const {
return _attenuation_type;
}
/**
* Set the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE void PolylightNode::
set_a0(PN_stdfloat a0){
_a0=a0;
}
/**
* Set the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE void PolylightNode::
set_a1(PN_stdfloat a1){
_a1=a1;
}
/**
* Set the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE void PolylightNode::
set_a2(PN_stdfloat a2){
_a2=a2;
}
/**
* Get the quadratic attenuation factor a0 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE PN_stdfloat PolylightNode::
get_a0() const {
return _a0;
}
/**
* Get the quadratic attenuation factor a1 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE PN_stdfloat PolylightNode::
get_a1() const {
return _a1;
}
/**
* Get the quadratic attenuation factor a2 fd = 1 / ( a0 + a1*distance +
* a2*distance*distance)
*/
INLINE PN_stdfloat PolylightNode::
get_a2() const {
return _a2;
}
/**
* Set flickering to true so at every loop this light's color is varied based
* on flicker_type
*/
INLINE void PolylightNode::
flicker_on(){
_flickering=true;
}
/**
* Turn flickering off
*/
INLINE void PolylightNode::
flicker_off(){
_flickering=false;
}
/**
* Check is this light is flickering
*/
INLINE bool PolylightNode::
is_flickering() const {
return _flickering;
}
/**
* Flicker type can be FRANDOM or FSIN At a later point there might be a
* FCUSTOM Custom flicker will be a set of fix points recorded by animating
* the light's intensity
*/
INLINE bool PolylightNode::
set_flicker_type(PolylightNode::Flicker_Type type){
nassertr(type == FRANDOM || type == FSIN,false);
_flicker_type=type;
return true;
}
/**
* Returns FRANDOM or FSIN
*/
INLINE PolylightNode::Flicker_Type PolylightNode::
get_flicker_type() const {
return _flicker_type;
}
/**
* Set the offset value for the random and sin flicker variations... used to
* tweak the flicker This value is added to the variation
*/
INLINE void PolylightNode::
set_offset(PN_stdfloat offset){
_offset=offset;
}
/**
* Get the offset value for the random and sin flicker variations
*/
INLINE PN_stdfloat PolylightNode::
get_offset() const {
return _offset;
}
/**
* Set the scale value for the random and sin flicker variations... used to
* tweak the flicker This value is multiplied with the variation
*/
INLINE void PolylightNode::
set_scale(PN_stdfloat scale){
_scale=scale;
}
/**
* Get the scale value for the random and sin flicker variations
*/
INLINE PN_stdfloat PolylightNode::
get_scale() const {
return _scale;
}
/**
* Set the step size for the sin function in flicker This is the increment
* size for the value supplied to the sin function
*/
INLINE void PolylightNode::
set_step_size(PN_stdfloat step){
_step_size=step;
}
/**
* Get the step size for the sin function in flicker This is the increment
* size for the value supplied to the sin function
*/
INLINE PN_stdfloat PolylightNode::
get_step_size() const {
return _step_size;
}
/**
* Set the light's color...
*/
INLINE void PolylightNode::
set_color(const LColor &color) {
// PandaNode::set_attrib(ColorAttrib::make_flat(color));
_color = color;
}
/**
* Set the light's color... 3 floats between 0 and 1
*/
INLINE void PolylightNode::
set_color(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b) {
/*
LColor color;
color[0] = r;
color[1] = g;
color[2] = b;
color[3] = 1.0;
PandaNode::set_attrib(ColorAttrib::make_flat(color));
*/
_color[0] = r;
_color[1] = g;
_color[2] = b;
_color[3] = 1.0;
}
/**
* Returns the light's color as LColor
*/
INLINE LColor PolylightNode::
get_color() const {
return _color;
}
/**
* This differs from get_color in that when applying the light color we need
* to make sure that a color flattening external to the PolylightNode is not
* ignored.
*/
INLINE LColor PolylightNode::
get_color_scenegraph() const {
const RenderAttrib *attrib =
PandaNode::get_attrib(ColorAttrib::get_class_type());
if (attrib != nullptr) {
const ColorAttrib *ca = DCAST(ColorAttrib, attrib);
if (ca->get_color_type() == ColorAttrib::T_flat) {
return ca->get_color();
}
}
return _color;
}
/**
* Set frequency of sin flicker
*/
INLINE void PolylightNode::
set_freq(PN_stdfloat f) {
_sin_freq=f;
}
/**
* Get frequency of sin flicker
*/
INLINE PN_stdfloat PolylightNode::
get_freq() const {
return _sin_freq;
}