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