/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Light.h" #include #include #include "util/StringUtils.h" #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "Scene.h" namespace orxonox { RegisterClass(Light); // Be sure we don't do bad conversions static_assert((int)Ogre::Light::LT_POINT == (int)Light::Point, "check enum"); static_assert((int)Ogre::Light::LT_DIRECTIONAL == (int)Light::Directional, "check enum"); static_assert((int)Ogre::Light::LT_SPOTLIGHT == (int)Light::Spotlight, "check enum"); Light::Light(Context* context) : StaticEntity(context) { RegisterObject(Light); this->light_ = nullptr; this->diffuse_ = ColourValue::White; this->specular_ = ColourValue::White; this->type_ = Light::Point; this->attenuation_ = Vector4(100000, 1, 0, 0); this->spotlightRange_ = Vector3(40.0f, 30.0f, 1.0f); if (GameMode::showsGraphics()) { if (!this->getScene()) ThrowException(AbortLoading, "Can't create Light, no scene given."); if (!this->getScene()->getSceneManager()) ThrowException(AbortLoading, "Can't create Light, no scene manager given."); if (this->getScene() && this->getScene()->getSceneManager()) { this->light_ = this->getScene()->getSceneManager()->createLight("Light" + getUniqueNumberString()); this->light_->setDirection(WorldEntity::FRONT); this->attachOgreObject(this->light_); this->updateType(); this->updateDiffuseColour(); this->updateSpecularColour(); this->updateAttenuation(); this->updateSpotlightRange(); } } this->registerVariables(); } Light::~Light() { if (this->isInitialized()) { if (this->light_ && this->getScene() && this->getScene()->getSceneManager()) this->getScene()->getSceneManager()->destroyLight(this->light_); } } void Light::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Light, XMLPort, xmlelement, mode); XMLPortParam(Light, "type", setTypeString, getTypeString, xmlelement, mode).defaultValues("point"); XMLPortParam(Light, "diffuse", setDiffuseColour, getDiffuseColour, xmlelement, mode).defaultValues(ColourValue::White); XMLPortParam(Light, "specular", setSpecularColour, getSpecularColour, xmlelement, mode).defaultValues(ColourValue::White); XMLPortParam(Light, "attenuation", setAttenuation, getAttenuation, xmlelement, mode).defaultValues(Vector4(100000, 1, 0, 0)); XMLPortParam(Light, "spotlightrange", setSpotlightRange, getSpotlightRange, xmlelement, mode).defaultValues(Vector3(40.0f, 30.0f, 1.0f)); } void Light::registerVariables() { registerVariable((int&)this->type_, VariableDirection::ToClient, new NetworkCallback(this, &Light::updateType)); registerVariable(this->diffuse_, VariableDirection::ToClient, new NetworkCallback(this, &Light::updateDiffuseColour)); registerVariable(this->specular_, VariableDirection::ToClient, new NetworkCallback(this, &Light::updateSpecularColour)); registerVariable(this->attenuation_, VariableDirection::ToClient, new NetworkCallback(this, &Light::updateAttenuation)); registerVariable(this->spotlightRange_, VariableDirection::ToClient, new NetworkCallback(this, &Light::updateSpotlightRange)); } void Light::updateDiffuseColour() { if (this->light_) this->light_->setDiffuseColour(this->diffuse_); } void Light::updateSpecularColour() { if (this->light_) this->light_->setSpecularColour(this->specular_); } void Light::updateAttenuation() { if (this->light_ && this->type_ != Light::Directional) this->light_->setAttenuation(this->attenuation_.x, this->attenuation_.y, this->attenuation_.z, this->attenuation_.w); } void Light::updateSpotlightRange() { if (this->light_ && this->type_ == Light::Spotlight) this->light_->setSpotlightRange(Degree(this->spotlightRange_.x), Degree(this->spotlightRange_.y), this->spotlightRange_.z); } void Light::setTypeString(const std::string& type) { if (type == "point") this->setType(Light::Point); else if (type == "directional") this->setType(Light::Directional); else if (type == "spotlight") this->setType(Light::Spotlight); else this->setType(Light::Point); } std::string Light::getTypeString() const { switch (this->type_) { case Light::Directional: return "directional"; case Light::Spotlight: return "spotlight"; case Light::Point: default: return "point"; } } void Light::updateType() { if (this->light_) { this->light_->setType(static_cast(this->type_)); if (this->type_ != Light::Directional) this->updateAttenuation(); if (this->type_ == Light::Spotlight) this->updateSpotlightRange(); } } void Light::changedVisibility() { SUPER(Light, changedVisibility); if (this->light_) this->light_->setVisible(this->isVisible()); } }