open_toontown_panda3d/panda/src/pgraph/polylightNode.I

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// Filename: PolylightNodeEffect.I
// Created by: sshodhan (02Jun04)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::operator ==
// Access: Published
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::operator !=
// Access: Published
// Description: Returns true if the two lights are not equivalent.
////////////////////////////////////////////////////////////////////
INLINE bool PolylightNode::
operator != (const PolylightNode &other) const {
return (compare_to(other) != 0);
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::operator <
// Access: Published
// Description: 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);
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::is_enabled
// Access: Published
// Description: Is this light is enabled/disabled?
////////////////////////////////////////////////////////////////////
INLINE bool PolylightNode::
is_enabled() const {
return _enabled;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::enable
// Access: Published
// Description: Enable this light
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
enable(){
_enabled=true;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::disable
// Access: Published
// Description: Disable this light
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
disable(){
_enabled=false;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_pos
// Access: Published
// Description: Set this light's position
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_pos(const LPoint3 &position) {
_position = position;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_pos
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_pos
// Access: Published
// Description: Returns position as a LPoint3
////////////////////////////////////////////////////////////////////
INLINE LPoint3 PolylightNode::
get_pos() const {
return _position;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_radius
// Access: Published
// Description: Set radius of the spherical light volume
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_radius(PN_stdfloat r){
_radius=r;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_radius
// Access: Published
// Description: Get radius of the spherical light volume
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_radius() const {
return _radius;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_attenuation
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_attenuation
// Access: Published
// Description: Get "linear" or "quadratic" attenuation type
////////////////////////////////////////////////////////////////////
INLINE PolylightNode::Attenuation_Type PolylightNode::
get_attenuation() const {
return _attenuation_type;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_a0
// Access: Published
// Description: Set the quadratic attenuation factor a0
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_a0(PN_stdfloat a0){
_a0=a0;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_a1
// Access: Published
// Description: Set the quadratic attenuation factor a1
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_a1(PN_stdfloat a1){
_a1=a1;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_a2
// Access: Published
// Description: Set the quadratic attenuation factor a2
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_a2(PN_stdfloat a2){
_a2=a2;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_a0
// Access: Published
// Description: Get the quadratic attenuation factor a0
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_a0() const {
return _a0;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_a1
// Access: Published
// Description: Get the quadratic attenuation factor a1
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_a1() const {
return _a1;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_a2
// Access: Published
// Description: Get the quadratic attenuation factor a2
// fd = 1 / ( a0 + a1*distance + a2*distance*distance)
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_a2() const {
return _a2;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::flicker_on
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::flicker_off
// Access: Published
// Description: Turn flickering off
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
flicker_off(){
_flickering=false;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::is_flickering
// Access: Published
// Description: Check is this light is flickering
////////////////////////////////////////////////////////////////////
INLINE bool PolylightNode::
is_flickering() const {
return _flickering;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_flicker_type
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_flicker_type
// Access: Published
// Description: Returns FRANDOM or FSIN
////////////////////////////////////////////////////////////////////
INLINE PolylightNode::Flicker_Type PolylightNode::
get_flicker_type() const {
return _flicker_type;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_offset
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_offset
// Access: Published
// Description: Get the offset value for the random and sin
// flicker variations
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_offset() const {
return _offset;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_scale
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_scale
// Access: Published
// Description: Get the scale value for the random and sin
// flicker variations
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_scale() const {
return _scale;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_step_size
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_step_size
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_color
// Access: Published
// Description: Set the light's color...
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_color(const LColor &color) {
//PandaNode::set_attrib(ColorAttrib::make_flat(color));
_color = color;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_color
// Access: Published
// Description: 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;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_color
// Access: Published
// Description: Returns the light's color as LColor
////////////////////////////////////////////////////////////////////
INLINE LColor PolylightNode::
get_color() const {
return _color;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_color_scenegraph
// Access: Published
// Description: 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 != (const RenderAttrib *)NULL) {
const ColorAttrib *ca = DCAST(ColorAttrib, attrib);
if (ca->get_color_type() == ColorAttrib::T_flat) {
return ca->get_color();
}
}
return _color;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::set_freq
// Access: Published
// Description: Set frequency of sin flicker
////////////////////////////////////////////////////////////////////
INLINE void PolylightNode::
set_freq(PN_stdfloat f) {
_sin_freq=f;
}
////////////////////////////////////////////////////////////////////
// Function: PolylightNode::get_freq
// Access: Published
// Description: Get frequency of sin flicker
////////////////////////////////////////////////////////////////////
INLINE PN_stdfloat PolylightNode::
get_freq() const {
return _sin_freq;
}