127 lines
4.6 KiB
Plaintext
127 lines
4.6 KiB
Plaintext
// Filename: spotlight.I
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// Created by: mike (04Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::CData::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Spotlight::CData::
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CData() :
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_exponent(0.0f),
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_specular_color(1.0f, 1.0f, 1.0f, 1.0f),
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_attenuation(1.0f, 0.0f, 0.0f)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::CData::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Spotlight::CData::
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CData(const Spotlight::CData ©) :
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_exponent(copy._exponent),
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_specular_color(copy._specular_color),
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_attenuation(copy._attenuation)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::get_exponent
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// Access: Public
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// Description: Returns the exponent that controls the amount of
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// light falloff from the center of the spotlight. See
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// set_exponent().
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////////////////////////////////////////////////////////////////////
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INLINE float Spotlight::
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get_exponent() const {
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CDReader cdata(_cycler);
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return cdata->_exponent;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::set_exponent
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// Access: Public
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// Description: Sets the exponent that controls the amount of light
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// falloff from the center of the spotlight. The light
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// is attenuated by the cosine of the angle between the
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// direction of the light and the direction of the point
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// being lighted, raised to the power of this exponent.
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// Thus, higher exponents result in a more focused light
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// source, regardless of the field-of-view of the lens.
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////////////////////////////////////////////////////////////////////
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INLINE void Spotlight::
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set_exponent(float exponent) {
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CDWriter cdata(_cycler);
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cdata->_exponent = exponent;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::get_specular_color
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// Access: Public
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// Description: Returns the color of specular highlights generated by
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// the light.
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////////////////////////////////////////////////////////////////////
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INLINE const Colorf &Spotlight::
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get_specular_color() const {
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CDReader cdata(_cycler);
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return cdata->_specular_color;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::set_specular_color
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// Access: Public
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// Description: Sets the color of specular highlights generated by
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// the light.
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////////////////////////////////////////////////////////////////////
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INLINE void Spotlight::
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set_specular_color(const Colorf &color) {
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CDWriter cdata(_cycler);
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cdata->_specular_color = color;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::get_attenuation
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// Access: Public
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// Description: Returns the terms of the attenuation equation for the
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// light. These are, in order, the constant, linear,
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// and quadratic terms based on the distance from the
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// point to the vertex.
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////////////////////////////////////////////////////////////////////
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INLINE const LVecBase3f &Spotlight::
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get_attenuation() const {
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CDReader cdata(_cycler);
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return cdata->_attenuation;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Spotlight::set_attenuation
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// Access: Public
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// Description: Sets the terms of the attenuation equation for the
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// light. These are, in order, the constant, linear,
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// and quadratic terms based on the distance from the
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// point to the vertex.
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////////////////////////////////////////////////////////////////////
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INLINE void Spotlight::
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set_attenuation(const LVecBase3f &attenuation) {
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CDWriter cdata(_cycler);
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cdata->_attenuation = attenuation;
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}
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