open_toontown_panda3d/panda/src/pgraph/lightAttrib.I

149 lines
5.5 KiB
Plaintext

// Filename: lightAttrib.I
// Created by: drose (26Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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: LightAttrib::Constructor
// Access: Protected
// Description: Use LightAttrib::make() to construct a new
// LightAttrib object.
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::
LightAttrib() {
_off_all_lights = false;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::Copy Constructor
// Access: Protected
// Description: Use LightAttrib::make() to construct a new
// LightAttrib object. The copy constructor is only
// defined to facilitate methods like add_on_light().
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::
LightAttrib(const LightAttrib &copy) :
_on_lights(copy._on_lights),
_off_lights(copy._off_lights),
_off_all_lights(copy._off_all_lights)
{
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_num_on_lights
// Access: Published
// Description: Returns the number of lights that are turned on by
// the attribute.
////////////////////////////////////////////////////////////////////
INLINE int LightAttrib::
get_num_on_lights() const {
return _on_lights.size();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_on_light
// Access: Published
// Description: Returns the nth light turned on by the attribute,
// sorted in render order.
////////////////////////////////////////////////////////////////////
INLINE NodePath LightAttrib::
get_on_light(int n) const {
nassertr(n >= 0 && n < (int)_on_lights.size(), NodePath::fail());
return _on_lights[n];
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_on_light
// Access: Published
// Description: Returns true if the indicated light is turned on by
// the attrib, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
has_on_light(const NodePath &light) const {
return _on_lights.find(light) != _on_lights.end();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_num_off_lights
// Access: Published
// Description: Returns the number of lights that are turned off by
// the attribute.
////////////////////////////////////////////////////////////////////
INLINE int LightAttrib::
get_num_off_lights() const {
return _off_lights.size();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_off_light
// Access: Published
// Description: Returns the nth light turned off by the attribute,
// sorted in arbitrary (pointer) order.
////////////////////////////////////////////////////////////////////
INLINE NodePath LightAttrib::
get_off_light(int n) const {
nassertr(n >= 0 && n < (int)_off_lights.size(), NodePath::fail());
return _off_lights[n];
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_off_light
// Access: Published
// Description: Returns true if the indicated light is turned off by
// the attrib, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
has_off_light(const NodePath &light) const {
return _off_lights.find(light) != _off_lights.end() ||
(_off_all_lights && !has_on_light(light));
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_all_off
// Access: Published
// Description: Returns true if this attrib turns off all lights
// (although it may also turn some on).
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
has_all_off() const {
return _off_all_lights;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::is_identity
// Access: Published
// Description: Returns true if this is an identity attrib: it does
// not change the set of lights in use.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
is_identity() const {
return _on_lights.empty() && _off_lights.empty() && !_off_all_lights;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::check_filtered
// Access: Private
// Description: Confirms whether the _filtered table is still valid.
// It may become invalid if someone calls
// Light::set_priority().
//
// If the table is invalid, transparently empties it
// before returning.
////////////////////////////////////////////////////////////////////
INLINE void LightAttrib::
check_filtered() const {
if (_sort_seq != Light::get_sort_seq()) {
((LightAttrib *)this)->sort_on_lights();
}
}