open_toontown_panda3d/panda/src/pgraph/lightAttrib.I

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// Filename: lightAttrib.I
// Created by: drose (26Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::Constructor
// Access: Private
// Description: Use LightAttrib::make() to construct a new
// LightAttrib object.
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::
LightAttrib() {
_operation = O_set;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_operation
// Access: Published
// Description: Returns the basic operation type of the LightAttrib.
// If this is O_set, the lights listed here completely
// replace any lights that were already on. If this is
// O_add, the lights here are added to the set of of
// lights that were already on, and if O_remove, the
// lights here are removed from the set of lights that
// were on.
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::Operation LightAttrib::
get_operation() const {
return _operation;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_num_lights
// Access: Published
// Description: Returns the number of lights listed in the attribute.
////////////////////////////////////////////////////////////////////
INLINE int LightAttrib::
get_num_lights() const {
return _lights.size();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_light
// Access: Published
// Description: Returns the nth lights listed in the attribute.
////////////////////////////////////////////////////////////////////
INLINE Light *LightAttrib::
get_light(int n) const {
nassertr(n >= 0 && n < (int)_lights.size(), (Light *)NULL);
return _lights[n];
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::add_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light added to the list of lights.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) LightAttrib::
add_light(Light *light) const {
if (_operation == O_remove) {
return compose(make(O_remove, light));
} else {
return compose(make(O_add, light));
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::remove_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light removed from the list of
// lights.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) LightAttrib::
remove_light(Light *light) const {
if (_operation == O_remove) {
return compose(make(O_add, light));
} else {
return compose(make(O_remove, light));
}
}
////////////////////////////////////////////////////////////////////
// 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 _operation != O_set && _lights.empty();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::is_all_off
// Access: Published
// Description: Returns true if this attrib turns off all lights and
// turns none on.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
is_all_off() const {
return _operation == O_set && _lights.empty();
}