open_toontown_panda3d/panda/src/pgraphnodes/ambientLight.cxx

164 lines
5.9 KiB
C++

// Filename: ambientLight.cxx
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "ambientLight.h"
#include "bamWriter.h"
#include "bamReader.h"
#include "datagram.h"
#include "datagramIterator.h"
TypeHandle AmbientLight::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
AmbientLight::
AmbientLight(const string &name) :
LightNode(name)
{
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::Copy Constructor
// Access: Protected
// Description: Do not call the copy constructor directly; instead,
// use make_copy() or copy_subgraph() to make a copy of
// a node.
////////////////////////////////////////////////////////////////////
AmbientLight::
AmbientLight(const AmbientLight &copy) :
LightNode(copy)
{
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::get_class_priority
// Access: Published, Virtual
// Description: Returns the relative priority associated with all
// lights of this class. This priority is used to order
// lights whose instance priority (get_priority()) is
// the same--the idea is that other things being equal,
// AmbientLights (for instance) are less important than
// DirectionalLights.
////////////////////////////////////////////////////////////////////
int AmbientLight::
get_class_priority() const {
return (int)CP_ambient_priority;
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::make_copy
// Access: Public, Virtual
// Description: Returns a newly-allocated PandaNode that is a shallow
// copy of this one. It will be a different pointer,
// but its internal data may or may not be shared with
// that of the original PandaNode. No children will be
// copied.
////////////////////////////////////////////////////////////////////
PandaNode *AmbientLight::
make_copy() const {
return new AmbientLight(*this);
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::write
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void AmbientLight::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << *this << ":\n";
indent(out, indent_level + 2)
<< "color " << get_color() << "\n";
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::is_ambient_light
// Access: Published, Virtual
// Description: Returns true if this is an AmbientLight, false if it
// is some other kind of light.
////////////////////////////////////////////////////////////////////
bool AmbientLight::
is_ambient_light() const {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::bind
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void AmbientLight::
bind(GraphicsStateGuardianBase *, const NodePath &, int) {
// AmbientLights aren't bound to light id's; this function should
// never be called.
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// AmbientLight.
////////////////////////////////////////////////////////////////////
void AmbientLight::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void AmbientLight::
write_datagram(BamWriter *manager, Datagram &dg) {
LightNode::write_datagram(manager, dg);
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type AmbientLight is encountered
// in the Bam file. It should create the AmbientLight
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *AmbientLight::
make_from_bam(const FactoryParams &params) {
AmbientLight *node = new AmbientLight("");
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
////////////////////////////////////////////////////////////////////
// Function: AmbientLight::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new AmbientLight.
////////////////////////////////////////////////////////////////////
void AmbientLight::
fillin(DatagramIterator &scan, BamReader *manager) {
LightNode::fillin(scan, manager);
}