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Engine directory for ticket #1
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Engine/source/T3D/lightBase.h
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Engine/source/T3D/lightBase.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _LIGHTBASE_H_
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#define _LIGHTBASE_H_
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _LIGHTINFO_H_
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#include "lighting/lightInfo.h"
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#endif
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#ifndef _ITICKABLE_H_
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#include "core/iTickable.h"
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#endif
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#ifndef _LIGHTFLAREDATA_H_
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#include "T3D/lightFlareData.h"
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#endif
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#ifndef _LIGHTANIMDATA_H_
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#include "T3D/lightAnimData.h"
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#endif
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class LightAnimData;
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class LightBase : public SceneObject, public ISceneLight, public virtual ITickable
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{
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typedef SceneObject Parent;
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friend class LightAnimData;
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friend class LightFlareData;
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protected:
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bool mIsEnabled;
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ColorF mColor;
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F32 mBrightness;
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bool mCastShadows;
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F32 mPriority;
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LightInfo *mLight;
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LightAnimData *mAnimationData;
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LightAnimState mAnimState;
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LightFlareData *mFlareData;
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LightFlareState mFlareState;
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F32 mFlareScale;
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static bool smRenderViz;
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virtual void _conformLights() {}
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void _onRenderViz( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat );
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virtual void _renderViz( SceneRenderState *state ) {}
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enum LightMasks
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{
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InitialUpdateMask = Parent::NextFreeMask,
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EnabledMask = Parent::NextFreeMask << 1,
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TransformMask = Parent::NextFreeMask << 2,
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UpdateMask = Parent::NextFreeMask << 3,
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DatablockMask = Parent::NextFreeMask << 4,
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NextFreeMask = Parent::NextFreeMask << 5
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};
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// SimObject.
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virtual void _onSelected();
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virtual void _onUnselected();
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public:
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LightBase();
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virtual ~LightBase();
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// SimObject
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virtual bool onAdd();
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virtual void onRemove();
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// ConsoleObject
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void inspectPostApply();
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static void initPersistFields();
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DECLARE_CONOBJECT(LightBase);
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// NetObject
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U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
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void unpackUpdate( NetConnection *conn, BitStream *stream );
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// ISceneLight
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virtual void submitLights( LightManager *lm, bool staticLighting );
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virtual LightInfo* getLight() { return mLight; }
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// SceneObject
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virtual void setTransform( const MatrixF &mat );
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virtual void prepRenderImage( SceneRenderState *state );
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// ITickable
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virtual void interpolateTick( F32 delta );
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virtual void processTick();
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virtual void advanceTime( F32 timeDelta );
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/// Toggles the light on and off.
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void setLightEnabled( bool enabled );
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bool getLightEnabled() { return mIsEnabled; };
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/// Animate the light.
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virtual void pauseAnimation( void );
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virtual void playAnimation( void );
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virtual void playAnimation( LightAnimData *animData );
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};
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#endif // _LIGHTBASE_H_
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