Torque3D/Engine/source/T3D/lightBase.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

146 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _LIGHTBASE_H_
#define _LIGHTBASE_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _ITICKABLE_H_
#include "core/iTickable.h"
#endif
#ifndef _LIGHTFLAREDATA_H_
#include "T3D/lightFlareData.h"
#endif
#ifndef _LIGHTANIMDATA_H_
#include "T3D/lightAnimData.h"
#endif
class LightAnimData;
class LightBase : public SceneObject, public ISceneLight, public virtual ITickable
{
typedef SceneObject Parent;
friend class LightAnimData;
friend class LightFlareData;
protected:
bool mIsEnabled;
LinearColorF mColor;
F32 mBrightness;
bool mCastShadows;
S32 mStaticRefreshFreq;
S32 mDynamicRefreshFreq;
F32 mPriority;
LightInfo *mLight;
LightAnimData *mAnimationData;
LightAnimState mAnimState;
LightFlareData *mFlareData;
LightFlareState mFlareState;
F32 mFlareScale;
static bool smRenderViz;
virtual void _conformLights() {}
void _onRenderViz( ObjectRenderInst *ri,
SceneRenderState *state,
BaseMatInstance *overrideMat );
virtual void _renderViz( SceneRenderState *state ) {}
enum LightMasks
{
InitialUpdateMask = Parent::NextFreeMask,
EnabledMask = Parent::NextFreeMask << 1,
TransformMask = Parent::NextFreeMask << 2,
UpdateMask = Parent::NextFreeMask << 3,
DatablockMask = Parent::NextFreeMask << 4,
NextFreeMask = Parent::NextFreeMask << 5
};
// SimObject.
void _onSelected() override;
void _onUnselected() override;
public:
LightBase();
virtual ~LightBase();
// SimObject
bool onAdd() override;
void onRemove() override;
// ConsoleObject
void inspectPostApply() override;
static void initPersistFields();
DECLARE_CONOBJECT(LightBase);
DECLARE_CATEGORY("UNLISTED");
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream ) override;
void unpackUpdate( NetConnection *conn, BitStream *stream ) override;
// ISceneLight
void submitLights( LightManager *lm, bool staticLighting ) override;
LightInfo* getLight() override { return mLight; }
// SceneObject
void setTransform( const MatrixF &mat ) override;
void prepRenderImage( SceneRenderState *state ) override;
// ITickable
void interpolateTick( F32 delta ) override;
void processTick() override;
void advanceTime( F32 timeDelta ) override;
/// Toggles the light on and off.
void setLightEnabled( bool enabled );
bool getLightEnabled() { return mIsEnabled; };
/// Animate the light.
virtual void pauseAnimation( void );
virtual void playAnimation( void );
virtual void playAnimation( LightAnimData *animData );
protected:
bool mLocalRenderViz;
};
#endif // _LIGHTBASE_H_