Torque3D/Engine/source/environment/sun.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

152 lines
3.9 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.
//-----------------------------------------------------------------------------
#ifndef _SUN_H_
#define _SUN_H_
#ifndef _SCENEOBJECT_H_
#include "scene/sceneObject.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
#ifndef _LIGHTINFO_H_
#include "lighting/lightInfo.h"
#endif
#ifndef _LIGHTFLAREDATA_H_
#include "T3D/lightFlareData.h"
#endif
#include "T3D/assets/MaterialAsset.h"
class TimeOfDay;
class MatrixSet;
///
class Sun : public SceneObject, public ISceneLight
{
typedef SceneObject Parent;
protected:
F32 mSunAzimuth;
F32 mSunElevation;
LinearColorF mLightColor;
LinearColorF mLightAmbient;
F32 mBrightness;
bool mAnimateSun;
F32 mTotalTime;
F32 mCurrTime;
F32 mStartAzimuth;
F32 mEndAzimuth;
F32 mStartElevation;
F32 mEndElevation;
bool mCastShadows;
S32 mStaticRefreshFreq;
S32 mDynamicRefreshFreq;
LightInfo *mLight;
LightFlareData *mFlareData;
LightFlareState mFlareState;
F32 mFlareScale;
bool mCoronaEnabled;
DECLARE_MATERIALASSET(Sun, CoronaMaterial);
DECLARE_ASSET_NET_SETGET(Sun, CoronaMaterial, UpdateMask);
BaseMatInstance *mCoronaMatInst;
MatrixSet *mMatrixSet;
F32 mCoronaScale;
LinearColorF mCoronaTint;
bool mCoronaUseLightColor;
// These are not user specified.
// These hold data calculated once used across several methods.
F32 mCoronaWorldRadius;
Point3F mLightWorldPos;
void _conformLights();
void _initCorona();
void _renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat );
void _updateTimeOfDay( TimeOfDay *timeOfDay, F32 time );
// SimObject.
virtual void _onSelected();
virtual void _onUnselected();
enum NetMaskBits
{
UpdateMask = BIT(0)
};
public:
Sun();
virtual ~Sun();
// SimObject
virtual bool onAdd();
virtual void onRemove();
// ConsoleObject
DECLARE_CONOBJECT(Sun);
DECLARE_CATEGORY("Lighting \t Lights");
static void initPersistFields();
void inspectPostApply();
// NetObject
U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
void unpackUpdate( NetConnection *conn, BitStream *stream );
// ISceneLight
virtual void submitLights( LightManager *lm, bool staticLighting );
virtual LightInfo* getLight() { return mLight; }
// SceneObject
virtual void prepRenderImage( SceneRenderState* state );
// ProcessObject
virtual void advanceTime( F32 dt );
///
void setAzimuth( F32 azimuth );
///
void setElevation( F32 elevation );
///
void setColor( const LinearColorF &color );
///
void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation );
};
#endif // _SUN_H_