overte-HifiExperiments/libraries/entities/src/LightEntityItem.cpp

279 lines
10 KiB
C++

//
// LightEntityItem.cpp
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 12/4/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "LightEntityItem.h"
#include <QDebug>
#include <ByteCountCoding.h>
#include "EntitiesLogging.h"
#include "EntityItemID.h"
#include "EntityItemProperties.h"
#include "EntityTree.h"
#include "EntityTreeElement.h"
const bool LightEntityItem::DEFAULT_IS_SPOTLIGHT = false;
const float LightEntityItem::DEFAULT_INTENSITY = 1.0f;
const float LightEntityItem::DEFAULT_FALLOFF_RADIUS = 0.1f;
const float LightEntityItem::DEFAULT_EXPONENT = 0.0f;
const float LightEntityItem::MIN_CUTOFF = 0.0f;
const float LightEntityItem::MAX_CUTOFF = 90.0f;
const float LightEntityItem::DEFAULT_CUTOFF = PI / 2.0f;
bool LightEntityItem::_lightsArePickable = false;
EntityItemPointer LightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
std::shared_ptr<LightEntityItem> entity(new LightEntityItem(entityID), [](LightEntityItem* ptr) { ptr->deleteLater(); });
entity->setProperties(properties);
return entity;
}
// our non-pure virtual subclass for now...
LightEntityItem::LightEntityItem(const EntityItemID& entityItemID) : EntityItem(entityItemID) {
_type = EntityTypes::Light;
}
void LightEntityItem::setUnscaledDimensions(const glm::vec3& value) {
if (_isSpotlight) {
// If we are a spotlight, treat the z value as our radius or length, and
// recalculate the x/y dimensions to properly encapsulate the spotlight.
const float length = value.z;
const float width = length * glm::sin(glm::radians(_cutoff));
EntityItem::setUnscaledDimensions(glm::vec3(width, width, length));
} else {
float maxDimension = glm::compMax(value);
EntityItem::setUnscaledDimensions(glm::vec3(maxDimension, maxDimension, maxDimension));
}
}
EntityItemProperties LightEntityItem::getProperties(const EntityPropertyFlags& desiredProperties, bool allowEmptyDesiredProperties) const {
EntityItemProperties properties = EntityItem::getProperties(desiredProperties, allowEmptyDesiredProperties); // get the properties from our base class
COPY_ENTITY_PROPERTY_TO_PROPERTIES(color, getColor);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(isSpotlight, getIsSpotlight);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(intensity, getIntensity);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(exponent, getExponent);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(cutoff, getCutoff);
COPY_ENTITY_PROPERTY_TO_PROPERTIES(falloffRadius, getFalloffRadius);
return properties;
}
void LightEntityItem::setFalloffRadius(float value) {
value = glm::max(value, 0.0f);
withWriteLock([&] {
_needsRenderUpdate |= _falloffRadius != value;
_falloffRadius = value;
});
}
void LightEntityItem::setIsSpotlight(bool value) {
bool needsRenderUpdate;
withWriteLock([&] {
needsRenderUpdate = value != _isSpotlight;
_needsRenderUpdate |= needsRenderUpdate;
_isSpotlight = value;
});
if (!needsRenderUpdate) {
return;
}
glm::vec3 dimensions = getScaledDimensions();
glm::vec3 newDimensions;
if (value) {
const float length = dimensions.z;
const float width = length * glm::sin(glm::radians(getCutoff()));
newDimensions = glm::vec3(width, width, length);
} else {
newDimensions = glm::vec3(glm::compMax(dimensions));
}
setScaledDimensions(newDimensions);
}
void LightEntityItem::setCutoff(float value) {
value = glm::clamp(value, MIN_CUTOFF, MAX_CUTOFF);
bool needsRenderUpdate;
bool spotlight;
withWriteLock([&] {
needsRenderUpdate = value != _cutoff;
_needsRenderUpdate |= needsRenderUpdate;
_cutoff = value;
spotlight = _isSpotlight;
});
if (!needsRenderUpdate) {
return;
}
if (spotlight) {
// If we are a spotlight, adjusting the cutoff will affect the area we encapsulate,
// so update the dimensions to reflect this.
const float length = getScaledDimensions().z;
const float width = length * glm::sin(glm::radians(_cutoff));
setScaledDimensions(glm::vec3(width, width, length));
}
}
bool LightEntityItem::setSubClassProperties(const EntityItemProperties& properties) {
bool somethingChanged = false;
SET_ENTITY_PROPERTY_FROM_PROPERTIES(color, setColor);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(isSpotlight, setIsSpotlight);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(intensity, setIntensity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(exponent, setExponent);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(cutoff, setCutoff);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(falloffRadius, setFalloffRadius);
return somethingChanged;
}
int LightEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead,
ReadBitstreamToTreeParams& args,
EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
bool& somethingChanged) {
int bytesRead = 0;
const unsigned char* dataAt = data;
READ_ENTITY_PROPERTY(PROP_COLOR, glm::u8vec3, setColor);
READ_ENTITY_PROPERTY(PROP_IS_SPOTLIGHT, bool, setIsSpotlight);
READ_ENTITY_PROPERTY(PROP_INTENSITY, float, setIntensity);
READ_ENTITY_PROPERTY(PROP_EXPONENT, float, setExponent);
READ_ENTITY_PROPERTY(PROP_CUTOFF, float, setCutoff);
READ_ENTITY_PROPERTY(PROP_FALLOFF_RADIUS, float, setFalloffRadius);
return bytesRead;
}
EntityPropertyFlags LightEntityItem::getEntityProperties(EncodeBitstreamParams& params) const {
EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params);
requestedProperties += PROP_COLOR;
requestedProperties += PROP_IS_SPOTLIGHT;
requestedProperties += PROP_INTENSITY;
requestedProperties += PROP_EXPONENT;
requestedProperties += PROP_CUTOFF;
requestedProperties += PROP_FALLOFF_RADIUS;
return requestedProperties;
}
void LightEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBitstreamParams& params,
EntityTreeElementExtraEncodeDataPointer modelTreeElementExtraEncodeData,
EntityPropertyFlags& requestedProperties,
EntityPropertyFlags& propertyFlags,
EntityPropertyFlags& propertiesDidntFit,
int& propertyCount,
OctreeElement::AppendState& appendState) const {
bool successPropertyFits = true;
APPEND_ENTITY_PROPERTY(PROP_COLOR, getColor());
APPEND_ENTITY_PROPERTY(PROP_IS_SPOTLIGHT, getIsSpotlight());
APPEND_ENTITY_PROPERTY(PROP_INTENSITY, getIntensity());
APPEND_ENTITY_PROPERTY(PROP_EXPONENT, getExponent());
APPEND_ENTITY_PROPERTY(PROP_CUTOFF, getCutoff());
APPEND_ENTITY_PROPERTY(PROP_FALLOFF_RADIUS, getFalloffRadius());
}
glm::u8vec3 LightEntityItem::getColor() const {
return resultWithReadLock<glm::u8vec3>([&] {
return _color;
});
}
void LightEntityItem::setColor(const glm::u8vec3& value) {
withWriteLock([&] {
_needsRenderUpdate |= _color != value;
_color = value;
});
}
bool LightEntityItem::getIsSpotlight() const {
bool result;
withReadLock([&] {
result = _isSpotlight;
});
return result;
}
float LightEntityItem::getIntensity() const {
float result;
withReadLock([&] {
result = _intensity;
});
return result;
}
void LightEntityItem::setIntensity(float value) {
withWriteLock([&] {
_needsRenderUpdate |= _intensity != value;
_intensity = value;
});
}
float LightEntityItem::getFalloffRadius() const {
float result;
withReadLock([&] {
result = _falloffRadius;
});
return result;
}
float LightEntityItem::getExponent() const {
float result;
withReadLock([&] {
result = _exponent;
});
return result;
}
void LightEntityItem::setExponent(float value) {
withWriteLock([&] {
_needsRenderUpdate |= _exponent != value;
_exponent = value;
});
}
float LightEntityItem::getCutoff() const {
float result;
withReadLock([&] {
result = _cutoff;
});
return result;
}
bool LightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& viewFrustumPos, OctreeElementPointer& element, float& distance,
BoxFace& face, glm::vec3& surfaceNormal,
QVariantMap& extraInfo, bool precisionPicking) const {
// TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state
// this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could
// be on the clipboard and someone might be trying to use the ray intersection API there. Anyway... if you ever try to
// do ray intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to
// fix this mechanism.
return _lightsArePickable;
}
bool LightEntityItem::findDetailedParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity,
const glm::vec3& acceleration, const glm::vec3& viewFrustumPos, OctreeElementPointer& element,
float& parabolicDistance, BoxFace& face, glm::vec3& surfaceNormal,
QVariantMap& extraInfo, bool precisionPicking) const {
// TODO: consider if this is really what we want to do. We've made it so that "lights are pickable" is a global state
// this is probably reasonable since there's typically only one tree you'd be picking on at a time. Technically we could
// be on the clipboard and someone might be trying to use the parabola intersection API there. Anyway... if you ever try to
// do parabola intersection testing off of trees other than the main tree of the main entity renderer, then we'll need to
// fix this mechanism.
return _lightsArePickable;
}