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