overte-thingvellir/libraries/script-engine/src/SceneScriptingInterface.cpp

248 lines
7.7 KiB
C++

//
// SceneScriptingInterface.cpp
// libraries/script-engine
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 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 "SceneScriptingInterface.h"
#include <procedural/ProceduralSkybox.h>
float SceneScripting::Location::getLongitude() const {
return _skyStage->getOriginLongitude();
}
float SceneScripting::Location::getLatitude() const {
return _skyStage->getOriginLatitude();
}
float SceneScripting::Location::getAltitude() const {
return _skyStage->getOriginSurfaceAltitude();
}
void SceneScripting::Location::setLongitude(float longitude) {
_skyStage->setOriginLongitude(longitude);
}
void SceneScripting::Location::setLatitude(float latitude) {
_skyStage->setOriginLatitude(latitude);
}
void SceneScripting::Location::setAltitude(float altitude) {
_skyStage->setOriginSurfaceAltitude(altitude);
}
void SceneScripting::Time::setHour(float hour) {
_skyStage->setDayTime(hour);
}
float SceneScripting::Time::getHour() const {
return _skyStage->getDayTime();
}
void SceneScripting::Time::setDay(int day) {
_skyStage->setYearTime(day);
}
int SceneScripting::Time::getDay() const {
return _skyStage->getYearTime();
}
glm::vec3 SceneScripting::KeyLight::getColor() const {
return _skyStage->getSunColor();
}
void SceneScripting::KeyLight::setColor(const glm::vec3& color) {
_skyStage->setSunColor(color);
}
float SceneScripting::KeyLight::getIntensity() const {
return _skyStage->getSunIntensity();
}
void SceneScripting::KeyLight::setIntensity(float intensity) {
_skyStage->setSunIntensity(intensity);
}
float SceneScripting::KeyLight::getAmbientIntensity() const {
return _skyStage->getSunAmbientIntensity();
}
void SceneScripting::KeyLight::setAmbientIntensity(float intensity) {
_skyStage->setSunAmbientIntensity(intensity);
}
void SceneScripting::KeyLight::setAmbientSphere(const gpu::SHPointer& sphere) {
_skyStage->setSunAmbientSphere(sphere);
}
void SceneScripting::KeyLight::setAmbientMap(const gpu::TexturePointer& map) {
_skyStage->setSunAmbientMap(map);
}
glm::vec3 SceneScripting::KeyLight::getDirection() const {
return _skyStage->getSunDirection();
}
void SceneScripting::KeyLight::setDirection(const glm::vec3& direction) {
_skyStage->setSunDirection(direction);
}
void SceneScripting::Stage::setOrientation(const glm::quat& orientation) const {
_skyStage->setOriginOrientation(orientation);
}
void SceneScripting::Stage::setLocation(float longitude, float latitude, float altitude) {
_skyStage->setOriginLocation(longitude, latitude, altitude);
}
void SceneScripting::Stage::setSunModelEnable(bool isEnabled) {
_skyStage->setSunModelEnable(isEnabled);
}
bool SceneScripting::Stage::isSunModelEnabled() const {
return _skyStage->isSunModelEnabled();
}
void SceneScripting::Stage::setBackgroundMode(const QString& mode) {
if (mode == QString("inherit")) {
_skyStage->setBackgroundMode(model::SunSkyStage::NO_BACKGROUND);
} else if (mode == QString("skybox")) {
_skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
}
}
QString SceneScripting::Stage::getBackgroundMode() const {
switch (_skyStage->getBackgroundMode()) {
case model::SunSkyStage::NO_BACKGROUND:
return QString("inherit");
case model::SunSkyStage::SKY_BOX:
return QString("skybox");
default:
return QString("inherit");
};
}
void SceneScripting::Stage::setHazeMode(const QString& mode) {
if (mode == QString("haze off")) {
_skyStage->setHazeMode(model::SunSkyStage::HAZE_OFF);
} else if (mode == QString("haze on")) {
_skyStage->setHazeMode(model::SunSkyStage::HAZE_ON);
}
}
QString SceneScripting::Stage::getHazeMode() const {
switch (_skyStage->getHazeMode()) {
case model::SunSkyStage::HAZE_OFF:
return QString("haze off");
case model::SunSkyStage::HAZE_ON:
return QString("haze on");
default:
return QString("inherit");
};
}
void SceneScripting::Stage::setHazeRange(const float hazeRange) {
_skyStage->setHazeRange(hazeRange);
}
float SceneScripting::Stage::getHazeRange() const {
return _skyStage->getHazeRange();
}
void SceneScripting::Stage::setHazeColor(const xColor hazeColor) {
_skyStage->setHazeColor(hazeColor);
}
xColor SceneScripting::Stage::getHazeColor() const {
return _skyStage->getHazeColor();
}
void SceneScripting::Stage::setHazeGlareColor(const xColor hazeGlareColor) {
_skyStage->setHazeGlareColor(hazeGlareColor);
}
xColor SceneScripting::Stage::getHazeGlareColor() const {
return _skyStage->getHazeGlareColor();
}
void SceneScripting::Stage::setHazeEnableGlare(const bool hazeEnableGlare) {
_skyStage->setHazeEnableGlare(hazeEnableGlare);
}
bool SceneScripting::Stage::getHazeEnableGlare() const {
return _skyStage->getHazeEnableGlare();
}
void SceneScripting::Stage::setHazeGlareAngle(const float hazeGlareAngle) {
_skyStage->setHazeGlareAngle(hazeGlareAngle);
}
float SceneScripting::Stage::getHazeGlareAngle() const {
return _skyStage->getHazeGlareAngle();
}
void SceneScripting::Stage::setHazeAltitudeEffect(const bool hazeAltitudeEffect) {
_skyStage->setHazeAltitudeEffect(hazeAltitudeEffect);
}
bool SceneScripting::Stage::getHazeAltitudeEffect() const {
return _skyStage->getHazeAltitudeEffect();
}
void SceneScripting::Stage::setHazeCeiling(const float hazeCeiling) {
_skyStage->setHazeCeiling(hazeCeiling);
}
float SceneScripting::Stage::getHazeCeiling() const {
return _skyStage->getHazeCeiling();
}
void SceneScripting::Stage::setHazeBaseRef(const float hazeBaseRef) {
_skyStage->setHazeBaseRef(hazeBaseRef);
}
float SceneScripting::Stage::getHazeBaseRef() const {
return _skyStage->getHazeBaseRef();
}
void SceneScripting::Stage::setHazeBackgroundBlend(const float hazeBackgroundBlend) {
_skyStage->setHazeBackgroundBlend(hazeBackgroundBlend);
}
float SceneScripting::Stage::getHazeBackgroundBlend() const {
return _skyStage->getHazeBackgroundBlend();
}
void SceneScripting::Stage::setHazeAttenuateKeyLight(const bool hazeAttenuateKeyLight) {
_skyStage->setHazeAttenuateKeyLight(hazeAttenuateKeyLight);
}
bool SceneScripting::Stage::getHazeAttenuateKeyLight() const {
return _skyStage->getHazeAttenuateKeyLight();
}
void SceneScripting::Stage::setHazeKeyLightRange(const float hazeKeyLightRange) {
_skyStage->setHazeKeyLightRange(hazeKeyLightRange);
}
float SceneScripting::Stage::getHazeKeyLightRange() const {
return _skyStage->getHazeKeyLightRange();
}
void SceneScripting::Stage::setHazeKeyLightAltitude(const float hazeKeyLightAltitude) {
_skyStage->setHazeKeyLightAltitude(hazeKeyLightAltitude);
}
float SceneScripting::Stage::getHazeKeyLightAltitude() const {
return _skyStage->getHazeKeyLightAltitude();
}
SceneScriptingInterface::SceneScriptingInterface() : _stage{ new SceneScripting::Stage{ _skyStage } } {
// Let's make sure the sunSkyStage is using a proceduralSkybox
_skyStage->setSkybox(model::SkyboxPointer(new ProceduralSkybox()));
}
void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) {
if (shouldRenderAvatars != _shouldRenderAvatars) {
_shouldRenderAvatars = shouldRenderAvatars;
emit shouldRenderAvatarsChanged(_shouldRenderAvatars);
}
}
void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) {
if (shouldRenderEntities != _shouldRenderEntities) {
_shouldRenderEntities = shouldRenderEntities;
emit shouldRenderEntitiesChanged(_shouldRenderEntities);
}
}
model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
return _skyStage;
}