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Merge pull request #4671 from samcake/orange
Refine the naming of the "keyLight" of the domain and the upcoming ZoneEntity
This commit is contained in:
commit
578c67e051
5 changed files with 43 additions and 41 deletions
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@ -73,33 +73,33 @@ function runStageTime() {
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}
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Script.setInterval(runStageTime, tickTackPeriod);
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panel.newCheckbox("Enable Earth Sun Model",
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function(value) { Scene.setStageEarthSunModelEnable((value != 0)); },
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function() { return Scene.isStageEarthSunModelEnabled(); },
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panel.newCheckbox("Enable Sun Model",
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function(value) { Scene.setStageSunModelEnable((value != 0)); },
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function() { return Scene.isStageSunModelEnabled(); },
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function(value) { return (value); }
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);
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panel.newDirectionBox("Light Direction",
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function(value) { Scene.setSunDirection(value); },
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function() { return Scene.getSunDirection(); },
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function(value) { Scene.setKeyLightDirection(value); },
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function() { return Scene.getKeyLightDirection(); },
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function(value) { return value.x.toFixed(2) + "," + value.y.toFixed(2) + "," + value.z.toFixed(2); }
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);
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panel.newSlider("Light Intensity", 0.0, 5,
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function(value) { Scene.setSunIntensity(value); },
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function() { return Scene.getSunIntensity(); },
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function(value) { Scene.setKeyLightIntensity(value); },
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function() { return Scene.getKeyLightIntensity(); },
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function(value) { return (value).toFixed(2); }
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);
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panel.newSlider("Ambient Light Intensity", 0.0, 1.0,
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function(value) { Scene.setSunAmbientIntensity(value); },
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function() { return Scene.getSunAmbientIntensity(); },
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function(value) { Scene.setKeyLightAmbientIntensity(value); },
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function() { return Scene.getKeyLightAmbientIntensity(); },
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function(value) { return (value).toFixed(2); }
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);
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panel.newColorBox("Light Color",
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function(value) { Scene.setSunColor(value); },
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function() { return Scene.getSunColor(); },
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function(value) { Scene.setKeyLightColor(value); },
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function() { return Scene.getKeyLightColor(); },
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function(value) { return (value); } // "(" + value.x + "," = value.y + "," + value.z + ")"; }
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);
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@ -250,8 +250,8 @@ void SunSkyStage::setOriginLocation(float longitude, float latitude, float altit
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invalidate();
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}
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void SunSkyStage::setEarthSunModelEnable(bool isEnabled) {
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_earthSunModelEnable = isEnabled;
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void SunSkyStage::setSunModelEnable(bool isEnabled) {
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_sunModelEnable = isEnabled;
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invalidate();
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}
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@ -266,7 +266,7 @@ void SunSkyStage::setSunAmbientIntensity(float intensity) {
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}
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void SunSkyStage::setSunDirection(const Vec3& direction) {
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if (!isEarthSunModelEnabled()) {
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if (!isSunModelEnabled()) {
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_sunLight->setDirection(direction);
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}
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}
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@ -286,7 +286,7 @@ void SunSkyStage::updateGraphicsObject() const {
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// And update the sunLAtitude as the declinaison depending of the time of the year
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_earthSunModel.setSunLatitude(evalSunDeclinaison(_yearTime));
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if (isEarthSunModelEnabled()) {
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if (isSunModelEnabled()) {
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Vec3d sunLightDir = -_earthSunModel.getSurfaceSunDir();
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_sunLight->setDirection(Vec3(sunLightDir.x, sunLightDir.y, sunLightDir.z));
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@ -204,8 +204,8 @@ public:
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float getOriginSurfaceAltitude() const { return _earthSunModel.getAltitude(); }
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// Enable / disable the effect of the time and location on the sun direction and color
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void setEarthSunModelEnable(bool isEnabled);
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bool isEarthSunModelEnabled() const { return _earthSunModelEnable; }
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void setSunModelEnable(bool isEnabled);
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bool isSunModelEnabled() const { return _sunModelEnable; }
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// Sun properties
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void setSunColor(const Vec3& color);
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@ -236,7 +236,7 @@ protected:
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float _dayTime = 12.0f;
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int _yearTime = 0;
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mutable EarthSunModel _earthSunModel;
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bool _earthSunModelEnable = true;
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bool _sunModelEnable = true;
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mutable bool _invalid = true;
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void invalidate() const { _invalid = true; }
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@ -46,44 +46,44 @@ int SceneScriptingInterface::getStageYearTime() const {
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return _skyStage->getYearTime();
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}
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void SceneScriptingInterface::setSunColor(const glm::vec3& color) {
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void SceneScriptingInterface::setKeyLightColor(const glm::vec3& color) {
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_skyStage->setSunColor(color);
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}
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glm::vec3 SceneScriptingInterface::getSunColor() const {
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glm::vec3 SceneScriptingInterface::getKeyLightColor() const {
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return _skyStage->getSunColor();
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}
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void SceneScriptingInterface::setSunIntensity(float intensity) {
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void SceneScriptingInterface::setKeyLightIntensity(float intensity) {
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_skyStage->setSunIntensity(intensity);
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}
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float SceneScriptingInterface::getSunIntensity() const {
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float SceneScriptingInterface::getKeyLightIntensity() const {
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return _skyStage->getSunIntensity();
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}
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void SceneScriptingInterface::setSunAmbientIntensity(float intensity) {
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void SceneScriptingInterface::setKeyLightAmbientIntensity(float intensity) {
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_skyStage->setSunAmbientIntensity(intensity);
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}
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float SceneScriptingInterface::getSunAmbientIntensity() const {
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float SceneScriptingInterface::getKeyLightAmbientIntensity() const {
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return _skyStage->getSunAmbientIntensity();
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}
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void SceneScriptingInterface::setSunDirection(const glm::vec3& direction) {
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void SceneScriptingInterface::setKeyLightDirection(const glm::vec3& direction) {
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_skyStage->setSunDirection(direction);
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}
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glm::vec3 SceneScriptingInterface::getSunDirection() const {
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glm::vec3 SceneScriptingInterface::getKeyLightDirection() const {
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return _skyStage->getSunDirection();
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}
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void SceneScriptingInterface::setStageEarthSunModelEnable(bool isEnabled) {
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_skyStage->setEarthSunModelEnable(isEnabled);
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void SceneScriptingInterface::setStageSunModelEnable(bool isEnabled) {
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_skyStage->setSunModelEnable(isEnabled);
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}
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bool SceneScriptingInterface::isStageEarthSunModelEnabled() const {
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return _skyStage->isEarthSunModelEnabled();
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bool SceneScriptingInterface::isStageSunModelEnabled() const {
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return _skyStage->isSunModelEnabled();
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}
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model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
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@ -38,21 +38,23 @@ public:
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Q_INVOKABLE void setStageYearTime(int day);
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Q_INVOKABLE int getStageYearTime() const;
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Q_INVOKABLE void setStageEarthSunModelEnable(bool isEnabled);
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Q_INVOKABLE bool isStageEarthSunModelEnabled() const;
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// Enable/disable the stage sun model which uses the key light to simulate
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// the sun light based on the location of the stage trelative to earth and the current time
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Q_INVOKABLE void setStageSunModelEnable(bool isEnabled);
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Q_INVOKABLE bool isStageSunModelEnabled() const;
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Q_INVOKABLE void setSunColor(const glm::vec3& color);
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Q_INVOKABLE glm::vec3 getSunColor() const;
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Q_INVOKABLE void setSunIntensity(float intensity);
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Q_INVOKABLE float getSunIntensity() const;
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Q_INVOKABLE void setSunAmbientIntensity(float intensity);
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Q_INVOKABLE float getSunAmbientIntensity() const;
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Q_INVOKABLE void setKeyLightColor(const glm::vec3& color);
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Q_INVOKABLE glm::vec3 getKeyLightColor() const;
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Q_INVOKABLE void setKeyLightIntensity(float intensity);
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Q_INVOKABLE float getKeyLightIntensity() const;
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Q_INVOKABLE void setKeyLightAmbientIntensity(float intensity);
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Q_INVOKABLE float getKeyLightAmbientIntensity() const;
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// Only valid if stage Earth Sun model is disabled
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Q_INVOKABLE void setSunDirection(const glm::vec3& direction);
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// setKeyLightDIrection is only effective if stage Sun model is disabled
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Q_INVOKABLE void setKeyLightDirection(const glm::vec3& direction);
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Q_INVOKABLE glm::vec3 getSunDirection() const;
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Q_INVOKABLE glm::vec3 getKeyLightDirection() const;
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