// // 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 #include #include "EntitiesLogging.h" #include "EntityItemID.h" #include "EntityItemProperties.h" #include "EntityTree.h" #include "EntityTreeElement.h" #include "LightEntityItem.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::DEFAULT_CUTOFF = PI / 2.0f; bool LightEntityItem::_lightsArePickable = false; EntityItemPointer LightEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { EntityItemPointer entity(new LightEntityItem(entityID), [](EntityItem* 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; _color[RED_INDEX] = _color[GREEN_INDEX] = _color[BLUE_INDEX] = 0; } void LightEntityItem::setDimensions(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::setDimensions(glm::vec3(width, width, length)); } else { float maxDimension = glm::compMax(value); EntityItem::setDimensions(glm::vec3(maxDimension, maxDimension, maxDimension)); } } void LightEntityItem::locationChanged(bool tellPhysics) { EntityItem::locationChanged(tellPhysics); withWriteLock([&] { _lightPropertiesChanged = true; }); } void LightEntityItem::dimensionsChanged() { EntityItem::dimensionsChanged(); withWriteLock([&] { _lightPropertiesChanged = true; }); } EntityItemProperties LightEntityItem::getProperties(EntityPropertyFlags desiredProperties) const { EntityItemProperties properties = EntityItem::getProperties(desiredProperties); // get the properties from our base class COPY_ENTITY_PROPERTY_TO_PROPERTIES(isSpotlight, getIsSpotlight); COPY_ENTITY_PROPERTY_TO_PROPERTIES(color, getXColor); 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); if (value == getFalloffRadius()) { return; } withWriteLock([&] { _falloffRadius = value; _lightPropertiesChanged = true; }); } void LightEntityItem::setIsSpotlight(bool value) { if (value == getIsSpotlight()) { return; } glm::vec3 dimensions = getDimensions(); 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)); } withWriteLock([&] { _isSpotlight = value; _lightPropertiesChanged = true; }); setDimensions(newDimensions); } void LightEntityItem::setCutoff(float value) { value = glm::clamp(value, 0.0f, 90.0f); if (value == getCutoff()) { return; } withWriteLock([&] { _cutoff = value; }); if (getIsSpotlight()) { // If we are a spotlight, adjusting the cutoff will affect the area we encapsulate, // so update the dimensions to reflect this. const float length = getDimensions().z; const float width = length * glm::sin(glm::radians(_cutoff)); setDimensions(glm::vec3(width, width, length)); } withWriteLock([&] { _lightPropertiesChanged = true; }); } bool LightEntityItem::setProperties(const EntityItemProperties& properties) { bool somethingChanged = EntityItem::setProperties(properties); // set the properties in our base class if (somethingChanged) { bool wantDebug = false; if (wantDebug) { uint64_t now = usecTimestampNow(); int elapsed = now - getLastEdited(); qCDebug(entities) << "LightEntityItem::setProperties() AFTER update... edited AGO=" << elapsed << "now=" << now << " getLastEdited()=" << getLastEdited(); } setLastEdited(properties.getLastEdited()); } return somethingChanged; } bool LightEntityItem::setSubClassProperties(const EntityItemProperties& properties) { bool somethingChanged = EntityItem::setSubClassProperties(properties); // set the properties in our base class SET_ENTITY_PROPERTY_FROM_PROPERTIES(isSpotlight, setIsSpotlight); SET_ENTITY_PROPERTY_FROM_PROPERTIES(color, setColor); 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; if (args.bitstreamVersion < VERSION_ENTITIES_LIGHT_HAS_INTENSITY_AND_COLOR_PROPERTIES) { READ_ENTITY_PROPERTY(PROP_IS_SPOTLIGHT, bool, setIsSpotlight); // _diffuseColor has been renamed to _color READ_ENTITY_PROPERTY(PROP_DIFFUSE_COLOR, rgbColor, setColor); // Ambient and specular color are from an older format and are no longer supported. // Their values will be ignored. READ_ENTITY_PROPERTY(PROP_AMBIENT_COLOR_UNUSED, rgbColor, setIgnoredColor); READ_ENTITY_PROPERTY(PROP_SPECULAR_COLOR_UNUSED, rgbColor, setIgnoredColor); // _constantAttenuation has been renamed to _intensity READ_ENTITY_PROPERTY(PROP_INTENSITY, float, setIntensity); // Linear and quadratic attenuation are from an older format and are no longer supported. // Their values will be ignored. READ_ENTITY_PROPERTY(PROP_LINEAR_ATTENUATION_UNUSED, float, setIgnoredAttenuation); READ_ENTITY_PROPERTY(PROP_QUADRATIC_ATTENUATION_UNUSED, float, setIgnoredAttenuation); READ_ENTITY_PROPERTY(PROP_EXPONENT, float, setExponent); READ_ENTITY_PROPERTY(PROP_CUTOFF, float, setCutoff); } else { READ_ENTITY_PROPERTY(PROP_IS_SPOTLIGHT, bool, setIsSpotlight); READ_ENTITY_PROPERTY(PROP_COLOR, rgbColor, setColor); 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; } // TODO: eventually only include properties changed since the params.nodeData->getLastTimeBagEmpty() time EntityPropertyFlags LightEntityItem::getEntityProperties(EncodeBitstreamParams& params) const { EntityPropertyFlags requestedProperties = EntityItem::getEntityProperties(params); requestedProperties += PROP_IS_SPOTLIGHT; requestedProperties += PROP_COLOR; 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_IS_SPOTLIGHT, getIsSpotlight()); APPEND_ENTITY_PROPERTY(PROP_COLOR, getColor()); 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()); } const rgbColor& LightEntityItem::getColor() const { return _color; } xColor LightEntityItem::getXColor() const { xColor color = { _color[RED_INDEX], _color[GREEN_INDEX], _color[BLUE_INDEX] }; return color; } void LightEntityItem::setColor(const rgbColor& value) { withWriteLock([&] { memcpy(_color, value, sizeof(_color)); _lightPropertiesChanged = true; }); } void LightEntityItem::setColor(const xColor& value) { withWriteLock([&] { _color[RED_INDEX] = value.red; _color[GREEN_INDEX] = value.green; _color[BLUE_INDEX] = value.blue; _lightPropertiesChanged = true; }); } 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([&] { _intensity = value; _lightPropertiesChanged = true; }); } 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([&] { _exponent = value; _lightPropertiesChanged = true; }); } float LightEntityItem::getCutoff() const { float result; withReadLock([&] { result = _cutoff; }); return result; } void LightEntityItem::resetLightPropertiesChanged() { withWriteLock([&] { _lightPropertiesChanged = false; }); } bool LightEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction, bool& keepSearching, OctreeElementPointer& element, float& distance, BoxFace& face, glm::vec3& surfaceNormal, void** intersectedObject, 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; }