overte/libraries/script-engine/src/SceneScriptingInterface.cpp
2018-01-16 12:46:16 -05:00

153 lines
4.4 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(graphics::SunSkyStage::NO_BACKGROUND);
} else if (mode == QString("skybox")) {
_skyStage->setBackgroundMode(graphics::SunSkyStage::SKY_BOX);
}
}
QString SceneScripting::Stage::getBackgroundMode() const {
switch (_skyStage->getBackgroundMode()) {
case graphics::SunSkyStage::NO_BACKGROUND:
return QString("inherit");
case graphics::SunSkyStage::SKY_BOX:
return QString("skybox");
default:
return QString("inherit");
};
}
SceneScriptingInterface::SceneScriptingInterface() : _stage{ new SceneScripting::Stage{ _skyStage } } {
// Let's make sure the sunSkyStage is using a proceduralSkybox
_skyStage->setSkybox(graphics::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);
}
}
graphics::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
return _skyStage;
}