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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plRealTimeLights.cpp - Implementation for some MAX RT lights //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 8.2.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "plRealTimeLights.h"
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#include "iparamm2.h"
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#include "MaxPlasmaMtls/Layers/plLayerTex.h"
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#include "MaxPlasmaMtls/Layers/plLayerTexBitmapPB.h"
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#include "MaxComponent/plMaxAnimUtils.h"
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#include "plRTLightBaseAnimDlgProc.h"
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#include "plGLight/plLightKonstants.h"
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void DummyLightCodeIncludeFunc() {}
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//// Static ClassDesc2 Get Functions //////////////////////////////////////////
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plRTOmniLightDesc plRTOmniLightDesc::fStaticDesc;
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plRTSpotLightDesc plRTSpotLightDesc::fStaticDesc;
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plRTDirLightDesc plRTDirLightDesc::fStaticDesc;
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//// ParamBlock2 DlgProc Functions ////////////////////////////////////////////
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const char* DecayLevel[] = {
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"None",
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"Inverse",
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"Inverse Square",
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NULL
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};
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const char* ShadowState[] = {
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"Shadow Map",
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NULL
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};
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class LightDlgProc : public plBaseLightProc
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{
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protected:
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void IValidateSpinners( TimeValue t, WPARAM wParam, IParamBlock2 *pb, IParamMap2 *map )
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{
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/// Make sure falloff is >= hotspot (adjust the one we're not editing)
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float hotspot, falloff;
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hotspot = pb->GetFloat( plRTLightBase::kHotSpot, t );
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falloff = pb->GetFloat( plRTLightBase::kFallOff, t );
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if( falloff < hotspot )
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{
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if( LOWORD( wParam ) == IDC_LHOTSIZESPINNER )
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pb->SetValue( plRTLightBase::kFallOff, t, hotspot );
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else
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pb->SetValue( plRTLightBase::kHotSpot, t, falloff );
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map->Invalidate( plRTLightBase::kHotSpot );
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map->Invalidate( plRTLightBase::kFallOff );
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}
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IBuildLightMesh( (plRTLightBase *)pb->GetOwner(), falloff );
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}
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public:
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BOOL DlgProc(TimeValue t, IParamMap2 *map, HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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IParamBlock2 *pb = map->GetParamBlock();
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plRTLightBase *gl = (plRTLightBase *) pb->GetOwner();
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switch (msg)
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{
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case WM_COMMAND:
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if(LOWORD(wParam) == IDC_PROJ_MAPNAME )
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{
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if( gl->ClassID() != RTOMNI_LIGHT_CLASSID )
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// if(pb->GetInt(plRTLightBase::kLightType) != plRTLightBase::RT_OMNI)
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// map->SetValue(plRTSpotLight::kProjMapTexButton, t,
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//gl->SetProjMap(
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map->Invalidate(plRTSpotLight::kProjMapTexButton);
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return false;
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}
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else if( LOWORD( wParam ) == IDC_LHOTSIZE || LOWORD( wParam ) == IDC_LFALLOFF )
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{
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if( HIWORD( wParam ) == EN_CHANGE )
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IValidateSpinners( t, wParam, pb, map );
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}
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break;
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case CC_SPINNER_CHANGE:
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if( LOWORD( wParam ) == IDC_LHOTSIZESPINNER || LOWORD( wParam ) == IDC_LFALLOFFSPINNER )
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IValidateSpinners( t, wParam, pb, map );
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break;
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}
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return plBaseLightProc::DlgProc( t, map, hWnd, msg, wParam, lParam );;
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}
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void DeleteThis() {};
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};
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static LightDlgProc gLiteDlgProc;
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#include "plRealTimeLightsPBDec.h"
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#include "plRTObjLightDesc.h"
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///////////////////////////////////////////////////////////////////////
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//
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// Light Descriptors declared below for the different plRTLights...
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//
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//
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//
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//
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//--- Base Light Class derived from the ObjLightDesc
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#define COS_45 0.7071067f
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#define COS_45_2X 1.4142136f
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static float stepFactor[] = {50.0f,80.0f,140.0f};
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#define MAXSTEPS 1000
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BaseObjLight::BaseObjLight(INode *n) : ObjLightDesc(n)
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{
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ObjectState os = n->EvalWorldState(TimeValue(0));
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assert(os.obj->SuperClassID()==LIGHT_CLASS_ID);
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gl = (os.obj->GetInterface(I_MAXSCRIPTPLUGIN) != NULL) ? (plRTLightBase*)os.obj->GetReference(0) : (plRTLightBase*)os.obj; // JBW 4/7/99
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}
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static Color blackCol(0,0,0);
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int BaseObjLight::Update(TimeValue t, const RendContext& rc, RenderGlobalContext * rgc, BOOL shadows, BOOL shadowGeomChanged) {
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ObjLightDesc::Update(t,rc,rgc,shadows,shadowGeomChanged);
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intensCol = ls.intens*ls.color*rc.GlobalLightLevel();
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ObjectState os = inode->EvalWorldState(t);
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plRTLightBase* lob = (plRTLightBase *)os.obj;
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contrast = 0; //lob->GetParamBlock2()->GetFloat(plRTLightBase::kContrast, t);
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diffSoft = 0; //lob->GetDiffuseSoft(t)/100.0f;
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float a = .5; //contrast/204.0f + 0.5f; // so "a" varies from .5 to .99
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kA = (2.0f-1.0f/a);
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kB = 1.0f-kA;
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diffSoften = false; //lob->GetParamBlock2()->GetInt(plRTLightBase::kDiffOn, t); //GetSoftenDiffuse();
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return 1;
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}
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//--- Omni Light ------------------------------------------------
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OmniLight::OmniLight(INode *inode, BOOL forceShadowBuf ) : BaseObjLight(inode){
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//projector = /*doShadows = shadowRay =*/ FALSE;
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//projMap = NULL;
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needMultiple = FALSE;
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}
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OmniLight::~OmniLight()
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{
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}
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int OmniLight::UpdateViewDepParams(const Matrix3& worldToCam) {
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BaseObjLight::UpdateViewDepParams(worldToCam);
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return 1;
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}
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static Point3 MapToDir(Point3 p, int k) {
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switch(k) {
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case 0: return Point3( p.z, p.y, -p.x); // +X
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case 1: return Point3( -p.z, p.y, p.x); // -X
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case 2: return Point3( p.x, p.z, -p.y); // +Y
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case 3: return Point3( p.x,-p.z, p.y); // -Y
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case 4: return Point3( -p.x, p.y, -p.z); // +Z
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case 5: return p; // -Z
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}
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return p;
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}
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static void GetMatrixForDir(Matrix3 &origm, Matrix3 &tm, int k ) {
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tm = origm;
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switch(k) {
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case 0: tm.PreRotateY(-HALFPI); break; // Map 0: +X axis
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case 1: tm.PreRotateY( HALFPI); break; // Map 1: -X axis
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case 2: tm.PreRotateX( HALFPI); break; // Map 2: +Y axis
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case 3: tm.PreRotateX(-HALFPI); break; // Map 3: -Y axis
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case 4: tm.PreRotateY( PI ); break; // Map 4: +Z axis
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case 5: break; // Map 5: -Z axis
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}
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}
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static int WhichDir(Point3 &p) {
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int j = MaxComponent(p); // the component with the maximum abs value
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return (p[j]<0.0f) ? 2*j+1 : 2*j;
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}
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int OmniLight::Update(TimeValue t, const RendContext & rc,
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RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged)
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{
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BaseObjLight::Update(t,rc,rgc,shadows,shadowGeomChanged);
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ObjectState os = inode->EvalWorldState(t);
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LightObject* lob = (LightObject *)os.obj;
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assert(os.obj->SuperClassID()==LIGHT_CLASS_ID);
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plRTOmniLight* gl = (lob->GetInterface(I_MAXSCRIPTPLUGIN) != NULL) ? (plRTOmniLight*)lob->GetReference(0) : (plRTOmniLight*)lob; // JBW 4/7/99
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decayType = gl->GetDecayType();
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decayRadius = gl->GetDecayRadius(t);
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fov = HALFPI; // 90 degree fov
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int res=1;
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if(gl->GetTex())
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gl->GetTex()->Update(t, FOREVER);
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//projector = gl->GetProjector();
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//if (projector){
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// projMap = gl->GetProjMap();
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// if( projMap ) projMap->Update(t,FOREVER);
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//}
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return res;
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}
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////------------------------------------------------------------------
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//
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//
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// SpotLight descriptors.....
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//
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//
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//
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//
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//
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SpotLight::SpotLight(INode *inode, BOOL forceShadowBuf ):BaseObjLight(inode)
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{
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projMap = NULL;
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}
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int SpotLight::Update(TimeValue t, const RendContext &rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged)
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{
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int res = 1;
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BaseObjLight::Update(t,rc,rgc,shadows, shadowGeomChanged);
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float hs = DegToRad(ls.hotsize);
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float fs = DegToRad(ls.fallsize);
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fall_tan = (float)tan(fs/2.0f);
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hot_cos = (float)cos(hs/2.0f);
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fall_cos =(float)cos(fs/2.0f);
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fall_sin = (float)sin(fs/2.0f);
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hotpct = ls.hotsize/ls.fallsize;
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ihotpct = 1.0f - hotpct;
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ObjectState os = inode->EvalWorldState(t);
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LightObject* lob = (LightObject *)os.obj;
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assert(os.obj->SuperClassID()==LIGHT_CLASS_ID);
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plRTLightBase* gl = (lob->GetInterface(I_MAXSCRIPTPLUGIN) != NULL) ? (plRTLightBase*)lob->GetReference(0) : (plRTLightBase*)lob; // JBW 4/7/99
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decayType = gl->GetDecayType();
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decayRadius = gl->GetDecayRadius(t);
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projector = gl->GetProjector();
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fov = hsMaximum(fs,hs);
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float aspect = 1.0f;
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fov = 2.0f* (float)atan(tan(fov*0.5f)*sqrt(aspect));
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zfac = -sz2 /(float)tan(0.5*(double)fov);
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xscale = zfac;
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yscale = -zfac*aspect;
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curve =(float)fabs(1.0f/xscale);
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rectv0.y = fall_sin * (float)sqrt(aspect);
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rectv1.y = fall_sin / (float)sqrt(aspect);
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rectv0.x = rectv1.x = fall_cos;
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rectv0 = Normalize(rectv0);
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rectv1 = Normalize(rectv1);
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Interval v;
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if (projector){
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projMap = gl->GetProjMap();
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if( projMap ) projMap->Update(t,v);
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}
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return res;
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}
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int SpotLight::UpdateViewDepParams(const Matrix3& worldToCam)
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{
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BaseObjLight::UpdateViewDepParams(worldToCam);
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lightDir = -FNormalize(lightToCam.GetRow(2));
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return 1;
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}
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BOOL SpotLight::IsFacingLight(Point3 &dir)
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{
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return dir.z>0.0f;
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}
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//--- Directional Light ------------------------------------------------
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DirLight::DirLight(INode *inode, BOOL forceShadowBuf ) : BaseObjLight(inode)
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{
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projMap = NULL;
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}
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int DirLight::Update(TimeValue t, const RendContext &rc,
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RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged)
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{
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int res = 1;
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BaseObjLight::Update(t,rc,rgc,shadows,shadowGeomChanged);
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hotsz = ls.hotsize;
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fallsz = ls.fallsize;
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fallsq = fallsz*fallsz;
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hotpct = ls.hotsize/ls.fallsize;
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ihotpct = 1.0f - hotpct;
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ObjectState os = inode->EvalWorldState(t);
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LightObject* lob = (LightObject *)os.obj;
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assert(os.obj->SuperClassID()==LIGHT_CLASS_ID);
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plRTDirLight* gl = (lob->GetInterface(I_MAXSCRIPTPLUGIN) != NULL) ? (plRTDirLight*)lob->GetReference(0) : (plRTDirLight*)lob; // JBW 4/7/99
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//projector = gl->GetProjector();
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aspect = 1.0f;
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//if (projector){
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// projMap = gl->GetProjMap();
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// if( projMap ) projMap->Update(t,FOREVER);
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// }
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return res;
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};
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int DirLight::UpdateViewDepParams(const Matrix3& worldToCam) {
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BaseObjLight::UpdateViewDepParams(worldToCam);
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lightDir = FNormalize(lightToCam.GetRow(2));
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return 1;
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}
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////////////////////////////////////////////////////////////////////////////////////
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//
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// plRTOmni Stuff below
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//
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//
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//
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//
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//
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plRTOmniLight::plRTOmniLight()
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{
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fIP = NULL;
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fLightPB = NULL;
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fClassDesc = plRTOmniLightDesc::GetDesc();
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fClassDesc->MakeAutoParamBlocks(this);
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fLightPB->SetValue(kLightColor, 0, Color(255,255,255));
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SetHSVColor(0, Point3(255, 255, 255));
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fTex = NULL;
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meshBuilt = 0;
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IBuildMeshes(true);
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}
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ObjLightDesc *plRTOmniLight::CreateLightDesc(INode *n, BOOL forceShadowBuf)
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{
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return TRACKED_NEW OmniLight( n, forceShadowBuf );
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}
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RefTargetHandle plRTOmniLight::Clone(RemapDir &remap)
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{
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plRTOmniLight *obj = TRACKED_NEW plRTOmniLight;//(plRTLightBase*) fClassDesc->Create(false);
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obj->ReplaceReference(kRefSpotLight, fLightPB->Clone(remap));
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BaseClone(this, obj, remap);
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return obj;
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}
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void plRTOmniLight::IBuildMeshes( BOOL isnew )
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{
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BuildStaticMeshes();
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fMesh = staticMesh[ plRTLightBase::RT_OMNI ];
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}
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//// DrawConeAndLine /////////////////////////////////////////////////////////
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int plRTOmniLight::DrawConeAndLine( TimeValue t, INode* inode, GraphicsWindow *gw, int drawing )
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{
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float atOneHalfDist;
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Matrix3 tm = inode->GetObjectTM( t );
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gw->setTransform( tm );
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gw->clearHitCode();
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if( ( extDispFlags & EXT_DISP_ONLY_SELECTED ) )
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{
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if( GetUseAtten() )
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{
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// Draw hotspot as the point at which light is 1/2 intensity (just to help the visual)
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gw->setColor( LINE_COLOR, GetUIColor( COLOR_HOTSPOT ) );
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if( fLightPB->GetInt( kAttenTypeRadio, t ) == 0 )
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atOneHalfDist = GetAtten( t, ATTEN_END ) / ( fLightPB->GetFloat( kIntensity, t ) * plSillyLightKonstants::GetFarPowerKonst() - 1.f );
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else
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atOneHalfDist = sqrt( GetAtten( t, ATTEN_END ) * GetAtten( t, ATTEN_END ) / ( fLightPB->GetFloat( kIntensity, t ) * plSillyLightKonstants::GetFarPowerKonst() - 1.f ) );
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if( atOneHalfDist > 0.0f )
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DrawCone( t, gw, atOneHalfDist );
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gw->setColor( LINE_COLOR, GetUIColor( COLOR_FALLOFF ) );
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DrawCone( t, gw, GetAtten( t, ATTEN_END ) );
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}
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else
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DrawArrows( t, gw, 50 );
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}
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|
return gw->checkHitCode();
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}
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//// DrawCone ////////////////////////////////////////////////////////////////
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// Function called by MAX to render the cone shape in the viewport for this
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|
|
// light. Note that this is the cone, not the actual object itself!
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void plRTOmniLight::DrawCone( TimeValue t, GraphicsWindow *gw, float dist )
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{
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Point3 pts[ NUM_CIRC_PTS * 3 + 1 ];
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/// Draw sphere-thingy
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GetAttenPoints( t, dist, pts );
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gw->polyline( NUM_CIRC_PTS, pts, nil, nil, true, nil );
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gw->polyline( NUM_CIRC_PTS, pts + NUM_CIRC_PTS, nil, nil, true, nil );
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gw->polyline( NUM_CIRC_PTS, pts + 2 * NUM_CIRC_PTS, nil, nil, true, nil );
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}
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|
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//// DrawArrows //////////////////////////////////////////////////////////////
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// Renders some arrows in all directions, to show a radiating, attenuation-less
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// omni light.
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void plRTOmniLight::DrawArrows( TimeValue t, GraphicsWindow *gw, float dist )
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|
{
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|
Point3 directions[] = { Point3( 1, 0, 0 ), Point3( -1, 0, 0 ), Point3( 0, 1, 0 ), Point3( 0, -1, 0 ),
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Point3( 0, 0, 1 ), Point3( 0, 0, -1 ),
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Point3( 2, 2, 0 ), Point3( 2, -2, 0 ), Point3( 2, 0, 2 ), Point3( 2, 0, -2 ),
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Point3( -2, 2, 0 ), Point3( -2, -2, 0 ), Point3( -2, 0, 2 ), Point3( -2, 0, -2 ),
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Point3( 0, 2, 2 ), Point3( 0, 2, -2 ), Point3( 0, -2, 2 ), Point3( 0, -2, -2 ),
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|
Point3( 0, 0, 0 ) };
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|
Point3 empty( 0, 0, 0 );
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|
int i;
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|
Point3 pts[ 5 ];
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|
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|
|
/// Adjust directions
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|
for( i = 0; directions[ i ] != empty; i++ )
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|
|
{
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|
if( directions[ i ].x == 2.f )
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|
directions[ i ].x = 0.7f;
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|
else if( directions[ i ].x == -2.f )
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|
directions[ i ].x = -0.7f;
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|
if( directions[ i ].y == 2.f )
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|
directions[ i ].y = 0.7f;
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|
else if( directions[ i ].y == -2.f )
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|
directions[ i ].y = -0.7f;
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|
if( directions[ i ].z == 2.f )
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|
directions[ i ].z = 0.7f;
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|
else if( directions[ i ].z == -2.f )
|
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|
|
directions[ i ].z = -0.7f;
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|
|
}
|
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|
|
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|
|
/// Draw da arrows
|
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|
|
gw->setColor( LINE_COLOR, GetUIColor( COLOR_HOTSPOT ) );
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|
|
for( i = 0; directions[ i ] != empty; i++ )
|
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|
|
DrawArrow( t, gw, directions[ i ], dist );
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|
|
}
|
|
|
|
|
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|
|
//// GetLocalBoundBox ////////////////////////////////////////////////////////
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|
|
|
|
|
|
|
void plRTOmniLight::GetLocalBoundBox( TimeValue t, INode *node, ViewExp *vpt, Box3 &box )
|
|
|
|
{
|
|
|
|
Point3 loc = node->GetObjectTM( t ).GetTrans();
|
|
|
|
float scaleFactor = vpt->NonScalingObjectSize() * vpt->GetVPWorldWidth( loc ) / 360.0f;
|
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|
|
float width;
|
|
|
|
|
|
|
|
box = fMesh.getBoundingBox();
|
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|
|
// Because we want to scale about the origin, not the box center, we have to do this funky offset
|
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|
|
Point3 boxCenter = box.Center();
|
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|
|
box.Translate( -boxCenter );
|
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|
|
box.Scale( scaleFactor );
|
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|
|
boxCenter *= scaleFactor;
|
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|
|
box.Translate( boxCenter );
|
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|
|
|
|
|
|
// Include points for the spotlight. That means either the attenuated cone or
|
|
|
|
// our unattenuated cone display
|
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|
|
if( ( extDispFlags & EXT_DISP_ONLY_SELECTED ) )
|
|
|
|
{
|
|
|
|
if( GetUseAtten() )
|
|
|
|
width = GetAtten( t, ATTEN_END );
|
|
|
|
else
|
|
|
|
width = 50.f; // Include our arrows
|
|
|
|
|
|
|
|
box += Point3( -width, -width, -width );
|
|
|
|
box += Point3( width, width, width );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
//
|
|
|
|
// SpotLight Stuff
|
|
|
|
//
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
|
|
//// Local Copy of shared Anim PB /////////////////////////////////////////////
|
|
|
|
|
|
|
|
plRTSpotLight::plRTSpotLight()
|
|
|
|
{
|
|
|
|
fIP = NULL;
|
|
|
|
fLightPB = NULL;
|
|
|
|
fClassDesc = plRTSpotLightDesc::GetDesc();
|
|
|
|
fClassDesc->MakeAutoParamBlocks(this);
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|
|
|
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|
|
fLightPB->SetValue(kLightColor, 0, Color(255,255,255));
|
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|
|
SetHSVColor(0, Point3(255, 255, 255));
|
|
|
|
|
|
|
|
fTex = NULL;
|
|
|
|
meshBuilt = 0;
|
|
|
|
|
|
|
|
IBuildMeshes(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
ObjLightDesc *plRTSpotLight::CreateLightDesc(INode *n, BOOL forceShadowBuf)
|
|
|
|
{
|
|
|
|
return TRACKED_NEW SpotLight( n, forceShadowBuf );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
RefTargetHandle plRTSpotLight::Clone(RemapDir &remap)
|
|
|
|
{
|
|
|
|
|
|
|
|
plRTSpotLight *obj = TRACKED_NEW plRTSpotLight;//(plRTLightBase*) fClassDesc->Create(false);
|
|
|
|
obj->ReplaceReference(kRefSpotLight, fLightPB->Clone(remap));
|
|
|
|
BaseClone(this, obj, remap);
|
|
|
|
return obj;
|
|
|
|
}
|
|
|
|
|
|
|
|
Texmap *plRTSpotLight::GetProjMap()
|
|
|
|
{
|
|
|
|
if( !fLightPB->GetInt( kUseProjectorBool ) )
|
|
|
|
return nil;
|
|
|
|
|
|
|
|
Interval valid = Interval(0,0);
|
|
|
|
if( !GetTex() )
|
|
|
|
{
|
|
|
|
if( fLightPB->GetInt( kUseProjectorBool ) )
|
|
|
|
{
|
|
|
|
PBBitmap* bitmap = fLightPB->GetBitmap( kProjMapTexButton, 0 );
|
|
|
|
SetProjMap( &bitmap->bi );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( GetTex() )
|
|
|
|
{
|
|
|
|
const char* dbgTexName = GetTex()->GetName();
|
|
|
|
|
|
|
|
IParamBlock2 *bitmapPB = fTex->GetParamBlockByID(plLayerTex::kBlkBitmap);
|
|
|
|
hsAssert(bitmapPB, "LayerTex with no param block");
|
|
|
|
|
|
|
|
int noCompress = fLightPB->GetInt(kProjNoCompress);
|
|
|
|
int noMip = fLightPB->GetInt(kProjNoMip);
|
|
|
|
bitmapPB->SetValue(kBmpNonCompressed, TimeValue(0), noCompress);
|
|
|
|
bitmapPB->SetValue(kBmpNoFilter, TimeValue(0), noMip);
|
|
|
|
}
|
|
|
|
|
|
|
|
return (Texmap *)GetTex();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plRTSpotLight::IBuildMeshes( BOOL isnew )
|
|
|
|
{
|
|
|
|
float val = fLightPB->GetFloat( kHotSpot, TimeValue(0) ); //Init val of HotSpot
|
|
|
|
if( isnew )
|
|
|
|
{
|
|
|
|
val = fLightPB->GetFloat(kHotSpot, TimeValue(0));
|
|
|
|
SetHotspot( TimeValue(0), val);
|
|
|
|
//val = 45.0;
|
|
|
|
val = fLightPB->GetFloat(kFallOff, TimeValue(0));
|
|
|
|
SetFallsize( TimeValue(0), val);
|
|
|
|
val = fLightPB->GetFloat(kAttenMaxFalloffEdit, TimeValue(0)); //fLightPB->GetFloat(kTargetDist, TimeValue(0));
|
|
|
|
if(val < 1.0f)
|
|
|
|
SetTDist( TimeValue(0), DEF_TDIST);
|
|
|
|
else
|
|
|
|
SetTDist( TimeValue(0), val);
|
|
|
|
|
|
|
|
val = fLightPB->GetFloat(kHotSpot, TimeValue(0));
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
BuildSpotMesh( val );
|
|
|
|
|
|
|
|
fMesh = spotMesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// DrawConeAndLine /////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
int plRTSpotLight::DrawConeAndLine( TimeValue t, INode* inode, GraphicsWindow *gw, int drawing )
|
|
|
|
{
|
|
|
|
Matrix3 tm = inode->GetObjectTM( t );
|
|
|
|
|
|
|
|
|
|
|
|
gw->setTransform( tm );
|
|
|
|
gw->clearHitCode();
|
|
|
|
|
|
|
|
if( extDispFlags & EXT_DISP_ONLY_SELECTED )
|
|
|
|
DrawCone( t, gw, GetAtten( t, ATTEN_END ) );
|
|
|
|
|
|
|
|
return gw->checkHitCode();
|
|
|
|
}
|
|
|
|
|
|
|
|
//// DrawCone ////////////////////////////////////////////////////////////////
|
|
|
|
// Function called by MAX to render the cone shape in the viewport for this
|
|
|
|
// light. Note that this is the cone, not the actual object itself!
|
|
|
|
|
|
|
|
void plRTSpotLight::DrawCone( TimeValue t, GraphicsWindow *gw, float dist )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
Point3 pts[ NUM_CIRC_PTS + 1 ], u[ 3 ];
|
|
|
|
|
|
|
|
|
|
|
|
if( !GetUseAtten() )
|
|
|
|
{
|
|
|
|
/// Don't use atten, but still want a cone, so draw the cone w/ a dist of 100
|
|
|
|
/// and the lines extending past it (thus indicating that it keeps going)
|
|
|
|
dist = 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Draw hotspot cone
|
|
|
|
gw->setColor( LINE_COLOR, GetUIColor( COLOR_HOTSPOT ) );
|
|
|
|
GetConePoints( t, -1.0f, GetHotspot( t ), dist, pts );
|
|
|
|
gw->polyline( NUM_CIRC_PTS, pts, nil, nil, true, nil );
|
|
|
|
|
|
|
|
if( GetUseAtten() )
|
|
|
|
{
|
|
|
|
u[ 0 ] = Point3( 0, 0, 0 );
|
|
|
|
for( i = 0; i < NUM_CIRC_PTS; i += SEG_INDEX )
|
|
|
|
{
|
|
|
|
u[ 1 ] = pts[ i ];
|
|
|
|
gw->polyline( 2, u, nil, nil, true, nil );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for( i = 0; i < NUM_CIRC_PTS; i += SEG_INDEX )
|
|
|
|
{
|
|
|
|
pts[ i ] = pts[ i ].Normalize();
|
|
|
|
DrawArrow( t, gw, pts[ i ], dist + 50.f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Draw falloff cone if necessary
|
|
|
|
if( GetHotspot( t ) < GetFallsize( t ) )
|
|
|
|
{
|
|
|
|
gw->setColor( LINE_COLOR, GetUIColor( COLOR_FALLOFF ) );
|
|
|
|
GetConePoints( t, -1.0f, GetFallsize( t ), dist, pts );
|
|
|
|
gw->polyline( NUM_CIRC_PTS, pts, nil, nil, true, nil );
|
|
|
|
|
|
|
|
if( GetUseAtten() )
|
|
|
|
{
|
|
|
|
u[ 0 ] = Point3( 0, 0, 0 );
|
|
|
|
for( i = 0; i < NUM_CIRC_PTS; i += SEG_INDEX )
|
|
|
|
{
|
|
|
|
u[ 1 ] = pts[ i ];
|
|
|
|
gw->polyline( 2, u, nil, nil, true, nil );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for( i = 0; i < NUM_CIRC_PTS; i += SEG_INDEX )
|
|
|
|
{
|
|
|
|
pts[ i ] = pts[ i ].Normalize();
|
|
|
|
DrawArrow( t, gw, pts[ i ], dist + 50.f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// GetLocalBoundBox ////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void plRTSpotLight::GetLocalBoundBox( TimeValue t, INode *node, ViewExp *vpt, Box3 &box )
|
|
|
|
{
|
|
|
|
Point3 loc = node->GetObjectTM( t ).GetTrans();
|
|
|
|
float scaleFactor = vpt->NonScalingObjectSize() * vpt->GetVPWorldWidth( loc ) / 360.0f;
|
|
|
|
float width, depth;
|
|
|
|
|
|
|
|
box = fMesh.getBoundingBox();
|
|
|
|
// Because we want to scale about the origin, not the box center, we have to do this funky offset
|
|
|
|
Point3 boxCenter = box.Center();
|
|
|
|
box.Translate( -boxCenter );
|
|
|
|
box.Scale( scaleFactor );
|
|
|
|
boxCenter *= scaleFactor;
|
|
|
|
box.Translate( boxCenter );
|
|
|
|
|
|
|
|
// Include points for the spotlight. That means either the attenuated cone or
|
|
|
|
// our unattenuated cone display
|
|
|
|
if( ( extDispFlags & EXT_DISP_ONLY_SELECTED ) )
|
|
|
|
{
|
|
|
|
if( GetUseAtten() )
|
|
|
|
depth = GetAtten( t, ATTEN_END );
|
|
|
|
else
|
|
|
|
depth = 100.f + 50.f; // Include arrows
|
|
|
|
|
|
|
|
width = depth * tan( DegToRad( GetFallsize( t ) / 2.f ) );
|
|
|
|
|
|
|
|
box += Point3( -width, -width, 0.f );
|
|
|
|
box += Point3( width, width, -depth );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
//// Directional Light ////////////////////////////////////////////////////////
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
plRTDirLight::plRTDirLight()
|
|
|
|
{
|
|
|
|
fIP = NULL;
|
|
|
|
fLightPB = NULL;
|
|
|
|
fClassDesc = plRTDirLightDesc::GetDesc();
|
|
|
|
fClassDesc->MakeAutoParamBlocks(this);
|
|
|
|
|
|
|
|
fLightPB->SetValue(kLightColor, 0, Color(255,255,255));
|
|
|
|
SetHSVColor(0, Point3(255, 255, 255));
|
|
|
|
|
|
|
|
fTex = NULL;
|
|
|
|
meshBuilt = 0;
|
|
|
|
|
|
|
|
IBuildMeshes(true);
|
|
|
|
}
|
|
|
|
|
|
|
|
ObjLightDesc *plRTDirLight::CreateLightDesc(INode *n, BOOL forceShadowBuf)
|
|
|
|
{
|
|
|
|
return TRACKED_NEW DirLight( n, forceShadowBuf );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
RefTargetHandle plRTDirLight::Clone(RemapDir &remap)
|
|
|
|
{
|
|
|
|
|
|
|
|
plRTDirLight *obj = TRACKED_NEW plRTDirLight;//(plRTLightBase*) fClassDesc->Create(false);
|
|
|
|
obj->ReplaceReference(kRefDirLight, fLightPB->Clone(remap));
|
|
|
|
BaseClone(this, obj, remap);
|
|
|
|
return obj;
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IBuildMeshes ////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void plRTDirLight::IBuildMeshes( BOOL isnew )
|
|
|
|
{
|
|
|
|
BuildStaticMeshes();
|
|
|
|
|
|
|
|
fMesh = staticMesh[ plRTLightBase::RT_OMNI + 1 ];
|
|
|
|
}
|
|
|
|
|
|
|
|
//// DrawCone ////////////////////////////////////////////////////////////////
|
|
|
|
// Function called by MAX to render the cone shape in the viewport for this
|
|
|
|
// light. Note that this is the cone, not the actual object itself!
|
|
|
|
|
|
|
|
void plRTDirLight::DrawCone( TimeValue t, GraphicsWindow *gw, float dist )
|
|
|
|
{
|
|
|
|
Point3 arrow[ 7 ];
|
|
|
|
int i, j, r;
|
|
|
|
float d;
|
|
|
|
const float spacing = 20.f;
|
|
|
|
|
|
|
|
|
|
|
|
// Draw some funky arrows to represent our direction
|
|
|
|
dist = 100.f;
|
|
|
|
gw->setColor( LINE_COLOR, GetUIColor( COLOR_HOTSPOT ) );
|
|
|
|
|
|
|
|
for( i = -2; i <= 2; i++ )
|
|
|
|
{
|
|
|
|
for( j = -2; j <= 2; j++ )
|
|
|
|
{
|
|
|
|
r = ( i * i ) + ( j * j );
|
|
|
|
if( r <= 4 )
|
|
|
|
{
|
|
|
|
d = dist * ( 5 - r ) / 5;
|
|
|
|
IBuildZArrow( i * spacing, j * spacing, -d, -10.f, arrow );
|
|
|
|
gw->polyline( 6, arrow, nil, nil, true, nil );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IBuildZArrow ////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void plRTDirLight::IBuildZArrow( float x, float y, float zDist, float arrowSize, Point3 *pts )
|
|
|
|
{
|
|
|
|
pts[ 0 ] = Point3( x, y, 0.f );
|
|
|
|
pts[ 1 ] = Point3( x, y, zDist );
|
|
|
|
pts[ 2 ] = Point3( x + arrowSize / 2.f, y, zDist - arrowSize );
|
|
|
|
pts[ 3 ] = Point3( x, y, zDist - arrowSize );
|
|
|
|
pts[ 4 ] = Point3( x, y + arrowSize / 2.f, zDist - arrowSize );
|
|
|
|
pts[ 5 ] = Point3( x, y, zDist );
|
|
|
|
}
|
|
|
|
|
|
|
|
//// GetLocalBoundBox ////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
void plRTDirLight::GetLocalBoundBox( TimeValue t, INode *node, ViewExp *vpt, Box3 &box )
|
|
|
|
{
|
|
|
|
Point3 loc = node->GetObjectTM( t ).GetTrans();
|
|
|
|
float scaleFactor = vpt->NonScalingObjectSize() * vpt->GetVPWorldWidth( loc ) / 360.0f;
|
|
|
|
float width, height, depth;
|
|
|
|
|
|
|
|
box = fMesh.getBoundingBox();
|
|
|
|
// Because we want to scale about the origin, not the box center, we have to do this funky offset
|
|
|
|
Point3 boxCenter = box.Center();
|
|
|
|
box.Translate( -boxCenter );
|
|
|
|
box.Scale( scaleFactor );
|
|
|
|
boxCenter *= scaleFactor;
|
|
|
|
box.Translate( boxCenter );
|
|
|
|
|
|
|
|
if( ( extDispFlags & EXT_DISP_ONLY_SELECTED ) )
|
|
|
|
{
|
|
|
|
width = 2 * 20.f + ( 10.f / 2.f ); // Add in half arrow size
|
|
|
|
height = 2 * 20.f + ( 10.f / 2.f );
|
|
|
|
depth = 100.f;
|
|
|
|
|
|
|
|
box += Point3( -width, -height, 0.f );
|
|
|
|
box += Point3( width, height, -depth );
|
|
|
|
}
|
|
|
|
}
|