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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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#ifndef PL_RTLIGHT_BASE_H
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#define PL_RTLIGHT_BASE_H
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// Max related headers
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#include "max.h"
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#include "iparamb2.h"
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#include "iparamm2.h"
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// Our generic headers
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#include "HeadSpin.h"
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#include "MaxPlasmaMtls/Layers/plLayerTex.h"
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#include "MaxMain/MaxCompat.h"
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extern TCHAR *GetString(int id);
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extern HINSTANCE hInstance;
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#define RTOMNI_LIGHT_CLASSID Class_ID(0x57cf7089, 0x282e5b71)
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#define RTSPOT_LIGHT_CLASSID Class_ID(0x2b263fdd, 0x19c4351f)
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#define RTTSPOT_LIGHT_CLASSID Class_ID(0x48cb06ab, 0x3c142832)
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#define RTDIR_LIGHT_CLASSID Class_ID(0x5a6d278c, 0x780a78b1)
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// Projected Directional Light
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#define RTPDIR_LIGHT_CLASSID Class_ID(0x2f611934, 0x3681ff0)
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#define FOREVER Interval(TIME_NegInfinity, TIME_PosInfinity)
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#define DEF_TDIST 240.0f // 160.0f
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#define NUM_HALF_ARC 5
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#define NUM_ARC_PTS (2*NUM_HALF_ARC+1)
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#define NUM_CIRC_PTS 28
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#define SEG_INDEX 7
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#define ATTEN_START 2 // far
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#define ATTEN_END 3 // far
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#define WM_SET_TYPE WM_USER + 0x04002
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inline float MaxF(float a, float b) { return a>b?a:b; }
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inline float MinF(float a, float b) { return a<b?a:b; }
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class plMaxNode;
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class ClassDesc2;
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///////////////////////////////////////////////////////////////////////////////
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//// Base LightDlgProc ////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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class plRTLightBase;
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class plBaseLightProc : public ParamMap2UserDlgProc
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{
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protected:
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void ILoadComboBox( HWND hComboBox, const char *names[] );
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void IBuildLightMesh( plRTLightBase *base, float coneSize );
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public:
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virtual BOOL DlgProc( TimeValue t, IParamMap2 *map, HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
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};
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///////////////////////////////////////////////////////////////////////////////
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//// plLightTexPBAccessor /////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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class plLightTexPBAccessor : public PBAccessor
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{
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public:
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void Set( PB2Value& val, ReferenceMaker* owner, ParamID id, int tabIndex, TimeValue t );
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void Get( PB2Value& v, ReferenceMaker* owner, ParamID id, int tabIndex, TimeValue t, Interval &valid );
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static plLightTexPBAccessor *Instance( void ) { return &fAccessor; }
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protected:
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static plLightTexPBAccessor fAccessor;
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};
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///////////////////////////////////////////////////////////////////////////////
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//// plRTLightBase Class //////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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class plRTLightBase : public GenLight
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{
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protected:
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ClassDesc2 *fClassDesc; // Must set in derived classes constructor
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Color fColor; // Color of mesh
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Mesh fMesh; // Mesh to draw
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IParamBlock2 *fLightPB; // The derived component's paramblock (optional)
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plLayerTex* fTex;
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virtual bool IHasAttenuation( void ) { return false; }
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virtual void IBuildMeshes( BOOL isNew ) {}
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void BuildStaticMeshes();
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void BuildSpotMesh(float coneSize);
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int meshBuilt;
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int extDispFlags;
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Mesh staticMesh[2];
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Mesh spotMesh;
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public:
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friend class plBaseLightProc;
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friend class plLightTexPBAccessor;
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friend class SetTypeRest;
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ExclList exclList;
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IObjParam *fIP;
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enum LightType
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{
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RT_OMNI,
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RT_TARGET_SPOT,
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RT_FREE_SPOT,
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RT_TARGET_DIR,
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RT_FREE_DIR
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};
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//// NOTE /////////////////////////////////////////////////////////////////////
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// I would've overhauled this entire system to be far more sane, but doing
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// so would break every scene with RT lights that the artists have (as in
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// they would crash and burn, or at best just not read in). As a result,
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// as much as it annoys me to death, we can't do a damn thing about it.
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// Hopefully, in the future we will be able to clean all of this out somehow
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// (a conversion utility might come in handy, dunno).
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//
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// For reference, the setup SHOULD have separate paramBlocks for each rollout,
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// using the P_USE_PARAMS to duplicate the shared ones, and all the rollouts
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// should have *IDENTICAL* block and ref #s, so the shared code actually looks
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// sane. The final block/ref #s needed would be kBlkMain, kBlkAnim, kBlkProj
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// (for spots and proj dir) and kBlkAttenuation (projMaps don't need ref #s,
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// since they're part of the paramBlocks).
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///////////////////////////////////////////////////////////////////////////////
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// Blk Numbers
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enum BlkNumber
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{
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// Old numbers. Phase out when possible
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kBlkGeneralLightProp,
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kBlkAttenLightProp,
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kBlkOmniLightProp,
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kBlkOtherLightProp,
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kBlkOmniLight,
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kBlkSpotLight,
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kBlkTSpotLight,
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kBlkDirLight,
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kBlkTDirLight,
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// New ones
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kBlkMain = 0,
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kBlkAnim = 9,
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kBlkDerivedStart = 20
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};
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// Ref numbers
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enum RefNumber
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{
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kRefGeneralLightProp,
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kRefProjMap,
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kRefShadowProjMap,
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kRefShadowType,
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kRefOmniLight,
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kRefSpotLight,
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kRefTSpotLight,
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kRefDirLight,
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kRefTDirLight,
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kRefProjDirLight,
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kRefAnimParams_DEAD,
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kNumRefs,
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kRefDerivedStart = 30
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};
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//Multimap Support?
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enum MapChoice
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{
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kLightMap1,
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kLightMap2,
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kLightMap3,
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kLightMap4,
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kLightMap5,
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kLightMap6
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};
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enum ParamVals
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{
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kLightType, //Inserted in v1, Removed in v4
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kAffectDiffuse, //Inserted in v1
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kLightColor, //Inserted in v1
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kLightExclude, //Inserted in v1
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kCastShadows, //Inserted in v2, OBSOLETE
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kIntensity, //Inserted in v1
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kContrast, //Inserted in v1
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kDiffSoft, //Inserted in v1
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kDiffOn, //Inserted in v1
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kSpec, //Inserted in v1
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kAmbiOnly, //Inserted in v1
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kStartAttenNear, //Inserted in v1, Removed in v3
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kEndAttenNear, //Inserted in v1, Removed in v3
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kUseNearAtten, //Inserted in v1, Removed in v3
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kShowNearAttenRanges,//Inserted in v1, Removed in v3
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kStartAttenFar, //Inserted in v1, Removed in v3
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kEndAttenFar, //Inserted in v1, Removed in v3
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kUseFarAtten, //Inserted in v1, Removed in v3
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kShowFarAttenRanges, //Inserted in v1, Removed in v3
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kLightDecay, //Inserted in v1, Removed in v3
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kDecayEdit, //Inserted in v1, Removed in v3
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kShowDecay, //Inserted in v1, Removed in v3
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kUseProjectBool, //Inserted in v1
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kProjMapTexButton, //Inserted in v1
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kShowConeBool, //Inserted in v1
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kOvershootBool, //Inserted in v1, Removed in v2
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kHotSpot, //Inserted in v1
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kFallOff, //Inserted in v1
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kLightShapeRadio, //Inserted in v1, Removed in v2
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kAspect, //Inserted in v1, Removed in v2
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kUseProjectorBool, //Inserted in v1
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kProjMapTexButton2, //Inserted in v1
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kTargetDist, //Inserted in v1
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kShadowOn, //Inserted in v2
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kShadowChoice, //Inserted in v2
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kUseShadGlobal, //Inserted in v2
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kShadowColor, //Inserted in v2
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kShadowDensity, //Inserted in v2
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kUseShadMapBool, //Inserted in v2
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kShadMapButton, //Inserted in v2
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kLightColorEffects, //Inserted in v2
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kAtmosShadowsBool, //Inserted in v2
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kAtmosShadOpacity, //Inserted in v2
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kAtmosShadColor, //Inserted in v2
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kShadMapBias, //Inserted in v2
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kShadMapSize, //Inserted in v2
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kShadSampleRange, //Inserted in v2
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kAbsoluteShadBias, //Inserted in v2
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kUseAttenuationBool,//Inserted in v3
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kAttenMaxFalloffEdit, //Inserted in v3
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kAttenTypeRadio, //Inserted in v3
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kSpecularColorSwatch,//Inserted in v3
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kAttenSlider,
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kLightOn,
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kAmbientOnlyStub,
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kProjTypeRadio,
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kProjNoCompress,
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kProjNoMip
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};
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// Projection types.
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enum
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{
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kIlluminate,
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kAdd,
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kMult,
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kMADD
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};
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// Animation rollout parameters
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enum
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{
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kAnimName,
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kAnimAutoStart,
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kAnimLoop,
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kAnimLoopName
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};
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plRTLightBase() { }//meshBuilt = 0; fClassDesc = NULL; fLightPB = NULL; fIP = NULL; BuildMeshes(true); }
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virtual ~plRTLightBase();
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void DeleteThis() { delete this; }
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static ParamBlockDesc2 *GetAnimPBDesc( void );
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TCHAR* GetObjectName() { return (TCHAR*)fClassDesc->ClassName(); }
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void GetClassName(TSTR& s) { s = fClassDesc->ClassName(); }
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virtual IParamBlock2 *GetParamBlock( int i );
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virtual IParamBlock2* GetParamBlock2();
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virtual IParamBlock2* GetParamBlockByID(short id);
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plLayerTex* GetTex() { return fTex; }
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// So our animatables will show up in the trackview
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virtual int NumParamBlocks() { return 1; }
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virtual int NumSubs();
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virtual Animatable* SubAnim(int i);
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virtual TSTR SubAnimName(int i);
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// plug-in mouse creation callback
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CreateMouseCallBack* GetCreateMouseCallBack();
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RefTargetHandle Clone(RemapDir &remap = DEFAULTREMAP){ plRTLightBase* thisObj = new plRTLightBase(); BaseClone(this, thisObj, remap); return thisObj;}
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virtual void BeginEditParams(IObjParam *ip, ULONG flags, Animatable *prev);
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virtual void EndEditParams(IObjParam *ip, ULONG flags, Animatable *next);
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// main function that will build our mesh
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void FreeCaches();
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// retreives bounding box in object space/world space
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void GetLocalBoundBox(TimeValue t, INode *node, ViewExp *vpt, Box3 &box);
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void GetWorldBoundBox(TimeValue t, INode *node, ViewExp *vpt, Box3 &box);
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// main display function for this object
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int Display(TimeValue t, INode *node, ViewExp *vpt, int flags);
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virtual int DrawConeAndLine(TimeValue t, INode* inode, GraphicsWindow *gw, int drawing );
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void GetConePoints(TimeValue t, float aspect, float angle, float dist, Point3 *q);
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virtual void DrawCone(TimeValue t, GraphicsWindow *gw, float dist);
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int GetSpotShape(void){ return 0; }
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void SetExtendedDisplay(int flags){ extDispFlags = flags; }
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void BoxCircle(TimeValue t, float r, float d, Box3& box, int extraPt, Matrix3 *tm);
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void BoxDirPoints(TimeValue t, float angle, float dist, Box3 &box, Matrix3 *tm);
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void BoxPoints(TimeValue t, float angle, float dist, Box3 &box, Matrix3 *tm);
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void DrawArrow( TimeValue t, GraphicsWindow *gw, Point3 &direction, float dist );
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void GetAttenPoints(TimeValue t, float rad, Point3 *q);
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int GetRectXPoints(TimeValue t, float angle, float dist, Point3 *q);
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int GetCirXPoints(TimeValue t, float angle, float dist, Point3 *q);
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void DrawSphereArcs(TimeValue t, GraphicsWindow *gw, float r, Point3 *q);
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//
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void DrawX(TimeValue t, float asp, int npts, float dist, GraphicsWindow *gw, int indx);
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void DrawCircleX(TimeValue t, GraphicsWindow *gw, float angle, float dist, Point3 *q);
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void DrawWarpRect(TimeValue t, GraphicsWindow *gw, float angle, float dist, Point3 *q);
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void DrawAttenCirOrRect(TimeValue t, GraphicsWindow *gw, float dist, BOOL froze, int uicol);
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int DrawAtten(TimeValue t, INode *inode, GraphicsWindow *gw);
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//void SetType(int tp);
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// hit testing of this object
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int HitTest(TimeValue t, INode *node, int type, int crossing, int flags, IPoint2 *p, ViewExp *vpt);
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void Snap(TimeValue t, INode* inode, SnapInfo *snap, IPoint2 *p, ViewExp *vpt);
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void GetDeformBBox(TimeValue t, Box3& box, Matrix3 *tm, BOOL useSel );
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//Internal routines
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void BoxLight(TimeValue t, INode *inode, Box3& box, Matrix3 *tm);
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void GetMat(TimeValue t, INode* inode, ViewExp *vpt, Matrix3& tm);
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virtual RefTargetHandle GetReference(int i);
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virtual void SetReference(int ref, RefTargetHandle rtarg);
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virtual int NumRefs() { return kNumRefs;}
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RefResult NotifyRefChanged(Interval changeInt, RefTargetHandle hTarget, PartID& partID, RefMessage message);
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// Called to retreive the state of this object at the specified time.
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ObjectState Eval(TimeValue t) { return ObjectState(this); }
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const char *GetCategory(){ return fClassDesc->Category(); }
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//
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// LightObject Specific Stuff below
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//
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//
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virtual BOOL IsSpot( void ) { return FALSE; }
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virtual BOOL IsDir( void ) { return FALSE; }
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RefResult EvalLightState(TimeValue time, Interval& valid, LightState *ls);
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ObjLightDesc *CreateLightDesc(INode *n, BOOL forceShadowBuffer=FALSE);
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void SetUseLight(int onOff) { fLightPB->SetValue(kLightOn, 0, onOff); NotifyDependents(FOREVER, PART_OBJ, REFMSG_CHANGE); }
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BOOL GetUseLight(void) { BOOL v; fLightPB->GetValue(kLightOn, 0, v, FOREVER); return v; }
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void SetHotspot(TimeValue time, float f);
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float GetHotspot(TimeValue t, Interval& valid = Interval(0,0));
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void SetFallsize(TimeValue time, float f);
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float GetFallsize(TimeValue t, Interval& valid = Interval(0,0));
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void SetAtten(TimeValue time, int which, float f);
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float GetAtten(TimeValue t, int which, Interval& valid = Interval(0,0));
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// TDist funcs needs implementation as of 31/5/01
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void SetTDist(TimeValue time, float f);
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float GetTDist(TimeValue t, Interval& valid = Interval(0,0));
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void SetConeDisplay(int s, int notify=TRUE);
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BOOL GetConeDisplay(void);
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void SetRGBColor(TimeValue t, Point3& rgb); //fLightPB->SetValue(kRGB, t, rgb); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
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Point3 GetRGBColor(TimeValue t, Interval &valid = Interval(0,0)); //return fLightPB->GetPoint3(kRGB, t); }
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void SetIntensity(TimeValue t, float f) { fLightPB->SetValue(kIntensity, t, f); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
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float GetIntensity(TimeValue t, Interval& valid = Interval(0,0)) {return fLightPB->GetFloat(kIntensity, t); }
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void SetAspect(TimeValue t, float f) {}
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float GetAspect(TimeValue t, Interval& valid = Interval(0,0)) { return 0.0; }
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void SetUseAtten(int s){ fLightPB->SetValue(kUseAttenuationBool, 0, s); NotifyDependents(FOREVER, PART_OBJ, REFMSG_CHANGE); }
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BOOL GetUseAtten(void) {return fLightPB->GetInt(kUseAttenuationBool, 0);}
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void SetUseAttenNear(int s) { }
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BOOL GetUseAttenNear(void) {return false;}
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void SetAttenDisplay(int s){ }
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BOOL GetAttenDisplay(void) {return fLightPB->GetInt(kUseAttenuationBool, 0);}
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void SetAttenDisplayNear(int s){ }
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BOOL GetAttenDisplayNear(void){return false;}
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void Enable(int enab) { fLightPB->SetValue(kLightOn, 0, enab); }
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void SetMapBias(TimeValue t, float f) {}
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float GetMapBias(TimeValue t, Interval& valid = Interval(0,0)){return 0.0f;}
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void SetMapRange(TimeValue t, float f) {}
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float GetMapRange(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0f;}
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void SetMapSize(TimeValue t, int f) {}
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int GetMapSize(TimeValue t, Interval& valid = Interval(0,0)){return 0;}
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void SetRayBias(TimeValue t, float f) {}
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float GetRayBias(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0;} //{return 0.0f;}
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int GetAbsMapBias() {return 0;}
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void SetAbsMapBias(int a) {}
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int GetOvershoot(){return 0;}
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void SetOvershoot(int a){}
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virtual int GetProjector() { return 0; }
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void SetProjector(int a){fLightPB->SetValue(kUseProjectorBool, 0, a); }
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ExclList* GetExclList(){return NULL;}
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BOOL Include() {return false;}
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virtual Texmap* GetProjMap(); //{ Interval valid = Interval(0,0); Texmap* MyMap; fLightPB->GetValue(kProjMapTexButton, 0, MyMap, valid); return MyMap; }
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void SetProjMap(BitmapInfo* pmap);
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void UpdateTargDistance(TimeValue t, INode* inode);
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// GenLight Specific Stuff below
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BOOL GetUseGlobal() { return false; } //Global Shadow param
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void SetUseGlobal(int a) {}
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BOOL GetShadow();
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void SetShadow(int a);
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BOOL GetShadowType() { return -1; } //No Shadows generated ....
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void SetShadowType(int a) {} //Until implemented....
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GenLight* NewLight(int type) { return NULL;}
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int Type() {return -1;}
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void SetSpotShape(int a) {}
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void SetHSVColor(TimeValue t, class Point3 &b);
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Point3 GetHSVColor(TimeValue t, Interval& b);
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void SetContrast(int a, float other) {} // fLightPB->SetValue(kContrast, a, other); NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE);}
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float GetContrast(int a, Interval &valid) {return 0.0;} //float f; f = fLightPB->GetFloat(kContrast, a); return f;}
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void SetAttenNearDisplay(int a) {}
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BOOL GetAttenNearDisplay() {return false;}
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ExclList& GetExclusionList() {return exclList;}
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void SetExclusionList(ExclList & a) {}
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BOOL SetHotSpotControl(Control* a) {SetParamBlock2Controller(fLightPB, ParamID(kHotSpot),0, a); return true;}
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BOOL SetFalloffControl(Control* a) {SetParamBlock2Controller(fLightPB, ParamID(kFallOff),0, a); return true;}
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Control* GetHotSpotControl() {return GetParamBlock2Controller(fLightPB, ParamID(kHotSpot));}
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Control* GetFalloffControl() {return GetParamBlock2Controller(fLightPB, ParamID(kFallOff));}
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BOOL SetColorControl(Control * a) {SetParamBlock2Controller(fLightPB, ParamID(kLightColor),0, a); return true;}
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Control* GetColorControl() {return GetParamBlock2Controller(fLightPB, ParamID(kLightColor)); }
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BOOL GetDecayType() { return fLightPB->GetInt(kAttenTypeRadio, 0) + 1;} //Offset for the radio.
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void SetDecayType(BOOL onOff) {if (!onOff) return; else {fLightPB->SetValue(kAttenTypeRadio, 0, ((int) onOff - 1)); return;} }
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void SetDecayRadius(TimeValue time, float f) { fLightPB->SetValue(kAttenMaxFalloffEdit, time, f); }
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float GetDecayRadius(TimeValue t, Interval& valid = Interval(0,0)) {return fLightPB->GetFloat(kAttenMaxFalloffEdit, t); }
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void SetDiffuseSoft(TimeValue time, float f) {}//fLightPB->SetValue(kDiffSoft, time, f);}
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float GetDiffuseSoft(TimeValue t, Interval& valid = Interval(0,0)) {return 0.0;} //return fLightPB->GetFloat(kDiffSoft, t);}
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void SetAffectDiffuse(BOOL onOff) {}//fLightPB->SetValue(kDiffOn, 0, onOff); }
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BOOL GetAffectDiffuse() {return false; } //fLightPB->GetInt(kDiffOn, 0); }
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LRESULT CALLBACK TrackViewWinProc( HWND hwnd, UINT message,
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WPARAM wParam, LPARAM lParam ){return(0);}
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};
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#endif
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