Files
2026-03-10 21:11:40 -07:00

374 lines
10 KiB
C++

#pragma once
#include "object.h"
#include "lc_math.h"
enum lcLightSection : quint32
{
LC_LIGHT_SECTION_INVALID = LC_OBJECT_SECTION_INVALID,
LC_LIGHT_SECTION_POSITION = 0,
LC_LIGHT_SECTION_TARGET
};
enum class lcLightType
{
Point,
Spot,
Directional,
Area,
Count
};
enum class lcLightAreaShape
{
Rectangle,
Square,
Disk,
Ellipse,
Count
};
struct lcLightHistoryState
{
lcObjectId Id;
bool Hidden;
QString Name;
lcLightType LightType;
bool CastShadow;
lcObjectProperty<lcVector3> Position;
lcObjectProperty<lcMatrix33> Rotation;
lcObjectProperty<lcVector3> Color;
lcObjectProperty<float> BlenderPower;
lcObjectProperty<float> BlenderRadius;
lcObjectProperty<float> BlenderAngle;
lcObjectProperty<float> POVRayPower;
lcObjectProperty<float> POVRayFadeDistance;
lcObjectProperty<float> POVRayFadePower;
lcObjectProperty<float> SpotConeAngle;
lcObjectProperty<float> SpotPenumbraAngle;
lcObjectProperty<float> POVRaySpotTightness;
lcLightAreaShape AreaShape;
lcObjectProperty<float> AreaSizeX;
lcObjectProperty<float> AreaSizeY;
lcObjectProperty<int> POVRayAreaGridX;
lcObjectProperty<int> POVRayAreaGridY;
bool operator==(const lcLightHistoryState& Other) const
{
return Id == Other.Id && Hidden == Other.Hidden && Name == Other.Name && LightType == Other.LightType &&
CastShadow == Other.CastShadow && Position == Other.Position && Rotation == Other.Rotation && Color == Other.Color &&
BlenderPower == Other.BlenderPower && BlenderRadius == Other.BlenderRadius && BlenderAngle == Other.BlenderAngle &&
POVRayPower == Other.POVRayPower && POVRayFadeDistance == Other.POVRayFadeDistance && POVRayFadePower == Other.POVRayFadePower &&
SpotConeAngle == Other.SpotConeAngle && SpotPenumbraAngle == Other.SpotPenumbraAngle &&
POVRaySpotTightness == Other.POVRaySpotTightness && AreaShape == Other.AreaShape && AreaSizeX == Other.AreaSizeX &&
AreaSizeY == Other.AreaSizeY && POVRayAreaGridX == Other.POVRayAreaGridX && POVRayAreaGridY == Other.POVRayAreaGridY;
}
};
class lcLight : public lcObject
{
public:
lcLight();
lcLight(const lcVector3& Position, lcLightType LightType);
virtual ~lcLight() = default;
lcLight(const lcLight&) = delete;
lcLight(lcLight&&) = delete;
lcLight& operator=(const lcLight&) = delete;
lcLight& operator=(lcLight&&) = delete;
static QString GetLightTypeString(lcLightType LightType);
static QStringList GetLightTypeStrings();
static QString GetAreaShapeString(lcLightAreaShape LightAreaShape);
static QStringList GetAreaShapeStrings();
bool IsPointLight() const
{
return mLightType == lcLightType::Point;
}
bool IsSpotLight() const
{
return mLightType == lcLightType::Spot;
}
bool IsDirectionalLight() const
{
return mLightType == lcLightType::Directional;
}
bool IsAreaLight() const
{
return mLightType == lcLightType::Area;
}
lcLightType GetLightType() const
{
return mLightType;
}
bool SetLightType(lcLightType LightType);
quint32 GetAllowedTransforms() const override
{
if (IsPointLight())
return LC_OBJECT_TRANSFORM_MOVE_XYZ;
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
return LC_OBJECT_TRANSFORM_MOVE_XYZ | LC_OBJECT_TRANSFORM_ROTATE_XYZ;
if (Section == LC_LIGHT_SECTION_TARGET)
return LC_OBJECT_TRANSFORM_MOVE_XYZ;
return 0;
}
lcMatrix33 GetRelativeRotation() const
{
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION)
return lcMatrix33(mWorldMatrix);
else
return lcMatrix33Identity();
}
lcVector3 GetSectionPosition(quint32 Section) const override
{
if (Section == LC_LIGHT_SECTION_POSITION)
return mWorldMatrix.GetTranslation();
if (Section == LC_LIGHT_SECTION_TARGET)
return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
return lcVector3(0.0f, 0.0f, 0.0f);
}
void SetPosition(const lcVector3& Position, lcStep Step, bool AddKey)
{
mPosition.ChangeKey(Position, Step, AddKey);
}
void SetRotation(const lcMatrix33& Rotation, lcStep Step, bool AddKey)
{
mRotation.ChangeKey(Rotation, Step, AddKey);
}
lcVector3 GetRotationCenter() const
{
const quint32 Section = GetFocusSection();
if (Section == LC_LIGHT_SECTION_POSITION || Section == LC_LIGHT_SECTION_INVALID)
{
return mWorldMatrix.GetTranslation();
}
else
{
return lcMul31(lcVector3(0.0f, 0.0f, -mTargetDistance), mWorldMatrix);
}
}
lcVector3 GetPosition() const
{
return mWorldMatrix.GetTranslation();
}
lcVector3 GetDirection() const
{
return -lcVector3(mWorldMatrix[2]);
}
const lcMatrix44& GetWorldMatrix() const
{
return mWorldMatrix;
}
void SaveLDraw(QTextStream& Stream) const;
bool ParseLDrawLine(QTextStream& Stream);
public:
void RayTest(lcObjectRayTest& ObjectRayTest) const override;
void BoxTest(lcObjectBoxTest& ObjectBoxTest) const override;
void DrawInterface(lcContext* Context, const lcScene& Scene) const override;
QVariant GetPropertyValue(lcObjectPropertyId PropertyId) const override;
bool SetPropertyValue(lcObjectPropertyId PropertyId, lcStep Step, bool AddKey, QVariant Value) override;
bool HasKeyFrame(lcObjectPropertyId PropertyId, lcStep Time) const override;
bool SetKeyFrame(lcObjectPropertyId PropertyId, lcStep Time, bool KeyFrame) override;
void RemoveKeyFrames() override;
lcLightHistoryState GetHistoryState(const lcModel* Model) const;
void SetHistoryState(const lcLightHistoryState& State, const lcModel* Model);
void InsertTime(lcStep Start, lcStep Time);
void RemoveTime(lcStep Start, lcStep Time);
bool IsVisible() const
{
return !mHidden;
}
bool SetColor(const lcVector3& Color, lcStep Step, bool AddKey);
lcVector3 GetColor() const
{
return mColor;
}
bool SetPOVRayFadeDistance(float Distance, lcStep Step, bool AddKey);
float GetPOVRayFadeDistance() const
{
return mPOVRayFadeDistance;
}
bool SetPOVRayFadePower(float Power, lcStep Step, bool AddKey);
float GetPOVRayFadePower() const
{
return mPOVRayFadePower;
}
bool SetSpotConeAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotConeAngle() const
{
return mSpotConeAngle;
}
bool SetSpotPenumbraAngle(float Angle, lcStep Step, bool AddKey);
float GetSpotPenumbraAngle() const
{
return mSpotPenumbraAngle;
}
bool SetSpotPOVRayTightness(float Angle, lcStep Step, bool AddKey);
float GetSpotPOVRayTightness() const
{
return mPOVRaySpotTightness;
}
bool SetAreaShape(lcLightAreaShape LightAreaShape);
lcLightAreaShape GetAreaShape() const
{
return mAreaShape;
}
bool SetAreaPOVRayGridX(int AreaGrid, lcStep Step, bool AddKey);
int GetAreaPOVRayGridX() const
{
return mPOVRayAreaGridX;
}
bool SetAreaPOVRayGridY(int AreaGrid, lcStep Step, bool AddKey);
int GetAreaPOVRayGridY() const
{
return mPOVRayAreaGridY;
}
bool SetBlenderRadius(float Radius, lcStep Step, bool AddKey);
float GetBlenderRadius() const
{
return mBlenderRadius;
}
bool SetBlenderAngle(float Angle, lcStep Step, bool AddKey);
float GetBlenderAngle() const
{
return mBlenderAngle * LC_RTOD;
}
bool SetAreaSizeX(float Size, lcStep Step, bool AddKey);
float GetAreaSizeX() const
{
return mAreaSizeX;
}
bool SetAreaSizeY(float Size, lcStep Step, bool AddKey);
float GetAreaSizeY() const
{
return mAreaSizeY;
}
bool SetBlenderPower(float Power, lcStep Step, bool AddKey);
float GetBlenderPower() const
{
return mBlenderPower;
}
bool SetPOVRayPower(float Power, lcStep Step, bool AddKey);
float GetPOVRayPower() const
{
return mPOVRayPower;
}
bool SetCastShadow(bool CastShadow);
bool GetCastShadow() const
{
return mCastShadow;
}
bool SetName(const QString& Name);
QString GetName() const override
{
return mName;
}
void CompareBoundingBox(lcVector3& Min, lcVector3& Max);
void UpdatePosition(lcStep Step) override;
void MoveSelected(lcStep Step, bool AddKey, const lcVector3& Distance, bool FirstMove);
void Rotate(lcStep Step, bool AddKey, const lcMatrix33& RotationMatrix, const lcVector3& Center, const lcMatrix33& RotationFrame);
void CreateName(const std::vector<std::unique_ptr<lcLight>>& Lights);
protected:
void DrawPointLight(lcContext* Context) const;
void DrawSpotLight(lcContext* Context) const;
void DrawDirectionalLight(lcContext* Context) const;
void DrawAreaLight(lcContext* Context) const;
void SetupLightMatrix(lcContext* Context) const;
void DrawSphere(lcContext* Context, const lcVector3& Center, float Radius) const;
void DrawCylinder(lcContext* Context, float Radius, float Height) const;
void DrawTarget(lcContext* Context) const;
void DrawCone(lcContext* Context, float TargetDistance) const;
QString mName;
lcLightType mLightType = lcLightType::Point;
bool mCastShadow = true;
lcObjectProperty<lcVector3> mPosition = lcObjectProperty<lcVector3>(lcVector3(0.0f, 0.0f, 0.0f));
lcObjectProperty<lcMatrix33> mRotation = lcObjectProperty<lcMatrix33>(lcMatrix33Identity());
lcObjectProperty<lcVector3> mColor = lcObjectProperty<lcVector3>(lcVector3(1.0f, 1.0f, 1.0f));
lcObjectProperty<float> mBlenderPower = lcObjectProperty<float>(10.0f);
lcObjectProperty<float> mBlenderRadius = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mBlenderAngle = lcObjectProperty<float>(0.526f * LC_DTOR);
lcObjectProperty<float> mPOVRayPower = lcObjectProperty<float>(1.0f);
lcObjectProperty<float> mPOVRayFadeDistance = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mPOVRayFadePower = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mSpotConeAngle = lcObjectProperty<float>(80.0f);
lcObjectProperty<float> mSpotPenumbraAngle = lcObjectProperty<float>(0.0f);
lcObjectProperty<float> mPOVRaySpotTightness = lcObjectProperty<float>(0.0f);
lcLightAreaShape mAreaShape = lcLightAreaShape::Rectangle;
lcObjectProperty<float> mAreaSizeX = lcObjectProperty<float>(250.0f);
lcObjectProperty<float> mAreaSizeY = lcObjectProperty<float>(250.0f);
lcObjectProperty<int> mPOVRayAreaGridX = lcObjectProperty<int>(2);
lcObjectProperty<int> mPOVRayAreaGridY = lcObjectProperty<int>(2);
lcVector3 mTargetMovePosition = lcVector3(0.0f, 0.0f, 0.0f);
lcMatrix44 mWorldMatrix;
static constexpr float mTargetDistance = 50.0f;
};