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# PointLight.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * ポイントライト実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "LampBasic.h"
    00026 #include "Graphics/Light/PointLight.h"
    00027 #include "Graphics/Scene/Scene.h"
    00028 #include "Graphics/Light/LightManager.h"
    00029
    00030 namespace Lamp{
    00031
    00032 //------------------------------------------------------------------------------
    00033 // コンストラクタ
    00034 PointLight::PointLight(const String& name, Scene* scene) :
    00035     LocalLight(name, scene), diffuseColor_(Color3f::white),
    00036     specularColor_(Color3f::white), position_(0.f, 0.f, 0.f),
    00037     worldPosition_(0.f, 0.f, 0.f), range_(Limit::floatMaxSqrt),
    00038     globalRange_(Limit::floatMaxSqrt), attenuation0_(1.f), attenuation1_(0.f),
    00039     attenuation2_(0.f), squaredCameraDistance_(0.f){
    00040 }
    00041 //------------------------------------------------------------------------------
    00042 // デストラクタ
    00043 PointLight::~PointLight(){
    00044 }
    00045 //------------------------------------------------------------------------------
    00046 // ポイントライトのコピー
    00047 PointLight* PointLight::copyPointLight() const{
    00048     LightManager* manager = scene_->getLightManager();
    00049     PointLight* copyLight =
    00050         manager->createPointLight(manager->rename(name_));
    00051     // ライトの値コピー
    00052     copyLightValue(copyLight);
    00053     // メンバのコピー
    00054     copyLight->setDiffuseColor(diffuseColor_);
    00055     copyLight->setSpecularColor(specularColor_);
    00056     copyLight->setPosition(position_);
    00057     copyLight->setRange(range_);
    00058     copyLight->setAttenuation(attenuation0_, attenuation1_, attenuation2_);
    00059     return copyLight;
    00060 }
    00061 //------------------------------------------------------------------------------
    00062 // 走査
    00063 void PointLight::traverse(const Matrix34& parentMatrix,
    00064     bool parentEnabled, bool parentScaled, bool parentChanged){
    00065     Light::traverse(parentMatrix, parentEnabled, parentScaled, parentChanged);
    00066     // 位置をワールド座標に変換
    00067     worldPosition_ = parentMatrix * position_;
    00068     // ライトに対するスケールの判断微妙。Assert(false);で止めたほうがいいかも
    00069     if(!parentScaled){
    00070         globalRange_ = range_;
    00071     }else{
    00072         // スケールがかかっていた場合は半径を各軸の最大値にする
    00073         // ベクトル(1,0,0),(0,1,0),(0,0,1)を変換して最長の長さを半径に乗算
    00074         float maxSquardLength = 0.f;
    00075         for(int i = 0; i < 3; i++){
    00076             float squaredLength =
    00077                 parentMatrix.m[0][i] * parentMatrix.m[0][i] +
    00078                 parentMatrix.m[1][i] * parentMatrix.m[1][i] +
    00079                 parentMatrix.m[2][i] * parentMatrix.m[2][i];
    00080             if(squaredLength > maxSquardLength){
    00081                 maxSquardLength = squaredLength;
    00082             }
    00083         }
    00084         globalRange_ = range_ * Math::sqrt(maxSquardLength);
    00085     }
    00086 }
    00087 //------------------------------------------------------------------------------
    00088 } // End of namespace Lamp
    00089 //------------------------------------------------------------------------------