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FadeLOD and Polylight improved
This commit is contained in:
parent
6d457d093c
commit
4a938d6085
@ -41,6 +41,7 @@
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depthWriteAttrib.I depthWriteAttrib.h \
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directionalLight.I directionalLight.h \
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drawCullHandler.I drawCullHandler.h \
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fadeLodNode.I fadeLodNode.h \
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findApproxLevelEntry.I findApproxLevelEntry.h \
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findApproxPath.I findApproxPath.h \
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fog.I fog.h \
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@ -128,6 +129,7 @@
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depthWriteAttrib.cxx \
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directionalLight.cxx \
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drawCullHandler.cxx \
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fadeLodNode.cxx \
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findApproxLevelEntry.cxx \
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findApproxPath.cxx \
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fog.cxx \
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@ -214,6 +216,7 @@
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depthWriteAttrib.I depthWriteAttrib.h \
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directionalLight.I directionalLight.h \
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drawCullHandler.I drawCullHandler.h \
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fadeLodNode.I fadeLodNode.h \
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fog.I fog.h \
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fogAttrib.I fogAttrib.h \
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geomNode.I geomNode.h \
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@ -42,6 +42,7 @@
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#include "depthTestAttrib.h"
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#include "depthWriteAttrib.h"
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#include "directionalLight.h"
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#include "fadeLodNode.h"
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#include "fog.h"
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#include "fogAttrib.h"
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#include "geomNode.h"
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@ -192,6 +193,7 @@ init_libpgraph() {
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DepthTestAttrib::init_type();
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DepthWriteAttrib::init_type();
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DirectionalLight::init_type();
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FadeLODNode::init_type();
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Fog::init_type();
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FogAttrib::init_type();
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GeomNode::init_type();
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202
panda/src/pgraph/fadeLodNode.I
Executable file
202
panda/src/pgraph/fadeLodNode.I
Executable file
@ -0,0 +1,202 @@
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// Filename: fadelodNode.I
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// Created by: sshodhan (14Jun04)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::CData::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE FadeLODNode::CData::
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CData() {
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_fade_time = 1.0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::CData::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE FadeLODNode::CData::
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CData(const FadeLODNode::CData ©) :
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_lod(copy._lod) {
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_fade_time = copy._fade_time;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE FadeLODNode::
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FadeLODNode(const string &name) :
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PandaNode(name) {
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_fade_mode = false;
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_previous_child = 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::Copy Constructor
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// Access: Protected
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE FadeLODNode::
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FadeLODNode(const FadeLODNode ©) :
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PandaNode(copy),
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_cycler(copy._cycler) {
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_fade_mode = copy._fade_mode;
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_previous_child = copy._previous_child;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::add_switch
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// Access: Published
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// Description: Adds a switch range to the FadeLODNode. This implies
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// that the corresponding child node has been parented
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// to the node.
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//
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// The sense of in vs. out distances is as if the object
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// were coming towards you from far away: it switches
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// "in" at the far distance, and switches "out" at the
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// close distance. Thus, "in" should be larger than
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// "out".
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////////////////////////////////////////////////////////////////////
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INLINE void FadeLODNode::
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add_switch(float in, float out) {
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CDWriter cdata(_cycler);
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cdata->_lod._switch_vector.push_back(LODSwitch(in, out));
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::set_switch
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// Access: Published
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// Description: Changes the switching range of a particular child of
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// the LODNode. See add_switch().
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////////////////////////////////////////////////////////////////////
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INLINE bool FadeLODNode::
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set_switch(int index, float in, float out) {
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CDWriter cdata(_cycler);
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nassertr(index >= 0 && index < (int)cdata->_lod._switch_vector.size(), false);
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cdata->_lod._switch_vector[index].set_range(in, out);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::clear_switches
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// Access: Published
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// Description: Removes the set of switching ranges for the LODNode,
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// presumably in conjunction with removing all of its
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// children. See add_switch().
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////////////////////////////////////////////////////////////////////
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INLINE void FadeLODNode::
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clear_switches(void) {
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CDWriter cdata(_cycler);
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cdata->_lod._switch_vector.erase(cdata->_lod._switch_vector.begin(),
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cdata->_lod._switch_vector.end());
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::get_num_switches
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// Access: Published
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// Description: Returns the number of switch ranges added to the
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// LODNode. This should correspond to the number of
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// children of the node in order for the FadeLODNode to
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// function correctly.
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////////////////////////////////////////////////////////////////////
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INLINE int FadeLODNode::
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get_num_switches() const {
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CDReader cdata(_cycler);
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return cdata->_lod._switch_vector.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::get_in
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// Access: Published
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// Description: Returns the "in" distance of the indicated switch
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// range. This should be larger than the "out" distance
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// of the same range.
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////////////////////////////////////////////////////////////////////
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INLINE float FadeLODNode::
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get_in(int index) const {
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CDReader cdata(_cycler);
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nassertr(index >= 0 && index < (int)cdata->_lod._switch_vector.size(), 0.0);
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return cdata->_lod._switch_vector[index].get_in();
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::get_out
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// Access: Published
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// Description: Returns the "out" distance of the indicated switch
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// range. This should be smaller than the "in" distance
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// of the same range.
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////////////////////////////////////////////////////////////////////
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INLINE float FadeLODNode::
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get_out(int index) const {
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CDReader cdata(_cycler);
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nassertr(index >= 0 && index < (int)cdata->_lod._switch_vector.size(), 0.0);
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return cdata->_lod._switch_vector[index].get_out();
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::set_center
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// Access: Published
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// Description: Specifies the center of the LOD. This is the point
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// that is compared to the camera (in camera space) to
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// determine the particular LOD that should be chosen.
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////////////////////////////////////////////////////////////////////
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INLINE void FadeLODNode::
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set_center(const LPoint3f ¢er) {
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CDWriter cdata(_cycler);
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cdata->_lod._center = center;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::get_center
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// Access: Published
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// Description: Returns the center of the LOD. This is the point
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// that is compared to the camera (in camera space) to
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// determine the particular LOD that should be chosen.
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////////////////////////////////////////////////////////////////////
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INLINE const LPoint3f &FadeLODNode::
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get_center() const {
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CDReader cdata(_cycler);
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return cdata->_lod._center;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::set_fade_time
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// Access: Published
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// Description: set the time taken to complete an LOD switch
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////////////////////////////////////////////////////////////////////
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INLINE FadeLODNode::
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set_fade_time(float t) {
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CDWriter cdata(_cycler);
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cdata->_fade_time = t;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::get_fade_time
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// Access: Published
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// Description: get the time taken to complete an LOD switch
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////////////////////////////////////////////////////////////////////
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INLINE float FadeLODNode::
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get_fade_time() const {
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CDReader cdata(_cycler);
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return cdata->_fade_time;
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}
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306
panda/src/pgraph/fadeLodNode.cxx
Executable file
306
panda/src/pgraph/fadeLodNode.cxx
Executable file
@ -0,0 +1,306 @@
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// Filename: fadeLodNode.cxx
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// Created by: sshodhan (14Jun04)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "fadeLodNode.h"
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#include "cullTraverserData.h"
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#include "cullTraverser.h"
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#include "clockObject.h"
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#include "colorScaleAttrib.h"
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#include "depthWriteAttrib.h"
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#include "transparencyAttrib.h"
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TypeHandle FadeLODNode::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::CData::make_copy
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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CycleData *FadeLODNode::CData::
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make_copy() const {
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return new CData(*this);
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::CData::write_datagram
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// Access: Public, Virtual
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// Description: Writes the contents of this object to the datagram
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// for shipping out to a Bam file.
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////////////////////////////////////////////////////////////////////
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void FadeLODNode::CData::
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write_datagram(BamWriter *manager, Datagram &dg) const {
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_lod.write_datagram(dg);
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::CData::fillin
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// Access: Public, Virtual
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// Description: This internal function is called by make_from_bam to
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// read in all of the relevant data from the BamFile for
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// the new LODNode.
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////////////////////////////////////////////////////////////////////
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void FadeLODNode::CData::
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fillin(DatagramIterator &scan, BamReader *manager) {
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_lod.read_datagram(scan);
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::make_copy
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// Access: Public, Virtual
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// Description: Returns a newly-allocated Node that is a shallow copy
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// of this one. It will be a different Node pointer,
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// but its internal data may or may not be shared with
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// that of the original Node.
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////////////////////////////////////////////////////////////////////
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PandaNode *FadeLODNode::
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make_copy() const {
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return new FadeLODNode(*this);
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::safe_to_combine
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// Access: Public, Virtual
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// Description: Returns true if it is generally safe to combine this
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// particular kind of PandaNode with other kinds of
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// PandaNodes, adding children or whatever. For
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// instance, an LODNode should not be combined with any
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// other PandaNode, because its set of children is
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// meaningful.
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////////////////////////////////////////////////////////////////////
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bool FadeLODNode::
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safe_to_combine() const {
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::xform
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// Access: Public, Virtual
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// Description: Transforms the contents of this PandaNode by the
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// indicated matrix, if it means anything to do so. For
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// most kinds of PandaNodes, this does nothing.
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////////////////////////////////////////////////////////////////////
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void FadeLODNode::
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xform(const LMatrix4f &mat) {
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CDWriter cdata(_cycler);
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cdata->_lod.xform(mat);
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::has_cull_callback
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// Access: Public, Virtual
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// Description: Should be overridden by derived classes to return
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// true if cull_callback() has been defined. Otherwise,
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// returns false to indicate cull_callback() does not
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// need to be called for this node during the cull
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// traversal.
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////////////////////////////////////////////////////////////////////
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bool FadeLODNode::
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has_cull_callback() const {
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: FadeLODNode::cull_callback
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// Access: Public, Virtual
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// Description: If has_cull_callback() returns true, this function
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// will be called during the cull traversal to perform
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// any additional operations that should be performed at
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// cull time. This may include additional manipulation
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// of render state or additional visible/invisible
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// decisions, or any other arbitrary operation.
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//
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// By the time this function is called, the node has
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// already passed the bounding-volume test for the
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// viewing frustum, and the node's transform and state
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// have already been applied to the indicated
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// CullTraverserData object.
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//
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// The return value is true if this node should be
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// visible, or false if it should be culled.
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////////////////////////////////////////////////////////////////////
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bool FadeLODNode::
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cull_callback(CullTraverser *trav, CullTraverserData &data) {
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PandaNode *node = data.node();
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CDReader cdata(_cycler);
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if(_fade_mode) {
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float in_alpha;
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float out_alpha;
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_fade_timer -= ClockObject::get_global_clock()->get_dt();
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if(_fade_timer <= (cdata->_fade_time / 2.0)) {
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//SECOND HALF OF FADE:
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//Fade out the old LOD with z write off and
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//draw the opaque new LOD with z write on
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out_alpha = (_fade_timer*2.0) / cdata->_fade_time;
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if(out_alpha < 0.0) {
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out_alpha = 0.0;
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}
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CullTraverserData next_data_in(data, node->get_child(_fade_in));
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CullTraverserData next_data_out(data, node->get_child(_fade_out));
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// Disable Transparency on new LOD
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next_data_in._state = next_data_in._state->add_attrib(TransparencyAttrib::make(TransparencyAttrib::M_none), 0);
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// Enable Transparency on old LOD
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next_data_out._state = next_data_out._state->add_attrib(TransparencyAttrib::make(TransparencyAttrib::M_alpha), 0);
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// Start Fading the old LOD out
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next_data_out._state = next_data_out._state->add_attrib(ColorScaleAttrib::make(LVecBase4f(1.0,1.0,1.0,out_alpha)));
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// The new LOD is now opaque and has depth writing
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next_data_in._state = next_data_in._state->add_attrib(DepthWriteAttrib::make(DepthWriteAttrib::M_on), 0);
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// The old LOD is fading so it doesnt depth write
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next_data_out._state = next_data_out._state->add_attrib(DepthWriteAttrib::make(DepthWriteAttrib::M_off), 0);
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trav->traverse(next_data_in);
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trav->traverse(next_data_out);
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}
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else {
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// FIRST HALF OF FADE
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// Fade the new LOD in with z writing off
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// Keep drawing the old LOD opaque with z writing on
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in_alpha = (1.0 - (_fade_timer / cdata->_fade_time))*2.0;
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if(in_alpha > 1.0) {
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in_alpha = 1.0;
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}
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CullTraverserData next_data_out(data, node->get_child(_fade_out));
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CullTraverserData next_data_in(data, node->get_child(_fade_in));
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// Disable transparency on old LOD
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next_data_out._state = next_data_out._state->add_attrib(TransparencyAttrib::make(TransparencyAttrib::M_none), 0);
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// Enable transparency on new LOD
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next_data_in._state = next_data_in._state->add_attrib(TransparencyAttrib::make(TransparencyAttrib::M_alpha), 0);
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// Start Fading in the new LOD
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next_data_in._state = next_data_in._state->add_attrib(ColorScaleAttrib::make(LVecBase4f(1.0,1.0,1.0,in_alpha)));
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// Enable depth write for the old LOD
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next_data_out._state = next_data_out._state->add_attrib(DepthWriteAttrib::make(DepthWriteAttrib::M_on), 0);
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// Disable depth write for the new LOD
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next_data_in._state = next_data_in._state->add_attrib(DepthWriteAttrib::make(DepthWriteAttrib::M_off), 0);
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trav->traverse(next_data_out);
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trav->traverse(next_data_in);
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}
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if(_fade_timer < 0) { // Fading Complete
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_fade_mode = false;
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}
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}
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else {
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if (data._net_transform->is_singular()) {
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// If we're under a singular transform, we can't compute the LOD;
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// select none of them instead.
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//select_child(get_num_children());
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return false;
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}
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else {
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LPoint3f camera_pos(0, 0, 0);
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// Get the LOD center in camera space
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CPT(TransformState) rel_transform =
|
||||
trav->get_camera_transform()->invert_compose(data._net_transform);
|
||||
LPoint3f center = cdata->_lod._center * rel_transform->get_mat();
|
||||
// Determine which child to traverse
|
||||
int index = cdata->_lod.compute_child(camera_pos, center);
|
||||
//printf("CHILD: %d PREVIOUS %d \n",index,_previous_child);
|
||||
if(index != _previous_child) { // Transition occurred
|
||||
_fade_mode = true;
|
||||
_fade_timer = cdata->_fade_time;
|
||||
_fade_out = _previous_child;
|
||||
_fade_in = index;
|
||||
_previous_child = index;
|
||||
CullTraverserData next_data_transition(data, node->get_child(_fade_out));
|
||||
trav->traverse(next_data_transition);
|
||||
}
|
||||
else {
|
||||
// No transition... handle things as usual
|
||||
// Traverse only one valid child
|
||||
CullTraverserData next_data_normal(data, node->get_child(index));
|
||||
trav->traverse(next_data_normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: FadeLODNode::output
|
||||
// Access: Public, Virtual
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void FadeLODNode::
|
||||
output(ostream &out) const {
|
||||
PandaNode::output(out);
|
||||
CDReader cdata(_cycler);
|
||||
out << " ";
|
||||
cdata->_lod.output(out);
|
||||
out<< "Fade Time : " << cdata->_fade_time << endl;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: FadeLODNode::register_with_read_factory
|
||||
// Access: Public, Static
|
||||
// Description: Tells the BamReader how to create objects of type
|
||||
// LODNode.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void FadeLODNode::
|
||||
register_with_read_factory() {
|
||||
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: FadeLODNode::write_datagram
|
||||
// Access: Public, Virtual
|
||||
// Description: Writes the contents of this object to the datagram
|
||||
// for shipping out to a Bam file.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void FadeLODNode::
|
||||
write_datagram(BamWriter *manager, Datagram &dg) {
|
||||
PandaNode::write_datagram(manager, dg);
|
||||
manager->write_cdata(dg, _cycler);
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: FadeLODNode::make_from_bam
|
||||
// Access: Protected, Static
|
||||
// Description: This function is called by the BamReader's factory
|
||||
// when a new object of type LODNode is encountered
|
||||
// in the Bam file. It should create the LODNode
|
||||
// and extract its information from the file.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
TypedWritable *FadeLODNode::
|
||||
make_from_bam(const FactoryParams ¶ms) {
|
||||
FadeLODNode *node = new FadeLODNode("");
|
||||
DatagramIterator scan;
|
||||
BamReader *manager;
|
||||
|
||||
parse_params(params, scan, manager);
|
||||
node->fillin(scan, manager);
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: FadeLODNode::fillin
|
||||
// Access: Protected
|
||||
// Description: This internal function is called by make_from_bam to
|
||||
// read in all of the relevant data from the BamFile for
|
||||
// the new FadeLODNode.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void FadeLODNode::
|
||||
fillin(DatagramIterator &scan, BamReader *manager) {
|
||||
PandaNode::fillin(scan, manager);
|
||||
manager->read_cdata(scan, _cycler);
|
||||
}
|
119
panda/src/pgraph/fadeLodNode.h
Executable file
119
panda/src/pgraph/fadeLodNode.h
Executable file
@ -0,0 +1,119 @@
|
||||
// Filename: fadeLodNode.h
|
||||
// Created by: sshodhan (14Jun04)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||
//
|
||||
// To contact the maintainers of this program write to
|
||||
// panda3d-general@lists.sourceforge.net .
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef FADELODNODE_H
|
||||
#define FADELODNODE_H
|
||||
|
||||
#include "pandabase.h"
|
||||
|
||||
#include "pandaNode.h"
|
||||
|
||||
#include "LOD.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : FadeLODNode
|
||||
// Description : A Level-of-Detail node with alpha based switching.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class EXPCL_PANDA FadeLODNode : public PandaNode {
|
||||
PUBLISHED:
|
||||
INLINE FadeLODNode(const string &name);
|
||||
|
||||
|
||||
protected:
|
||||
INLINE FadeLODNode(const FadeLODNode ©);
|
||||
public:
|
||||
virtual PandaNode *make_copy() const;
|
||||
virtual bool safe_to_combine() const;
|
||||
virtual void xform(const LMatrix4f &mat);
|
||||
virtual bool has_cull_callback() const;
|
||||
virtual bool cull_callback(CullTraverser *trav, CullTraverserData &data);
|
||||
virtual void output(ostream &out) const;
|
||||
|
||||
PUBLISHED:
|
||||
// The sense of in vs. out distances is as if the object were coming
|
||||
// towards you from far away: it switches "in" at the far distance,
|
||||
// and switches "out" at the close distance. Thus, "in" should be
|
||||
// larger than "out".
|
||||
|
||||
INLINE void add_switch(float in, float out);
|
||||
INLINE bool set_switch(int index, float in, float out);
|
||||
INLINE void clear_switches(void);
|
||||
|
||||
INLINE int get_num_switches() const;
|
||||
INLINE float get_in(int index) const;
|
||||
INLINE float get_out(int index) const;
|
||||
|
||||
INLINE void set_center(const LPoint3f ¢er);
|
||||
INLINE const LPoint3f &get_center() const;
|
||||
|
||||
INLINE set_fade_time(float t);
|
||||
INLINE float get_fade_time() const;
|
||||
|
||||
public:
|
||||
static void register_with_read_factory();
|
||||
virtual void write_datagram(BamWriter *manager, Datagram &dg);
|
||||
|
||||
protected:
|
||||
static TypedWritable *make_from_bam(const FactoryParams ¶ms);
|
||||
void fillin(DatagramIterator &scan, BamReader *manager);
|
||||
|
||||
private:
|
||||
class EXPCL_PANDA CData : public CycleData {
|
||||
public:
|
||||
INLINE CData();
|
||||
INLINE CData(const CData ©);
|
||||
virtual CycleData *make_copy() const;
|
||||
virtual void write_datagram(BamWriter *manager, Datagram &dg) const;
|
||||
virtual void fillin(DatagramIterator &scan, BamReader *manager);
|
||||
|
||||
LOD _lod;
|
||||
float _fade_time;
|
||||
};
|
||||
|
||||
PipelineCycler<CData> _cycler;
|
||||
typedef CycleDataReader<CData> CDReader;
|
||||
typedef CycleDataWriter<CData> CDWriter;
|
||||
bool _fade_mode;
|
||||
float _fade_timer;
|
||||
int _fade_out;
|
||||
int _fade_in;
|
||||
int _previous_child;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
return _type_handle;
|
||||
}
|
||||
static void init_type() {
|
||||
PandaNode::init_type();
|
||||
register_type(_type_handle, "FadeLODNode",
|
||||
PandaNode::get_class_type());
|
||||
}
|
||||
virtual TypeHandle get_type() const {
|
||||
return get_class_type();
|
||||
}
|
||||
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||
|
||||
private:
|
||||
static TypeHandle _type_handle;
|
||||
};
|
||||
|
||||
#include "fadeLodNode.I"
|
||||
|
||||
#endif
|
@ -31,6 +31,7 @@
|
||||
#include "alphaTestAttrib.cxx"
|
||||
#include "directionalLight.cxx"
|
||||
#include "drawCullHandler.cxx"
|
||||
#include "fadeLodNode.cxx"
|
||||
#include "findApproxPath.cxx"
|
||||
#include "findApproxLevelEntry.cxx"
|
||||
#include "fog.cxx"
|
||||
|
@ -126,13 +126,12 @@ remove_all() {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: PolylightEffect::set_weight
|
||||
// Access: Published
|
||||
// Description: Set a weight between 0 and 1 for the light effect
|
||||
// This affects how much original color and how much
|
||||
// light color are applied to the node
|
||||
// Description: weight is a constant you add (generally 1 and above)
|
||||
// to make the colorscale brighten the existing color
|
||||
////////////////////////////////////////////////////////////////////
|
||||
INLINE bool PolylightEffect::
|
||||
set_weight(float w) {
|
||||
nassertr(w >= 0.0 && w <= 1.0 ,false);
|
||||
// nassertr(w >= 0.0 && w <= 1.0 ,false);
|
||||
_weight = w;
|
||||
return true;
|
||||
}
|
||||
@ -156,7 +155,7 @@ get_weight() const {
|
||||
// _contribution_type is a string that controls how
|
||||
// this division occurs.
|
||||
// "proximal" : A light only contributes if the node
|
||||
// is inside its volume
|
||||
// is inside its volume
|
||||
// "all" : All lights added to the effect are used in
|
||||
// division irrespective of their light volumes
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
@ -42,95 +42,103 @@ make() {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: PolylightEffect::do_poly_light
|
||||
// Access: Public
|
||||
// Description: Gets the node's position and based on distance from
|
||||
// Description: Gets the node's position and based on distance from
|
||||
// lights in the lightgroup calculates the color to be modulated in
|
||||
////////////////////////////////////////////////////////////////////
|
||||
CPT(RenderAttrib) PolylightEffect::
|
||||
do_poly_light(const CullTraverserData *data, const TransformState *node_transform) const {
|
||||
bool no_lights_closeby = false;
|
||||
float r,g,b; // To hold the color calculation
|
||||
float dist; // To calculate the distance of each light from the node
|
||||
float light_scale = 1.0; // Variable to calculate attenuation
|
||||
float light_scale = 1.0; // Variable to calculate attenuation
|
||||
float fd; // Variable for quadratic attenuation
|
||||
float Rcollect = 0.0,Gcollect = 0.0,Bcollect = 0.0; // Color variables
|
||||
int num_lights = 0; // Keep track of number of lights for division
|
||||
r = 0.0;
|
||||
g = 0.0;
|
||||
b = 0.0;
|
||||
LIGHTGROUP::const_iterator light_iter;
|
||||
// Cycle through all the lights in this effect's lightgroup
|
||||
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
|
||||
const PolylightNode *light = DCAST(PolylightNode,light_iter->second.node());
|
||||
// light holds the current PolylightNode
|
||||
if(light->is_enabled()) { // if enabled get all the properties
|
||||
float light_radius = light->get_radius();
|
||||
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
|
||||
float light_a0 = light->get_a0();
|
||||
float light_a1 = light->get_a1();
|
||||
float light_a2 = light->get_a2();
|
||||
if(light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
|
||||
light_a0 = 1.0;
|
||||
}
|
||||
Colorf light_color;
|
||||
if(light->is_flickering()) { // If flickering, modify color
|
||||
light_color = light->flicker();
|
||||
}
|
||||
else {
|
||||
light_color = light->get_color();
|
||||
}
|
||||
r = 1.0;
|
||||
g = 1.0;
|
||||
b = 1.0;
|
||||
if(is_enabled()) {
|
||||
LIGHTGROUP::const_iterator light_iter;
|
||||
// Cycle through all the lights in this effect's lightgroup
|
||||
for (light_iter = _lightgroup.begin(); light_iter != _lightgroup.end(); light_iter++){
|
||||
const PolylightNode *light = DCAST(PolylightNode,light_iter->second.node());
|
||||
// light holds the current PolylightNode
|
||||
if(light->is_enabled()) { // if enabled get all the properties
|
||||
float light_radius = light->get_radius();
|
||||
PolylightNode::Attenuation_Type light_attenuation = light->get_attenuation();
|
||||
float light_a0 = light->get_a0();
|
||||
float light_a1 = light->get_a1();
|
||||
float light_a2 = light->get_a2();
|
||||
if(light_a0 == 0 && light_a1 == 0 && light_a2 == 0) { // To prevent division by zero
|
||||
light_a0 = 1.0;
|
||||
}
|
||||
Colorf light_color;
|
||||
if(light->is_flickering()) { // If flickering, modify color
|
||||
light_color = light->flicker();
|
||||
}
|
||||
else {
|
||||
light_color = light->get_color();
|
||||
}
|
||||
|
||||
// Calculate the distance of the node from the light
|
||||
//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
|
||||
const NodePath lightnp = light_iter->second;
|
||||
LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
|
||||
light->get_pos());
|
||||
dist = (point - _effect_center).length();
|
||||
|
||||
// Calculate the distance of the node from the light
|
||||
//dist = light_iter->second->get_distance(data->_node_path.get_node_path());
|
||||
const NodePath lightnp = light_iter->second;
|
||||
LPoint3f point = data->_node_path.get_node_path().get_relative_point(lightnp,
|
||||
light->get_pos());
|
||||
dist = (point - _effect_center).length();
|
||||
|
||||
if(dist < light_radius) { // If node is in range of this light
|
||||
if(light_attenuation == PolylightNode::ALINEAR) {
|
||||
light_scale = (light_radius - dist)/light_radius;
|
||||
}
|
||||
else if(light_attenuation == PolylightNode::AQUADRATIC) {
|
||||
fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
|
||||
if(fd < 1.0) {
|
||||
light_scale = fd;
|
||||
}
|
||||
if(dist < light_radius) { // If node is in range of this light
|
||||
if(light_attenuation == PolylightNode::ALINEAR) {
|
||||
light_scale = (light_radius - dist)/light_radius;
|
||||
}
|
||||
else if(light_attenuation == PolylightNode::AQUADRATIC) {
|
||||
fd = 1.0 / (light_a0 + light_a1 * dist + light_a2 * dist * dist);
|
||||
if(fd < 1.0) {
|
||||
light_scale = fd;
|
||||
}
|
||||
else {
|
||||
light_scale = 1.0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
light_scale = 1.0;
|
||||
}
|
||||
}
|
||||
else {
|
||||
light_scale = 1.0;
|
||||
}
|
||||
// Keep accumulating each lights contribution... we divide by
|
||||
// number of lights later.
|
||||
Rcollect += light_color[0] * light_scale;
|
||||
Gcollect += light_color[1] * light_scale;
|
||||
Bcollect += light_color[2] * light_scale;
|
||||
num_lights++;
|
||||
} // if dist< radius
|
||||
} // if light is enabled
|
||||
} // for all lights
|
||||
// Keep accumulating each lights contribution... we divide by
|
||||
// number of lights later.
|
||||
Rcollect += light_color[0] * light_scale;
|
||||
Gcollect += light_color[1] * light_scale;
|
||||
Bcollect += light_color[2] * light_scale;
|
||||
num_lights++;
|
||||
} // if dist< radius
|
||||
} // if light is enabled
|
||||
} // for all lights
|
||||
|
||||
|
||||
if( _contribution_type == CALL) {
|
||||
// Sometimes to prevent snapping of color at light volume boundaries
|
||||
// just divide total contribution by all the lights in the effect
|
||||
// whether or not they contribute color
|
||||
num_lights = _lightgroup.size();
|
||||
}
|
||||
|
||||
if( _contribution_type == CALL) {
|
||||
// Sometimes to prevent snapping of color at light volume boundaries
|
||||
// just divide total contribution by all the lights in the effect
|
||||
// whether or not they contribute color
|
||||
num_lights = _lightgroup.size();
|
||||
if(num_lights == 0) {
|
||||
no_lights_closeby = true;
|
||||
num_lights = 1;
|
||||
}
|
||||
Rcollect /= num_lights;
|
||||
Gcollect /= num_lights;
|
||||
Bcollect /= num_lights;
|
||||
|
||||
if(!no_lights_closeby) {
|
||||
//r = 1.0 + ((1.0 - _weight) + Rcollect * _weight);
|
||||
//g = 1.0 + ((1.0 - _weight) + Gcollect * _weight);
|
||||
//b = 1.0 + ((1.0 - _weight) + Bcollect * _weight);
|
||||
r = _weight + Rcollect;
|
||||
g = _weight + Gcollect;
|
||||
b = _weight + Bcollect;
|
||||
}
|
||||
}
|
||||
|
||||
if(num_lights == 0) {
|
||||
num_lights = 1;
|
||||
}
|
||||
Rcollect /= num_lights;
|
||||
Gcollect /= num_lights;
|
||||
Bcollect /= num_lights;
|
||||
|
||||
r = (1.0 - _weight) + Rcollect * _weight;
|
||||
g = (1.0 - _weight) + Gcollect * _weight;
|
||||
b = (1.0 - _weight) + Bcollect * _weight;
|
||||
|
||||
return ColorScaleAttrib::make(LVecBase4f(r,g,b,1.0));
|
||||
return ColorScaleAttrib::make(LVecBase4f(r, g, b, 1.0));
|
||||
}
|
||||
|
||||
|
||||
@ -155,21 +163,21 @@ compare_to_impl(const RenderEffect *other) const {
|
||||
DCAST_INTO_R(ta, other, 0);
|
||||
|
||||
if (_enabled != ta->_enabled) {
|
||||
return _enabled ? 1 : -1;
|
||||
return _enabled ? 1 : -1;
|
||||
}
|
||||
|
||||
if (_contribution_type != ta->_contribution_type) {
|
||||
return _contribution_type < ta->_contribution_type ? -1 : 1;
|
||||
}
|
||||
|
||||
|
||||
if (_weight != ta->_weight) {
|
||||
return _weight < ta->_weight ? -1 :1;
|
||||
return _weight < ta->_weight ? -1 :1;
|
||||
}
|
||||
|
||||
if (_lightgroup != ta->_lightgroup) {
|
||||
return _lightgroup < ta->_lightgroup ? -1 : 1;
|
||||
}
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -33,16 +33,16 @@
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : PolylightEffect
|
||||
// Description : A PolylightEffect can be used on a node to define a
|
||||
// LightGroup for that node. A LightGroup contains
|
||||
// Polylights which are essentially nodes that add
|
||||
// color to the polygons of a model based on distance.
|
||||
// PolylightNode is a cheap way to get lighting effects
|
||||
// LightGroup for that node. A LightGroup contains
|
||||
// Polylights which are essentially nodes that add
|
||||
// color to the polygons of a model based on distance.
|
||||
// PolylightNode is a cheap way to get lighting effects
|
||||
// specially for night scenes
|
||||
////////////////////////////////////////////////////////////////////
|
||||
class EXPCL_PANDA PolylightEffect : public RenderEffect {
|
||||
private:
|
||||
INLINE PolylightEffect();
|
||||
|
||||
|
||||
|
||||
PUBLISHED:
|
||||
enum Contrib_Type {
|
||||
@ -58,7 +58,7 @@ PUBLISHED:
|
||||
INLINE bool remove_all();
|
||||
INLINE bool set_weight(float w);
|
||||
INLINE float get_weight() const;
|
||||
INLINE bool set_contrib(Contrib_Type type);
|
||||
INLINE bool set_contrib(Contrib_Type type);
|
||||
INLINE Contrib_Type get_contrib() const;
|
||||
INLINE bool is_enabled()const;
|
||||
INLINE void set_effect_center(LPoint3f effect_center);
|
||||
@ -77,7 +77,7 @@ private:
|
||||
typedef pmap<string, NodePath> LIGHTGROUP;
|
||||
LIGHTGROUP _lightgroup;
|
||||
LPoint3f _effect_center;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
|
@ -75,37 +75,37 @@ Colorf PolylightNode::flicker() const {
|
||||
g = color[1];
|
||||
b = color[2];
|
||||
float variation= 0.0;
|
||||
|
||||
|
||||
if(_flicker_type == FRANDOM) {
|
||||
//srand((int)ClockObject::get_global_clock()->get_frame_time());
|
||||
variation = (rand()%100);// * ClockObject::get_global_clock()->get_dt();
|
||||
variation /= 100.0;
|
||||
//printf("Random Variation: %f\n",variation);
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
variation /= 100.0;
|
||||
//printf("Random Variation: %f\n",variation);
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
}
|
||||
else if(_flicker_type == FSIN) {
|
||||
double now = ClockObject::get_global_clock()->get_frame_time();
|
||||
double now = ClockObject::get_global_clock()->get_frame_time();
|
||||
variation = sinf(now*_sin_freq);// * ClockObject::get_global_clock()->get_dt();
|
||||
//printf("Variation: %f\n",variation);
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
//printf("Variation: %f\n",variation);
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
}
|
||||
else if(_flicker_type == FCUSTOM) {
|
||||
// fixed point list of variation values coming soon...
|
||||
//double index = (ClockObject::get_global_clock()->get_frame_time() % len(fixed_points)) * ClockObject::get_global_clock()->get_dt();
|
||||
//index *= _speed;
|
||||
/*if(!(int)index > len(fixed_points) {
|
||||
variation = _fixed_points[(int)index];
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
}*/
|
||||
//index *= _speed;
|
||||
/*if(!(int)index > len(fixed_points) {
|
||||
variation = _fixed_points[(int)index];
|
||||
variation += _offset;
|
||||
variation *= _scale;
|
||||
}*/
|
||||
}
|
||||
//printf("Variation: %f\n",variation);
|
||||
r+=variation;
|
||||
g+=variation;
|
||||
b+=variation;
|
||||
|
||||
|
||||
/* CLAMPING
|
||||
if(fabs(r - color[0]) > 0.5 || fabs(g - color[1]) > 0.5 || fabs(b - color[2]) > 0.5) {
|
||||
r = color[0];
|
||||
@ -126,7 +126,7 @@ Colorf PolylightNode::flicker() const {
|
||||
//
|
||||
// Two PolylightNodes are considered equivalent if they
|
||||
// consist of exactly the same properties
|
||||
// Otherwise, they are different; different
|
||||
// Otherwise, they are different; different
|
||||
// PolylightNodes will be ranked in a consistent but
|
||||
// undefined ordering; the ordering is useful only for
|
||||
// placing the PolylightNodes in a sorted container like an
|
||||
@ -134,64 +134,64 @@ Colorf PolylightNode::flicker() const {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
int PolylightNode::
|
||||
compare_to(const PolylightNode &other) const {
|
||||
|
||||
|
||||
if (_enabled != other._enabled) {
|
||||
return _enabled ? 1 :-1;
|
||||
return _enabled ? 1 :-1;
|
||||
}
|
||||
|
||||
if (_radius != other._radius) {
|
||||
return _radius < other._radius ? -1 :1;
|
||||
return _radius < other._radius ? -1 :1;
|
||||
}
|
||||
LVecBase3f position = get_pos();
|
||||
LVecBase3f other_position = other.get_pos();
|
||||
if (position != other_position) {
|
||||
return position < other_position ? -1 :1;
|
||||
return position < other_position ? -1 :1;
|
||||
}
|
||||
|
||||
Colorf color = get_color();
|
||||
Colorf other_color = other.get_color();
|
||||
if (color != other_color) {
|
||||
return color < other_color ? -1 :1;
|
||||
return color < other_color ? -1 :1;
|
||||
}
|
||||
|
||||
if (_attenuation_type != other._attenuation_type) {
|
||||
return _attenuation_type < other._attenuation_type ? -1 :1;
|
||||
return _attenuation_type < other._attenuation_type ? -1 :1;
|
||||
}
|
||||
|
||||
if (_a0 != other._a0) {
|
||||
return _a0 < other._a0 ? -1 :1;
|
||||
return _a0 < other._a0 ? -1 :1;
|
||||
}
|
||||
|
||||
if (_a1 != other._a1) {
|
||||
return _a1 < other._a1 ? -1 :1;
|
||||
return _a1 < other._a1 ? -1 :1;
|
||||
}
|
||||
|
||||
if (_a2 != other._a2) {
|
||||
return _a2 < other._a2 ? -1 :1;
|
||||
return _a2 < other._a2 ? -1 :1;
|
||||
}
|
||||
|
||||
if (_flickering != other._flickering) {
|
||||
return _flickering ? 1 :-1;
|
||||
return _flickering ? 1 :-1;
|
||||
}
|
||||
|
||||
if (_flicker_type != other._flicker_type) {
|
||||
return _flicker_type < other._flicker_type ? -1 :1;
|
||||
return _flicker_type < other._flicker_type ? -1 :1;
|
||||
}
|
||||
|
||||
if (_offset != other._offset) {
|
||||
return _offset < other._offset ? -1 :1;
|
||||
return _offset < other._offset ? -1 :1;
|
||||
}
|
||||
|
||||
if (_scale != other._scale) {
|
||||
return _scale < other._scale ? -1 :1;
|
||||
return _scale < other._scale ? -1 :1;
|
||||
}
|
||||
|
||||
if (_step_size != other._step_size) {
|
||||
return _step_size < other._step_size ? -1 :1;
|
||||
return _step_size < other._step_size ? -1 :1;
|
||||
}
|
||||
|
||||
if (_sin_freq != other._sin_freq) {
|
||||
return _sin_freq < other._sin_freq ? -1 :1;
|
||||
return _sin_freq < other._sin_freq ? -1 :1;
|
||||
}
|
||||
|
||||
|
||||
@ -282,7 +282,7 @@ fillin(DatagramIterator &scan, BamReader *manager) {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: PolylightNode::output
|
||||
// Access: Public, Virtual
|
||||
// Description:
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void PolylightNode::
|
||||
output(ostream &out) const {
|
||||
|
@ -38,14 +38,14 @@ class EXPCL_PANDA PolylightNode : public PandaNode{
|
||||
|
||||
PUBLISHED:
|
||||
/*
|
||||
// This was the old constructor... interrogate would generate a
|
||||
// separate wrapper for each parameter... so its better to
|
||||
// This was the old constructor... interrogate would generate a
|
||||
// separate wrapper for each parameter... so its better to
|
||||
// have a simpler constructor and require the programmer
|
||||
// to use set_* methods.
|
||||
PolylightNode(const string &name, float x = 0.0, float y = 0.0, float z = 0.0,
|
||||
float r = 1.0, float g = 1.0, float b = 1.0,
|
||||
float radius=50.0, string attenuation_type= "linear",
|
||||
bool flickering =false, string flicker_type="random");
|
||||
float r = 1.0, float g = 1.0, float b = 1.0,
|
||||
float radius=50.0, string attenuation_type= "linear",
|
||||
bool flickering =false, string flicker_type="random");
|
||||
*/
|
||||
|
||||
enum Flicker_Type {
|
||||
@ -103,7 +103,7 @@ PUBLISHED:
|
||||
public:
|
||||
Colorf flicker() const;
|
||||
|
||||
|
||||
|
||||
private:
|
||||
bool _enabled;
|
||||
LVecBase3f _position;
|
||||
@ -121,7 +121,7 @@ private:
|
||||
float _sin_freq;
|
||||
//float _speed;
|
||||
//float fixed_points
|
||||
|
||||
|
||||
|
||||
public:
|
||||
static void register_with_read_factory();
|
||||
|
Loading…
x
Reference in New Issue
Block a user