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📄 fxlight.h

📁 五行MMORPG引擎系统V1.0
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//-----------------------------------------------------------------------------
// Torque Game Engine - fxLight
//
// Written by Melvyn May, 4th May 2002.
//-----------------------------------------------------------------------------

#ifndef _FXLIGHTDB_H_
#define _FXLIGHTDB_H_

#ifndef _GAMEBASE_H_
#include "game/gameBase.h"
#endif
#ifndef _SCENEOBJECT_H_
#include "sim/sceneObject.h"
#endif

#define FXLIGHTDBICONTEXTURE      "common/editor/fxlighticon.png"


class fxLightData : public GameBaseData
{
public:
   typedef GameBaseData Parent;

   fxLightData();

   bool onAdd();
   static void  initPersistFields();
   virtual void packData(BitStream* stream);
   virtual void unpackData(BitStream* stream);

   // Datablock Flare.
    StringTableEntry mFlareTextureName;      // Flare Texture Name.

   // Datablock Light.
   bool              mLightOn;               // Light On Flag.
   F32               mRadius;                // Radius.
   F32               mBrightness;            // Brightness.
   ColorF            mColour;                // Colour.

   // Datablock Flare.
   bool              mFlareOn;               // Flare On Flag.
   bool              mFlareTP;               // Flare Third Person Flag.
   ColorF            mFlareColour;           // Flare Colour.
   bool              mConstantSizeOn;        // Flare Use Constant Size Flag.
   F32               mConstantSize;          // Flare Constant Size.
   F32               mNearSize;              // Near Size.
   F32               mFarSize;               // Far Size.
   F32               mNearDistance;          // Near Distance.
   F32               mFarDistance;           // Far Distance.
   F32               mFadeTime;              // Fade Time.
   U32               mBlendMode;             // Blend Mode.
   bool              mLinkFlare;             // Link Flare Animation.
   bool              mLinkFlareSize;         // Link Flare Size Animation.

   // Datablock Animation.
   ColorF            mMinColour;             // Minimum Colour.
   ColorF            mMaxColour;             // Maximum Colour.
   F32               mMinBrightness;         // Minimum Brightness.
   F32               mMaxBrightness;         // Maximum Brightness.
   F32               mMinRadius;             // Minimum Radius.
   F32               mMaxRadius;             // Maximum Radius.
   Point3F           mStartOffset;           // Start Offset.
   Point3F           mEndOffset;             // Stop Offset.
   F32               mMinRotation;           // Minimum Rotation.
   F32               mMaxRotation;           // Maximum Rotation.
   bool              mSingleColourKeys;      // Single-Channel Colour Keys.
   StringTableEntry  mRedKeys;               // Red Animation Keys.
   StringTableEntry  mGreenKeys;             // Green Animation Keys.
   StringTableEntry  mBlueKeys;              // Blue Animation Keys.
   StringTableEntry  mBrightnessKeys;        // Brightness Animation Keys.
   StringTableEntry  mRadiusKeys;            // Radius Animation Keys.
   StringTableEntry  mOffsetKeys;            // Offset Animation Keys.
   StringTableEntry  mRotationKeys;          // Rotation Animation Keys.
   F32               mColourTime;            // Colour Time (Seconds).
   F32               mBrightnessTime;        // Brightness Time.
   F32               mRadiusTime;            // Radius Time.
   F32               mOffsetTime;            // Offset Time.
   F32               mRotationTime;          // Rotation Time.
   bool              mLerpColour;            // Lerp Colour Flag.
   bool              mLerpBrightness;        // Lerp Brightness Flag.
   bool              mLerpRadius;            // Lerp Radius Flag.
   bool              mLerpOffset;            // Lerp Offset Flag.
   bool              mLerpRotation;          // Lerp Rotation Flag.
   bool              mUseColour;             // Use Colour Flag.
   bool              mUseBrightness;         // Use Brightness Flag.
   bool              mUseRadius;             // Use Radius Flag.
   bool              mUseOffsets;            // Use Position Offsets Flag.
   bool              mUseRotation;           // Use Rotation Flag.


   DECLARE_CONOBJECT(fxLightData);
};
DECLARE_CONSOLETYPE(fxLightData)

//------------------------------------------------------------------------------
// Class: fxLight
//------------------------------------------------------------------------------
class fxLight : public GameBase
{
private:
   typedef GameBase    Parent;
   fxLightData*        mDataBlock;

   U32  CheckKeySyntax(StringTableEntry Key);
   void CheckAnimationKeys(void);
   F32  GetLerpKey(StringTableEntry Key, U32 PosFrom, U32 PosTo, F32 ValueFrom, F32 ValueTo, F32 Lerp);
   void AnimateLight(void);
   void InitialiseAnimation(void);
   void ResetAnimation(void);
   bool TestLOS(const Point3F& ObjectPosition, SceneObject* AttachedObj);


protected:

   enum {
      fxLightConfigChangeMask       = BIT(0),
      fxLightAttachChange           = BIT(1)
   };

   bool                 mAddedToScene;

   MRandomLCG           RandomGen;

   // Textures.
   TextureHandle        mIconTextureHandle;
   TextureHandle        mFlareTextureHandle;

   LightInfo            mLight;
   U32                  mLastAnimateTime;
   U32                  mLastRenderTime;
   F32                  mFlareScale;
   bool                 mAttached;
   GameBase*            mpAttachedObject;
   bool                 mAttachWait;
   bool                 mAttachValid;

public:
   fxLight();
   ~fxLight();

   // *********************************
   // Configuration Interface.
   // *********************************

   // Light.
   void setEnable(bool Status);
   void setFlareBitmap(const char* Name);

   // Misc,
   void reset(void);
   void attachToObject(const char* ObjectName);
   void detachFromObject(void);

   // GameBase.
   bool onNewDataBlock(GameBaseData* dptr);
   void processTick(const Move*);

   // SceneObject
   bool prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState);
   void renderObject(SceneState *state, SceneRenderImage *image);

   // SimObject
   bool onAdd();
   void onRemove();
   void onDeleteNotify(SimObject*);

   void inspectPostApply();
   void registerLights(LightManager * lightManager, bool lightingScene);

   // NetObject
   U32 packUpdate(NetConnection *, U32, BitStream *);
   void unpackUpdate(NetConnection *, BitStream *);

   // ConObject
   static void initPersistFields();

   // Field Data.
   bool            mEnable;                     // Light Enable.

   // Basis Light.
   F32               mIconSize;                 // Icon Size.

   // Current Animation.
   ColorF            mAnimationColour;          // Current Colour.
   F32               mAnimationBrightness;      // Current Brightness.
   F32               mAnimationRadius;          // Current Radius.
   Point3F           mAnimationPosition;        // Current Position.
   Point3F           mAnimationOffset;          // Current Offset.
   F32               mAnimationRotation;        // Current Rotation.

   // Elapsed Times.
   F32               mColourElapsedTime;        // Colour Elapsed Time.
   F32               mBrightnessElapsedTime;    // Brightness Elapsed Time.
   F32               mRadiusElapsedTime;        // Radius Elapsed Time.
   F32               mOffsetElapsedTime;        // Offset Elapsed Time.
   F32               mRotationElapsedTime;      // Rotation Elapsed Time.

   // Time Scales.
   F32               mColourTimeScale;          // Colour Time Scale.
   F32               mBrightnessTimeScale;      // Brightness Time Scale.
   F32               mRadiusTimeScale;          // Radius Time Scale.
   F32               mOffsetTimeScale;          // Offset Time Scale.
   F32               mRotationTimeScale;        // Rotation Time Scale.

   // Key Lengths (Validity).
   U32               mRedKeysLength;            // Red Keys Length.
   U32               mGreenKeysLength;          // Green Keys Length.
   U32               mBlueKeysLength;           // Blue Keys Length.
   U32               mBrightnessKeysLength;     // Brightness Keys Length.
   U32               mRadiusKeysLength;         // Radius Keys Length.
   U32               mOffsetKeysLength;         // Offset Keys Length.
   U32               mRotationKeysLength;        // Rotation Keys Length.

   // Declare Console Object.
   DECLARE_CONOBJECT(fxLight);
};

#endif // _FXLIGHTDB_H_

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