Example #1
0
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
	assert(g_initted);

	Graphics::Renderer *renderer = model->GetRenderer();

	using SceneGraph::Node;
	using SceneGraph::MatrixTransform;
	using SceneGraph::Billboard;

	//This will find all matrix transforms meant for navlights.
	SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
	model->GetRoot()->Accept(lightFinder);
	const std::vector<Node*> &results = lightFinder.GetResults();

	//attach light billboards
	for (unsigned int i=0; i < results.size(); i++) {
		MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
		assert(mt);
		Billboard *bblight = new Billboard(renderer, matBlue, vector3f(0.f), BILLBOARD_SIZE);
		Uint32 group = 0;
		Uint8 mask  = 0xff; //always on
		Uint8 color = NAVLIGHT_BLUE;

		if (mt->GetName().substr(9, 3) == "red") {
			bblight->SetMaterial(matRed);
			mask  = 0x0f;
			color = NAVLIGHT_RED;
		} else if (mt->GetName().substr(9, 5) == "green") {
			mask  = 0xf0;
			color = NAVLIGHT_GREEN;
		} else if (mt->GetName().substr(9, 3) == "pad") {
			//group by pad number
			// due to this problem: http://stackoverflow.com/questions/15825254/why-is-scanfhhu-char-overwriting-other-variables-when-they-are-local
			// where MSVC is still using a C89 compiler the format identifer %hhu is not recognised. Therefore I've switched to Uint32 for group.
			PiVerify(1 == sscanf(mt->GetName().c_str(), "navlight_pad%u", &group));
			mask  = 0xf0;
		}
		bblight->SetMaterial(get_material(color));

		m_lights.push_back(LightBulb(group, mask, color, bblight));
		mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
		mt->AddChild(bblight);
	}
}
Example #2
0
NavLights::NavLights(SceneGraph::Model *model, float period)
: m_time(0.f)
, m_period(period)
, m_enabled(false)
{
	assert(g_initted);

	Graphics::Renderer *renderer = model->GetRenderer();

	using SceneGraph::Node;
	using SceneGraph::MatrixTransform;
	using SceneGraph::Billboard;

	//This will find all matrix transforms meant for navlights.
	SceneGraph::FindNodeVisitor lightFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_STARTSWITH, "navlight_");
	model->GetRoot()->Accept(lightFinder);
	const std::vector<Node*> &results = lightFinder.GetResults();

	//attach light billboards
	for (unsigned int i=0; i < results.size(); i++) {
		MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
		assert(mt);
		Billboard *bblight = new Billboard(renderer, matBlue, vector3f(0.f), BILLBOARD_SIZE);
		Uint8 group = 0;
		Uint8 mask  = 0xff; //always on
		Uint8 color = NAVLIGHT_BLUE;

		if (mt->GetName().substr(9, 3) == "red") {
			bblight->SetMaterial(matRed);
			mask  = 0x0f;
			color = NAVLIGHT_RED;
		} else if (mt->GetName().substr(9, 5) == "green") {
			mask  = 0xf0;
			color = NAVLIGHT_GREEN;
		} else if (mt->GetName().substr(9, 3) == "pad") {
			//group by pad number
			group = atoi(mt->GetName().substr(12, 1).c_str());
			mask  = 0xf0;
		}
		bblight->SetMaterial(get_material(color));

		m_lights.push_back(LightBulb(group, mask, color, bblight));
		mt->SetNodeMask(SceneGraph::NODE_TRANSPARENT);
		mt->AddChild(bblight);
	}
}