float Light_Manager::GetIntensity(Light_Entity e) { if(e.Dynamic()) if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) return m_DynamicLight[e.ID()]->GetIntensity(); return 0; }
float Light_Manager::GetRadius(Light_Entity e) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) return m_DynamicLight[e.ID()].GetRadius(); return 0; }
void Light_Manager::Draw(sf::RenderTarget *App,sf::View *camera,Light_Entity e) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) if (m_DynamicLight[e.ID()].m_actif) m_DynamicLight[e.ID()].Draw(App); }
sf::Vector2f Light_Manager::GetPosition(Light_Entity e) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) return m_DynamicLight[e.ID()].GetPosition(); return sf::Vector2f (0,0); }
sf::Color Light_Manager::GetColor(Light_Entity e) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) return m_DynamicLight[e.ID()].GetColor(); return sf::Color (0,0,0); }
void Light_Manager::Generate(Light_Entity &e) { if (configuration->Lumiere>0) if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) if (m_DynamicLight[e.ID()].m_actif) m_DynamicLight[e.ID()].Generate(m_wall, m_sectors, m_origin_sector); }
// On désactive une lumière void Light_Manager::Delete_Light(Light_Entity e) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].m_actif=false; else if (e.ID()>=0&&e.ID()<(int)m_StaticLight.size()) m_StaticLight[e.ID()].m_actif=false; }
void Light_Manager::SetIntensity(Light_Entity &e, int i) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetIntensity(i); }
void Light_Manager::SetColor(Light_Entity &e, sf::Color c) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetColor(c); }
void Light_Manager::SetRadius(Light_Entity &e, int r) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetRadius(r); }
void Light_Manager::SetQuality(Light_Entity &e, int q) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetQuality(q); }
void Light_Manager::SetPosition(Light_Entity &e, sf::Vector2f p) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetPosition(p); }
void Light_Manager::SetMovingLight(Light_Entity &e, bool m) { if (e.Dynamic()) if (e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()].SetMovingLight(m); }
void Light_Manager::SetOtherParameter(Light_Entity e, unsigned no, float v) { if(e.Dynamic()) if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()]->SetOtherParameter(no, v); }
void Light_Manager::Generate(Light_Entity e) { if(e.Dynamic()) if(e.ID()>=0&&e.ID()<(int)m_DynamicLight.size()) m_DynamicLight[e.ID()]->Generate(m_wall); }