void SpotLightFalloffManipulator::UpdateShapes(TimeValue t, TSTR& toolTip) { GenLight* pLight = (GenLight*) mhTarget; Matrix3 tm; tm = mpINode->GetObjectTM(t); Point3 pt; b = GetTargetPoint(t, pt); if (!b) return; float den = FLength(tm.GetRow(2)); float dist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f; TSTR nodeName; nodeName = mpINode->GetName(); tm = Inverse(tm); toolTip.printf("Falloff: %5.2f", (double) pLight->GetFallsize(t)); SetGizmoScale(dist / kRingScaleFactor); ConeAngleManipulator::UpdateShapes(Point3(0,0,0), Point3(0,0,-1), dist, pLight->GetFallsize(t)); }
void SpotLightFalloffManipulator::UpdateShapes(TimeValue t, TSTR& toolTip) { GenLight* pLight = (GenLight*) mhTarget; Matrix3 tm; tm = mpINode->GetObjectTM(t); Point3 pt; float dist; BOOL b = GetTargetPoint(t, pt); if (!b) { dist = pLight->GetTDist(t); } else { float den = FLength(tm.GetRow(2)); dist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f; } TSTR nodeName; nodeName = mpINode->GetName(); toolTip.printf("%s [Falloff: %5.2f]", nodeName.data(), (double) pLight->GetFallsize(t)); SetGizmoScale(dist / kRingScaleFactor); ConeAngleManipulator::SetValues(Point3(0,0,0), Point3(0,0,-1), dist, DegToRad(pLight->GetFallsize(t)), pLight->GetSpotShape() == RECT_LIGHT, pLight->GetAspect(t)); }
void SpotLightMultiplierManipulator::UpdateShapes(TimeValue t, TSTR& toolTip) { GenLight* pLight = (GenLight*) mhTarget; Matrix3 tm; tm = mpINode->GetObjectTM(t); Point3 pt; b = GetTargetPoint(t, pt); if (!b) return; TSTR nodeName; nodeName = mpINode->GetName(); float den = FLength(tm.GetRow(2)); float targetDist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f; toolTip.printf("%s: %5.2f", "Multiplier", (double) pLight->GetIntensity(t)); SetGizmoScale(targetDist / 40.0); float dist = (targetDist / 2.0) * pLight->GetIntensity(t); ConeDistanceManipulator::UpdateShapes(Point3(0,0,0), Point3(0,0,-1), dist, pLight->GetFallsize(t), true); }
void SpotLightAttenuationManipulator::UpdateShapes(TimeValue t, TSTR& toolTip) { GenLight* pLight = (GenLight*) mhTarget; Matrix3 tm; tm = mpINode->GetObjectTM(t); Point3 pt; b = GetTargetPoint(t, pt); if (!b) return; float dist = pLight->GetAtten(t, mAttenuationType); TSTR nodeName; nodeName = mpINode->GetName(); float den = FLength(tm.GetRow(2)); float targetDist = (den!=0) ? FLength(tm.GetTrans()-pt) / den : 0.0f; toolTip.printf("%s: %5.2f", mAttenName.data(), (double) dist); SetGizmoScale(targetDist / 40.0); ConeDistanceManipulator::UpdateShapes(Point3(0,0,0), Point3(0,0,-1), dist, pLight->GetFallsize(t), false); }
void SpotLightHotSpotManipulator::SetAngle(float angle) { GenLight* pLight = (GenLight*) mhTarget; TimeValue t = GetCOREInterface()->GetTime(); float fall = pLight->GetFallsize(t); SetHotAndFall(angle, fall, pLight, TRUE); }
// Build a CLight bool CExportNel::buildLight (GenLight &maxLight, NL3D::CLight& nelLight, INode& node, TimeValue time) { // Eval the light state fot this time Interval valid=NEVER; LightState ls; if (maxLight.EvalLightState(time, valid, &ls)==REF_SUCCEED) { // Set the light mode switch (maxLight.Type()) { case OMNI_LIGHT: nelLight.setMode (CLight::PointLight); break; case TSPOT_LIGHT: case FSPOT_LIGHT: nelLight.setMode (CLight::SpotLight); break; case DIR_LIGHT: case TDIR_LIGHT: nelLight.setMode (CLight::DirectionalLight); break; default: // Not initialized return false; } // *** Set the light color // Get the color CRGBA nelColor; Point3 maxColor=maxLight.GetRGBColor(time); // Mul by multiply CRGBAF nelFColor; nelFColor.R=maxColor.x; nelFColor.G=maxColor.y; nelFColor.B=maxColor.z; nelFColor.A=1.f; nelFColor*=maxLight.GetIntensity(time); nelColor=nelFColor; // Affect the ambiant color ? if (maxLight.GetAmbientOnly()) { nelLight.setAmbiant (nelColor); nelLight.setDiffuse (CRGBA (0,0,0)); nelLight.setSpecular (CRGBA (0,0,0)); } else { nelLight.setAmbiant (CRGBA (0,0,0)); // Affect the diffuse color ? if (maxLight.GetAffectDiffuse()) nelLight.setDiffuse (nelColor); else nelLight.setDiffuse (CRGBA (0,0,0)); // Affect the specular color ? if (maxLight.GetAffectSpecular()) nelLight.setSpecular (nelColor); else nelLight.setSpecular (CRGBA (0,0,0)); } // Set the light position Point3 pos=node.GetNodeTM(time).GetTrans (); CVector position; position.x=pos.x; position.y=pos.y; position.z=pos.z; // Set the position nelLight.setPosition (position); // Set the light direction CVector direction; INode* target=node.GetTarget (); if (target) { // Get the position of the target Point3 posTarget=target->GetNodeTM (time).GetTrans (); CVector positionTarget; positionTarget.x=posTarget.x; positionTarget.y=posTarget.y; positionTarget.z=posTarget.z; // Direction direction=positionTarget-position; direction.normalize (); } else // No target { // Get orientation of the source as direction CMatrix nelMatrix; convertMatrix (nelMatrix, node.GetNodeTM(time)); // Direction is -Z direction=-nelMatrix.getK(); direction.normalize (); } // Set the direction nelLight.setDirection (direction); // Set spot light information nelLight.setCutoff ((float)(NLMISC::Pi*maxLight.GetFallsize(time)/180.f/2.f)); // Compute the exponent value float angle=(float)(NLMISC::Pi*maxLight.GetHotspot(time)/(2.0*180.0)); nelLight.setupSpotExponent (angle); // *** Set attenuation if (maxLight.GetUseAtten()) { float nearAtten = maxLight.GetAtten (time, ATTEN_START); if (nearAtten == 0) nearAtten = 0.1f; nelLight.setupAttenuation (nearAtten, maxLight.GetAtten (time, ATTEN_END)); } else nelLight.setNoAttenuation (); // Initialized return true; } // Not initialized return false; }