metaforce/Runtime/World/CGameLight.cpp

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#include "World/CGameLight.hpp"
#include "World/CActorParameters.hpp"
#include "CStateManager.hpp"
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#include "TCastTo.hpp"
namespace urde
{
CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, const std::string& name, const zeus::CTransform& xf,
TUniqueId parentId, const CLight& light, u32 w1, u32 w2, float f1)
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: CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf,
CModelData::CModelDataNull(), CMaterialList(), CActorParameters::None(), kInvalidUniqueId),
xe8_parentId(parentId), xec_light(light), x13c_loadedIdx(w1), x140_priority(w2), x144_lifeTime(f1)
{
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();
}
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void CGameLight::Accept(IVisitor &visitor)
{
visitor.Visit(this);
}
void CGameLight::Think(float dt, CStateManager& mgr)
{
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if (x144_lifeTime <= 0.f)
return;
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x144_lifeTime -= dt;
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if (x144_lifeTime <= 0.f)
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mgr.FreeScriptObject(GetUniqueId());
}
void CGameLight::SetLightPriorityAndId()
{
xec_light.x3c_priority = x140_priority;
xec_light.x40_loadedIdx = x13c_loadedIdx;
}
void CGameLight::SetLight(const CLight& light)
{
xec_light = light;
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();
}
CLight CGameLight::GetLight() const
{
CLight ret = xec_light;
ret.SetPosition(x34_transform * xec_light.GetPosition());
if (ret.GetType() != ELightType::Point)
ret.SetDirection(x34_transform.rotate(xec_light.GetDirection()).normalized());
return ret;
}
}