metaforce/Runtime/World/CGameLight.cpp

55 lines
1.5 KiB
C++

#include "World/CGameLight.hpp"
#include "World/CActorParameters.hpp"
#include "CStateManager.hpp"
#include "TCastTo.hpp"
namespace urde {
CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
TUniqueId parentId, const CLight& light, u32 sourceId, u32 w2, float f1)
: CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf, CModelData::CModelDataNull(),
CMaterialList(), CActorParameters::None(), kInvalidUniqueId)
, xe8_parentId(parentId)
, xec_light(light)
, x13c_lightId(sourceId)
, x140_priority(w2)
, x144_lifeTime(f1) {
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();
}
void CGameLight::Accept(IVisitor& visitor) { visitor.Visit(this); }
void CGameLight::Think(float dt, CStateManager& mgr) {
if (x144_lifeTime <= 0.f)
return;
x144_lifeTime -= dt;
if (x144_lifeTime <= 0.f)
mgr.FreeScriptObject(GetUniqueId());
}
void CGameLight::SetLightPriorityAndId() {
xec_light.x3c_priority = x140_priority;
xec_light.x40_lightId = x13c_lightId;
}
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;
}
} // namespace urde