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firestorm/Gameleap/code/mw4/Libraries/MAXProxies/MAXLight.hpp
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195 lines
3.8 KiB
C++

#pragma once
#include "MAXProxies.hpp"
namespace MAXProxies {
class MAXScene;
class MAXGroup;
//
//#########################################################################
//########################### MAXLight ###############################
//#########################################################################
//
class MAXLight:
public Proxies::LightProxy
{
public:
static void
InitializeClass();
static void
TerminateClass();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Constructors
//
public:
static MAXLight*
MakeProxy(
MAXScene *scene,
MAXGroup *parent,
INode *light,
int index
)
{return new MAXLight(scene, parent, light, index);}
void
Destroy();
void*
operator new(size_t)
{return AllocatedMemory->New();}
void
operator delete(void *where)
{AllocatedMemory->Delete(where);}
protected:
MAXLight(
MAXScene *scene,
MAXGroup *parent,
INode *light,
int index
);
~MAXLight();
static Stuff::MemoryBlock
*AllocatedMemory;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data Support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Testing
//
public:
void
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Position management functions
//
public:
//
// Position traversal functions
//
MAXScene*
GetSceneProxy()
{Check_Object(this); return Cast_Pointer(MAXScene*, sceneProxy);}
MAXGroup*
GetParentGroupProxy()
{
Check_Object(this);
return reinterpret_cast<MAXGroup*>(parentProxy);
}
void
TransferAndAppendToParentGroup(Proxies::GroupProxy *parent);
Proxies::ChildProxy*
UseNextSiblingProxy();
Proxies::ChildProxy*
UsePreviousSiblingProxy();
protected:
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Material functions
//
public:
//
// name functions
//
bool
GetName(Stuff::MString *name);
void
SetName(const char* name);
//
// Position functions
//
bool
GetLocalToParent(Stuff::LinearMatrix4D *matrix);
void
SetLocalToParent(const Stuff::LinearMatrix4D &matrix);
//
// Bounding functions
//
bool
GetOBB(Stuff::OBB *obb);
void
SetOBB(const Stuff::OBB &obb);
bool
GetBoundingSphere(Stuff::Sphere *sphere);
void
SetBoundingSphere(const Stuff::Sphere &sphere);
//
// ambient color functions
//
void
GetColor(Stuff::RGBColor *color);
void
SetColor(const Stuff::RGBColor &color);
//
// Ambience. If the light is ambient (it isn't by default), then its
// local to parent and local to world matrices are not valid
//
bool
IsAmbient();
void
SetAmbient(bool ambient);
//
// light falloff (valid for points and spots)
//
bool
GetFalloffDistance(
Stuff::Scalar *n,
Stuff::Scalar *f
);
void
SetFalloffDistance(
Stuff::Scalar n,
Stuff::Scalar f
);
//
// light falloff (for spots)
//
bool
GetSpreadAngle(Stuff::Radian *angle);
void
SetSpreadAngle(const Stuff::Radian &radian);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// MAX helper functions
//
public:
INode
*GetPreviousChild();
INode
*GetNextChild();
LightState *GetLightState() {return lightObject?&lightState:NULL;}
INode *GetProxiedLight() {return proxiedLight;}
protected:
int
childIndex;
INode
*proxiedLight;
LightObject
*lightObject;
LightState
lightState;
};
}