6e8fbca745
match the genesis editor version 1.3.0.653.
229 lines
6.4 KiB
C#
229 lines
6.4 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 灯光组件
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/// </summary>
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public partial class LightComponent : Component
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{
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private LightComponent(DummyClass__ dummy)
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{
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}
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/// <summary>
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/// 创建一个光源组件,默认为电光源
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/// </summary>
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public LightComponent()
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{
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ICall_LightComponent_Bind(this);
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}
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/// <summary>
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/// 获取与改变光源类型
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/// </summary>
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public LightType LightType
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{
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get
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{
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return converLightType(ICall_LightComponent_GetLightType(this));
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}
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set
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{
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ICall_LightComponent_SetLightType(this, converLightType(value));
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}
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}
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/// <summary>
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/// 获取与设置光源位置
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/// </summary>
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public Vector3 Position
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{
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get
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{
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Vector3 pos;
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ICall_LightComponent_GetPosition(this, out pos);
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return pos;
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}
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set
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{
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ICall_LightComponent_SetPosition(this, ref value);
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}
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}
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/// <summary>
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/// 获取与设置光源方向
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/// </summary>
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public Vector3 Direction
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{
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get
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{
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Vector3 dir;
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ICall_LightComponent_GetDirection(this, out dir);
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return dir;
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}
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set
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{
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ICall_LightComponent_SetDirection(this, ref value);
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}
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}
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/// <summary>
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/// 获取与设置灯光颜色
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/// </summary>
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public ColorF Color
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{
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get
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{
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ColorF cf;
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ICall_LightComponent_GetColorF(this, out cf);
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return cf;
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}
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set
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{
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ICall_LightComponent_SetColorF(this, ref value);
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}
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}
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/// <summary>
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/// 获取与设置灯光强度
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/// </summary>
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public float Intensity
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{
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get
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{
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return ICall_LightComponent_GetIntensity(this);
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}
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set
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{
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value = Math.Max(0.0f, value);
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ICall_LightComponent_SetIntensity(this, value);
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}
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}
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/// <summary>
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/// 获取与设置灯光的光照范围
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/// </summary>
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public float Range
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{
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get
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{
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return ICall_LightComponent_GetRange(this);
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}
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set
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{
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if ( value < 0.01f)
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{
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value = 0.01f;
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}
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ICall_LightComponent_SetRange(this, value);
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}
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}
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/// <summary>
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/// 光源随距离的衰减
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/// </summary>
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public float DistanceFallOff
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{
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get
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{
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return ICall_LightComponent_GetDistanceFallOff(this);
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}
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set
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{
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if (value < 0.0f)
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{
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value = 0.0f;
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}
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ICall_LightComponent_SetDistanceFallOff(this, value);
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}
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}
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/// <summary>
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/// 聚光灯的内角
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/// </summary>
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public float SpotInnerAngle
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{
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get
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{
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return ICall_LightComponent_GetSpotInnerAngle(this);
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}
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set
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{
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if (value < 0.0f)
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{
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value = 0.0f;
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}
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ICall_LightComponent_SetSpotInnerAngle(this, value);
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}
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}
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/// <summary>
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/// 聚光灯的外角
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/// </summary>
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public float SpotOuterAngle
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{
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get
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{
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return ICall_LightComponent_GetSpotOuterAngle(this);
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}
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set
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{
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if (value < 0.0f)
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{
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value = 0.0f;
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}
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ICall_LightComponent_SetSpotOuterAngle(this, value);
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}
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}
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/// <summary>
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/// 聚光灯的半径衰减
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/// </summary>
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public float RadialFallOff
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{
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get
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{
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return ICall_LightComponent_GetSpotExponent(this);
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}
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set
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{
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if (value < 0.0f)
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{
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value = 0.0f;
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}
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ICall_LightComponent_SetSpotExponent(this, value);
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}
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}
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private const float S_C_ATTEN_REF = 20;//[zhongdaohuan]参见light.h的S_C_ATTEN_REF
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private const float S_C_RANGE_REF = 0.00001f;
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private const float S_C_LINEAR_REF = 100000000f;
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internal static LightType converLightType(int lightType)
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{
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return (LightType)lightType;
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}
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internal static int converLightType(LightType lightType)
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{
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return (int)lightType;
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}
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}
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}
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