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Geant4/externals/g4tools/include/tools/sg/head_light

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Diff markup

Differences between /externals/g4tools/include/tools/sg/head_light (Version 11.3.0) and /externals/g4tools/include/tools/sg/head_light (Version 11.2.1)


  1 // Copyright (C) 2010, Guy Barrand. All rights      1 // Copyright (C) 2010, Guy Barrand. All rights reserved.
  2 // See the file tools.license for terms.            2 // See the file tools.license for terms.
  3                                                     3 
  4 #ifndef tools_sg_head_light                         4 #ifndef tools_sg_head_light
  5 #define tools_sg_head_light                         5 #define tools_sg_head_light
  6                                                     6 
  7 // Directional light following cam direction.       7 // Directional light following cam direction.
  8 // It should come after a camera node.              8 // It should come after a camera node.
  9                                                     9 
 10 #include "torche"                                  10 #include "torche"
 11                                                    11 
 12 namespace tools {                                  12 namespace tools {
 13 namespace sg {                                     13 namespace sg {
 14                                                    14 
 15 class head_light : public torche {                 15 class head_light : public torche {
 16   TOOLS_NODE(head_light,tools::sg::head_light,     16   TOOLS_NODE(head_light,tools::sg::head_light,torche)
 17 public:                                            17 public:
 18   virtual void render(render_action& a_action)     18   virtual void render(render_action& a_action) {
 19     if(!on.value()) return;                        19     if(!on.value()) return;
 20     state& state = a_action.state();               20     state& state = a_action.state();
 21     if((state.m_light+1)>=a_action.max_lights(     21     if((state.m_light+1)>=a_action.max_lights()) {
 22       a_action.out()                               22       a_action.out()
 23         << "GL_MAX_LIGHTS (" << a_action.max_l     23         << "GL_MAX_LIGHTS (" << a_action.max_lights() << ") reached."
 24         << std::endl;                              24         << std::endl;
 25       return;                                      25       return;
 26     }                                              26     }
 27     float dx = direction.value()[0];               27     float dx = direction.value()[0];
 28     float dy = direction.value()[1];               28     float dy = direction.value()[1];
 29     float dz = direction.value()[2];               29     float dz = direction.value()[2];
 30    {mat4f mtx;                                     30    {mat4f mtx;
 31     state.m_camera_orientation.value(mtx);         31     state.m_camera_orientation.value(mtx);
 32     mtx.mul_dir_3f(dx,dy,dz);}                     32     mtx.mul_dir_3f(dx,dy,dz);}
 33     state.m_GL_LIGHTING = true;                    33     state.m_GL_LIGHTING = true;
 34     a_action.enable_light(state.m_light,vec3f(     34     a_action.enable_light(state.m_light,vec3f(dx,dy,dz),color.value(),ambient.value());
 35     state.m_light++;                               35     state.m_light++;
 36   }                                                36   }
 37 public:                                            37 public:
 38   head_light():torche(){}                          38   head_light():torche(){}
 39   virtual ~head_light(){}                          39   virtual ~head_light(){}
 40 public:                                            40 public:
 41   head_light(const head_light& a_from):torche(     41   head_light(const head_light& a_from):torche(a_from){}
 42   head_light& operator=(const head_light& a_fr     42   head_light& operator=(const head_light& a_from){
 43     torche::operator=(a_from);                     43     torche::operator=(a_from);
 44     return *this;                                  44     return *this;
 45   }                                                45   }
 46 };                                                 46 };
 47                                                    47 
 48 }}                                                 48 }}
 49                                                    49 
 50 #endif                                             50 #endif