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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 5.0)


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