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LightObject

-Changed shadowmap class to LightObject class makes more sense naming it this way.
-Changed Path.cpp to Path.cc to be the same as the rest of them! CONFORMITY!!!
marauder2k7 5 years ago
parent
commit
9fa3f06e34

+ 4 - 4
engine/compilers/VisualStudio 2017/Torque 2D.vcxproj

@@ -272,12 +272,12 @@
     <ClCompile Include="..\..\source\2d\gui\SceneWindow.cc" />
     <ClCompile Include="..\..\source\2d\gui\SceneWindow.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\CompositeSprite.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\CompositeSprite.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ParticlePlayer.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ParticlePlayer.cc" />
-    <ClCompile Include="..\..\source\2d\sceneobject\Path.cpp" />
+    <ClCompile Include="..\..\source\2d\sceneobject\Path.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectList.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectList.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectSet.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SceneObjectSet.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Scroller.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Scroller.cc" />
-    <ClCompile Include="..\..\source\2d\sceneobject\ShadowMap.cc" />
+    <ClCompile Include="..\..\source\2d\sceneobject\LightObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ShapeVector.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\ShapeVector.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\SkeletonObject.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Sprite.cc" />
     <ClCompile Include="..\..\source\2d\sceneobject\Sprite.cc" />
@@ -731,8 +731,8 @@
     <ClInclude Include="..\..\source\2d\sceneobject\SceneObject_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\SceneObject_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\Scroller_ScriptBinding.h" />
-    <ClInclude Include="..\..\source\2d\sceneobject\ShadowMap.h" />
-    <ClInclude Include="..\..\source\2d\sceneobject\ShadowMap_ScriptBinding.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\LightObject.h" />
+    <ClInclude Include="..\..\source\2d\sceneobject\LightObject_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\ShapeVector_ScriptBinding.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h" />
     <ClInclude Include="..\..\source\2d\sceneobject\SkeletonObject.h" />

+ 6 - 6
engine/compilers/VisualStudio 2017/Torque 2D.vcxproj.filters

@@ -1459,10 +1459,10 @@
     <ClCompile Include="..\..\source\Box2D\Common\b2TrackedBlock.cpp">
     <ClCompile Include="..\..\source\Box2D\Common\b2TrackedBlock.cpp">
       <Filter>Box2D\Common</Filter>
       <Filter>Box2D\Common</Filter>
     </ClCompile>
     </ClCompile>
-    <ClCompile Include="..\..\source\2d\sceneobject\ShadowMap.cc">
+    <ClCompile Include="..\..\source\2d\sceneobject\LightObject.cc">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClCompile>
     </ClCompile>
-    <ClCompile Include="..\..\source\2d\sceneobject\Path.cpp">
+    <ClCompile Include="..\..\source\2d\sceneobject\Path.cc">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClCompile>
     </ClCompile>
   </ItemGroup>
   </ItemGroup>
@@ -3249,16 +3249,16 @@
     <ClInclude Include="..\..\source\Box2D\Common\b2TrackedBlock.h">
     <ClInclude Include="..\..\source\Box2D\Common\b2TrackedBlock.h">
       <Filter>Box2D\Common</Filter>
       <Filter>Box2D\Common</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="..\..\source\2d\sceneobject\ShadowMap.h">
+    <ClInclude Include="..\..\source\2d\sceneobject\Path.h">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="..\..\source\2d\sceneobject\ShadowMap_ScriptBinding.h">
+    <ClInclude Include="..\..\source\2d\sceneobject\Path_ScriptBinding.h">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="..\..\source\2d\sceneobject\Path.h">
+    <ClInclude Include="..\..\source\2d\sceneobject\LightObject.h">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClInclude>
     </ClInclude>
-    <ClInclude Include="..\..\source\2d\sceneobject\Path_ScriptBinding.h">
+    <ClInclude Include="..\..\source\2d\sceneobject\LightObject_ScriptBinding.h">
       <Filter>2d\sceneobject</Filter>
       <Filter>2d\sceneobject</Filter>
     </ClInclude>
     </ClInclude>
   </ItemGroup>
   </ItemGroup>

+ 14 - 14
engine/source/2d/sceneobject/ShadowMap.cc → engine/source/2d/sceneobject/LightObject.cc

@@ -1,14 +1,14 @@
 #include "graphics/dgl.h"
 #include "graphics/dgl.h"
 #include "console/consoleTypes.h"
 #include "console/consoleTypes.h"
 #include "2d/core/Utility.h"
 #include "2d/core/Utility.h"
-#include "ShadowMap.h"
+#include "2d/sceneobject/LightObject.h"
 
 
 // Script bindings.
 // Script bindings.
-#include "ShadowMap_ScriptBinding.h"
+#include "LightObject_ScriptBinding.h"
 
 
-IMPLEMENT_CONOBJECT(ShadowMap);
+IMPLEMENT_CONOBJECT(LightObject);
 
 
-ShadowMap::ShadowMap():
+LightObject::LightObject():
    mLightRadius(10.0f),
    mLightRadius(10.0f),
    mLightSegments(15)
    mLightSegments(15)
 {
 {
@@ -18,12 +18,12 @@ ShadowMap::ShadowMap():
    mBodyDefinition.type = b2_staticBody;
    mBodyDefinition.type = b2_staticBody;
 }
 }
 
 
-ShadowMap::~ShadowMap()
+LightObject::~LightObject()
 {
 {
 
 
 }
 }
 
 
-bool ShadowMap::onAdd()
+bool LightObject::onAdd()
 {
 {
    // Call Parent.
    // Call Parent.
    if (!Parent::onAdd())
    if (!Parent::onAdd())
@@ -35,28 +35,28 @@ bool ShadowMap::onAdd()
 
 
 //----------------------------------------------------------------------------
 //----------------------------------------------------------------------------
 
 
-void ShadowMap::onRemove()
+void LightObject::onRemove()
 {
 {
    // Call Parent.
    // Call Parent.
    Parent::onRemove();
    Parent::onRemove();
 }
 }
 
 
-void ShadowMap::initPersistFields()
+void LightObject::initPersistFields()
 {
 {
    Parent::initPersistFields();
    Parent::initPersistFields();
 
 
    /// Light settings.
    /// Light settings.
-   addProtectedField("LightRadius", TypeF32, Offset(mLightRadius, ShadowMap), &setLightRadius, &defaultProtectedGetFn, &writeLightRadius, "");
-   addProtectedField("LightSegments", TypeS32, Offset(mLightSegments, ShadowMap), &setLightSegments, &defaultProtectedGetFn, &writeLightSegments, "");
+   addProtectedField("LightRadius", TypeF32, Offset(mLightRadius, LightObject), &setLightRadius, &defaultProtectedGetFn, &writeLightRadius, "");
+   addProtectedField("LightSegments", TypeS32, Offset(mLightSegments, LightObject), &setLightSegments, &defaultProtectedGetFn, &writeLightSegments, "");
 
 
 }
 }
 
 
-void ShadowMap::safeDelete(void)
+void LightObject::safeDelete(void)
 {
 {
    Parent::safeDelete();
    Parent::safeDelete();
 }
 }
 
 
-void ShadowMap::sceneRender(const SceneRenderState * sceneRenderState, const SceneRenderRequest * sceneRenderRequest, BatchRender * batchRender)
+void LightObject::sceneRender(const SceneRenderState * sceneRenderState, const SceneRenderRequest * sceneRenderRequest, BatchRender * batchRender)
 {
 {
    Vector2 worldPos = getPosition();
    Vector2 worldPos = getPosition();
    Vector<Vector2> verts;
    Vector<Vector2> verts;
@@ -207,14 +207,14 @@ void ShadowMap::sceneRender(const SceneRenderState * sceneRenderState, const Sce
    glPopMatrix();
    glPopMatrix();
 }
 }
 
 
-void ShadowMap::OnRegisterScene(Scene* mScene)
+void LightObject::OnRegisterScene(Scene* mScene)
 {
 {
    Parent::OnRegisterScene(mScene);
    Parent::OnRegisterScene(mScene);
    mScene->getWorldQuery()->addAlwaysInScope(this);
    mScene->getWorldQuery()->addAlwaysInScope(this);
 
 
 }
 }
 
 
-void ShadowMap::OnUnregisterScene(Scene* mScene)
+void LightObject::OnUnregisterScene(Scene* mScene)
 {
 {
    mScene->getWorldQuery()->removeAlwaysInScope(this);
    mScene->getWorldQuery()->removeAlwaysInScope(this);
    Parent::OnUnregisterScene(mScene);
    Parent::OnUnregisterScene(mScene);

+ 11 - 11
engine/source/2d/sceneobject/ShadowMap.h → engine/source/2d/sceneobject/LightObject.h

@@ -1,5 +1,5 @@
-#ifndef _SHADOWMAP_H_
-#define _SHADOWMAP_H_
+#ifndef _LIGHTOBJECT_H_
+#define _LIGHTOBJECT_H_
 
 
 #ifndef _SCENE_OBJECT_H_
 #ifndef _SCENE_OBJECT_H_
 #include "2d/sceneobject/SceneObject.h"
 #include "2d/sceneobject/SceneObject.h"
@@ -38,7 +38,7 @@ public:
 
 
 };
 };
 
 
-class ShadowMap : public SceneObject
+class LightObject : public SceneObject
 
 
 {
 {
    typedef SceneObject Parent;
    typedef SceneObject Parent;
@@ -50,8 +50,8 @@ protected:
 
 
 public:
 public:
 
 
-   ShadowMap();
-   ~ShadowMap();
+   LightObject();
+   ~LightObject();
 
 
    static void initPersistFields();
    static void initPersistFields();
 
 
@@ -73,7 +73,7 @@ public:
    inline void setLightRadius(const F32 lightRadius) { mLightRadius = lightRadius; }
    inline void setLightRadius(const F32 lightRadius) { mLightRadius = lightRadius; }
    inline F32 getLightRadius(void) const { return mLightRadius; }
    inline F32 getLightRadius(void) const { return mLightRadius; }
 
 
-   DECLARE_CONOBJECT(ShadowMap);
+   DECLARE_CONOBJECT(LightObject);
 
 
 
 
 protected:
 protected:
@@ -83,14 +83,14 @@ protected:
 
 
 protected:
 protected:
 
 
-   static bool setLightRadius(void* obj, const char* data) { static_cast<ShadowMap*>(obj)->setLightRadius(dAtof(data)); return false; }
-   static bool writeLightRadius(void* obj, StringTableEntry pFieldName) { return static_cast<ShadowMap*>(obj)->getLightRadius() > 0.0f; }
+   static bool setLightRadius(void* obj, const char* data) { static_cast<LightObject*>(obj)->setLightRadius(dAtof(data)); return false; }
+   static bool writeLightRadius(void* obj, StringTableEntry pFieldName) { return static_cast<LightObject*>(obj)->getLightRadius() > 0.0f; }
 
 
-   static bool setLightSegments(void* obj, const char* data) { static_cast<ShadowMap*>(obj)->setLightSegments(dAtoi(data)); return false; }
-   static bool writeLightSegments(void* obj, StringTableEntry pFieldName) { return static_cast<ShadowMap*>(obj)->getLightSegments() > 0; }
+   static bool setLightSegments(void* obj, const char* data) { static_cast<LightObject*>(obj)->setLightSegments(dAtoi(data)); return false; }
+   static bool writeLightSegments(void* obj, StringTableEntry pFieldName) { return static_cast<LightObject*>(obj)->getLightSegments() > 0; }
 
 
 };
 };
 
 
-#endif //_SHADOWMAP_H_
+#endif //_LIGHTOBJECT_H_
 
 
 S32 QSORT_CALLBACK sortRays(const void * a, const void * b);
 S32 QSORT_CALLBACK sortRays(const void * a, const void * b);

+ 5 - 5
engine/source/2d/sceneobject/ShadowMap_ScriptBinding.h → engine/source/2d/sceneobject/LightObject_ScriptBinding.h

@@ -19,33 +19,33 @@
 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 // IN THE SOFTWARE.
 // IN THE SOFTWARE.
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
-ConsoleMethodGroupBeginWithDocs(ShadowMap, SceneObject)
+ConsoleMethodGroupBeginWithDocs(LightObject, SceneObject)
 
 
 /*! Add the object to a scene.
 /*! Add the object to a scene.
     @param scene the scene you wish to add this object to.
     @param scene the scene you wish to add this object to.
     @return No return value.
     @return No return value.
 */
 */
 
 
-ConsoleMethodWithDocs(ShadowMap, setLightRadius, ConsoleVoid, 3, 3, (float radius))
+ConsoleMethodWithDocs(LightObject, setLightRadius, ConsoleVoid, 3, 3, (float radius))
 {
 {
    // Set Lifetime.
    // Set Lifetime.
    object->setLightRadius(dAtof(argv[2]));
    object->setLightRadius(dAtof(argv[2]));
 }
 }
 
 
-ConsoleMethodWithDocs(ShadowMap, getLightRadius, ConsoleFloat, 2, 2, ())
+ConsoleMethodWithDocs(LightObject, getLightRadius, ConsoleFloat, 2, 2, ())
 {
 {
    // Return Lifetime.
    // Return Lifetime.
    return object->getLightRadius();
    return object->getLightRadius();
 }
 }
 
 
 
 
-ConsoleMethodWithDocs(ShadowMap, setLightSegments, ConsoleVoid, 3, 3, (integer lightSegments))
+ConsoleMethodWithDocs(LightObject, setLightSegments, ConsoleVoid, 3, 3, (integer lightSegments))
 {
 {
    // Set Layer.
    // Set Layer.
    object->setLightSegments(dAtoi(argv[2]));
    object->setLightSegments(dAtoi(argv[2]));
 }
 }
 
 
-ConsoleMethodWithDocs(ShadowMap, getLightSegments, ConsoleInt, 2, 2, ())
+ConsoleMethodWithDocs(LightObject, getLightSegments, ConsoleInt, 2, 2, ())
 {
 {
    // Return Layer.
    // Return Layer.
    return object->getLightSegments();
    return object->getLightSegments();

+ 0 - 0
engine/source/2d/sceneobject/Path.cpp → engine/source/2d/sceneobject/Path.cc


+ 2 - 2
modules/PyramidToy/1/main.cs

@@ -190,10 +190,10 @@ function PyramidToy::createPyramid( %this )
         }
         }
     }
     }
 	
 	
-	%map = new ShadowMap();
+	%map = new LightObject();
 	%map.setSize("15 15");
 	%map.setSize("15 15");
 	%map.setBodyType(Static);
 	%map.setBodyType(Static);
-	%map.SceneLayer = 13;
+	%map.SceneLayer = 17;
 	%map.setBlendColor(0.5,0.5,1.0,1.0);
 	%map.setBlendColor(0.5,0.5,1.0,1.0);
 	SandboxScene.add(%map);
 	SandboxScene.add(%map);
 }
 }