using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; namespace BansheeEngine { /// /// Component that illuminates a portion of the scene covered by the light. /// public class Light : Component { private NativeLight _nativeLight; [SerializeField] private SerializableData serializableData = new SerializableData(); /// /// Returns the non-component version of Light that is wrapped by this component. /// internal NativeLight Native { get { return _nativeLight; } } /// /// Light type that determines how are elements near it illuminated. /// public LightType Type { get { return _nativeLight.Type; } set { _nativeLight.Type = value; serializableData.type = value; } } /// /// Color emitted from the light. /// public Color Color { get { return _nativeLight.Color; } set { _nativeLight.Color = value; serializableData.color = value; } } /// /// Maximum range of the light. Light will not affect any geometry past that point. /// public float Range { get { return _nativeLight.Range; } set { _nativeLight.Range = value; serializableData.range = value; } } /// /// Power of the light source. This is luminous flux for point & spot lights, and radiance for directional lights. /// public float Intensity { get { return _nativeLight.Intensity; } set { _nativeLight.Intensity = value; serializableData.intensity = value; } } /// /// Total angle covered by a spot light. Ignored by other light types. /// public Degree SpotAngle { get { return _nativeLight.SpotAngle; } set { _nativeLight.SpotAngle = value; serializableData.spotAngle = value; } } /// /// Falloff angle covered by a spot light. Falloff angle determines at what point does light intensity starts /// linearly falling off as the angle approaches the total spot angle. Ignored by other light types. /// public Degree SpotFalloffAngle { get { return _nativeLight.SpotFalloffAngle; } set { _nativeLight.SpotFalloffAngle = value; serializableData.spotFalloffAngle = value; } } /// /// Determines does this light cast a shadow when rendered. /// public bool CastsShadow { get { return _nativeLight.CastsShadow; } set { _nativeLight.CastsShadow = value; serializableData.castShadows = value; } } /// /// Returns world space bounds that completely encompass the light's area of influence. /// public Sphere Bounds { get { Native.UpdateTransform(SceneObject); return Native.Bounds; } } private void OnInitialize() { serializableData.color = Color.White; serializableData.spotAngle = new Degree(45); serializableData.spotFalloffAngle = new Degree(40); serializableData.range = 10.0f; serializableData.intensity = 100.0f; serializableData.type = LightType.Point; serializableData.castShadows = false; } private void OnReset() { if (_nativeLight != null) _nativeLight.OnDestroy(); _nativeLight = new NativeLight(SceneObject); // Restore saved values after reset _nativeLight.Color = serializableData.color; _nativeLight.SpotAngle = serializableData.spotAngle; _nativeLight.SpotFalloffAngle = serializableData.spotFalloffAngle; _nativeLight.Range = serializableData.range; _nativeLight.Intensity = serializableData.intensity; _nativeLight.Type = serializableData.type; _nativeLight.CastsShadow = serializableData.castShadows; } private void Update() { } private void OnDestroy() { _nativeLight.OnDestroy(); } /// /// Holds all data the light component needs to persist through serialization. /// [SerializeObject] private struct SerializableData { public Color color; public Degree spotAngle; public Degree spotFalloffAngle; public float range; public float intensity; public LightType type; public bool castShadows; } } }