| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152 |
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Runtime.CompilerServices;
- using System.Text;
- namespace BansheeEngine
- {
- /// <summary>
- /// Component that illuminates a portion of the scene covered by the light.
- /// </summary>
- public class Light : Component
- {
- private NativeLight _nativeLight;
- [SerializeField]
- private SerializableData serializableData = new SerializableData();
- /// <summary>
- /// Returns the non-component version of Light that is wrapped by this component.
- /// </summary>
- internal NativeLight Native
- {
- get { return _nativeLight; }
- }
- /// <summary>
- /// Light type that determines how are elements near it illuminated.
- /// </summary>
- public LightType Type
- {
- get { return _nativeLight.Type; }
- set { _nativeLight.Type = value; serializableData.type = value; }
- }
- /// <summary>
- /// Color emitted from the light.
- /// </summary>
- public Color Color
- {
- get { return _nativeLight.Color; }
- set { _nativeLight.Color = value; serializableData.color = value; }
- }
- /// <summary>
- /// Maximum range of the light. Light will not affect any geometry past that point.
- /// </summary>
- public float Range
- {
- get { return _nativeLight.Range; }
- set { _nativeLight.Range = value; serializableData.range = value; }
- }
- /// <summary>
- /// Power of the light source. This is luminous flux for point & spot lights, and radiance for directional lights.
- /// </summary>
- public float Intensity
- {
- get { return _nativeLight.Intensity; }
- set { _nativeLight.Intensity = value; serializableData.intensity = value; }
- }
- /// <summary>
- /// Total angle covered by a spot light. Ignored by other light types.
- /// </summary>
- public Degree SpotAngle
- {
- get { return _nativeLight.SpotAngle; }
- set { _nativeLight.SpotAngle = value; serializableData.spotAngle = value; }
- }
- /// <summary>
- /// 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.
- /// </summary>
- public Degree SpotFalloffAngle
- {
- get { return _nativeLight.SpotFalloffAngle; }
- set { _nativeLight.SpotFalloffAngle = value; serializableData.spotFalloffAngle = value; }
- }
- /// <summary>
- /// Determines does this light cast a shadow when rendered.
- /// </summary>
- public bool CastsShadow
- {
- get { return _nativeLight.CastsShadow; }
- set { _nativeLight.CastsShadow = value; serializableData.castShadows = value; }
- }
- /// <summary>
- /// Returns world space bounds that completely encompass the light's area of influence.
- /// </summary>
- 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();
- }
- /// <summary>
- /// Holds all data the light component needs to persist through serialization.
- /// </summary>
- [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;
- }
- }
- }
|