| 1 | /* | 
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| 2 | ----------------------------------------------------------------------------- | 
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| 3 | This source file is part of OGRE | 
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| 4 |     (Object-oriented Graphics Rendering Engine) | 
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| 5 | For the latest info, see http://www.ogre3d.org/ | 
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| 6 |  | 
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd | 
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| 8 | Also see acknowledgements in Readme.html | 
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| 9 |  | 
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| 10 | This program is free software; you can redistribute it and/or modify it under | 
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software | 
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| 12 | Foundation; either version 2 of the License, or (at your option) any later | 
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| 13 | version. | 
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| 14 |  | 
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT | 
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS | 
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. | 
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| 18 |  | 
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| 19 | You should have received a copy of the GNU Lesser General Public License along with | 
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple | 
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to | 
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| 22 | http://www.gnu.org/copyleft/lesser.txt. | 
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| 23 |  | 
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| 24 | You may alternatively use this source under the terms of a specific version of | 
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from | 
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| 26 | Torus Knot Software Ltd. | 
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| 27 | ----------------------------------------------------------------------------- | 
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| 28 | */ | 
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| 29 | #ifndef _LIGHT_H__ | 
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| 30 | #define _LIGHT_H__ | 
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| 31 |  | 
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| 32 | #include "OgrePrerequisites.h" | 
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| 33 |  | 
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| 34 | #include "OgreColourValue.h" | 
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| 35 | #include "OgreVector3.h" | 
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| 36 | #include "OgreVector4.h" | 
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| 37 | #include "OgreString.h" | 
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| 38 | #include "OgreMovableObject.h" | 
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| 39 | #include "OgrePlaneBoundedVolume.h" | 
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| 40 | #include "OgreShadowCameraSetup.h" | 
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| 41 |  | 
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| 42 | namespace Ogre { | 
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| 43 |  | 
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| 44 |  | 
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| 45 |     /** Representation of a dynamic light source in the scene. | 
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| 46 |         @remarks | 
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| 47 |             Lights are added to the scene like any other object. They contain various | 
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| 48 |             parameters like type, position, attenuation (how light intensity fades with | 
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| 49 |             distance), colour etc. | 
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| 50 |         @par | 
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| 51 |             The defaults when a light is created is pure white diffues light, with no | 
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| 52 |             attenuation (does not decrease with distance) and a range of 1000 world units. | 
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| 53 |         @par | 
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| 54 |             Lights are created by using the SceneManager::createLight method. They can subsequently be | 
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| 55 |             added to a SceneNode if required to allow them to move relative to a node in the scene. A light attached | 
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| 56 |             to a SceneNode is assumed to havea base position of (0,0,0) and a direction of (0,0,1) before modification | 
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| 57 |             by the SceneNode's own orientation. If not attached to a SceneNode, | 
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| 58 |             the light's position and direction is as set using setPosition and setDirection. | 
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| 59 |         @par | 
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| 60 |             Remember also that dynamic lights rely on modifying the colour of vertices based on the position of | 
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| 61 |             the light compared to an object's vertex normals. Dynamic lighting will only look good if the | 
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| 62 |             object being lit has a fair level of tesselation and the normals are properly set. This is particularly | 
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| 63 |             true for the spotlight which will only look right on highly tesselated models. In the future OGRE may be | 
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| 64 |             extended for certain scene types so an alternative to the standard dynamic lighting may be used, such | 
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| 65 |             as dynamic lightmaps. | 
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| 66 |     */ | 
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| 67 |     class _OgreExport Light : public MovableObject | 
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| 68 |     { | 
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| 69 |     public: | 
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| 70 |         /// Temp tag used for sorting | 
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| 71 |         Real tempSquareDist; | 
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| 72 |  | 
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| 73 |         /// Defines the type of light | 
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| 74 |         enum LightTypes | 
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| 75 |         { | 
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| 76 |             /// Point light sources give off light equally in all directions, so require only position not direction | 
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| 77 |             LT_POINT, | 
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| 78 |             /// Directional lights simulate parallel light beams from a distant source, hence have direction but no position | 
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| 79 |             LT_DIRECTIONAL, | 
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| 80 |             /// Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff | 
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| 81 |             LT_SPOTLIGHT | 
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| 82 |         }; | 
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| 83 |  | 
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| 84 |         /** Default constructor (for Python mainly). | 
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| 85 |         */ | 
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| 86 |         Light(); | 
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| 87 |  | 
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| 88 |         /** Normal constructor. Should not be called directly, but rather the SceneManager::createLight method should be used. | 
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| 89 |         */ | 
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| 90 |         Light(const String& name); | 
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| 91 |  | 
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| 92 |         /** Standard destructor. | 
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| 93 |         */ | 
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| 94 |         ~Light(); | 
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| 95 |  | 
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| 96 |         /** Sets the type of light - see LightTypes for more info. | 
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| 97 |         */ | 
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| 98 |         void setType(LightTypes type); | 
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| 99 |  | 
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| 100 |         /** Returns the light type. | 
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| 101 |         */ | 
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| 102 |         LightTypes getType(void) const; | 
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| 103 |  | 
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| 104 |         /** Sets the colour of the diffuse light given off by this source. | 
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| 105 |             @remarks | 
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| 106 |                 Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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| 107 |                 light an object reflects. This value denotes the amount and colour of this type of light the light | 
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| 108 |                 exudes into the scene. The actual appearance of objects is a combination of the two. | 
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| 109 |             @par | 
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| 110 |                 Diffuse light simulates the typical light emenating from light sources and affects the base colour | 
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| 111 |                 of objects together with ambient light. | 
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| 112 |         */ | 
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| 113 |         void setDiffuseColour(Real red, Real green, Real blue); | 
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| 114 |  | 
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| 115 |         /** Sets the colour of the diffuse light given off by this source. | 
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| 116 |             @remarks | 
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| 117 |                 Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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| 118 |                 light an object reflects. This value denotes the amount and colour of this type of light the light | 
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| 119 |                 exudes into the scene. The actual appearance of objects is a combination of the two. | 
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| 120 |             @par | 
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| 121 |                 Diffuse light simulates the typical light emenating from light sources and affects the base colour | 
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| 122 |                 of objects together with ambient light. | 
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| 123 |         */ | 
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| 124 |         void setDiffuseColour(const ColourValue& colour); | 
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| 125 |  | 
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| 126 |         /** Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). | 
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| 127 |         */ | 
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| 128 |         const ColourValue& getDiffuseColour(void) const; | 
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| 129 |  | 
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| 130 |         /** Sets the colour of the specular light given off by this source. | 
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| 131 |             @remarks | 
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| 132 |                 Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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| 133 |                 light an object reflects. This value denotes the amount and colour of this type of light the light | 
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| 134 |                 exudes into the scene. The actual appearance of objects is a combination of the two. | 
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| 135 |             @par | 
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| 136 |                 Specular light affects the appearance of shiny highlights on objects, and is also dependent on the | 
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| 137 |                 'shininess' Material value. | 
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| 138 |         */ | 
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| 139 |         void setSpecularColour(Real red, Real green, Real blue); | 
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| 140 |  | 
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| 141 |         /** Sets the colour of the specular light given off by this source. | 
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| 142 |             @remarks | 
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| 143 |                 Material objects have ambient, diffuse and specular values which indicate how much of each type of | 
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| 144 |                 light an object reflects. This value denotes the amount and colour of this type of light the light | 
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| 145 |                 exudes into the scene. The actual appearance of objects is a combination of the two. | 
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| 146 |             @par | 
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| 147 |                 Specular light affects the appearance of shiny highlights on objects, and is also dependent on the | 
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| 148 |                 'shininess' Material value. | 
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| 149 |         */ | 
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| 150 |         void setSpecularColour(const ColourValue& colour); | 
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| 151 |  | 
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| 152 |         /** Returns the colour of specular light given off by this light source. | 
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| 153 |         */ | 
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| 154 |         const ColourValue& getSpecularColour(void) const; | 
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| 155 |  | 
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| 156 |         /** Sets the attenuation parameters of the light source ie how it diminishes with distance. | 
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| 157 |             @remarks | 
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| 158 |                 Lights normally get fainter the further they are away. Also, each light is given a maximum range | 
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| 159 |                 beyond which it cannot affect any objects. | 
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| 160 |             @par | 
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| 161 |                 Light attentuation is not applicable to directional lights since they have an infinite range and | 
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| 162 |                 constant intensity. | 
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| 163 |             @par | 
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| 164 |                 This follows a standard attenuation approach - see any good 3D text for the details of what they mean | 
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| 165 |                 since i don't have room here! | 
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| 166 |             @param | 
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| 167 |                 range The absolute upper range of the light in world units | 
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| 168 |             @param | 
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| 169 |                 constant The constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation | 
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| 170 |             @param | 
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| 171 |                 linear The linear factor in the attenuation formula: 1 means attenuate evenly over the distance | 
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| 172 |             @param | 
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| 173 |                 quadratic The quadratic factor in the attenuation formula: adds a curvature to the attenuation formula. | 
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| 174 |         */ | 
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| 175 |         void setAttenuation(Real range, Real constant, Real linear, Real quadratic); | 
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| 176 |  | 
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| 177 |         /** Returns the absolute upper range of the light. | 
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| 178 |         */ | 
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| 179 |         Real getAttenuationRange(void) const; | 
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| 180 |  | 
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| 181 |         /** Returns the constant factor in the attenuation formula. | 
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| 182 |         */ | 
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| 183 |         Real getAttenuationConstant(void) const; | 
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| 184 |  | 
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| 185 |         /** Returns the linear factor in the attenuation formula. | 
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| 186 |         */ | 
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| 187 |         Real getAttenuationLinear(void) const; | 
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| 188 |  | 
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| 189 |         /** Returns the quadric factor in the attenuation formula. | 
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| 190 |         */ | 
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| 191 |         Real getAttenuationQuadric(void) const; | 
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| 192 |  | 
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| 193 |         /** Sets the position of the light. | 
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| 194 |             @remarks | 
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| 195 |                 Applicable to point lights and spotlights only. | 
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| 196 |             @note | 
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| 197 |                 This will be overridden if the light is attached to a SceneNode. | 
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| 198 |         */ | 
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| 199 |         void setPosition(Real x, Real y, Real z); | 
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| 200 |  | 
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| 201 |         /** Sets the position of the light. | 
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| 202 |             @remarks | 
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| 203 |                 Applicable to point lights and spotlights only. | 
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| 204 |             @note | 
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| 205 |                 This will be overridden if the light is attached to a SceneNode. | 
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| 206 |         */ | 
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| 207 |         void setPosition(const Vector3& vec); | 
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| 208 |  | 
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| 209 |         /** Returns the position of the light. | 
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| 210 |             @note | 
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| 211 |                 Applicable to point lights and spotlights only. | 
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| 212 |         */ | 
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| 213 |         const Vector3& getPosition(void) const; | 
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| 214 |  | 
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| 215 |         /** Sets the direction in which a light points. | 
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| 216 |             @remarks | 
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| 217 |                 Applicable only to the spotlight and directional light types. | 
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| 218 |             @note | 
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| 219 |                 This will be overridden if the light is attached to a SceneNode. | 
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| 220 |         */ | 
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| 221 |         void setDirection(Real x, Real y, Real z); | 
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| 222 |  | 
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| 223 |         /** Sets the direction in which a light points. | 
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| 224 |             @remarks | 
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| 225 |                 Applicable only to the spotlight and directional light types. | 
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| 226 |             @note | 
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| 227 |                 This will be overridden if the light is attached to a SceneNode. | 
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| 228 |         */ | 
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| 229 |         void setDirection(const Vector3& vec); | 
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| 230 |  | 
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| 231 |         /** Returns the light's direction. | 
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| 232 |             @remarks | 
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| 233 |                 Applicable only to the spotlight and directional light types. | 
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| 234 |         */ | 
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| 235 |         const Vector3& getDirection(void) const; | 
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| 236 |  | 
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| 237 |         /** Sets the range of a spotlight, i.e. the angle of the inner and outer cones and the rate of falloff between them. | 
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| 238 |             @param | 
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| 239 |                 innerAngle Angle covered by the bright inner cone | 
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| 240 |                 @node | 
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| 241 |                     The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL. | 
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| 242 |             @param | 
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| 243 |                 outerAngle Angle covered by the outer cone | 
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| 244 |             @param | 
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| 245 |                 falloff The rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff. | 
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| 246 |         */ | 
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| 247 |         void setSpotlightRange(const Radian& innerAngle, const Radian& outerAngle, Real falloff = 1.0); | 
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| 248 | #ifndef OGRE_FORCE_ANGLE_TYPES | 
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| 249 |         inline void setSpotlightRange(Real innerAngle, Real outerAngle, Real falloff = 1.0) { | 
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| 250 |             setSpotlightRange ( Angle(innerAngle), Angle(outerAngle), falloff ); | 
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| 251 |         } | 
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| 252 | #endif//OGRE_FORCE_ANGLE_TYPES | 
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| 253 |  | 
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| 254 |         /** Returns the angle covered by the spotlights inner cone. | 
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| 255 |         */ | 
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| 256 |         const Radian& getSpotlightInnerAngle(void) const; | 
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| 257 |  | 
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| 258 |         /** Returns the angle covered by the spotlights outer cone. | 
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| 259 |         */ | 
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| 260 |         const Radian& getSpotlightOuterAngle(void) const; | 
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| 261 |  | 
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| 262 |         /** Returns the falloff between the inner and outer cones of the spotlight. | 
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| 263 |         */ | 
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| 264 |         Real getSpotlightFalloff(void) const; | 
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| 265 |  | 
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| 266 |                 /** Sets the angle covered by the spotlights inner cone. | 
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| 267 |                 */ | 
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| 268 |                 void setSpotlightInnerAngle(const Radian& val); | 
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| 269 |  | 
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| 270 |                 /** Sets the angle covered by the spotlights outer cone. | 
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| 271 |                 */ | 
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| 272 |                 void setSpotlightOuterAngle(const Radian& val); | 
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| 273 |  | 
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| 274 |                 /** Sets the falloff between the inner and outer cones of the spotlight. | 
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| 275 |                 */ | 
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| 276 |                 void setSpotlightFalloff(Real val); | 
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| 277 |  | 
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| 278 |                 /** Set a scaling factor to indicate the relative power of a light. | 
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| 279 |                 @remarks | 
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| 280 |                         This factor is only useful in High Dynamic Range (HDR) rendering. | 
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| 281 |                         You can bind it to a shader variable to take it into account, | 
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| 282 |                         @see GpuProgramParameters | 
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| 283 |                 @param power The power rating of this light, default is 1.0. | 
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| 284 |                 */ | 
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| 285 |                 void setPowerScale(Real power); | 
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| 286 |  | 
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| 287 |                 /** Set the scaling factor which indicates the relative power of a  | 
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| 288 |                         light. | 
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| 289 |                 */ | 
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| 290 |                 Real getPowerScale(void) const; | 
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| 291 |  | 
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| 292 |         /** Overridden from MovableObject */ | 
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| 293 |         void _notifyAttached(Node* parent, bool isTagPoint = false); | 
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| 294 |  | 
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| 295 |         /** Overridden from MovableObject */ | 
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| 296 |         void _notifyMoved(void); | 
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| 297 |  | 
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| 298 |         /** Overridden from MovableObject */ | 
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| 299 |         const AxisAlignedBox& getBoundingBox(void) const; | 
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| 300 |  | 
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| 301 |         /** Overridden from MovableObject */ | 
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| 302 |         void _updateRenderQueue(RenderQueue* queue); | 
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| 303 |  | 
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| 304 |         /** Overridden from MovableObject */ | 
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| 305 |         const String& getMovableType(void) const; | 
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| 306 |  | 
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| 307 |         /** Retrieves the position of the light including any transform from nodes it is attached to. */ | 
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| 308 |         const Vector3& getDerivedPosition(void) const; | 
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| 309 |  | 
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| 310 |         /** Retrieves the direction of the light including any transform from nodes it is attached to. */ | 
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| 311 |         const Vector3& getDerivedDirection(void) const; | 
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| 312 |  | 
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| 313 |         /** Overridden from MovableObject. | 
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| 314 |         @remarks | 
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| 315 |             Although lights themselves are not 'visible', setting a light to invisible | 
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| 316 |             means it no longer affects the scene. | 
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| 317 |         */ | 
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| 318 |         void setVisible(bool visible); | 
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| 319 |  | 
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| 320 |         /** Overridden from MovableObject */ | 
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| 321 |         Real getBoundingRadius(void) const { return 0; /* not visible */ } | 
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| 322 |  | 
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| 323 |                 /** Gets the details of this light as a 4D vector. | 
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| 324 |                 @remarks | 
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| 325 |                         Getting details of a light as a 4D vector can be useful for | 
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| 326 |                         doing general calculations between different light types; for | 
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| 327 |                         example the vector can represent both position lights (w=1.0f) | 
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| 328 |                         and directional lights (w=0.0f) and be used in the same  | 
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| 329 |                         calculations. | 
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| 330 |                 */ | 
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| 331 |                 Vector4 getAs4DVector(void) const; | 
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| 332 |  | 
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| 333 |         /** Internal method for calculating the 'near clip volume', which is | 
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| 334 |             the volume formed between the near clip rectangle of the  | 
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| 335 |             camera and the light. | 
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| 336 |         @remarks This volume is a pyramid for a point/spot light and | 
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| 337 |             a cuboid for a directional light. It can used to detect whether | 
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| 338 |             an object could be casting a shadow on the viewport. Note that | 
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| 339 |             the reference returned is to a shared volume which will be  | 
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| 340 |             reused across calls to this method. | 
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| 341 |         */ | 
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| 342 |         virtual const PlaneBoundedVolume& _getNearClipVolume(const Camera* const cam) const; | 
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| 343 |  | 
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| 344 |         /** Internal method for calculating the clip volumes outside of the  | 
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| 345 |             frustum which can be used to determine which objects are casting | 
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| 346 |             shadow on the frustum as a whole.  | 
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| 347 |         @remarks Each of the volumes is a pyramid for a point/spot light and | 
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| 348 |             a cuboid for a directional light.  | 
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| 349 |         */ | 
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| 350 |         virtual const PlaneBoundedVolumeList& _getFrustumClipVolumes(const Camera* const cam) const; | 
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| 351 |  | 
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| 352 |                 /// Override to return specific type flag | 
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| 353 |                 uint32 getTypeFlags(void) const; | 
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| 354 |  | 
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| 355 |                 /// @copydoc AnimableObject::createAnimableValue | 
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| 356 |                 AnimableValuePtr createAnimableValue(const String& valueName); | 
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| 357 |  | 
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| 358 |                 /** Set this light to use a custom shadow camera when rendering texture shadows. | 
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| 359 |                 @remarks | 
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| 360 |                         This changes the shadow camera setup for just this light,  you can set | 
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| 361 |                         the shadow camera setup globally using SceneManager::setShadowCameraSetup | 
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| 362 |                 @see ShadowCameraSetup | 
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| 363 |                 */ | 
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| 364 |                 void setCustomShadowCameraSetup(const ShadowCameraSetupPtr& customShadowSetup); | 
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| 365 |  | 
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| 366 |                 /** Reset the shadow camera setup to the default.  | 
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| 367 |                 @see ShadowCameraSetup | 
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| 368 |                 */ | 
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| 369 |                 void resetCustomShadowCameraSetup(void); | 
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| 370 |  | 
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| 371 |                 /** return a pointer to the custom shadow camera setup (null means use SceneManager global version). */ | 
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| 372 |                 const ShadowCameraSetupPtr& getCustomShadowCameraSetup(void) const; | 
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| 373 |  | 
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| 374 |     protected: | 
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| 375 |         /// internal method for synchronising with parent node (if any) | 
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| 376 |         virtual void update(void) const; | 
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| 377 |  | 
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| 378 |                 /// @copydoc AnimableObject::getAnimableDictionaryName | 
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| 379 |                 const String& getAnimableDictionaryName(void) const; | 
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| 380 |                 /// @copydoc AnimableObject::initialiseAnimableDictionary | 
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| 381 |                 void initialiseAnimableDictionary(StringVector& vec) const; | 
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| 382 |  | 
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| 383 |                 LightTypes mLightType; | 
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| 384 |         Vector3 mPosition; | 
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| 385 |         ColourValue mDiffuse; | 
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| 386 |         ColourValue mSpecular; | 
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| 387 |  | 
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| 388 |         Vector3 mDirection; | 
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| 389 |  | 
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| 390 |         Radian mSpotOuter; | 
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| 391 |         Radian mSpotInner; | 
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| 392 |         Real mSpotFalloff; | 
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| 393 |         Real mRange; | 
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| 394 |         Real mAttenuationConst; | 
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| 395 |         Real mAttenuationLinear; | 
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| 396 |         Real mAttenuationQuad; | 
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| 397 |                 Real mPowerScale; | 
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| 398 |  | 
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| 399 |  | 
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| 400 |         mutable Vector3 mDerivedPosition; | 
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| 401 |         mutable Vector3 mDerivedDirection; | 
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| 402 |  | 
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| 403 |         /// Shared class-level name for Movable type | 
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| 404 |         static String msMovableType; | 
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| 405 |  | 
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| 406 |         mutable PlaneBoundedVolume mNearClipVolume; | 
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| 407 |         mutable PlaneBoundedVolumeList mFrustumClipVolumes; | 
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| 408 |         /// Is the derived transform dirty? | 
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| 409 |         mutable bool mDerivedTransformDirty; | 
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| 410 |  | 
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| 411 |                 /// Pointer to a custom shadow camera setup | 
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| 412 |                 mutable ShadowCameraSetupPtr mCustomShadowCameraSetup; | 
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| 413 |  | 
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| 414 |     }; | 
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| 415 |  | 
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| 416 |         /** Factory object for creating Light instances */ | 
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| 417 |         class _OgreExport LightFactory : public MovableObjectFactory | 
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| 418 |         { | 
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| 419 |         protected: | 
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| 420 |                 MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params); | 
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| 421 |         public: | 
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| 422 |                 LightFactory() {} | 
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| 423 |                 ~LightFactory() {} | 
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| 424 |  | 
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| 425 |                 static String FACTORY_TYPE_NAME; | 
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| 426 |  | 
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| 427 |                 const String& getType(void) const; | 
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| 428 |                 void destroyInstance( MovableObject* obj);   | 
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| 429 |  | 
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| 430 |         }; | 
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| 431 |  | 
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| 432 | } // Namespace | 
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| 433 | #endif | 
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