Use controllers to animate lights in ObjectLists
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#include "lights.hpp"
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#include <OgreLight.h>
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#include <OgreMath.h>
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namespace OEngine {
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namespace Render {
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LightFunction::LightFunction(LightType type)
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: ControllerFunction<Ogre::Real>(true)
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, mType(type)
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, mPhase(Ogre::Math::RangeRandom(-500.0f, +500.0f))
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, mDirection(1.0f)
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{
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}
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Ogre::Real LightFunction::pulseAmplitude(Ogre::Real time)
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{
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return std::sin(time);
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}
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Ogre::Real LightFunction::flickerAmplitude(Ogre::Real time)
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{
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static const float fb = 1.17024f;
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static const float f[3] = { 1.5708f, 4.18774f, 5.19934f };
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static const float o[3] = { 0.804248f, 2.11115f, 3.46832f };
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static const float m[3] = { 1.0f, 0.785f, 0.876f };
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static const float s = 0.394f;
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float v = 0.0f;
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for(int i = 0;i < 3;++i)
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v += std::sin(fb*time*f[i] + o[1])*m[i];
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return v * s;
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}
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Ogre::Real LightFunction::flickerFrequency(Ogre::Real phase)
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{
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static const float fa = 0.785398f;
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static const float tdo = 0.94f;
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static const float tdm = 2.48f;
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return tdo + tdm*std::sin(fa * phase);
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}
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Ogre::Real LightFunction::calculate(Ogre::Real value)
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{
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Ogre::Real brightness = 1.0f;
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float cycle_time;
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float time_distortion;
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if(mType == LT_Pulse || mType == LT_PulseSlow)
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{
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cycle_time = 2.0f * Ogre::Math::PI;
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time_distortion = 20.0f;
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}
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else
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{
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static const float fa = 0.785398f;
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static const float phase_wavelength = 120.0f * 3.14159265359f / fa;
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cycle_time = 500.0f;
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mPhase = std::fmod(mPhase + value, phase_wavelength);
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time_distortion = flickerFrequency(mPhase);
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}
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mDeltaCount += mDirection*value*time_distortion;
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if(mDirection > 0 && mDeltaCount > +cycle_time)
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{
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mDirection = -1.0f;
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mDeltaCount = 2.0f*cycle_time - mDeltaCount;
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}
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if(mDirection < 0 && mDeltaCount < -cycle_time)
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{
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mDirection = +1.0f;
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mDeltaCount = -2.0f*cycle_time - mDeltaCount;
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}
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static const float fast = 4.0f/1.0f;
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static const float slow = 1.0f/1.0f;
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// These formulas are just guesswork, but they work pretty well
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if(mType == LT_Normal)
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{
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// Less than 1/255 light modifier for a constant light:
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brightness = 1.0 + flickerAmplitude(mDeltaCount*slow)/255.0f;
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}
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else if(mType == LT_Flicker)
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brightness = 0.75 + flickerAmplitude(mDeltaCount*fast)*0.25;
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else if(mType == LT_FlickerSlow)
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brightness = 0.75 + flickerAmplitude(mDeltaCount*slow)*0.25;
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else if(mType == LT_Pulse)
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brightness = 1.0 + pulseAmplitude(mDeltaCount*fast)*0.25;
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else if(mType == LT_PulseSlow)
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brightness = 1.0 + pulseAmplitude(mDeltaCount*slow)*0.25;
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return brightness;
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}
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LightValue::LightValue(Ogre::Light *light, const Ogre::ColourValue &color)
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: mTarget(light)
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, mColor(color)
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{
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}
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Ogre::Real LightValue::getValue() const
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{
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return 0.0f;
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}
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void LightValue::setValue(Ogre::Real value)
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{
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mTarget->setDiffuseColour(mColor * value);
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}
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}
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}
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@ -0,0 +1,51 @@
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#ifndef OENGINE_OGRE_LIGHTS_H
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#define OENGINE_OGRE_LIGHTS_H
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#include <OgreController.h>
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#include <OgreColourValue.h>
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/*
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* Controller classes to handle pulsing and flicker lights
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*/
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namespace OEngine {
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namespace Render {
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enum LightType {
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LT_Normal,
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LT_Flicker,
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LT_FlickerSlow,
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LT_Pulse,
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LT_PulseSlow
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};
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class LightFunction : public Ogre::ControllerFunction<Ogre::Real>
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{
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LightType mType;
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Ogre::Real mPhase;
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Ogre::Real mDirection;
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static Ogre::Real pulseAmplitude(Ogre::Real time);
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static Ogre::Real flickerAmplitude(Ogre::Real time);
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static Ogre::Real flickerFrequency(Ogre::Real phase);
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public:
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LightFunction(LightType type);
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virtual Ogre::Real calculate(Ogre::Real value);
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};
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class LightValue : public Ogre::ControllerValue<Ogre::Real>
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{
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Ogre::Light *mTarget;
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Ogre::ColourValue mColor;
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public:
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LightValue(Ogre::Light *light, const Ogre::ColourValue &color);
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virtual Ogre::Real getValue() const;
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virtual void setValue(Ogre::Real value);
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};
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}
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}
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#endif
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