/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_Light.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 28247 $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include #include namespace nw { namespace gfx { NW_UT_RUNTIME_TYPEINFO_DEFINITION(Light, TransformNode); //---------------------------------------- void Light::Accept( ISceneVisitor* visitor ) { visitor->VisitLight(this); AcceptChildren(visitor); } //---------------------------------------- Result Light::CreateAnimGroup(os::IAllocator* allocator) { Result result = INITIALIZE_RESULT_OK; NW_ASSERT(m_OriginalValue.IsValid()); if (!m_AnimBinding) { // DynamicBuilderを使用した場合は生成されない return result; } ResSceneNode resSceneNode = GetResSceneNode(); NW_ASSERT(resSceneNode.IsValid()); NW_ASSERT(resSceneNode.GetAnimGroupsCount() == 1); anim::ResAnimGroup resAnimGroup = resSceneNode.GetAnimGroups(0); NW_ASSERT(resAnimGroup.GetTargetType() == anim::ResGraphicsAnimGroup::TARGET_TYPE_LIGHT); AnimGroup* animGroup = AnimGroup::Builder() .ResAnimGroup(resAnimGroup) .SetSceneNode(this) .UseOriginalValue(true) // TODO: 選択できる必要はある? .Create(allocator); if (animGroup == NULL) { result |= Result::MASK_FAIL_BIT; } NW_ENSURE_AND_RETURN(result); m_AnimGroup = animGroup; // 各メンバの参照解決 const int animMemberCount = m_AnimGroup->GetMemberCount(); for (int memberIdx = 0; memberIdx < animMemberCount; ++memberIdx) { anim::ResAnimGroupMember member = m_AnimGroup->GetResAnimGroupMember(memberIdx); void* object = GetAnimTargetObject(member); m_AnimGroup->SetTargetObject(memberIdx, object); // TODO: アドレス算出もSetterに似た実装で行う? if (member.GetObjectType() == anim::ResAnimGroupMember::OBJECT_TYPE_TRANSFORM && member.GetMemberType() == anim::ResTransformMember::MEMBER_TYPE_TRANSFORM) { m_AnimGroup->SetTargetPtr(memberIdx, &this->Transform()); } else { u8* target = static_cast(object); target += member.GetMemberOffset(); m_AnimGroup->SetTargetPtr(memberIdx, target); } m_AnimGroup->SetTargetObjectIndex(memberIdx, 0); // TODO: 要検討 if (member.GetObjectType() == nw::anim::ResAnimGroupMember::OBJECT_TYPE_TRANSFORM) { m_AnimGroup->SetOriginalValue(memberIdx, &m_OriginalTransform); } else { u8* originalValue = reinterpret_cast(m_OriginalValue.ptr()); originalValue += member.GetMemberOffset(); m_AnimGroup->SetOriginalValue(memberIdx, originalValue); } } m_AnimBinding->SetAnimGroup(0, m_AnimGroup); return result; } //---------------------------------------- void Light::DestroyOriginalValue() { NW_ASSERT(m_OriginalValue.IsValid()); GetAllocator().Free(m_OriginalValue.ptr()); m_OriginalValue = ResLight(NULL); } //---------------------------------------- void* Light::GetAnimTargetObject(const anim::ResAnimGroupMember& anim) { switch (anim.GetObjectType()) { case anim::ResAnimGroupMember::OBJECT_TYPE_TRANSFORM: { return static_cast(this); } case anim::ResAnimGroupMember::OBJECT_TYPE_LIGHT: { ResLight resLight = ResDynamicCast(this->GetResSceneObject()); NW_ASSERT(resLight.IsValid()); ResLightData* ptr = resLight.ptr(); return ptr; } case anim::ResAnimGroupMember::OBJECT_TYPE_FRAGMENT_LIGHT: { NW_ASSERT(ut::IsTypeOf(this)); ResFragmentLightData* ptr = static_cast(*this).GetResFragmentLight().ptr(); return ptr; } case anim::ResAnimGroupMember::OBJECT_TYPE_AMBIENT_LIGHT: { NW_ASSERT(ut::IsTypeOf(this)); ResAmbientLightData* ptr = static_cast(*this).GetResAmbientLight().ptr(); return ptr; } #if defined(NW_GFX_VERTEX_LIGHT_ENABLED) case anim::ResAnimGroupMember::OBJECT_TYPE_VERTEX_LIGHT: { NW_ASSERT(ut::IsTypeOf(this)); ResVertexLightData* ptr = static_cast(*this).GetResVertexLight().ptr(); return ptr; } #endif case anim::ResAnimGroupMember::OBJECT_TYPE_HEMISPHERE_LIGHT: { NW_ASSERT(ut::IsTypeOf(this)); ResHemiSphereLightData* ptr = static_cast(*this).GetResHemiSphereLight().ptr(); return ptr; } default: NW_ASSERT(false); return NULL; } } //---------------------------------------- bool Light::ValidateLightAnimType(AnimObject* animObject) { if (animObject == NULL) { // NULLの時はアニメを取り外そうとしているので、型チェックは通る return true; } // blenderならば、再帰的に調べないといけない AnimBlender* blender = ut::DynamicCast(animObject); if (blender != NULL) { const int animObjCount = blender->GetAnimObjectCount(); for (int i = 0; i < animObjCount; ++i) { AnimObject* animObj = blender->GetAnimObject(i); // ひとつでもvalidateに失敗したらfalseを返す if (!ValidateLightAnimType(animObj)) { return false; } } // 全てのAnimObjectのチェックを通過すれば成功 return true; } else { // blenderではなかったので、AnimEvaluatorのはず AnimEvaluator* evaluator = ut::DynamicCast(animObject); NW_NULL_ASSERT(evaluator); anim::ResLightAnim lightAnim(evaluator->GetAnimData().ptr()); return ( (lightAnim.GetLightType() == GetLightType()) && (lightAnim.GetLightKind() == GetLightKind())); } } } // namespace gfx } // namespace nw