//// SceneScriptingInterface.cpp// libraries/script-engine//// Created by Sam Gateau on 2/24/15.// Copyright 2014 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "SceneScriptingInterface.h" #include <procedural/ProceduralSkybox.h> float SceneScripting::Location::getLongitude() const { return _skyStage->getOriginLongitude();} float SceneScripting::Location::getLatitude() const { return _skyStage->getOriginLatitude();} float SceneScripting::Location::getAltitude() const { return _skyStage->getOriginSurfaceAltitude();} void SceneScripting::Location::setLongitude(float longitude) { _skyStage->setOriginLongitude(longitude);} void SceneScripting::Location::setLatitude(float latitude) { _skyStage->setOriginLatitude(latitude);} void SceneScripting::Location::setAltitude(float altitude) { _skyStage->setOriginSurfaceAltitude(altitude);} void SceneScripting::Time::setHour(float hour) { _skyStage->setDayTime(hour);} float SceneScripting::Time::getHour() const { return _skyStage->getDayTime();} void SceneScripting::Time::setDay(int day) { _skyStage->setYearTime(day);} int SceneScripting::Time::getDay() const { return _skyStage->getYearTime();} glm::vec3 SceneScripting::KeyLight::getColor() const { return _skyStage->getSunColor();} void SceneScripting::KeyLight::setColor(const glm::vec3& color) { _skyStage->setSunColor(color);} float SceneScripting::KeyLight::getIntensity() const { return _skyStage->getSunIntensity();} void SceneScripting::KeyLight::setIntensity(float intensity) { _skyStage->setSunIntensity(intensity);} float SceneScripting::KeyLight::getAmbientIntensity() const { return _skyStage->getSunAmbientIntensity();} void SceneScripting::KeyLight::setAmbientIntensity(float intensity) { _skyStage->setSunAmbientIntensity(intensity);} void SceneScripting::KeyLight::setAmbientSphere(const gpu::SHPointer& sphere) { _skyStage->setSunAmbientSphere(sphere);} void SceneScripting::KeyLight::setAmbientMap(const gpu::TexturePointer& map) { _skyStage->setSunAmbientMap(map);} glm::vec3 SceneScripting::KeyLight::getDirection() const { return _skyStage->getSunDirection();} void SceneScripting::KeyLight::setDirection(const glm::vec3& direction) { _skyStage->setSunDirection(direction);} void SceneScripting::Stage::setOrientation(const glm::quat& orientation) const { _skyStage->setOriginOrientation(orientation);} void SceneScripting::Stage::setLocation(float longitude, float latitude, float altitude) { _skyStage->setOriginLocation(longitude, latitude, altitude);} void SceneScripting::Stage::setSunModelEnable(bool isEnabled) { _skyStage->setSunModelEnable(isEnabled);} bool SceneScripting::Stage::isSunModelEnabled() const { return _skyStage->isSunModelEnabled();} void SceneScripting::Stage::setBackgroundMode(const QString& mode) { if (mode == QString("inherit")) { _skyStage->setBackgroundMode(model::SunSkyStage::NO_BACKGROUND); } else if (mode == QString("skybox")) { _skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX); }} QString SceneScripting::Stage::getBackgroundMode() const { switch (_skyStage->getBackgroundMode()) { case model::SunSkyStage::NO_BACKGROUND: return QString("inherit"); case model::SunSkyStage::SKY_BOX: return QString("skybox"); default: return QString("inherit"); };} SceneScriptingInterface::SceneScriptingInterface() : _stage{ new SceneScripting::Stage{ _skyStage } } { // Let's make sure the sunSkyStage is using a proceduralSkybox _skyStage->setSkybox(model::SkyboxPointer(new ProceduralSkybox()));} void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) { if (shouldRenderAvatars != _shouldRenderAvatars) { _shouldRenderAvatars = shouldRenderAvatars; emit shouldRenderAvatarsChanged(_shouldRenderAvatars); }} void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) { if (shouldRenderEntities != _shouldRenderEntities) { _shouldRenderEntities = shouldRenderEntities; emit shouldRenderEntitiesChanged(_shouldRenderEntities); }} model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const { return _skyStage;}
//
// SceneScriptingInterface.cpp
// libraries/script-engine
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "SceneScriptingInterface.h"
#include <procedural/ProceduralSkybox.h>
float SceneScripting::Location::getLongitude() const {
return _skyStage->getOriginLongitude();
}
float SceneScripting::Location::getLatitude() const {
return _skyStage->getOriginLatitude();
}
float SceneScripting::Location::getAltitude() const {
return _skyStage->getOriginSurfaceAltitude();
}
void SceneScripting::Location::setLongitude(float longitude) {
_skyStage->setOriginLongitude(longitude);
}
void SceneScripting::Location::setLatitude(float latitude) {
_skyStage->setOriginLatitude(latitude);
}
void SceneScripting::Location::setAltitude(float altitude) {
_skyStage->setOriginSurfaceAltitude(altitude);
}
void SceneScripting::Time::setHour(float hour) {
_skyStage->setDayTime(hour);
}
float SceneScripting::Time::getHour() const {
return _skyStage->getDayTime();
}
void SceneScripting::Time::setDay(int day) {
_skyStage->setYearTime(day);
}
int SceneScripting::Time::getDay() const {
return _skyStage->getYearTime();
}
glm::vec3 SceneScripting::KeyLight::getColor() const {
return _skyStage->getSunColor();
}
void SceneScripting::KeyLight::setColor(const glm::vec3& color) {
_skyStage->setSunColor(color);
}
float SceneScripting::KeyLight::getIntensity() const {
return _skyStage->getSunIntensity();
}
void SceneScripting::KeyLight::setIntensity(float intensity) {
_skyStage->setSunIntensity(intensity);
}
float SceneScripting::KeyLight::getAmbientIntensity() const {
return _skyStage->getSunAmbientIntensity();
}
void SceneScripting::KeyLight::setAmbientIntensity(float intensity) {
_skyStage->setSunAmbientIntensity(intensity);
}
void SceneScripting::KeyLight::setAmbientSphere(const gpu::SHPointer& sphere) {
_skyStage->setSunAmbientSphere(sphere);
}
void SceneScripting::KeyLight::setAmbientMap(const gpu::TexturePointer& map) {
_skyStage->setSunAmbientMap(map);
}
glm::vec3 SceneScripting::KeyLight::getDirection() const {
return _skyStage->getSunDirection();
}
void SceneScripting::KeyLight::setDirection(const glm::vec3& direction) {
_skyStage->setSunDirection(direction);
}
void SceneScripting::Stage::setOrientation(const glm::quat& orientation) const {
_skyStage->setOriginOrientation(orientation);
}
void SceneScripting::Stage::setLocation(float longitude, float latitude, float altitude) {
_skyStage->setOriginLocation(longitude, latitude, altitude);
}
void SceneScripting::Stage::setSunModelEnable(bool isEnabled) {
_skyStage->setSunModelEnable(isEnabled);
}
bool SceneScripting::Stage::isSunModelEnabled() const {
return _skyStage->isSunModelEnabled();
}
void SceneScripting::Stage::setBackgroundMode(const QString& mode) {
if (mode == QString("inherit")) {
_skyStage->setBackgroundMode(model::SunSkyStage::NO_BACKGROUND);
} else if (mode == QString("skybox")) {
_skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);
}
}
QString SceneScripting::Stage::getBackgroundMode() const {
switch (_skyStage->getBackgroundMode()) {
case model::SunSkyStage::NO_BACKGROUND:
return QString("inherit");
case model::SunSkyStage::SKY_BOX:
return QString("skybox");
default:
return QString("inherit");
};
}
SceneScriptingInterface::SceneScriptingInterface() : _stage{ new SceneScripting::Stage{ _skyStage } } {
// Let's make sure the sunSkyStage is using a proceduralSkybox
_skyStage->setSkybox(model::SkyboxPointer(new ProceduralSkybox()));
}
void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) {
if (shouldRenderAvatars != _shouldRenderAvatars) {
_shouldRenderAvatars = shouldRenderAvatars;
emit shouldRenderAvatarsChanged(_shouldRenderAvatars);
}
}
void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) {
if (shouldRenderEntities != _shouldRenderEntities) {
_shouldRenderEntities = shouldRenderEntities;
emit shouldRenderEntitiesChanged(_shouldRenderEntities);
}
}
model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
return _skyStage;
}