Brad DavisFixing line endings282cdad11 years agoHistory
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////  SceneScriptingInterface.cpp//  interface/src/scripting////  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 <AddressManager.h>  #include <procedural/ProceduralSkybox.h> SceneScriptingInterface::SceneScriptingInterface() {    // Let's make sure the sunSkyStage is using a proceduralSKybox    _skyStage->setSkybox(model::SkyboxPointer(new ProceduralSkybox()));} void SceneScriptingInterface::setStageOrientation(const glm::quat& orientation) {    _skyStage->setOriginOrientation(orientation);}void SceneScriptingInterface::setStageLocation(float longitude, float latitude, float altitude) {    _skyStage->setOriginLocation(longitude, latitude, altitude);} float SceneScriptingInterface::getStageLocationLongitude() const {    return _skyStage->getOriginLongitude();}float SceneScriptingInterface::getStageLocationLatitude() const {    return _skyStage->getOriginLatitude();}float SceneScriptingInterface::getStageLocationAltitude() const {    return _skyStage->getOriginSurfaceAltitude();} void SceneScriptingInterface::setStageDayTime(float hour) {    _skyStage->setDayTime(hour);} float SceneScriptingInterface::getStageDayTime() const {    return _skyStage->getDayTime();} void SceneScriptingInterface::setStageYearTime(int day) {    _skyStage->setYearTime(day);} int SceneScriptingInterface::getStageYearTime() const {    return _skyStage->getYearTime();} void SceneScriptingInterface::setKeyLightColor(const glm::vec3& color) {    _skyStage->setSunColor(color);} glm::vec3 SceneScriptingInterface::getKeyLightColor() const {    return _skyStage->getSunColor();} void SceneScriptingInterface::setKeyLightIntensity(float intensity) {    _skyStage->setSunIntensity(intensity);} float SceneScriptingInterface::getKeyLightIntensity() const {    return _skyStage->getSunIntensity();} void SceneScriptingInterface::setKeyLightAmbientIntensity(float intensity) {    _skyStage->setSunAmbientIntensity(intensity);} float SceneScriptingInterface::getKeyLightAmbientIntensity() const {    return _skyStage->getSunAmbientIntensity();} void SceneScriptingInterface::setKeyLightDirection(const glm::vec3& direction) {    _skyStage->setSunDirection(direction);} glm::vec3 SceneScriptingInterface::getKeyLightDirection() const {    return _skyStage->getSunDirection();} void SceneScriptingInterface::setStageSunModelEnable(bool isEnabled) {    _skyStage->setSunModelEnable(isEnabled);} bool SceneScriptingInterface::isStageSunModelEnabled() const {    return _skyStage->isSunModelEnabled();} void SceneScriptingInterface::setBackgroundMode(const QString& mode) {    if (mode == QString("inherit")) {        _skyStage->setBackgroundMode(model::SunSkyStage::NO_BACKGROUND);    } else if (mode == QString("atmosphere")) {        _skyStage->setBackgroundMode(model::SunSkyStage::SKY_DOME);    } else if (mode == QString("skybox")) {        _skyStage->setBackgroundMode(model::SunSkyStage::SKY_BOX);    }} QString SceneScriptingInterface::getBackgroundMode() const {    switch (_skyStage->getBackgroundMode()) {    case model::SunSkyStage::NO_BACKGROUND:        return QString("inherit");    case model::SunSkyStage::SKY_DOME:        return QString("atmosphere");    case model::SunSkyStage::SKY_BOX:        return QString("skybox");    default:        return QString("inherit");    };} model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {    return _skyStage;} 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);    }} void SceneScriptingInterface::setEngineRenderOpaque(bool renderOpaque) {    _engineRenderOpaque = renderOpaque;} void SceneScriptingInterface::setEngineRenderTransparent(bool renderTransparent) {    _engineRenderTransparent = renderTransparent;} void SceneScriptingInterface::setEngineCullOpaque(bool cullOpaque) {    _engineCullOpaque = cullOpaque;} void SceneScriptingInterface::setEngineCullTransparent(bool cullTransparent) {    _engineCullTransparent = cullTransparent;} void SceneScriptingInterface::setEngineSortOpaque(bool sortOpaque) {    _engineSortOpaque = sortOpaque;} void SceneScriptingInterface::setEngineSortTransparent(bool sortTransparent) {    _engineSortOpaque = sortTransparent;} void SceneScriptingInterface::clearEngineCounters() {    _numFeedOpaqueItems = 0;    _numDrawnOpaqueItems = 0;    _numFeedTransparentItems = 0;    _numDrawnTransparentItems = 0;    _numFeedOverlay3DItems = 0;    _numDrawnOverlay3DItems = 0;}