//// 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 <AddressManager.h> #include "SceneScriptingInterface.h" 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::setSunColor(const glm::vec3& color) { _skyStage->setSunColor(color);} glm::vec3 SceneScriptingInterface::getSunColor() const { return _skyStage->getSunColor();} void SceneScriptingInterface::setSunIntensity(float intensity) { _skyStage->setSunIntensity(intensity);} float SceneScriptingInterface::getSunIntensity() const { return _skyStage->getSunIntensity();} void SceneScriptingInterface::setSunAmbientIntensity(float intensity) { _skyStage->setSunAmbientIntensity(intensity);} float SceneScriptingInterface::getSunAmbientIntensity() const { return _skyStage->getSunAmbientIntensity();} void SceneScriptingInterface::setSunDirection(const glm::vec3& direction) { _skyStage->setSunDirection(direction);} glm::vec3 SceneScriptingInterface::getSunDirection() const { return _skyStage->getSunDirection();} void SceneScriptingInterface::setStageEarthSunModelEnable(bool isEnabled) { _skyStage->setEarthSunModelEnable(isEnabled);} bool SceneScriptingInterface::isStageEarthSunModelEnabled() const {
return _skyStage->isEarthSunModelEnabled();
} 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); }}
//
// 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 <AddressManager.h>
#include "SceneScriptingInterface.h"
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::setSunColor(const glm::vec3& color) {
_skyStage->setSunColor(color);
}
glm::vec3 SceneScriptingInterface::getSunColor() const {
return _skyStage->getSunColor();
}
void SceneScriptingInterface::setSunIntensity(float intensity) {
_skyStage->setSunIntensity(intensity);
}
float SceneScriptingInterface::getSunIntensity() const {
return _skyStage->getSunIntensity();
}
void SceneScriptingInterface::setSunAmbientIntensity(float intensity) {
_skyStage->setSunAmbientIntensity(intensity);
}
float SceneScriptingInterface::getSunAmbientIntensity() const {
return _skyStage->getSunAmbientIntensity();
}
void SceneScriptingInterface::setSunDirection(const glm::vec3& direction) {
_skyStage->setSunDirection(direction);
}
glm::vec3 SceneScriptingInterface::getSunDirection() const {
return _skyStage->getSunDirection();
}
void SceneScriptingInterface::setStageEarthSunModelEnable(bool isEnabled) {
_skyStage->setEarthSunModelEnable(isEnabled);
}
bool SceneScriptingInterface::isStageEarthSunModelEnabled() const {
return _skyStage->isEarthSunModelEnabled();
}
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);
}
}