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//-----------------------------------------------------------------------------
// Name: sky_editor.h
// Developer: Wolfire Games LLC
// Author: Phillip Isola
// Description: Editor for the sky
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Editors/editor_types.h>
#include <Editors/save_state.h>
#include <Graphics/glstate.h>
#include <Internal/levelxml.h>
#include <Math/mat4.h>
struct LineSegment;
class SceneGraph;
class TiXmlDocument;
class TiXmlNode;
struct Flare;
class GameCursor;
/// The SkyEditor class allows the player to drag, tint, and resize the sun.
class SkyEditor {
public:
/**
* Initialize a new SkyEditor.
* @param s A pointer to the active scenegraph.
*/
SkyEditor(SceneGraph* s);
/**
* Draw the controls for the sky editor.
* Namely, the sun radius circle and the color picker circle.
*/
void Draw();
/**
* Set the cursor to reflect the value of m_tool.
*/
void UpdateCursor(GameCursor* cursor);
/**
* Load the sky data from the level xml file.
* @param filename The path to the level xml file.
*/
void ApplySkyInfo( const SkyInfo &si );
/**
* Save the sky data to a level xml file.
* @param doc A reference to the level xml file.
*/
void SaveSky(TiXmlNode* root);
void SaveHistoryState( std::list<SavedChunk> &chunk_list, int state_id );
bool ReadChunk( SavedChunk &saved_chunk );
// Control and tool handlers
EditorTypes::Tool OmniGetTool(float angle_from_sun, const LineSegment& mouseray);
bool HandleSelect(float angle_from_sun); // returns true is something happened
void HandleSunTranslate(float angle_from_sun);
void HandleSunScale(float angle_from_sun);
void HandleSunRotate(float angle_from_sun, const vec3& mouseray, GameCursor* cursor);
void HandleTransformationStarted();
void HandleTransformationStopped();
// Transformations
void PlaceSun(const vec3& dir);
void TranslateSun(const vec3& trans);
void ScaleSun(float factor);
void RotateSun(float angle);
bool m_sun_selected; /// Whether the sun is selected or not.
EditorTypes::Tool m_tool; /// Which tool is active.
Flare* flare;
vec3 sun_dir_; /// ray >>to<< sun.
vec4 translation_offset_; /// Used to drag the sun from points other than the center.
float scale_angle_zero_; /// The original value of m_sun_angular_rad when scaling begins.
vec3 rotation_zero_; /// The original rotation value when rotation begins.
float m_sun_angular_rad; /// Angle between the center of the sun and a point on the ring.
float m_sun_brightness; /// The 'brightness' (size) of the sun.
float m_sun_color_angle; /// Angle of the sun on the color wheel (in degrees).
bool m_sun_translating; /// Currently dragging sun to translate.
bool m_sun_scaling; /// Currently dragging scale in and out.
bool m_sun_rotating; /// Currently dragging on color wheel.
GLState m_gl_state; /// GLState for drawing the editor lines
mat4 m_viewing_transform; /// Transformation from world space to editor space.
SceneGraph* scenegraph_; /// Pointer to relevant scenegraph.
bool m_lighting_changed; /// Whether the sun has changed or not.
/**
* Takes a mouseray and returns whether it intersects the color wheel orb.
* @param mouseray The mouse ray vector.
* @return True if the mouseray intersects the orb.
*/
bool MouseOverColorOrb(const LineSegment& mouseray);
/**
* Calculates m_sun_brightness from m_sun_angular_rad.
*/
void CalcBrightnessFromAngularRad();
/**
* Calculates the sun color from an angle on the color wheel.
* @param angle The angle on the color wheel.
* @return A vec3 representing the color.
*/
vec3 CalcColorFromAngle(float angle); // angle in degrees
};
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