Torque3D Documentation / _generateds / shadowManager.cpp

shadowManager.cpp

Engine/source/lighting/shadowManager.cpp

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Public Functions

DefineEngineFunction(setShadowManager , bool , (const char *sShadowSystemName) , ("") , "string sShadowSystemName" )

Detailed Description

Public Functions

DefineEngineFunction(setShadowManager , bool , (const char *sShadowSystemName) , ("") , "string sShadowSystemName" )

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "platform/platform.h"
25#include "lighting/shadowManager.h"
26
27#include "scene/sceneManager.h"
28#include "materials/materialManager.h"
29#include "console/engineAPI.h"
30
31const String ShadowManager::ManagerTypeName("ShadowManager");
32
33//------------------------------------------------------------------------------
34
35bool ShadowManager::canActivate()
36{
37   return true;
38}
39
40//------------------------------------------------------------------------------
41
42void ShadowManager::activate()
43{
44   mSceneManager = gClientSceneGraph; //;getWorld()->findWorldManager<SceneManager>();
45}
46
47//------------------------------------------------------------------------------
48
49SceneManager* ShadowManager::getSceneManager()
50{
51   return mSceneManager;   
52}
53
54//------------------------------------------------------------------------------
55//------------------------------------------------------------------------------
56
57// Runtime switching of shadow systems.  Requires correct world to be pushed at console.
58DefineEngineFunction( setShadowManager, bool, (const char* sShadowSystemName), (""), "string sShadowSystemName")
59{
60   /*
61   // Make sure this new one exists
62   ShadowManager * newSM = dynamic_cast<ShadowManager*>(ConsoleObject::create(argv[1]));
63   if (!newSM)
64      return false;
65
66   // Cleanup current
67   ShadowManager * currentSM = world->findWorldManager<ShadowManager>();
68   if (currentSM)
69   {
70      currentSM->deactivate();
71      world->removeWorldManager(currentSM);
72      delete currentSM;
73   }
74
75   // Add to world and init.
76   world->addWorldManager(newSM);   
77   newSM->activate();      
78   MaterialManager::get()->reInitInstances();
79   */
80   return true;
81}
82