302 lines
8.4 KiB
C
302 lines
8.4 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/LightNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/14/02 5:15p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __LIGHT_NODE_H
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#define __LIGHT_NODE_H
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#include "node.h"
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#include "vector.h"
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#include "icons.h"
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#include "lightphys.h"
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#include "lightdefinition.h"
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#include "attenuationsphere.h"
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#include "sceneeditor.h"
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// Forward declarations
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class PresetClass;
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////////////////////////////////////////////////////////////////////////////
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//
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// LightNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class LightNodeClass : public NodeClass
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{
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public:
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//////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////
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LightNodeClass (PresetClass *preset = NULL);
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LightNodeClass (const LightNodeClass &src);
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~LightNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const LightNodeClass &operator= (const LightNodeClass &src);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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//
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// RTTI
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//
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LightNodeClass *As_LightNodeClass (void) { return this; }
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//
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// From NodeClass
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//
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void Initialize (void);
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NodeClass * Clone (void) { return new LightNodeClass (*this); }
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_LIGHT; }
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int Get_Icon_Index (void) const { return LIGHT_ICON; }
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PhysClass * Peek_Physics_Obj (void) const { return m_DisplayObj; }
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bool Is_Static (void) const { return false; }
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bool Show_Settings_Dialog (void);
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bool Can_Be_Rotated_Freely (void) const { return true; }
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bool Is_Attenuation_Sphere_Shown (void) { return (m_Sphere != NULL); }
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void Show_Attenuation_Spheres (bool onoff);
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float Get_Attenuation_Radius (void);
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void Set_Attenuation_Radius (float radius);
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void Update_Cached_Vis_IDs (void);
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//
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// Notifications
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//
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void On_Rotate (void);
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void On_Translate (void);
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void On_Transform (void);
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//
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// Export methods
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//
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void Pre_Export (void);
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void Post_Export (void);
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//
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// Scene methods
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//
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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//
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// Light specific
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//
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void Initialize_From_Light (LightClass *light);
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LightClass *Peek_Light (void);
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LightPhysClass * Peek_Light_Phys (void) { return m_LightPhysObj; }
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void Set_Group_ID (int group_id);
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int Get_Group_ID (void) const;
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uint32 Get_Vis_Sector_ID (void) const { return m_VisSectorID; }
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void Set_Vis_Sector_ID (uint32 vis_id);
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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void Update_Light (void);
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bool Save_Variables (ChunkSaveClass &csave);
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bool Load_Variables (ChunkLoadClass &cload);
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//////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////
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LightDefinitionClass m_InstanceSettings;
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LightPhysClass * m_LightPhysObj;
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PhysClass * m_DisplayObj;
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AttenuationSphereClass * m_Sphere;
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bool m_UsePreset;
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uint32 m_VisSectorID;
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};
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//////////////////////////////////////////////////////////////////
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// On_Rotate
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//////////////////////////////////////////////////////////////////
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inline void
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LightNodeClass::On_Rotate (void)
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{
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if (m_LightPhysObj != NULL) {
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m_LightPhysObj->Set_Transform (m_Transform);
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::Get_Scene_Editor ()->Update_Lighting ();
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}
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if (m_Sphere != NULL) {
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m_Sphere->Set_Transform (m_Transform);
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}
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NodeClass::On_Rotate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Translate
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//////////////////////////////////////////////////////////////////
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inline void
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LightNodeClass::On_Translate (void)
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{
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if (m_LightPhysObj != NULL) {
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m_LightPhysObj->Set_Transform (m_Transform);
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::Get_Scene_Editor ()->Update_Lighting ();
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}
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if (m_Sphere != NULL) {
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m_Sphere->Set_Transform (m_Transform);
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}
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NodeClass::On_Translate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Transform
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//////////////////////////////////////////////////////////////////
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inline void
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LightNodeClass::On_Transform (void)
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{
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if (m_LightPhysObj != NULL) {
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m_LightPhysObj->Set_Transform (m_Transform);
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::Get_Scene_Editor ()->Update_Lighting ();
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}
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if (m_Sphere != NULL) {
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m_Sphere->Set_Transform (m_Transform);
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}
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NodeClass::On_Transform ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Attenuation_Radius
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//////////////////////////////////////////////////////////////////
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inline float
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LightNodeClass::Get_Attenuation_Radius (void)
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{
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return m_InstanceSettings.Get_Outer_Radius ();
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}
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//////////////////////////////////////////////////////////////////
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// Set_Attenuation_Radius
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//////////////////////////////////////////////////////////////////
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inline void
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LightNodeClass::Set_Attenuation_Radius (float radius)
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{
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if (radius > 0) {
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//
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// Change the settings
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//
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m_UsePreset = false;
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m_InstanceSettings.Set_Outer_Radius (radius);
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//
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// Update the light model
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//
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Update_Light ();
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//
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// Update the sphere (if necessary)
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//
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if (m_Sphere != NULL) {
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m_Sphere->Set_Radius (radius);
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Set_Group_ID
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//////////////////////////////////////////////////////////////////
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inline void
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LightNodeClass::Set_Group_ID (int group_id)
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{
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if (m_LightPhysObj != NULL) {
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m_LightPhysObj->Set_Group_ID (group_id);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Group_ID
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//////////////////////////////////////////////////////////////////
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inline int
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LightNodeClass::Get_Group_ID (void) const
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{
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int group_id = 0;
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if (m_LightPhysObj != NULL) {
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group_id = m_LightPhysObj->Get_Group_ID ();
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}
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return group_id;
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}
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#endif //__LIGHT_NODE_H
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