281 lines
9.7 KiB
C++
281 lines
9.7 KiB
C++
/*
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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/LightDefinition.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 4/20/00 2:09p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "lightdefinition.h"
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#include "simpledefinitionfactory.h"
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#include "definitionclassids.h"
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#include "definitionmgr.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "lightnode.h"
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//////////////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x00000100,
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CHUNKID_BASE_CLASS = 0x00000200,
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};
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enum
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{
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VARID_CASTS_SHADOWS = 0x01,
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VARID_AMBIENT_COLOR,
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VARID_DIFFUSE_COLOR,
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VARID_SPECULAR_COLOR,
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VARID_INTENSITY,
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VARID_INNER_RADIUS,
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VARID_OUTER_RADIUS,
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VARID_LIGHT_TYPE,
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VARID_LIGHT_SPOT_ANGLE,
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VARID_LIGHT_SPOT_EXPONENT,
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VARID_LIGHT_SPOT_DIRECTION,
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};
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Static factories
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//
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//////////////////////////////////////////////////////////////////////////////////
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DECLARE_DEFINITION_FACTORY(LightDefinitionClass, CLASSID_LIGHT, "Light") _LightDefFactory;
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SimplePersistFactoryClass<LightDefinitionClass, CHUNKID_LIGHT_DEF> _LightPersistFactory;
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//////////////////////////////////////////////////////////////////////////////////
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//
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// LightDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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LightDefinitionClass::LightDefinitionClass (void)
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: m_CastsShadows (false),
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m_AmbientColor (0.7F, 0.7F, 0.7F),
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m_DiffuseColor (0.7F, 0.7F, 0.7F),
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m_SpecularColor (0.7F, 0.7F, 0.7F),
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m_Intensity (1.0F),
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m_FarRadiusInner (10.0F),
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m_FarRadiusOuter (20.0F),
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m_SpotDir (0, 0, 0),
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m_SpotAngle (0),
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m_SpotExp (0),
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m_LightType (LightClass::POINT),
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DefinitionClass ()
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{
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_BOOL, m_CastsShadows, "Casts Shadows");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_AmbientColor, "Ambient");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_DiffuseColor, "Diffuse");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_COLOR, m_SpecularColor, "Specular");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusInner, "Inner Radius");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_FarRadiusOuter, "Outer Radius");
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FLOAT_EDITABLE_PARAM (LightDefinitionClass, m_Intensity, 0, 1.0F);
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ENUM_PARAM (LightDefinitionClass, m_LightType, ("Point", LightClass::POINT, "Directional", LightClass::DIRECTIONAL, "Spotlight", LightClass::SPOT, NULL));
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_ANGLE, m_SpotAngle, "Spot Angle");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_FLOAT, m_SpotExp, "Spot Exponent");
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NAMED_EDITABLE_PARAM (LightDefinitionClass, ParameterClass::TYPE_VECTOR3, m_SpotDir, "Spot Direction");
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// ~LightDefinitionClass
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//
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//////////////////////////////////////////////////////////////////////////////////
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LightDefinitionClass::~LightDefinitionClass (void)
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{
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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//////////////////////////////////////////////////////////////////////////////////
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const LightDefinitionClass &
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LightDefinitionClass::operator= (const LightDefinitionClass &src)
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{
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m_CastsShadows = src.m_CastsShadows;
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m_AmbientColor = src.m_AmbientColor;
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m_DiffuseColor = src.m_DiffuseColor;
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m_SpecularColor = src.m_SpecularColor;
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m_Intensity = src.m_Intensity;
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m_FarRadiusInner = src.m_FarRadiusInner;
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m_FarRadiusOuter = src.m_FarRadiusOuter;
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m_LightType = src.m_LightType;
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return *this;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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//////////////////////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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LightDefinitionClass::Get_Factory (void) const
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{
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return _LightPersistFactory;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightDefinitionClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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retval &= Save_Variables (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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retval &= DefinitionClass::Save (csave);
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csave.End_Chunk ();
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightDefinitionClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_VARIABLES:
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retval &= Load_Variables (cload);
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break;
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case CHUNKID_BASE_CLASS:
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retval &= DefinitionClass::Load (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Save_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightDefinitionClass::Save_Variables (ChunkSaveClass &csave)
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{
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bool retval = true;
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WRITE_MICRO_CHUNK (csave, VARID_CASTS_SHADOWS, m_CastsShadows)
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WRITE_MICRO_CHUNK (csave, VARID_AMBIENT_COLOR, m_AmbientColor)
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WRITE_MICRO_CHUNK (csave, VARID_DIFFUSE_COLOR, m_DiffuseColor)
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WRITE_MICRO_CHUNK (csave, VARID_SPECULAR_COLOR, m_SpecularColor)
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WRITE_MICRO_CHUNK (csave, VARID_INTENSITY, m_Intensity)
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WRITE_MICRO_CHUNK (csave, VARID_INNER_RADIUS, m_FarRadiusInner)
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WRITE_MICRO_CHUNK (csave, VARID_OUTER_RADIUS, m_FarRadiusOuter)
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WRITE_MICRO_CHUNK (csave, VARID_LIGHT_TYPE, m_LightType)
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WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
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WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
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WRITE_MICRO_CHUNK (csave, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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//////////////////////////////////////////////////////////////////////////////////
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bool
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LightDefinitionClass::Load_Variables (ChunkLoadClass &cload)
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{
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bool retval = true;
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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READ_MICRO_CHUNK (cload, VARID_CASTS_SHADOWS, m_CastsShadows)
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READ_MICRO_CHUNK (cload, VARID_AMBIENT_COLOR, m_AmbientColor)
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READ_MICRO_CHUNK (cload, VARID_DIFFUSE_COLOR, m_DiffuseColor)
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READ_MICRO_CHUNK (cload, VARID_SPECULAR_COLOR, m_SpecularColor)
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READ_MICRO_CHUNK (cload, VARID_INTENSITY, m_Intensity)
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READ_MICRO_CHUNK (cload, VARID_INNER_RADIUS, m_FarRadiusInner)
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READ_MICRO_CHUNK (cload, VARID_OUTER_RADIUS, m_FarRadiusOuter)
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READ_MICRO_CHUNK (cload, VARID_LIGHT_TYPE, m_LightType)
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READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_ANGLE, m_SpotAngle)
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READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_EXPONENT, m_SpotExp)
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READ_MICRO_CHUNK (cload, VARID_LIGHT_SPOT_DIRECTION, m_SpotDir)
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}
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cload.Close_Micro_Chunk ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////////////////
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//
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// Create
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//
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//////////////////////////////////////////////////////////////////////////////////
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PersistClass *
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LightDefinitionClass::Create (void) const
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{
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return new LightNodeClass ();
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}
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