Renamed object classes.
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+14
-14
@@ -26,7 +26,7 @@ static LC_OBJECT_KEY_INFO light_key_info[LC_LK_COUNT] =
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};
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// New omni light.
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Light::Light(float px, float py, float pz)
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lcLight::lcLight(float px, float py, float pz)
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: Object(LC_OBJECT_LIGHT)
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{
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Initialize();
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@@ -40,7 +40,7 @@ Light::Light(float px, float py, float pz)
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}
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// New directional or spot light.
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Light::Light(float px, float py, float pz, float tx, float ty, float tz)
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lcLight::lcLight(float px, float py, float pz, float tx, float ty, float tz)
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: Object(LC_OBJECT_LIGHT)
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{
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Initialize();
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@@ -53,7 +53,7 @@ Light::Light(float px, float py, float pz, float tx, float ty, float tz)
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UpdatePosition(1);
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}
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void Light::Initialize()
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void lcLight::Initialize()
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{
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mState = 0;
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memset(m_strName, 0, sizeof(m_strName));
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@@ -80,11 +80,11 @@ void Light::Initialize()
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ChangeKey(1, true, &exponent, LC_LK_SPOT_EXPONENT);
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}
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Light::~Light()
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lcLight::~lcLight()
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{
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}
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void Light::CreateName(const lcArray<Light*>& Lights)
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void lcLight::CreateName(const lcArray<Light*>& Lights)
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{
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int i, max = 0;
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@@ -105,7 +105,7 @@ void Light::CreateName(const lcArray<Light*>& Lights)
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sprintf(m_strName, "Light #%.2d", max+1);
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}
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void Light::RayTest(lcObjectRayTest& ObjectRayTest) const
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void lcLight::RayTest(lcObjectRayTest& ObjectRayTest) const
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{
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if (IsPointLight())
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{
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@@ -152,7 +152,7 @@ void Light::RayTest(lcObjectRayTest& ObjectRayTest) const
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}
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}
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void Light::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
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void lcLight::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
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{
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if (IsPointLight())
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{
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@@ -205,7 +205,7 @@ void Light::BoxTest(lcObjectBoxTest& ObjectBoxTest) const
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}
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}
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void Light::Move(unsigned short nTime, bool bAddKey, float dx, float dy, float dz)
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void lcLight::Move(unsigned short nTime, bool bAddKey, float dx, float dy, float dz)
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{
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lcVector3 MoveVec(dx, dy, dz);
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@@ -224,7 +224,7 @@ void Light::Move(unsigned short nTime, bool bAddKey, float dx, float dy, float d
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}
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}
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void Light::UpdatePosition(unsigned short nTime)
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void lcLight::UpdatePosition(unsigned short nTime)
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{
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CalculateKeys(nTime);
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@@ -257,7 +257,7 @@ void Light::UpdatePosition(unsigned short nTime)
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}
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}
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void Light::Render(View* View)
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void lcLight::Render(View* View)
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{
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float LineWidth = lcGetPreferences().mLineWidth;
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const lcMatrix44& ViewMatrix = View->mCamera->mWorldView;
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@@ -379,7 +379,7 @@ void Light::Render(View* View)
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}
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}
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void Light::RenderCone(const lcMatrix44& ViewMatrix)
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void lcLight::RenderCone(const lcMatrix44& ViewMatrix)
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{
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lcVector3 FrontVector(mTargetPosition - mPosition);
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lcVector3 UpVector(1, 1, 1);
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@@ -438,7 +438,7 @@ void Light::RenderCone(const lcMatrix44& ViewMatrix)
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glLoadMatrixf(lcMul(lcMatrix44Translation(lcVector3(0, 0, -Length)), LightViewMatrix));
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}
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void Light::RenderTarget()
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void lcLight::RenderTarget()
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{
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float box[24][3] =
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{
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@@ -460,7 +460,7 @@ void Light::RenderTarget()
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glDrawArrays(GL_LINES, 0, 24);
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}
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void Light::RenderSphere()
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void lcLight::RenderSphere()
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{
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const int Slices = 6;
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const int NumIndices = 3 * Slices + 6 * Slices * (Slices - 2) + 3 * Slices;
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@@ -541,7 +541,7 @@ void Light::RenderSphere()
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glDrawElements(GL_TRIANGLES, NumIndices, GL_UNSIGNED_SHORT, Indices);
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}
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bool Light::Setup(int LightIndex)
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bool lcLight::Setup(int LightIndex)
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{
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GLenum LightName = (GLenum)(GL_LIGHT0 + LightIndex);
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