Renamed attenuation to POV-Ray Fade for clarity

This commit is contained in:
Leonardo Zide
2024-04-06 17:29:15 -07:00
parent b6de368f6d
commit 66f4e42e2d
10 changed files with 78 additions and 78 deletions
+12 -12
View File
@@ -376,13 +376,13 @@ void lcPropertiesWidget::FloatChanged()
{
Model->SetLightPower(Light, Value);
}
else if (PropertyId == lcObjectPropertyId::LightAttenuationDistance)
else if (PropertyId == lcObjectPropertyId::LightPOVRayFadeDistance)
{
Model->SetLightAttenuationDistance(Light, Value);
Model->SetLightPOVRayFadeDistance(Light, Value);
}
else if (PropertyId == lcObjectPropertyId::LightAttenuationPower)
else if (PropertyId == lcObjectPropertyId::LightPOVRayFadePower)
{
Model->SetLightAttenuationPower(Light, Value);
Model->SetLightPOVRayFadePower(Light, Value);
}
else if (PropertyId == lcObjectPropertyId::LightPointSize || PropertyId == lcObjectPropertyId::LightSpotSize || PropertyId == lcObjectPropertyId::LightDirectionalSize || PropertyId == lcObjectPropertyId::LightAreaSizeX)
{
@@ -1032,8 +1032,8 @@ void lcPropertiesWidget::CreateWidgets()
AddColorProperty(lcObjectPropertyId::LightColor, tr("Color"), tr("Light color"), true);
AddFloatProperty(lcObjectPropertyId::LightPower, tr("Power"), tr("Power of the light (Watts in Blender, multiplicative factor in POV-Ray)"), true, 0.0f, FLT_MAX);
AddFloatProperty(lcObjectPropertyId::LightAttenuationDistance, tr("Fade Distance"), tr("The distance at which the full light intensity arrives (POV-Ray only)"), true, 0.0f, FLT_MAX);
AddFloatProperty(lcObjectPropertyId::LightAttenuationPower, tr("Fade Power"), tr("Light falloff rate (POV-Ray only)"), true, 0.0f, FLT_MAX);
AddFloatProperty(lcObjectPropertyId::LightPOVRayFadeDistance, tr("Fade Distance"), tr("The distance at which the full light intensity arrives (POV-Ray only)"), true, 0.0f, FLT_MAX);
AddFloatProperty(lcObjectPropertyId::LightPOVRayFadePower, tr("Fade Power"), tr("Light falloff rate (POV-Ray only)"), true, 0.0f, FLT_MAX);
AddBoolProperty(lcObjectPropertyId::LightCastShadow, tr("Cast Shadow"), tr("Cast a shadow from this light"), false);
AddSpacing();
@@ -1259,8 +1259,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
lcLightAreaShape LightAreaShape = lcLightAreaShape::Count;
lcVector2 LightSize(0.0f, 0.0f);
float Power = 0.0f;
float AttenuationDistance = 0.0f;
float AttenuationPower = 0.0f;
float FadeDistance = 0.0f;
float FadePower = 0.0f;
lcVector3 Position(0.0f, 0.0f, 0.0f);
lcVector3 Rotation = lcVector3(0.0f, 0.0f, 0.0f);
float SpotConeAngle = 0.0f, SpotPenumbraAngle = 0.0f, SpotTightness = 0.0f;
@@ -1273,8 +1273,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
Position = Light->GetPosition();
Rotation = lcMatrix44ToEulerAngles(Light->GetWorldMatrix()) * LC_RTOD;
Power = Light->GetPower();
AttenuationDistance = Light->GetAttenuationDistance();
AttenuationPower = Light->GetAttenuationPower();
FadeDistance = Light->GetPOVRayFadeDistance();
FadePower = Light->GetPOVRayFadePower();
SpotConeAngle = Light->GetSpotConeAngle();
SpotPenumbraAngle = Light->GetSpotPenumbraAngle();
SpotTightness = Light->GetSpotTightness();
@@ -1322,8 +1322,8 @@ void lcPropertiesWidget::SetLight(const lcArray<lcObject*>& Selection, lcObject*
UpdateFloat(lcObjectPropertyId::LightPower, Power);
UpdateBool(lcObjectPropertyId::LightCastShadow);
UpdateFloat(lcObjectPropertyId::LightAttenuationDistance, AttenuationDistance);
UpdateFloat(lcObjectPropertyId::LightAttenuationPower, AttenuationPower);
UpdateFloat(lcObjectPropertyId::LightPOVRayFadeDistance, FadeDistance);
UpdateFloat(lcObjectPropertyId::LightPOVRayFadePower, FadePower);
const bool IsPointLight = (LightType == lcLightType::Point);
SetPropertyVisible(lcObjectPropertyId::LightPointSize, IsPointLight);