mirror of
https://github.com/leozide/leocad
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585 lines
15 KiB
C++
585 lines
15 KiB
C++
// Light object.
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#include "lc_global.h"
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#include "lc_math.h"
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#include "lc_colors.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include "light.h"
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#include "globals.h"
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#include "matrix.h"
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GLuint Light::m_nSphereList = 0;
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GLuint Light::m_nTargetList = 0;
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static LC_OBJECT_KEY_INFO light_key_info[LC_LK_COUNT] =
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{
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{ "Light Position", 3, LC_LK_POSITION },
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{ "Light Target", 3, LC_LK_TARGET },
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{ "Ambient Color", 3, LC_LK_AMBIENT },
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{ "Diffuse Color", 3, LC_LK_DIFFUSE },
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{ "Specular Color", 3, LC_LK_SPECULAR },
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{ "Constant Attenuation", 1, LC_LK_CONSTANT },
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{ "Linear Attenuation", 1, LC_LK_LINEAR },
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{ "Quadratic Attenuation", 1, LC_LK_QUADRATIC },
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{ "Spot Cutoff", 1, LC_LK_CUTOFF },
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{ "Spot Exponent", 1, LC_LK_EXPONENT }
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};
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// =============================================================================
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// CameraTarget class
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LightTarget::LightTarget (Light *pParent)
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: Object (LC_OBJECT_LIGHT_TARGET)
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{
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m_pParent = pParent;
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/*
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strcpy (m_strName, pParent->GetName ());
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m_strName[LC_OBJECT_NAME_LEN-8] = '\0';
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strcat (m_strName, ".Target");
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*/
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}
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LightTarget::~LightTarget ()
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{
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}
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void LightTarget::MinIntersectDist (LC_CLICKLINE* pLine)
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{
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float dist = (float)BoundingBoxIntersectDist (pLine);
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if (dist < pLine->mindist)
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{
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pLine->mindist = dist;
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pLine->pClosest = this;
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}
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}
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void LightTarget::Select (bool bSelecting, bool bFocus, bool bMultiple)
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{
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m_pParent->SelectTarget (bSelecting, bFocus, bMultiple);
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}
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const char* LightTarget::GetName() const
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{
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return m_pParent->GetName();
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}
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// =============================================================================
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// Light class
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// New positional light
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Light::Light (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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float pos[] = { px, py, pz }, target[] = { 0, 0, 0 };
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ChangeKey (1, false, true, pos, LC_LK_POSITION);
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ChangeKey (1, false, true, target, LC_LK_TARGET);
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ChangeKey (1, true, true, pos, LC_LK_POSITION);
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ChangeKey (1, true, true, target, LC_LK_TARGET);
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m_fPos[3] = 0.0f;
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UpdatePosition (1, false);
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}
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// New directional light
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Light::Light (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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float pos[] = { px, py, pz }, target[] = { tx, ty, tz };
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ChangeKey (1, false, true, pos, LC_LK_POSITION);
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ChangeKey (1, false, true, target, LC_LK_TARGET);
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ChangeKey (1, true, true, pos, LC_LK_POSITION);
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ChangeKey (1, true, true, target, LC_LK_TARGET);
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m_pTarget = new LightTarget (this);
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m_fPos[3] = 1.0f;
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UpdatePosition (1, false);
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}
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void Light::Initialize ()
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{
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m_bEnabled = true;
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m_pNext = NULL;
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m_nState = 0;
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m_pTarget = NULL;
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m_nList = 0;
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memset (m_strName, 0, sizeof (m_strName));
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m_fAmbient[3] = 1.0f;
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m_fDiffuse[3] = 1.0f;
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m_fSpecular[3] = 1.0f;
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float *values[] = { m_fPos, m_fTarget, m_fAmbient, m_fDiffuse, m_fSpecular,
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&m_fConstant, &m_fLinear, &m_fQuadratic, &m_fCutoff, &m_fExponent };
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RegisterKeys (values, light_key_info, LC_LK_COUNT);
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// set the default values
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float ambient[] = { 0, 0, 0 }, diffuse[] = { 0.8f, 0.8f, 0.8f }, specular[] = { 1, 1, 1 };
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float constant = 1, linear = 0, quadratic = 0, cutoff = 30, exponent = 0;
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ChangeKey (1, false, true, ambient, LC_LK_AMBIENT);
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ChangeKey (1, false, true, diffuse, LC_LK_DIFFUSE);
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ChangeKey (1, false, true, specular, LC_LK_SPECULAR);
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ChangeKey (1, false, true, &constant, LC_LK_CONSTANT);
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ChangeKey (1, false, true, &linear, LC_LK_LINEAR);
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ChangeKey (1, false, true, &quadratic, LC_LK_QUADRATIC);
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ChangeKey (1, false, true, &cutoff, LC_LK_CUTOFF);
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ChangeKey (1, false, true, &exponent, LC_LK_EXPONENT);
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ChangeKey (1, true, true, ambient, LC_LK_AMBIENT);
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ChangeKey (1, true, true, diffuse, LC_LK_DIFFUSE);
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ChangeKey (1, true, true, specular, LC_LK_SPECULAR);
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ChangeKey (1, true, true, &constant, LC_LK_CONSTANT);
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ChangeKey (1, true, true, &linear, LC_LK_LINEAR);
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ChangeKey (1, true, true, &quadratic, LC_LK_QUADRATIC);
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ChangeKey (1, true, true, &cutoff, LC_LK_CUTOFF);
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ChangeKey (1, true, true, &exponent, LC_LK_EXPONENT);
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}
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Light::~Light ()
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{
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if (m_nList != 0)
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glDeleteLists (m_nList, 1);
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delete m_pTarget;
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}
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void Light::CreateName(const Light* pLight)
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{
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int i, max = 0;
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for (; pLight; pLight = pLight->m_pNext)
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{
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if (strncmp (pLight->m_strName, "Light ", 6) == 0)
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{
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if (sscanf(pLight->m_strName + 6, " #%d", &i) == 1)
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{
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if (i > max)
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max = i;
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}
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}
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}
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sprintf (m_strName, "Light #%.2d", max+1);
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}
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void Light::Select (bool bSelecting, bool bFocus, bool bMultiple)
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{
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if (bSelecting == true)
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{
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if (bFocus == true)
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{
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m_nState |= (LC_LIGHT_FOCUSED|LC_LIGHT_SELECTED);
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if (m_pTarget != NULL)
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m_pTarget->Select (false, true, bMultiple);
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}
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else
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m_nState |= LC_LIGHT_SELECTED;
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if (bMultiple == false)
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if (m_pTarget != NULL)
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m_pTarget->Select (false, false, bMultiple);
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}
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else
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{
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if (bFocus == true)
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m_nState &= ~(LC_LIGHT_FOCUSED);
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else
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m_nState &= ~(LC_LIGHT_SELECTED|LC_LIGHT_FOCUSED);
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}
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}
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void Light::SelectTarget (bool bSelecting, bool bFocus, bool bMultiple)
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{
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// FIXME: the target should handle this
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if (bSelecting == true)
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{
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if (bFocus == true)
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{
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m_nState |= (LC_LIGHT_TARGET_FOCUSED|LC_LIGHT_TARGET_SELECTED);
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Select (false, true, bMultiple);
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}
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else
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m_nState |= LC_LIGHT_TARGET_SELECTED;
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if (bMultiple == false)
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Select (false, false, bMultiple);
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}
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else
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{
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if (bFocus == true)
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m_nState &= ~(LC_LIGHT_TARGET_FOCUSED);
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else
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m_nState &= ~(LC_LIGHT_TARGET_SELECTED|LC_LIGHT_TARGET_FOCUSED);
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}
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}
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void Light::MinIntersectDist (LC_CLICKLINE* pLine)
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{
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float dist;
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if (m_nState & LC_LIGHT_HIDDEN)
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return;
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dist = (float)BoundingBoxIntersectDist (pLine);
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if (dist < pLine->mindist)
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{
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pLine->mindist = dist;
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pLine->pClosest = this;
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}
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if (m_pTarget != NULL)
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m_pTarget->MinIntersectDist (pLine);
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}
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void Light::Move (unsigned short nTime, bool bAnimation, bool bAddKey, float dx, float dy, float dz)
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{
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if (IsEyeSelected())
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{
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m_fPos[0] += dx;
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m_fPos[1] += dy;
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m_fPos[2] += dz;
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ChangeKey (nTime, bAnimation, bAddKey, m_fPos, LC_LK_POSITION);
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}
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if (IsTargetSelected())
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{
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m_fTarget[0] += dx;
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m_fTarget[1] += dy;
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m_fTarget[2] += dz;
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ChangeKey (nTime, bAnimation, bAddKey, m_fTarget, LC_LK_TARGET);
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}
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}
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void Light::UpdatePosition (unsigned short nTime, bool bAnimation)
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{
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CalculateKeys(nTime, bAnimation);
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BoundingBoxCalculate(m_fPos);
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if (m_pTarget != NULL)
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{
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m_pTarget->BoundingBoxCalculate(m_fTarget);
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if (m_nList == 0)
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m_nList = glGenLists(1);
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glNewList(m_nList, GL_COMPILE);
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glPushMatrix();
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glTranslatef(m_fPos[0], m_fPos[1], m_fPos[2]);
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lcVector3 FrontVector(m_fTarget[0] - m_fPos[0], m_fTarget[1] - m_fPos[1], m_fTarget[2] - m_fPos[2]);
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lcVector3 UpVector(1, 1, 1);
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float Length = FrontVector.Length();
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if (fabs (FrontVector[0]) < fabs (FrontVector[1]))
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{
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if (fabs(FrontVector[0]) < fabs(FrontVector[2]))
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UpVector[0] = -(UpVector[1] * FrontVector[1] + UpVector[2] * FrontVector[2]);
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else
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UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
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}
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else
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{
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if (fabs(FrontVector[1]) < fabs(FrontVector[2]))
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UpVector[1] = -(UpVector[0] * FrontVector[0] + UpVector[2] * FrontVector[2]);
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else
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UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
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}
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Matrix mat;
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mat.CreateLookat(m_fPos, m_fTarget, UpVector);
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mat.Invert();
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mat.SetTranslation(0, 0, 0);
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glMultMatrixf(mat.m);
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glEnableClientState (GL_VERTEX_ARRAY);
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float verts[16*3];
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for (int i = 0; i < 8; i++)
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{
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verts[i*6] = verts[i*6+3] = (float)cos ((float)i/4 * PI) * 0.3f;
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verts[i*6+1] = verts[i*6+4] = (float)sin ((float)i/4 * PI) * 0.3f;
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verts[i*6+2] = 0.3f;
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verts[i*6+5] = -0.3f;
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}
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glVertexPointer (3, GL_FLOAT, 0, verts);
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glDrawArrays (GL_LINES, 0, 16);
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glVertexPointer (3, GL_FLOAT, 6*sizeof(float), verts);
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glDrawArrays (GL_LINE_LOOP, 0, 8);
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glVertexPointer (3, GL_FLOAT, 6*sizeof(float), &verts[3]);
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glDrawArrays (GL_LINE_LOOP, 0, 8);
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glBegin (GL_LINE_LOOP);
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glVertex3f (-0.5f, -0.5f, -0.3f);
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glVertex3f ( 0.5f, -0.5f, -0.3f);
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glVertex3f ( 0.5f, 0.5f, -0.3f);
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glVertex3f (-0.5f, 0.5f, -0.3f);
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glEnd ();
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glTranslatef(0, 0, -Length);
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glEndList();
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if (m_nTargetList == 0)
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{
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m_nTargetList = glGenLists (1);
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glNewList (m_nTargetList, GL_COMPILE);
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glEnableClientState (GL_VERTEX_ARRAY);
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float box[24][3] = {
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{ 0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, 0.2f },
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{ -0.2f, 0.2f, 0.2f }, { -0.2f, -0.2f, 0.2f },
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{ -0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, 0.2f },
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{ 0.2f, -0.2f, 0.2f }, { 0.2f, 0.2f, 0.2f },
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{ 0.2f, 0.2f, -0.2f }, { -0.2f, 0.2f, -0.2f },
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{ -0.2f, 0.2f, -0.2f }, { -0.2f, -0.2f, -0.2f },
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{ -0.2f, -0.2f, -0.2f }, { 0.2f, -0.2f, -0.2f },
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{ 0.2f, -0.2f, -0.2f }, { 0.2f, 0.2f, -0.2f },
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{ 0.2f, 0.2f, 0.2f }, { 0.2f, 0.2f, -0.2f },
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{ -0.2f, 0.2f, 0.2f }, { -0.2f, 0.2f, -0.2f },
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{ -0.2f, -0.2f, 0.2f }, { -0.2f, -0.2f, -0.2f },
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{ 0.2f, -0.2f, 0.2f }, { 0.2f, -0.2f, -0.2f } };
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glVertexPointer (3, GL_FLOAT, 0, box);
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glDrawArrays (GL_LINES, 0, 24);
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glPopMatrix ();
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glEndList ();
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}
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}
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else
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{
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if (m_nSphereList == 0)
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m_nSphereList = glGenLists (1);
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glNewList (m_nSphereList, GL_COMPILE);
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const float radius = 0.2f;
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const int slices = 6, stacks = 6;
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float rho, drho, theta, dtheta;
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float x, y, z;
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int i, j, imin, imax;
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drho = 3.1415926536f/(float)stacks;
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dtheta = 2.0f*3.1415926536f/(float)slices;
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// draw +Z end as a triangle fan
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glBegin (GL_TRIANGLE_FAN);
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glVertex3f (0.0, 0.0, radius);
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for (j = 0; j <= slices; j++)
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{
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theta = (j == slices) ? 0.0f : j * dtheta;
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x = (float)(-sin(theta) * sin(drho));
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y = (float)(cos(theta) * sin(drho));
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z = (float)(cos(drho));
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glVertex3f (x*radius, y*radius, z*radius);
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}
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glEnd ();
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imin = 1;
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imax = stacks-1;
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for (i = imin; i < imax; i++)
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{
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rho = i * drho;
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glBegin (GL_QUAD_STRIP);
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for (j = 0; j <= slices; j++)
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{
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theta = (j == slices) ? 0.0f : j * dtheta;
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x = (float)(-sin(theta) * sin(rho));
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y = (float)(cos(theta) * sin(rho));
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z = (float)(cos(rho));
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glVertex3f (x*radius, y*radius, z*radius);
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x = (float)(-sin(theta) * sin(rho+drho));
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y = (float)(cos(theta) * sin(rho+drho));
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z = (float)(cos(rho+drho));
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glVertex3f (x*radius, y*radius, z*radius);
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}
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glEnd ();
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}
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// draw -Z end as a triangle fan
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glBegin (GL_TRIANGLE_FAN);
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glVertex3f(0.0, 0.0, -radius);
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rho = 3.1415926536f - drho;
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for (j = slices; j >= 0; j--)
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{
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theta = (j==slices) ? 0.0f : j * dtheta;
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x = (float)(-sin(theta) * sin(rho));
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y = (float)(cos(theta) * sin(rho));
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z = (float)(cos(rho));
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glVertex3f (x*radius, y*radius, z*radius);
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}
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glEnd ();
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glEndList ();
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}
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}
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void Light::Render (float fLineWidth)
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{
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if (m_pTarget != NULL)
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{
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if (IsEyeSelected())
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{
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glLineWidth(fLineWidth*2);
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if (m_nState & LC_LIGHT_FOCUSED)
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lcSetColorFocused();
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else
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lcSetColorSelected();
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glCallList(m_nList);
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glLineWidth(fLineWidth);
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}
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else
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{
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lcSetColorLight();
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glCallList(m_nList);
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}
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if (IsTargetSelected())
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{
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glLineWidth(fLineWidth*2);
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if (m_nState & LC_LIGHT_TARGET_FOCUSED)
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lcSetColorFocused();
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else
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lcSetColorSelected();
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glCallList(m_nTargetList);
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glLineWidth(fLineWidth);
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}
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else
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{
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lcSetColorLight();
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glCallList(m_nTargetList);
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}
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lcSetColorLight();
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glBegin(GL_LINES);
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glVertex3fv(m_fPos);
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glVertex3fv(m_fTarget);
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glEnd();
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if (IsSelected())
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{
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Matrix projection, modelview;
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lcVector3 FrontVector(m_fTarget[0] - m_fPos[0], m_fTarget[1] - m_fPos[1], m_fTarget[2] - m_fPos[2]);
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lcVector3 UpVector(1, 1, 1);
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float Length = FrontVector.Length();
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if (fabs(FrontVector[0]) < fabs(FrontVector[1]))
|
|
{
|
|
if (fabs(FrontVector[0]) < fabs(FrontVector[2]))
|
|
UpVector[0] = -(UpVector[1] * FrontVector[1] + UpVector[2] * FrontVector[2]);
|
|
else
|
|
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
|
|
}
|
|
else
|
|
{
|
|
if (fabs(FrontVector[1]) < fabs(FrontVector[2]))
|
|
UpVector[1] = -(UpVector[0] * FrontVector[0] + UpVector[2] * FrontVector[2]);
|
|
else
|
|
UpVector[2] = -(UpVector[0] * FrontVector[0] + UpVector[1] * FrontVector[1]);
|
|
}
|
|
|
|
glPushMatrix();
|
|
|
|
modelview.CreateLookat (m_fPos, m_fTarget, UpVector);
|
|
modelview.Invert ();
|
|
glMultMatrixf (modelview.m);
|
|
|
|
projection.CreatePerspective (2*m_fCutoff, 1.0f, 0.01f, Length);
|
|
projection.Invert ();
|
|
glMultMatrixf (projection.m);
|
|
|
|
// draw the viewing frustum
|
|
glBegin (GL_LINE_LOOP);
|
|
glVertex3f ( 0.5f, 1.0f, 1.0f);
|
|
glVertex3f ( 1.0f, 0.5f, 1.0f);
|
|
glVertex3f ( 1.0f, -0.5f, 1.0f);
|
|
glVertex3f ( 0.5f, -1.0f, 1.0f);
|
|
glVertex3f (-0.5f, -1.0f, 1.0f);
|
|
glVertex3f (-1.0f, -0.5f, 1.0f);
|
|
glVertex3f (-1.0f, 0.5f, 1.0f);
|
|
glVertex3f (-0.5f, 1.0f, 1.0f);
|
|
glEnd ();
|
|
|
|
glBegin (GL_LINES);
|
|
glVertex3f (1, 1, -1);
|
|
glVertex3f (0.75f, 0.75f, 1);
|
|
glVertex3f (-1, 1, -1);
|
|
glVertex3f (-0.75f, 0.75f, 1);
|
|
glVertex3f (-1, -1, -1);
|
|
glVertex3f (-0.75f, -0.75f, 1);
|
|
glVertex3f (1, -1, -1);
|
|
glVertex3f (0.75f, -0.75f, 1);
|
|
glEnd ();
|
|
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glPushMatrix ();
|
|
glTranslatef (m_fPos[0], m_fPos[1], m_fPos[2]);
|
|
|
|
if (IsEyeSelected ())
|
|
{
|
|
glLineWidth (fLineWidth*2);
|
|
if (m_nState & LC_LIGHT_FOCUSED)
|
|
lcSetColorFocused();
|
|
else
|
|
lcSetColorSelected();
|
|
glCallList (m_nSphereList);
|
|
glLineWidth (fLineWidth);
|
|
}
|
|
else
|
|
{
|
|
lcSetColorLight();
|
|
glCallList (m_nSphereList);
|
|
}
|
|
|
|
glPopMatrix ();
|
|
}
|
|
}
|
|
|
|
void Light::Setup (int index)
|
|
{
|
|
GLenum light = (GLenum)(GL_LIGHT0+index);
|
|
|
|
if (!m_bEnabled)
|
|
{
|
|
glDisable (light);
|
|
return;
|
|
}
|
|
|
|
glEnable (light);
|
|
glLightfv (light, GL_POSITION, m_fPos);
|
|
|
|
glLightfv (light, GL_AMBIENT, m_fAmbient);
|
|
glLightfv (light, GL_DIFFUSE, m_fDiffuse);
|
|
glLightfv (light, GL_SPECULAR, m_fSpecular);
|
|
|
|
glLightf (light, GL_CONSTANT_ATTENUATION, m_fConstant);
|
|
glLightf (light, GL_LINEAR_ATTENUATION, m_fLinear);
|
|
glLightf (light, GL_QUADRATIC_ATTENUATION, m_fQuadratic);
|
|
|
|
if (m_pTarget != NULL)
|
|
{
|
|
lcVector3 Dir(m_fTarget[0] - m_fPos[0], m_fTarget[1] - m_fPos[1], m_fTarget[2] - m_fPos[2]);
|
|
Dir.Normalize();
|
|
|
|
glLightf(light, GL_SPOT_CUTOFF, m_fCutoff);
|
|
glLightf(light, GL_SPOT_EXPONENT, m_fExponent);
|
|
glLightfv(light, GL_SPOT_DIRECTION, Dir);
|
|
}
|
|
}
|