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Just small changes
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@ -791,7 +791,13 @@ bool LRoomManager::Light_FindCasters(int lightID)
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void LRoomManager::Light_UpdateTransform(LLight &light, const Light &glight) const
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void LRoomManager::Light_UpdateTransform(LLight &light, const Light &glight) const
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{
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{
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// assert (glight.is_in_tree());
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if (!glight.get_parent())
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{
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WARN_PRINT_ONCE("LRoomManager::Light_UpdateTransform Light is not in tree");
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return;
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}
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// get global transform only works if glight is in the tree
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Transform tr = glight.get_global_transform();
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Transform tr = glight.get_global_transform();
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light.m_Source.m_ptPos = tr.origin;
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light.m_Source.m_ptPos = tr.origin;
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light.m_Source.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
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light.m_Source.m_ptDir = -tr.basis.get_axis(2); // or possibly get_axis .. z is what we want
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@ -908,12 +914,6 @@ int LRoomManager::dynamic_light_register(Node * pLightNode, float radius)
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return -1;
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return -1;
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}
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}
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//bool LRoomManager::dynamic_light_register_hint(Node * pLightNode, float radius, Node * pRoom)
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//{
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// // NYI
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// return true;
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//}
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bool LRoomManager::dynamic_light_unregister(int light_id)
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bool LRoomManager::dynamic_light_unregister(int light_id)
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{
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{
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@ -97,9 +97,8 @@ public:
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// dynamic lights (spot or omni within rooms)
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// dynamic lights (spot or omni within rooms)
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// returns light ID
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// returns light ID
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// int dynamic_light_register(Node * pLightNode, const Vector3 &pos, const Vector3 &dir, float radius);
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// only lights within the rooms on conversion are supported so far
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int dynamic_light_register(Node * pLightNode, float radius);
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int dynamic_light_register(Node * pLightNode, float radius);
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// bool dynamic_light_register_hint(Node * pLightNode, float radius, Node * pRoom);
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bool dynamic_light_unregister(int light_id);
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bool dynamic_light_unregister(int light_id);
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int dynamic_light_update(int light_id, const Vector3 &pos, const Vector3 &dir); // returns room within
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int dynamic_light_update(int light_id, const Vector3 &pos, const Vector3 &dir); // returns room within
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