Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
411
GameTools/WORLDCREATOR/PageLightContainer.cpp
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411
GameTools/WORLDCREATOR/PageLightContainer.cpp
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// PageLightContainer.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "PageLightContainer.h"
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#include "DlgLightLoad.h"
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#include "SceneManager.h"
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#include "MainFrm.h"
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#include "WorldCreatorView.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CPageLightContainer property page
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IMPLEMENT_DYNCREATE(CPageLightContainer, CPropertyPage)
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CPageLightContainer::CPageLightContainer() : CPropertyPage(CPageLightContainer::IDD)
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{
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//{{AFX_DATA_INIT(CPageLightContainer)
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m_bSectorLightView = TRUE;
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//}}AFX_DATA_INIT
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m_SelectCur=-1;
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}
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CPageLightContainer::~CPageLightContainer()
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{
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/*
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for(int i=0;i<m_LightListNode.num;i++)
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{
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delete m_LightListNode[i];
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}
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*/
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}
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void CPageLightContainer::DoDataExchange(CDataExchange* pDX)
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{
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CPageLightContainer)
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DDX_Control(pDX, IDC_LIST_LIGHTSCENE, m_LightObjectListview);
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DDX_Check(pDX, IDC_SectorLgiht, m_bSectorLightView);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CPageLightContainer, CPropertyPage)
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//{{AFX_MSG_MAP(CPageLightContainer)
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ON_NOTIFY(NM_RCLICK, IDC_LIST_LIGHTSCENE, OnRclickListLightscene)
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ON_NOTIFY(NM_CLICK, IDC_LIST_LIGHTSCENE, OnClickListLightscene)
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ON_COMMAND(MENU_LIGHTDELETE, OnLightdelete)
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ON_COMMAND(MENU_LIGHTLOAD, OnLightload)
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ON_NOTIFY(LVN_BEGINDRAG, IDC_LIST_LIGHTSCENE, OnBegindragListLightscene)
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ON_NOTIFY(NM_DBLCLK, IDC_LIST_LIGHTSCENE, OnDblclkListLightscene)
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ON_BN_CLICKED(IDC_LIGHT, OnLight)
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ON_BN_CLICKED(IDC_PICK, OnPick)
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ON_BN_CLICKED(IDC_SectorLgiht, OnSectorLgiht)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CPageLightContainer message handlers
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BOOL CPageLightContainer::OnInitDialog()
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{
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CPropertyPage::OnInitDialog();
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DWORD dwStyle;
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dwStyle = m_LightObjectListview.SendMessage(LVM_GETEXTENDEDLISTVIEWSTYLE, 0 ,0);
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dwStyle |= LVS_EX_FULLROWSELECT|LVS_EX_GRIDLINES ;
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m_LightObjectListview.SendMessage( LVM_SETEXTENDEDLISTVIEWSTYLE, 0,dwStyle );
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m_LightObjectListview.InsertColumn(0,"이름",LVCFMT_LEFT,80);
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m_LightObjectListview.InsertColumn(1,"오브젝트",LVCFMT_LEFT,80);
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m_LightObjectListview.InsertColumn(2,"색깔",LVCFMT_LEFT,60);
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m_LightObjectListview.InsertColumn(3,"밝기범위",LVCFMT_LEFT,100);
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CPageLightContainer::OnRclickListLightscene(NMHDR* pNMHDR, LRESULT* pResult)
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{
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// TODO: Add your control notification handler code here
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CPoint point;
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GetCursorPos(&point);
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CMenu menu;
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menu.LoadMenu(IDR_MENU_LIGHTOBJECT);
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menu.GetSubMenu(0)->TrackPopupMenu(TPM_LEFTALIGN,point.x,point.y,this);
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*pResult = 0;
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}
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void CPageLightContainer::OnClickListLightscene(NMHDR* pNMHDR, LRESULT* pResult)
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{
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// TODO: Add your control notification handler code here
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*pResult = 0;
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}
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void CPageLightContainer::OnLightdelete()
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{
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// TODO: Add your command handler code here
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SelectLightObject();
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m_LightListNode.DelIndex(m_SelectCur);
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UpdateList();
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}
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void CPageLightContainer::OnLightload()
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{
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// TODO: Add your command handler code here
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CDlgLightLoad dlgLightLoad;
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if(dlgLightLoad.DoModal()!=IDOK)
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return;
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CString strText;
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LightListNode AddNode;
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strcpy(AddNode.m_strLightName,dlgLightLoad.m_strLightname.LockBuffer());
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strcpy(AddNode.m_strObjectFilename,dlgLightLoad.m_strObjectFilename.LockBuffer());
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AddNode.m_fLightRange=dlgLightLoad.m_fLightRange;
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AddNode.m_iLightSamples = dlgLightLoad.m_iLightSamples;
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AddNode.m_iShadowSamples = dlgLightLoad.m_iShadowSamples;
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AddNode.m_fShadowFactor = dlgLightLoad.m_ShadowFactors;
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AddNode.m_strEffect = dlgLightLoad.m_strEffect;
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AddNode.m_LightColor.a=0xff;
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AddNode.m_LightColor.r=GetRValue(dlgLightLoad.m_cLightColor);
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AddNode.m_LightColor.g=GetGValue(dlgLightLoad.m_cLightColor);
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AddNode.m_LightColor.b=GetBValue(dlgLightLoad.m_cLightColor);
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AddNode.m_iAmbient = dlgLightLoad.m_iAmbient;
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AddNode.m_fExpose = dlgLightLoad.m_fExpose;
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int nInsertItem=m_LightObjectListview.GetItemCount();
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m_LightObjectListview.InsertItem(nInsertItem,dlgLightLoad.m_strLightname);
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m_LightObjectListview.SetItemText(nInsertItem,1,dlgLightLoad.m_strObjectFilename);
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strText.Format("%x",dlgLightLoad.m_cLightColor);
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m_LightObjectListview.SetItemText(nInsertItem,2,strText);
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strText.Format("%7.1f",dlgLightLoad.m_fLightRange);
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m_LightObjectListview.SetItemText(nInsertItem,3,strText);
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m_LightListNode.Add(AddNode);
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}
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void CPageLightContainer::OnBegindragListLightscene(NMHDR* pNMHDR, LRESULT* pResult)
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{
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NM_LISTVIEW* pNMListView = (NM_LISTVIEW*)pNMHDR;
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// TODO: Add your control notification handler code here
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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SelectLightObject();
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av->ChangeMouseInterface(2);
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*pResult = 0;
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}
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void CPageLightContainer::AddLight(float fXp, float fYp, float fZp)
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{
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if(CSceneManager::m_PickHouseScene && !CSceneManager::m_PickHouseScene->m_HouseObject->m_pBspObject)
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{
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if(m_SelectCur>=0)
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{
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matrix matInvTM,matTM;
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matTM.Translation(vector3(fXp,fYp,fZp));
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matInvTM.Inverse(CSceneManager::m_PickHouseScene->m_AccumulateTM);
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CLightObjectScene *AddLightScene=new CLightObjectScene();
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AddLightScene->m_TM=matTM*matInvTM;
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AddLightScene->m_pLightObject=CSceneManager::m_LightObjectContainer.GetLightObject(m_strObjectName.LockBuffer(),m_fLightRange,m_LightColor);
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AddLightScene->m_vecMaxBox=AddLightScene->m_pLightObject->m_pLightObject->m_MaxBox;
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AddLightScene->m_vecMinBox=AddLightScene->m_pLightObject->m_pLightObject->m_MinBox;
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AddLightScene->Init();
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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AddLightScene->m_LightID=av->m_SceneManager->m_MapStorage.m_TotalInHouseLightSceneCount;
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CSceneManager::m_PickHouseScene->m_HouseObject->m_LightList.Add(AddLightScene);
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av->m_SceneManager->m_MapStorage.AddInHouseLight(CSceneManager::m_PickHouseScene->m_strOutName,
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CSceneManager::m_PickHouseScene->m_strMedName,
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CSceneManager::m_PickHouseScene->m_strInName,
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CSceneManager::m_PickHouseScene->m_strBSPName,
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m_strObjectName.LockBuffer(),AddLightScene->m_TM,
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m_fLightRange,m_LightColor);
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CSceneManager::m_PickHouseScene->m_HouseObject->m_pInHouseMap=
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av->m_SceneManager->m_MapStorage.FindInHouseMap(CSceneManager::m_PickHouseScene->m_strOutName,
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CSceneManager::m_PickHouseScene->m_strMedName,
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CSceneManager::m_PickHouseScene->m_strInName,
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CSceneManager::m_PickHouseScene->m_strBSPName);
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CSceneManager::m_PickHouseScene->m_SelfLoadInObject=true;
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}
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}
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else if(CSceneManager::m_pBspScene)
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{
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matrix matInvTM,matTM,matResult;
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matTM.Translation(vector3(fXp,fYp,fZp));
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matInvTM.Inverse(CSceneManager::m_pBspScene->m_AccumulateTM);
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matResult=matTM*matInvTM;
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CSceneManager::m_pBspScene->m_HouseObject->m_pBspObject->AddLight(matResult.GetLoc(),m_fLightRange,m_LightColor);
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}
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}
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void CPageLightContainer::SelectLightObject()
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{
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m_SelectCur=m_LightObjectListview.GetNextItem(-1,LVNI_SELECTED);
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if(m_SelectCur<0)
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return;
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m_strLightName=m_LightListNode[m_SelectCur].m_strLightName;
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m_strObjectName=m_LightListNode[m_SelectCur].m_strObjectFilename;
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m_fLightRange=m_LightListNode[m_SelectCur].m_fLightRange;
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m_LightColor=m_LightListNode[m_SelectCur].m_LightColor;
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}
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void CPageLightContainer::Save(FILE *fp)
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{
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fwrite(&m_LightListNode.num,sizeof(int),1,fp);
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for(int cLight=0;cLight<m_LightListNode.num;cLight++)
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{
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fwrite(m_LightListNode[cLight].m_strLightName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
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fwrite(m_LightListNode[cLight].m_strObjectFilename,sizeof(char)*MAX_NAMEBUFFER,1,fp);
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fwrite(&m_LightListNode[cLight].m_fLightRange,sizeof(float),1,fp);
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fwrite(&m_LightListNode[cLight].m_LightColor,sizeof(color),1,fp);
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}
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}
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void CPageLightContainer::Load(FILE *fp,int iType)
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{
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if(!iType)
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DeleteListData();
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int cSavedLight=0;
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fread(&cSavedLight,sizeof(int),1,fp);
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for(int cLight=0;cLight<cSavedLight;cLight++)
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{
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LightListNode AddNode;
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fread(AddNode.m_strLightName,sizeof(char)*MAX_NAMEBUFFER,1,fp);
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fread(AddNode.m_strObjectFilename,sizeof(char)*MAX_NAMEBUFFER,1,fp);
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fread(&AddNode.m_fLightRange,sizeof(float),1,fp);
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fread(&AddNode.m_LightColor,sizeof(color),1,fp);
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AddNode.m_iShadowSamples = 10;
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AddNode.m_iLightSamples = 10;
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AddNode.m_strEffect.Format("");
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AddNode.m_fShadowFactor = 0.95f;
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m_LightListNode.Add(AddNode);
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}
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}
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void CPageLightContainer::UpdateList()
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{
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for(int i=0;i<m_LightListNode.num;i++)
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{
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m_LightObjectListview.InsertItem(i,m_LightListNode[i].m_strLightName);
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m_LightObjectListview.SetItemText(i,1,m_LightListNode[i].m_strObjectFilename);
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CString strAdd;
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strAdd.Format("%x",m_LightListNode[i].m_LightColor.c);
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m_LightObjectListview.SetItemText(i,2,strAdd);
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strAdd.Format("%7.1f",m_LightListNode[i].m_fLightRange);
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m_LightObjectListview.SetItemText(i,3,strAdd);
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}
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}
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void CPageLightContainer::DeleteListData()
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{
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m_LightListNode.num=0;
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m_LightObjectListview.DeleteAllItems();
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}
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void CPageLightContainer::OnDblclkListLightscene(NMHDR* pNMHDR, LRESULT* pResult)
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{
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// TODO: Add your control notification handler code here
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int SelectCur=m_LightObjectListview.GetNextItem(-1,LVNI_SELECTED);
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if(SelectCur==-1)
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return;
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CDlgLightLoad dlgLightLoad;
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dlgLightLoad.m_fLightRange=m_LightListNode[SelectCur].m_fLightRange;
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dlgLightLoad.m_cLightColor=RGB(m_LightListNode[SelectCur].m_LightColor.r,
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m_LightListNode[SelectCur].m_LightColor.g,
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m_LightListNode[SelectCur].m_LightColor.b);
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dlgLightLoad.m_strLightname=m_LightListNode[SelectCur].m_strLightName;
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dlgLightLoad.m_strObjectFilename=m_LightListNode[SelectCur].m_strObjectFilename;
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dlgLightLoad.m_iLightSamples = m_LightListNode[SelectCur].m_iLightSamples;
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dlgLightLoad.m_strEffect = m_LightListNode[SelectCur].m_strEffect;
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dlgLightLoad.m_iShadowSamples = m_LightListNode[SelectCur].m_iShadowSamples;
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dlgLightLoad.m_ShadowFactors = m_LightListNode[SelectCur].m_fShadowFactor;
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dlgLightLoad.m_iAmbient = m_LightListNode[SelectCur].m_iAmbient;
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dlgLightLoad.m_fExpose = m_LightListNode[SelectCur].m_fExpose;
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//CDlgLightLoad dlgLightLoad;
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if(dlgLightLoad.DoModal()!=IDOK)
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return;
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strcpy(m_LightListNode[SelectCur].m_strLightName,dlgLightLoad.m_strLightname.LockBuffer());
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strcpy(m_LightListNode[SelectCur].m_strObjectFilename,dlgLightLoad.m_strObjectFilename.LockBuffer());
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m_LightListNode[SelectCur].m_fLightRange=dlgLightLoad.m_fLightRange;
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m_LightListNode[SelectCur].m_LightColor.a=0xff;
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m_LightListNode[SelectCur].m_LightColor.r=GetRValue(dlgLightLoad.m_cLightColor);
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m_LightListNode[SelectCur].m_LightColor.g=GetGValue(dlgLightLoad.m_cLightColor);
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m_LightListNode[SelectCur].m_LightColor.b=GetBValue(dlgLightLoad.m_cLightColor);
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m_LightListNode[SelectCur].m_iLightSamples = dlgLightLoad.m_iLightSamples;
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m_LightListNode[SelectCur].m_strEffect = dlgLightLoad.m_strEffect;
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m_LightListNode[SelectCur].m_iShadowSamples = dlgLightLoad.m_iShadowSamples;
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m_LightListNode[SelectCur].m_fShadowFactor = dlgLightLoad.m_ShadowFactors;
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m_LightListNode[SelectCur].m_iAmbient = dlgLightLoad.m_iAmbient;
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m_LightListNode[SelectCur].m_fExpose = dlgLightLoad.m_fExpose;
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m_LightObjectListview.SetItemText(SelectCur,0,dlgLightLoad.m_strLightname);
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m_LightObjectListview.SetItemText(SelectCur,1,dlgLightLoad.m_strObjectFilename);
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CString strText;
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strText.Format("%x",dlgLightLoad.m_cLightColor);
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m_LightObjectListview.SetItemText(SelectCur,2,strText);
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strText.Format("%7.1f",dlgLightLoad.m_fLightRange);
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m_LightObjectListview.SetItemText(SelectCur,3,strText);
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/*
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CString strText;
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LightListNode AddNode;
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strcpy(AddNode.m_strLightName,dlgLightLoad.m_strLightname.LockBuffer());
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strcpy(AddNode.m_strObjectFilename,dlgLightLoad.m_strObjectFilename.LockBuffer());
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AddNode.m_fLightRange=dlgLightLoad.m_fLightRange;
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AddNode.m_LightColor.a=0xff;
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AddNode.m_LightColor.r=GetRValue(dlgLightLoad.m_cLightColor);
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AddNode.m_LightColor.g=GetGValue(dlgLightLoad.m_cLightColor);
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AddNode.m_LightColor.b=GetBValue(dlgLightLoad.m_cLightColor);
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int nInsertItem=m_LightObjectListview.GetItemCount();
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m_LightObjectListview.InsertItem(nInsertItem,dlgLightLoad.m_strLightname);
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m_LightObjectListview.SetItemText(nInsertItem,1,dlgLightLoad.m_strObjectFilename);
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strText.Format("%x",dlgLightLoad.m_cLightColor);
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m_LightObjectListview.SetItemText(nInsertItem,2,strText);
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strText.Format("%7.1f",dlgLightLoad.m_fLightRange);
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m_LightObjectListview.SetItemText(nInsertItem,3,strText);
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m_LightListNode.Add(AddNode);
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*/
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*pResult = 0;
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}
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void CPageLightContainer::OnLight()
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{
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// TODO: Add your control notification handler code here
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int SelectCur=m_LightObjectListview.GetNextItem(-1,LVNI_SELECTED);
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if(SelectCur==-1)
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return;
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
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D3DXMATRIX matView;
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av->m_SceneManager->GetDevice()->GetTransform(D3DTS_VIEW,&matView);
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D3DXMatrixInverse(&matView,NULL,&matView);
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vector3 vecPos = vector3(matView._41,matView._42,matView._43);
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D3DXVECTOR3 vecColor = D3DXVECTOR3(m_LightListNode[SelectCur].m_LightColor.r,
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m_LightListNode[SelectCur].m_LightColor.g,
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m_LightListNode[SelectCur].m_LightColor.b);
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float fRange = m_LightListNode[SelectCur].m_fLightRange;
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||||
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av->m_SceneManager->m_MapStorage.AddSectorLight(vecPos.x,vecPos.y,vecPos.z,vecColor.x,vecColor.y,vecColor.z,fRange,
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m_LightListNode[SelectCur].m_iLightSamples,m_LightListNode[SelectCur].m_iShadowSamples,m_LightListNode[SelectCur].m_fShadowFactor,
|
||||
m_LightListNode[SelectCur].m_iAmbient,m_LightListNode[SelectCur].m_strEffect.LockBuffer(),m_LightListNode[SelectCur].m_fExpose);
|
||||
|
||||
av->m_SceneManager->m_MapStorage.AddEffectMap(vecPos.x,vecPos.y,vecPos.z,m_LightListNode[SelectCur].m_strEffect.LockBuffer(),0.0f,0.0f,0.0f);
|
||||
|
||||
for(int cSector=0;cSector<LSIZEX*LSIZEY;cSector++)
|
||||
{
|
||||
av->m_SceneManager->m_HeightField.m_SectorScene[cSector].GenerateSectorLight();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void CPageLightContainer::OnPick()
|
||||
{
|
||||
// TODO: Add your control notification handler code here
|
||||
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
|
||||
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
|
||||
D3DXMATRIX matView;
|
||||
av->m_SceneManager->GetDevice()->GetTransform(D3DTS_VIEW,&matView);
|
||||
D3DXMatrixInverse(&matView,NULL,&matView);
|
||||
|
||||
vector3 vecPos = vector3(matView._41,matView._42,matView._43);
|
||||
for(int cSector=0;cSector<LSIZEX*LSIZEY;cSector++)
|
||||
{
|
||||
av->m_SceneManager->m_HeightField.m_SectorScene[cSector].m_SectorLightManager.PickLight(D3DXVECTOR3(vecPos.x,vecPos.y,vecPos.z));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void CPageLightContainer::OnSectorLgiht()
|
||||
{
|
||||
// TODO: Add your control notification handler code here
|
||||
m_bSectorLightView = (m_bSectorLightView == TRUE) ? FALSE : TRUE;
|
||||
|
||||
CSceneManager::m_bRenderSectorLight = (m_bSectorLightView) ? true : false;
|
||||
UpdateData(FALSE);
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user