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New code style refactor
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@@ -2,43 +2,40 @@
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#include "Graphics/CLight.hpp"
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namespace urde
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{
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class CWorldLight
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{
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namespace urde {
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class CWorldLight {
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public:
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enum class EWorldLightType
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{
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LocalAmbient,
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Directional,
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Custom,
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Spot,
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Spot2,
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LocalAmbient2,
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};
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enum class EWorldLightType {
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LocalAmbient,
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Directional,
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Custom,
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Spot,
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Spot2,
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LocalAmbient2,
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};
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private:
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EWorldLightType x0_type = EWorldLightType::Spot2;
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zeus::CVector3f x4_color;
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zeus::CVector3f x10_position;
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zeus::CVector3f x1c_direction;
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float x28_q = 0.f;
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float x2c_cutoffAngle = 0.f;
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float x30_ = 0.f;
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bool x34_castShadows = false;
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float x38_ = 0.f;
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EFalloffType x3c_falloff = EFalloffType::Linear;
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float x40_ = 0.f;
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public:
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CWorldLight(const CWorldLight&) = default;
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CWorldLight(CInputStream& in);
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EWorldLightType GetLightType() const { return x0_type; }
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const zeus::CVector3f& GetDirection() const { return x1c_direction; }
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const zeus::CVector3f& GetPosition() const { return x10_position; }
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bool DoesCastShadows() const { return x34_castShadows; }
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EWorldLightType x0_type = EWorldLightType::Spot2;
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zeus::CVector3f x4_color;
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zeus::CVector3f x10_position;
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zeus::CVector3f x1c_direction;
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float x28_q = 0.f;
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float x2c_cutoffAngle = 0.f;
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float x30_ = 0.f;
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bool x34_castShadows = false;
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float x38_ = 0.f;
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EFalloffType x3c_falloff = EFalloffType::Linear;
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float x40_ = 0.f;
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CLight GetAsCGraphicsLight() const;
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public:
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CWorldLight(const CWorldLight&) = default;
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CWorldLight(CInputStream& in);
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EWorldLightType GetLightType() const { return x0_type; }
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const zeus::CVector3f& GetDirection() const { return x1c_direction; }
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const zeus::CVector3f& GetPosition() const { return x10_position; }
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bool DoesCastShadows() const { return x34_castShadows; }
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CLight GetAsCGraphicsLight() const;
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};
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}
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} // namespace urde
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