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151 lines
3.7 KiB
C++

// SpotLightProps.cpp : implementation file
//
#include "stdafx.h"
#include "mfc gos.h"
#include "SpotLightProps.h"
/////////////////////////////////////////////////////////////////////////////
// CSpotLightProps dialog
CSpotLightProps::CSpotLightProps(CWnd* pParent /*=NULL*/)
: CDialog(CSpotLightProps::IDD, pParent)
{
//{{AFX_DATA_INIT(CSpotLightProps)
m_Alpha = 0.0f;
m_Blue = 0.0f;
m_Green = 0.0f;
m_Intensity = 0.0f;
m_PosX = 0.0f;
m_PosY = 0.0f;
m_PosZ = 0.0f;
m_DirX = 0.0f;
m_DirY = 0.0f;
m_DirZ = 0.0f;
m_Spread = 0.0f;
m_Red = 0.0f;
m_InnerRange = 0.0f;
m_OuterRange = 0.0f;
//}}AFX_DATA_INIT
}
void CSpotLightProps::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CSpotLightProps)
DDX_Text(pDX, IDC_ALPHA, m_Alpha);
DDX_Text(pDX, IDC_BLUE, m_Blue);
DDX_Text(pDX, IDC_GREEN, m_Green);
DDX_Text(pDX, IDC_INTENSITY, m_Intensity);
DDX_Text(pDX, IDC_POSX, m_PosX);
DDX_Text(pDX, IDC_POSY, m_PosY);
DDX_Text(pDX, IDC_POSZ, m_PosZ);
DDX_Text(pDX, IDC_DIRX, m_DirX);
DDX_Text(pDX, IDC_DIRY, m_DirY);
DDX_Text(pDX, IDC_DIRZ, m_DirZ);
DDX_Text(pDX, IDC_SPREADANGLE, m_Spread);
DDX_Text(pDX, IDC_RED, m_Red);
DDX_Text(pDX, IDC_INNERRANGE2, m_InnerRange);
DDX_Text(pDX, IDC_OUTERRANGE2, m_OuterRange);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CSpotLightProps, CDialog)
//{{AFX_MSG_MAP(CSpotLightProps)
// NOTE: the ClassWizard will add message map macros here
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSpotLightProps message handlers
void CSpotLightProps::SetData(MLRSpotLight *light)
{
m_Intensity = light->GetIntensity();
light->GetColor(m_Red,m_Green,m_Blue);
Point3D pos;
UnitVector3D dir;
light->GetInWorldDirection(dir);
light->GetInWorldPosition(pos);
m_PosX=pos.x;
m_PosY=pos.y;
m_PosZ=pos.z;
m_DirX=dir.x;
m_DirY=dir.y;
m_DirZ=dir.z;
m_InnerRange=light->GetFalloffNear();
m_OuterRange=light->GetFalloffFar();
Stuff::Radian Angle;
light->GetSpreadAngle(&Angle);
Stuff::Degree deg;
deg=Angle;
m_Spread=deg.angle;
}
void CSpotLightProps::SetData(MLRProjectLight *light)
{
m_Intensity = light->GetIntensity();
light->GetColor(m_Red,m_Green,m_Blue);
Point3D pos;
UnitVector3D dir;
light->GetInWorldDirection(dir);
light->GetInWorldPosition(pos);
m_PosX=pos.x;
m_PosY=pos.y;
m_PosZ=pos.z;
m_DirX=dir.x;
m_DirY=dir.y;
m_DirZ=dir.z;
m_InnerRange=light->GetFalloffNear();
m_OuterRange=light->GetFalloffFar();
Stuff::Radian Angle;
light->GetSpreadAngle(&Angle);
Stuff::Degree deg;
deg=Angle;
m_Spread=deg.angle;
}
void CSpotLightProps::GetData(MLRSpotLight *Light)
{
Light->SetIntensity(m_Intensity);
Light->SetColor(m_Red,m_Green,m_Blue);
Vector3D dir(m_DirX,m_DirY,m_DirZ);
Point3D pos(m_PosX,m_PosY,m_PosZ);
Stuff::LinearMatrix4D mat(pos);
mat.AlignLocalAxisToWorldVector(dir,Stuff::Z_Axis,Stuff::Y_Axis,Stuff::X_Axis);
Light->SetLightToWorldMatrix(mat);
Stuff::Radian Angle;
Stuff::Degree deg;
deg=m_Spread;
Angle=deg;
Light->SetSpreadAngle(Angle);
Light->SetFalloffDistance(m_InnerRange, m_OuterRange);
}
void CSpotLightProps::GetData(MLRProjectLight *pLight)
{
pLight->SetIntensity(m_Intensity);
pLight->SetColor(m_Red,m_Green,m_Blue);
Vector3D dir(m_DirX,m_DirY,m_DirZ);
Point3D pos(m_PosX,m_PosY,m_PosZ);
Stuff::LinearMatrix4D mat(pos);
mat.AlignLocalAxisToWorldVector(dir,Stuff::Z_Axis,Stuff::Y_Axis,Stuff::X_Axis);
pLight->SetLightToWorldMatrix(mat);
Stuff::Radian Angle;
Stuff::Degree deg;
deg=m_Spread;
Angle=deg;
pLight->SetSpreadAngle(Angle);
pLight->SetFalloffDistance(m_InnerRange, m_OuterRange);
}