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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CInstanceLighter class Reference</title>
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+</head><body>
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+<h1>NL3D::CInstanceLighter Class Reference</h1><code>#include &lt;<a class="el" href="a05825.html">instance_lighter.h</a>&gt;</code>
+<p>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A class to precompute "StaticSetup" lighting for instances in an InstanceGroup. Class "inspired" from <a class="el" href="a03739.html">CZoneLighter</a> :) <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00055">55</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Cell Iteration. ie iteration on _IGRetrieverGridMap cells and _IGSurfaceLightBuild cells</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03465.html">CSurfaceLightGrid::CCellCorner</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02657.html">CIGSurfaceLightBuild::CCellCorner</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_3">getCurrentCellNumber</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03465.html">CSurfaceLightGrid::CCellCorner</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_4">getCurrentNeighborCell</a> (<a class="el" href="a04558.html#a14">sint</a> xnb, <a class="el" href="a04558.html#a14">sint</a> ynb)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02657.html">CIGSurfaceLightBuild::CCellCorner</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_5">getCurrentNeighborCellInfo</a> (<a class="el" href="a04558.html#a14">sint</a> xnb, <a class="el" href="a04558.html#a14">sint</a> ynb)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_6">getTotalCellNumber</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_7">isCurrentNeighborCellInSurface</a> (<a class="el" href="a04558.html#a14">sint</a> xnb, <a class="el" href="a04558.html#a14">sint</a> ynb)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_10">progressCell</a> (const char *message)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_13">_ItCurrentCellNumber</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02654.html#NL3D_1_1CIGSurfaceLightw0">CIGSurfaceLight::ItRetrieverGridMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02656.html#NL3D_1_1CIGSurfaceLightBuildw1">CIGSurfaceLightBuild::ItRetrieverGridMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">_LastCellProgress</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_18">_TotalCellNumber</a></td></tr>
+
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom>{ <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterw0NL3D_1_1CInstanceLighterw1">MaxOverSamples</a> = 16
+ }</td></tr>
+
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightera0">CInstanceLighter</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CInstanceLightera0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightera1">init</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightera2">light</a> (const <a class="el" href="a02671.html">CInstanceGroup</a> &amp;igIn, <a class="el" href="a02671.html">CInstanceGroup</a> &amp;igOut, const <a class="el" href="a02677.html">CLightDesc</a> &amp;lightDesc, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;obstacles, <a class="el" href="a02702.html">CLandscape</a> *landscape=NULL, <a class="el" href="a02656.html">CIGSurfaceLightBuild</a> *igSurfaceLightBuild=NULL)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (const char *message, float progress)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightera4">~CInstanceLighter</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destructor. <a href="#NL3D_1_1CInstanceLightera4"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Static PointLights mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz207_0">addStaticPointLight</a> (const <a class="el" href="a03094.html">CPointLightNamed</a> &amp;pln, const char *igName)</td></tr>
+
+<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightere0">addTriangles</a> (const <a class="el" href="a02539.html">IShape</a> &amp;shape, const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;modelMT, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;triangleArray, <a class="el" href="a04558.html#a14">sint</a> instanceId)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightere1">addTriangles</a> (<a class="el" href="a02702.html">CLandscape</a> &amp;landscape, std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt; &amp;listZone, <a class="el" href="a04558.html#a15">uint</a> order, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;triangleArray)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLightere2">lightIgSimple</a> (<a class="el" href="a02675.html">CInstanceLighter</a> &amp;instLighter, const <a class="el" href="a02671.html">CInstanceGroup</a> &amp;igIn, <a class="el" href="a02671.html">CInstanceGroup</a> &amp;igOut, const <a class="el" href="a02677.html">CLightDesc</a> &amp;lightDesc, const char *igName)</td></tr>
+
+<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterd0">compilePointLightRT</a> (<a class="el" href="a04558.html#a15">uint</a> gridSize, float gridCellSize, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;obstacles, bool doShadow)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Fill CubeGrid, and set PointLightRT in _StaticPointLightQuadGrid. <a href="#NL3D_1_1CInstanceLighterd0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterd1">computeSunContribution</a> (const <a class="el" href="a02677.html">CLightDesc</a> &amp;lightDesc, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;obstacles, <a class="el" href="a02702.html">CLandscape</a> *landscape)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterd2">dilateLightingOnSurfaceCells</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterd3">processIGPointLightRT</a> (std::vector&lt; <a class="el" href="a03094.html">CPointLightNamed</a> &gt; &amp;listPointLight)</td></tr>
+
+<tr><td colspan=2><br><h2>Static Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterh0">addTriangles</a> (const <a class="el" href="a02892.html">CMeshMRMGeom</a> &amp;meshGeom, const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;modelMT, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;triangleArray, <a class="el" href="a04558.html#a14">sint</a> instanceId)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterh1">addTriangles</a> (const <a class="el" href="a02878.html">CMeshGeom</a> &amp;meshGeom, const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;modelMT, std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;triangleArray, <a class="el" href="a04558.html#a14">sint</a> instanceId)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterh2">excludeAllPatchFromRefineAll</a> (<a class="el" href="a02702.html">CLandscape</a> &amp;landscape, std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt; &amp;listZone, bool exclude)</td></tr>
+
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr0">_CurrentInstanceComputed</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02654.html#NL3D_1_1CIGSurfaceLightw1">CIGSurfaceLight::TRetrieverGridMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02656.html">CIGSurfaceLightBuild</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02676.html">CInstanceInfo</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02672.html">CInstanceGroup::CInstance</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03273.html">CQuadGrid</a>&lt; <a class="el" href="a02678.html">CPointLightRT</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">QuadGrid of PointLights. Builded from _StaticPointLights. <a href="#NL3D_1_1CInstanceLighterr5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02678.html">CPointLightRT</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">List of PointLights. <a href="#NL3D_1_1CInstanceLighterr6"></a><br><br></td></tr>
+</table>
+<hr><h2>Member Enumeration Documentation</h2>
+<a class="anchor" name="NL3D_1_1CInstanceLighterw0" doxytag="NL3D::CInstanceLighter::@14" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> anonymous enum
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CInstanceLighterw0NL3D_1_1CInstanceLighterw1" doxytag="MaxOverSamples" ></a>MaxOverSamples</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00059">59</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+<div class="fragment"><pre>00059 {<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterw0NL3D_1_1CInstanceLighterw1">MaxOverSamples</a>= 16};
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CInstanceLightera0" doxytag="NL3D::CInstanceLighter::CInstanceLighter" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CInstanceLighter::CInstanceLighter </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00066">66</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>.
+<p>
+<div class="fragment"><pre>00067 {
+00068 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>= NULL;
+00069 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightera4" doxytag="NL3D::CInstanceLighter::~CInstanceLighter" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::CInstanceLighter::~<a class="el" href="a02675.html">CInstanceLighter</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Destructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00131">131</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+<div class="fragment"><pre>00131 {}
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz207_0" doxytag="NL3D::CInstanceLighter::addStaticPointLight" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::addStaticPointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03094.html">CPointLightNamed</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pln</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const char *&nbsp;</td>
+ <td class="mdname" nowrap> <em>igName</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Append a static point light to compute. call at setup stage (before <a class="el" href="a02675.html#NL3D_1_1CInstanceLightera2">light()</a> ). NB: you must append all PointLights of intersets, even ones from the IG to compute.
+<p>
+Definition at line <a class="el" href="a05824.html#l00999">999</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00253">_StaticPointLights</a>, <a class="el" href="a05825.html#l00223">NL3D::CInstanceLighter::CPointLightRT::BSphere</a>, <a class="el" href="a05505.html#l00048">NLMISC::CBSphere::Center</a>, <a class="el" href="a06180.html#l00141">NL3D::CPointLight::getAttenuationBegin()</a>, <a class="el" href="a06180.html#l00143">NL3D::CPointLight::getAttenuationEnd()</a>, <a class="el" href="a06180.html#l00116">NL3D::CPointLight::getPosition()</a>, <a class="el" href="a05825.html#l00221">NL3D::CInstanceLighter::CPointLightRT::OODeltaAttenuation</a>, <a class="el" href="a05825.html#l00220">NL3D::CInstanceLighter::CPointLightRT::PointLight</a>, and <a class="el" href="a05505.html#l00049">NLMISC::CBSphere::Radius</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01502">lightIgSimple()</a>.
+<p>
+<div class="fragment"><pre>01000 {
+01001 <span class="comment">// NB: adding light more than 255 is allowed here, since the important thig is to not overflow really usefull lights</span>
+01002
+01003 <span class="comment">// build the plRT.</span>
+01004 CPointLightRT plRT;
+01005 plRT.PointLight= pln;
+01006 <span class="comment">// compute plRT.OODeltaAttenuation</span>
+01007 plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin();
+01008 <span class="keywordflow">if</span>(plRT.OODeltaAttenuation &lt;=0 )
+01009 plRT.OODeltaAttenuation= 1e10f;
+01010 <span class="keywordflow">else</span>
+01011 plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation;
+01012 <span class="comment">// compute plRT.BSphere</span>
+01013 plRT.BSphere.Center= pln.getPosition();
+01014 plRT.BSphere.Radius= pln.getAttenuationEnd();
+01015 <span class="comment">// NB: FaceCubeGrid will be computed during light()</span>
+01016
+01017 <span class="comment">// add the plRT</span>
+01018 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a>.push_back(plRT);
+01019 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterh0" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::addTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02892.html">CMeshMRMGeom</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>meshGeom</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>modelMT</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>triangleArray</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>instanceId</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00231">231</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a06006.html#l00192">NL3D::CMeshMRMGeom::getNbRdrPass()</a>, <a class="el" href="a06198.html#l00141">NL3D::CPrimitiveBlock::getNumQuad()</a>, <a class="el" href="a06198.html#l00108">NL3D::CPrimitiveBlock::getNumTri()</a>, <a class="el" href="a06197.html#l00149">NL3D::CPrimitiveBlock::getQuadPointer()</a>, <a class="el" href="a06006.html#l00199">NL3D::CMeshMRMGeom::getRdrPassPrimitiveBlock()</a>, <a class="el" href="a06197.html#l00091">NL3D::CPrimitiveBlock::getTriPointer()</a>, <a class="el" href="a06006.html#l00176">NL3D::CMeshMRMGeom::getVertexBuffer()</a>, <a class="el" href="a06710.html#l00438">NL3D::CVertexBuffer::getVertexCoordPointer()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+<div class="fragment"><pre>00232 {
+00233 <span class="comment">// Get the vertex buffer</span>
+00234 <span class="keyword">const</span> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
+00235
+00236 <span class="comment">// For each render pass</span>
+00237 <a class="code" href="a04558.html#a15">uint</a> numRenderPass=meshGeom.getNbRdrPass(0);
+00238 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> pass=0; pass&lt;numRenderPass; pass++)
+00239 {
+00240 <span class="comment">// Get the primitive block</span>
+00241 <span class="keyword">const</span> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
+00242
+00243 <span class="comment">// Dump triangles</span>
+00244 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a>* triIndex=primitive.getTriPointer ();
+00245 <a class="code" href="a04558.html#a15">uint</a> numTri=primitive.getNumTri ();
+00246 <a class="code" href="a04558.html#a15">uint</a> tri;
+00247 <span class="keywordflow">for</span> (tri=0; tri&lt;numTri; tri++)
+00248 {
+00249 <span class="comment">// Vertex</span>
+00250 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
+00251 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
+00252 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
+00253
+00254 <span class="comment">// Make a triangle</span>
+00255 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
+00256 }
+00257
+00258 <span class="comment">// Dump quad</span>
+00259 triIndex=primitive.getQuadPointer ();
+00260 numTri=primitive.getNumQuad ();
+00261 <span class="keywordflow">for</span> (tri=0; tri&lt;numTri; tri++)
+00262 {
+00263 <span class="comment">// Vertex</span>
+00264 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
+00265 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
+00266 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
+00267 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
+00268
+00269 <span class="comment">// Make 2 triangles</span>
+00270 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
+00271 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId));
+00272 }
+00273 }
+00274 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterh1" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::addTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02878.html">CMeshGeom</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>meshGeom</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>modelMT</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>triangleArray</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>instanceId</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00179">179</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05990.html#l00393">NL3D::CMeshGeom::getNbMatrixBlock()</a>, <a class="el" href="a05990.html#l00398">NL3D::CMeshGeom::getNbRdrPass()</a>, <a class="el" href="a06198.html#l00141">NL3D::CPrimitiveBlock::getNumQuad()</a>, <a class="el" href="a06198.html#l00108">NL3D::CPrimitiveBlock::getNumTri()</a>, <a class="el" href="a06197.html#l00149">NL3D::CPrimitiveBlock::getQuadPointer()</a>, <a class="el" href="a05990.html#l00404">NL3D::CMeshGeom::getRdrPassPrimitiveBlock()</a>, <a class="el" href="a06197.html#l00091">NL3D::CPrimitiveBlock::getTriPointer()</a>, <a class="el" href="a05990.html#l00390">NL3D::CMeshGeom::getVertexBuffer()</a>, <a class="el" href="a06710.html#l00438">NL3D::CVertexBuffer::getVertexCoordPointer()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+<div class="fragment"><pre>00180 {
+00181 <span class="comment">// Get the vertex buffer</span>
+00182 <span class="keyword">const</span> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
+00183
+00184 <span class="comment">// For each matrix block</span>
+00185 <a class="code" href="a04558.html#a15">uint</a> numBlock=meshGeom.getNbMatrixBlock();
+00186 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> block=0; block&lt;numBlock; block++)
+00187 {
+00188 <span class="comment">// For each render pass</span>
+00189 <a class="code" href="a04558.html#a15">uint</a> numRenderPass=meshGeom.getNbRdrPass(block);
+00190 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> pass=0; pass&lt;numRenderPass; pass++)
+00191 {
+00192 <span class="comment">// Get the primitive block</span>
+00193 <span class="keyword">const</span> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
+00194
+00195 <span class="comment">// Dump triangles</span>
+00196 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a>* triIndex=primitive.getTriPointer ();
+00197 <a class="code" href="a04558.html#a15">uint</a> numTri=primitive.getNumTri ();
+00198 <a class="code" href="a04558.html#a15">uint</a> tri;
+00199 <span class="keywordflow">for</span> (tri=0; tri&lt;numTri; tri++)
+00200 {
+00201 <span class="comment">// Vertex</span>
+00202 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
+00203 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
+00204 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
+00205
+00206 <span class="comment">// Make a triangle</span>
+00207 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
+00208 }
+00209
+00210 <span class="comment">// Dump quad</span>
+00211 triIndex=primitive.getQuadPointer ();
+00212 numTri=primitive.getNumQuad ();
+00213 <span class="keywordflow">for</span> (tri=0; tri&lt;numTri; tri++)
+00214 {
+00215 <span class="comment">// Vertex</span>
+00216 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
+00217 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
+00218 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
+00219 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
+00220
+00221 <span class="comment">// Make 2 triangles</span>
+00222 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
+00223 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId));
+00224 }
+00225 }
+00226 }
+00227 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightere0" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::addTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02539.html">IShape</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>shape</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>modelMT</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>triangleArray</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>instanceId</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Add triangles from a transform shape. Work only for <a class="el" href="a02857.html">CMesh</a>, CMultiMesh and <a class="el" href="a02891.html">CMeshMRM</a> all without skinning. Give An instanceId!=-1 only for instances of the IG to compute. This is to avoid auto-shadowing.
+<p>
+Definition at line <a class="el" href="a05824.html#l00129">129</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05824.html#l00077">addTriangles()</a>, <a class="el" href="a06005.html#l02992">NL3D::CMeshMRM::getMeshGeom()</a>, <a class="el" href="a06016.html#l00599">NL3D::CMeshMultiLod::getMeshGeom()</a>, <a class="el" href="a05989.html#l02463">NL3D::CMesh::getMeshGeom()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00130 {
+00131 <span class="comment">// Lamed from CZoneLighter.</span>
+00132
+00133 <span class="comment">// Cast to CMesh</span>
+00134 <span class="keyword">const</span> CMesh *mesh=dynamic_cast&lt;const CMesh*&gt;(&amp;shape);
+00135
+00136 <span class="comment">// Cast to CMeshMultiLod</span>
+00137 <span class="keyword">const</span> CMeshMultiLod *meshMulti=dynamic_cast&lt;const CMeshMultiLod*&gt;(&amp;shape);
+00138
+00139 <span class="comment">// Cast to CMeshMultiLod</span>
+00140 <span class="keyword">const</span> CMeshMRM *meshMRM=dynamic_cast&lt;const CMeshMRM*&gt;(&amp;shape);
+00141
+00142 <span class="comment">// It is a mesh ?</span>
+00143 <span class="keywordflow">if</span> (mesh)
+00144 {
+00145 <span class="comment">// Add its triangles</span>
+00146 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightere1">addTriangles</a> (mesh-&gt;getMeshGeom (), modelMT, triangleArray, instanceId);
+00147 }
+00148 <span class="comment">// It is a CMeshMultiLod ?</span>
+00149 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (meshMulti)
+00150 {
+00151 <span class="comment">// Get the first geommesh</span>
+00152 <span class="keyword">const</span> IMeshGeom *meshGeom=&amp;meshMulti-&gt;getMeshGeom (0);
+00153
+00154 <span class="comment">// Dynamic cast</span>
+00155 <span class="keyword">const</span> CMeshGeom *geomMesh=dynamic_cast&lt;const CMeshGeom*&gt;(meshGeom);
+00156 <span class="keywordflow">if</span> (geomMesh)
+00157 {
+00158 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightere1">addTriangles</a> (*geomMesh, modelMT, triangleArray, instanceId);
+00159 }
+00160
+00161 <span class="comment">// Dynamic cast</span>
+00162 <span class="keyword">const</span> CMeshMRMGeom *mrmGeomMesh=dynamic_cast&lt;const CMeshMRMGeom*&gt;(meshGeom);
+00163 <span class="keywordflow">if</span> (mrmGeomMesh)
+00164 {
+00165 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightere1">addTriangles</a> (*mrmGeomMesh, modelMT, triangleArray, instanceId);
+00166 }
+00167 }
+00168 <span class="comment">// It is a CMeshMultiLod ?</span>
+00169 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (meshMRM)
+00170 {
+00171 <span class="comment">// Get the first lod mesh geom</span>
+00172 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightere1">addTriangles</a> (meshMRM-&gt;getMeshGeom (), modelMT, triangleArray, instanceId);
+00173 }
+00174 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightere1" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::addTriangles </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02702.html">CLandscape</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>landscape</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>listZone</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>order</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>triangleArray</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00077">77</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a06498.html#l00102">NL3D::CTessVertex::EndPos</a>, <a class="el" href="a05824.html#l00278">excludeAllPatchFromRefineAll()</a>, <a class="el" href="a05862.html#l02899">NL3D::CLandscape::getTessellationLeaves()</a>, <a class="el" href="a05862.html#l00737">NL3D::CLandscape::refineAll()</a>, <a class="el" href="a05862.html#l00318">NL3D::CLandscape::setThreshold()</a>, <a class="el" href="a05862.html#l00344">NL3D::CLandscape::setTileMaxSubdivision()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a06498.html#l00241">NL3D::CTessFace::VBase</a>, <a class="el" href="a06498.html#l00241">NL3D::CTessFace::VLeft</a>, and <a class="el" href="a06498.html#l00241">NL3D::CTessFace::VRight</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00129">addTriangles()</a>.
+<p>
+<div class="fragment"><pre>00078 {
+00079 <span class="comment">// Lamed from CZoneLighter.</span>
+00080 <span class="comment">// Set all to refine</span>
+00081 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterh2">excludeAllPatchFromRefineAll</a> (landscape, listZone, <span class="keyword">false</span>);
+00082
+00083 <span class="comment">// Setup the landscape</span>
+00084 landscape.setThreshold (0);
+00085 landscape.setTileMaxSubdivision (order);
+00086
+00087 <span class="comment">// Refine it</span>
+00088 landscape.refineAll (CVector (0, 0, 0));
+00089
+00090 <span class="comment">// Dump tesselated triangles</span>
+00091 std::vector&lt;const CTessFace*&gt; leaves;
+00092 landscape.getTessellationLeaves(leaves);
+00093
+00094 <span class="comment">// Number of leaves</span>
+00095 <a class="code" href="a04558.html#a15">uint</a> leavesCount=leaves.size();
+00096
+00097 <span class="comment">// Reserve the array</span>
+00098 triangleArray.reserve (triangleArray.size()+leavesCount);
+00099
+00100 <span class="comment">// Scan each leaves</span>
+00101 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> leave=0; leave&lt;leavesCount; leave++)
+00102 {
+00103 <span class="comment">// Leave</span>
+00104 <span class="keyword">const</span> CTessFace *face=leaves[leave];
+00105
+00106 <span class="comment">// Add a triangle. -1 because not an instance from an IG</span>
+00107 triangleArray.push_back (<a class="code" href="a03616.html">CTriangle</a> (<a class="code" href="a03616.html">NLMISC::CTriangle</a> (face-&gt;VBase-&gt;EndPos, face-&gt;VLeft-&gt;EndPos, face-&gt;VRight-&gt;EndPos), -1 ));
+00108 }
+00109
+00110 <span class="comment">// Setup the landscape</span>
+00111 landscape.setThreshold (1000);
+00112 landscape.setTileMaxSubdivision (0);
+00113
+00114 <span class="comment">// Remove all triangles</span>
+00115 landscape.refineAll (CVector (0, 0, 0));
+00116 landscape.refineAll (CVector (0, 0, 0));
+00117 landscape.refineAll (CVector (0, 0, 0));
+00118 landscape.refineAll (CVector (0, 0, 0));
+00119 landscape.refineAll (CVector (0, 0, 0));
+00120 landscape.refineAll (CVector (0, 0, 0));
+00121 landscape.refineAll (CVector (0, 0, 0));
+00122 landscape.refineAll (CVector (0, 0, 0));
+00123 landscape.refineAll (CVector (0, 0, 0));
+00124 landscape.refineAll (CVector (0, 0, 0));
+00125
+00126 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_0" doxytag="NL3D::CInstanceLighter::beginCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::beginCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01635">1635</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00214">_IGRetrieverGridMap</a>, <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>, <a class="el" href="a05825.html#l00293">_IsEndCell</a>, <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00294">_ItCurrentCellNumber</a>, <a class="el" href="a05825.html#l00289">_ItRetriever</a>, <a class="el" href="a05825.html#l00290">_ItRetrieverInfo</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a05825.html#l00296">_LastCellProgress</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05809.html#l00112">NL3D::CIGSurfaceLightBuild::RetrieverGridMap</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01636 {
+01637 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+01638 {
+01639 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>.begin();
+01640 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a> != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>.end() )
+01641 {
+01642 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a>= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.find(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;first);
+01643 <a class="code" href="a04199.html#a6">nlassert</a>(_ItRetrieverInfo != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end() );
+01644 <span class="comment">// We are suze here that the retriever is not empty, and that the grid herself is not empty too</span>
+01645 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>= 0;
+01646 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>= 0;
+01647 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_13">_ItCurrentCellNumber</a>= 0;
+01648 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>= <span class="keyword">false</span>;
+01649 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">_LastCellProgress</a>= 0;
+01650 }
+01651 <span class="keywordflow">else</span>
+01652 {
+01653 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>= <span class="keyword">true</span>;
+01654 }
+01655 }
+01656 <span class="keywordflow">else</span>
+01657 {
+01658 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>= <span class="keyword">true</span>;
+01659 }
+01660 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterd0" doxytag="NL3D::CInstanceLighter::compilePointLightRT" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::compilePointLightRT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>gridSize</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap> <em>gridCellSize</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>obstacles</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>doShadow</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Fill CubeGrid, and set PointLightRT in _StaticPointLightQuadGrid.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01023">1023</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00255">_StaticPointLightQuadGrid</a>, <a class="el" href="a05825.html#l00253">_StaticPointLights</a>, <a class="el" href="a06300.html#l00641">NL3D::CQuadGrid&lt; T &gt;::begin()</a>, <a class="el" href="a05825.html#l00223">NL3D::CInstanceLighter::CPointLightRT::BSphere</a>, <a class="el" href="a05505.html#l00048">NLMISC::CBSphere::Center</a>, <a class="el" href="a02423.html#NL3D_1_1CCubeGrida1">NL3D::CCubeGrid&lt; const CTriangle * &gt;::compile()</a>, <a class="el" href="a02423.html#NL3D_1_1CCubeGrida2">NL3D::CCubeGrid&lt; const CTriangle * &gt;::create()</a>, <a class="el" href="a06300.html#l00433">NL3D::CQuadGrid&lt; T &gt;::create()</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz772_1">NL3D::CQuadGrid&lt; CPointLightRT * &gt;::create()</a>, <a class="el" href="a06300.html#l00646">NL3D::CQuadGrid&lt; T &gt;::end()</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a05825.html#l00226">NL3D::CInstanceLighter::CPointLightRT::FaceCubeGrid</a>, <a class="el" href="a06180.html#l00143">NL3D::CPointLight::getAttenuationEnd()</a>, <a class="el" href="a05385.html#l00087">NLMISC::CAABBox::getMax()</a>, <a class="el" href="a05385.html#l00086">NLMISC::CAABBox::getMin()</a>, <a class="el" href="a06180.html#l00116">NL3D::CPointLight::getPosition()</a>, <a class="el" href="a06179.html#l00138">NL3D::CPointLight::getType()</a>, <a class="el" href="a02423.html#NL3D_1_1CCubeGrida4">NL3D::CCubeGrid&lt; const CTriangle * &gt;::insert()</a>, <a class="el" href="a06300.html#l00516">NL3D::CQuadGrid&lt; T &gt;::insert()</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz774_2">NL3D::CQuadGrid&lt; CPointLightRT * &gt;::insert()</a>, <a class="el" href="a05824.html#l00044">NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE</a>, <a class="el" href="a05825.html#l00220">NL3D::CInstanceLighter::CPointLightRT::PointLight</a>, <a class="el" href="a05825.html#l00159">progress()</a>, <a class="el" href="a05505.html#l00049">NLMISC::CBSphere::Radius</a>, <a class="el" href="a05825.html#l00228">NL3D::CInstanceLighter::CPointLightRT::RefCount</a>, <a class="el" href="a06300.html#l00613">NL3D::CQuadGrid&lt; T &gt;::select()</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05646.html#l00645">size</a>, <a class="el" href="a05825.html#l00106">NL3D::CInstanceLighter::CTriangle::Triangle</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00305">light()</a>.
+<p>
+<div class="fragment"><pre>01024 {
+01025 <a class="code" href="a04558.html#a15">uint</a> i;
+01026
+01027 <span class="comment">// Fill the quadGrid of Lights.</span>
+01028 <span class="comment">// ===========</span>
+01029 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.create(gridSize, gridCellSize);
+01030 <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a>.size();i++)
+01031 {
+01032 CPointLightRT &amp;plRT= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a>[i];
+01033
+01034 <span class="comment">// Compute the bbox of the light</span>
+01035 CAABBox bbox;
+01036 bbox.setCenter(plRT.BSphere.Center);
+01037 <span class="keywordtype">float</span> hl= plRT.BSphere.Radius;
+01038 bbox.setHalfSize(CVector(hl,hl,hl));
+01039
+01040 <span class="comment">// Insert the pointLight in the quadGrid.</span>
+01041 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.insert(bbox.getMin(), bbox.getMax(), &amp;plRT);
+01042 }
+01043
+01044
+01045 <span class="comment">// Append triangles to cubeGrid ??</span>
+01046 <span class="keywordflow">if</span>(doShadow)
+01047 {
+01048 <span class="comment">// For all obstacles, Fill a quadGrid.</span>
+01049 <span class="comment">// ===========</span>
+01050 CQuadGrid&lt;CTriangle*&gt; obstacleGrid;
+01051 obstacleGrid.create(gridSize, gridCellSize);
+01052 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a587">size</a>= obstacles.size();
+01053 <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a04223.html#a587">size</a>; i++)
+01054 {
+01055 <span class="comment">// bbox of triangle</span>
+01056 CAABBox bbox;
+01057 bbox.setCenter(obstacles[i].Triangle.V0);
+01058 bbox.extend(obstacles[i].Triangle.V1);
+01059 bbox.extend(obstacles[i].Triangle.V2);
+01060 <span class="comment">// insert triangle in quadGrid.</span>
+01061 obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &amp;obstacles[i]);
+01062 }
+01063
+01064
+01065 <span class="comment">// For all PointLights, fill his CubeGrid</span>
+01066 <span class="comment">// ===========</span>
+01067 <span class="keywordflow">for</span>(i=0; i&lt;_StaticPointLights.size();i++)
+01068 {
+01069 <span class="comment">// progress</span>
+01070 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (<span class="stringliteral">"Compute Influences of PointLights 1/2"</span>, i / (<span class="keywordtype">float</span>)_StaticPointLights.size());
+01071
+01072 CPointLightRT &amp;plRT= _StaticPointLights[i];
+01073 <span class="comment">// Create the cubeGrid</span>
+01074 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), <a class="code" href="a04401.html#a0">NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE</a>);
+01075
+01076 <span class="comment">// AmbiantLIghts: do nothing.</span>
+01077 <span class="keywordflow">if</span>(plRT.PointLight.getType()!=CPointLight::AmbientLight)
+01078 {
+01079 <span class="comment">// Select only obstacle Faces around the light. Other are not usefull</span>
+01080 CAABBox bbox;
+01081 bbox.setCenter(plRT.PointLight.getPosition());
+01082 <span class="keywordtype">float</span> hl= plRT.PointLight.getAttenuationEnd();
+01083 bbox.setHalfSize(CVector(hl,hl,hl));
+01084 obstacleGrid.select(bbox.getMin(), bbox.getMax());
+01085
+01086 <span class="comment">// For all faces, fill the cubeGrid.</span>
+01087 CQuadGrid&lt;CTriangle*&gt;::CIterator itObstacle;
+01088 itObstacle= obstacleGrid.begin();
+01089 <span class="keywordflow">while</span>( itObstacle!=obstacleGrid.end() )
+01090 {
+01091 <a class="code" href="a03616.html">CTriangle</a> &amp;tri= *(*itObstacle);
+01092 <span class="comment">/* Don't Test BackFace culling Here (unlike in CZoneLighter !!).</span>
+01093 <span class="comment"> For objects:</span>
+01094 <span class="comment"> AutoOccluding problem is avoided with _CurrentInstanceComputed scheme.</span>
+01095 <span class="comment"> Also, With pointLights, there is no multiSampling (since no factor stored)</span>
+01096 <span class="comment"> Hence we are sure that no Object samples will lies under floor, and that the center of the </span>
+01097 <span class="comment"> object is far away.</span>
+01098 <span class="comment"> For IGSurface lighting:</span>
+01099 <span class="comment"> notice that we already add 20cm in height because of "stairs problem" so</span>
+01100 <span class="comment"> floor/surface auto_shadowing is not a problem here...</span>
+01101 <span class="comment"> */</span>
+01102 <span class="comment">// Insert the triangle in the CubeGrid</span>
+01103 plRT.FaceCubeGrid.insert( tri.Triangle, &amp;tri);
+01104
+01105 itObstacle++;
+01106 }
+01107 }
+01108
+01109 <span class="comment">// Compile the CubeGrid.</span>
+01110 plRT.FaceCubeGrid.compile();
+01111
+01112 <span class="comment">// And Reset RefCount.</span>
+01113 plRT.RefCount= 0;
+01114 }
+01115 }
+01116 <span class="comment">// else, just build empty grid</span>
+01117 <span class="keywordflow">else</span>
+01118 {
+01119 <span class="keywordflow">for</span>(i=0; i&lt;_StaticPointLights.size();i++)
+01120 {
+01121 <span class="comment">// progress</span>
+01122 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (<span class="stringliteral">"Compute Influences of PointLights 1/2"</span>, i / (<span class="keywordtype">float</span>)_StaticPointLights.size());
+01123
+01124 CPointLightRT &amp;plRT= _StaticPointLights[i];
+01125 <span class="comment">// Create a dummy empty cubeGrid =&gt; no rayTrace :)</span>
+01126 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4);
+01127
+01128 <span class="comment">// Compile the CubeGrid.</span>
+01129 plRT.FaceCubeGrid.compile();
+01130
+01131 <span class="comment">// And Reset RefCount.</span>
+01132 plRT.RefCount= 0;
+01133 }
+01134 }
+01135
+01136 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterd1" doxytag="NL3D::CInstanceLighter::computeSunContribution" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::computeSunContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02677.html">CLightDesc</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>lightDesc</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>obstacles</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>landscape</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00633">633</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00210">_CurrentInstanceComputed</a>, <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>, <a class="el" href="a05825.html#l00208">_InstanceInfos</a>, <a class="el" href="a06300.html#l00641">NL3D::CQuadGrid&lt; T &gt;::begin()</a>, <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a06300.html#l00428">NL3D::CQuadGrid&lt; T &gt;::changeBase()</a>, <a class="el" href="a06300.html#l00433">NL3D::CQuadGrid&lt; T &gt;::create()</a>, <a class="el" href="a06729.html#l00082">NL3D::CVisualCollisionManager::createEntity()</a>, <a class="el" href="a06729.html#l00089">NL3D::CVisualCollisionManager::deleteEntity()</a>, <a class="el" href="a05825.html#l00071">NL3D::CInstanceLighter::CLightDesc::DisableSunContribution</a>, <a class="el" href="a06300.html#l00646">NL3D::CQuadGrid&lt; T &gt;::end()</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05385.html#l00087">NLMISC::CAABBox::getMax()</a>, <a class="el" href="a05385.html#l00086">NLMISC::CAABBox::getMin()</a>, <a class="el" href="a06725.html#l00527">NL3D::CVisualCollisionEntity::getStaticLightSetup()</a>, <a class="el" href="a05825.html#l00080">NL3D::CInstanceLighter::CLightDesc::GridCellSize</a>, <a class="el" href="a05825.html#l00077">NL3D::CInstanceLighter::CLightDesc::GridSize</a>, <a class="el" href="a06300.html#l00516">NL3D::CQuadGrid&lt; T &gt;::insert()</a>, <a class="el" href="a05825.html#l00109">NL3D::CInstanceLighter::CTriangle::InstanceId</a>, <a class="el" href="a05809.html#l00059">NL3D::CIGSurfaceLightBuild::CCellCorner::InSurface</a>, <a class="el" href="a03616.html#NLMISC_1_1CTriangleUVa2">NLMISC::CTriangle::intersect()</a>, <a class="el" href="a05972.html#l01090">NLMISC::CMatrix::inverted()</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a05825.html#l00074">NL3D::CInstanceLighter::CLightDesc::LightDirection</a>, <a class="el" href="a05824.html#l00617">NL3D::NEL3DCalcBase()</a>, <a class="el" href="a05824.html#l01663">nextCell()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, <a class="el" href="a05809.html#l00065">NL3D::CIGSurfaceLightBuild::CCellCorner::NumOverSamples</a>, <a class="el" href="a05809.html#l00072">NL3D::CIGSurfaceLightBuild::CCellCorner::OverSamples</a>, <a class="el" href="a05825.html#l00086">NL3D::CInstanceLighter::CLightDesc::OverSampling</a>, <a class="el" href="a05825.html#l00115">NL3D::CInstanceLighter::CTriangle::Plane</a>, <a class="el" href="a05825.html#l00159">progress()</a>, <a class="el" href="a05824.html#l01623">progressCell()</a>, <a class="el" href="a06300.html#l00613">NL3D::CQuadGrid&lt; T &gt;::select()</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a06729.html#l00075">NL3D::CVisualCollisionManager::setLandscape()</a>, <a class="el" href="a05825.html#l00083">NL3D::CInstanceLighter::CLightDesc::Shadow</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05809.html#l00063">NL3D::CIGSurfaceLightBuild::CCellCorner::SunContribution</a>, <a class="el" href="a06476.html#l00068">NL3D::CSurfaceLightGrid::CCellCorner::SunContribution</a>, <a class="el" href="a05825.html#l00106">NL3D::CInstanceLighter::CTriangle::Triangle</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00305">light()</a>.
+<p>
+<div class="fragment"><pre>00634 {
+00635 <a class="code" href="a04558.html#a14">sint</a> i;
+00636 <span class="comment">// Use precoputed landscape SunContribution</span>
+00637 CVisualCollisionManager *VCM= NULL;
+00638 CVisualCollisionEntity *VCE= NULL;
+00639 <span class="keywordflow">if</span>(landscape)
+00640 {
+00641 <span class="comment">// create a CVisualCollisionManager and a CVisualCollisionEntity</span>
+00642 VCM= <span class="keyword">new</span> CVisualCollisionManager;
+00643 VCM-&gt;setLandscape(landscape);
+00644 VCE= VCM-&gt;createEntity();
+00645 }
+00646 std::vector&lt;CPointLightInfluence&gt; dummyPointLightFromLandscape;
+00647 dummyPointLightFromLandscape.reserve(1024);
+00648
+00649
+00650 <span class="comment">// If DisableSunContribution, easy, </span>
+00651 <span class="keywordflow">if</span>(lightDesc.DisableSunContribution)
+00652 {
+00653 <span class="comment">// Light all instances.</span>
+00654 <span class="comment">//==========</span>
+00655 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size(); i++)
+00656 {
+00657 <span class="comment">// If staticLight not enabled, skip.</span>
+00658 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled )
+00659 <span class="keywordflow">continue</span>;
+00660
+00661 <span class="comment">// fill SunContribution to 0</span>
+00662 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].SunContribution= 0;
+00663 }
+00664
+00665 <span class="comment">// Light SurfaceGrid Cells.</span>
+00666 <span class="comment">//==========</span>
+00667 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00668 {
+00669 <span class="comment">// Begin cell iteration</span>
+00670 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+00671 <span class="comment">// For all surface cell corners</span>
+00672 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+00673 {
+00674 <span class="comment">// get the current cell and cellInfo iterated.</span>
+00675 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+00676 CSurfaceLightGrid::CCellCorner &amp;cell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a>();
+00677
+00678 <span class="comment">// if the cell corner lies in the polygon surface.</span>
+00679 <span class="keywordflow">if</span>(cellInfo.InSurface)
+00680 {
+00681 <span class="comment">// fill SunContribution to 0</span>
+00682 cell.SunContribution= 0;
+00683 <span class="comment">// copy it to cellInfo</span>
+00684 cellInfo.SunContribution= cell.SunContribution;
+00685 }
+00686
+00687 <span class="comment">// next cell</span>
+00688 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+00689 }
+00690 }
+00691 }
+00692 <span class="comment">// If no Raytrace Shadow, easy, </span>
+00693 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(!lightDesc.Shadow)
+00694 {
+00695 <span class="comment">// Light all instances.</span>
+00696 <span class="comment">//==========</span>
+00697 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size(); i++)
+00698 {
+00699 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (<span class="stringliteral">"Compute SunContribution on Instances"</span>, i / <span class="keywordtype">float</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size()) );
+00700
+00701 <span class="comment">// If staticLight not enabled, skip.</span>
+00702 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled )
+00703 <span class="keywordflow">continue</span>;
+00704
+00705 <span class="comment">// by default, fill SunContribution to 255</span>
+00706 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].SunContribution= 255;
+00707 <span class="comment">// Try to get landscape SunContribution (better)</span>
+00708 <span class="keywordflow">if</span>(landscape)
+00709 {
+00710 CVector pos= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i].CenterPos;
+00711 <a class="code" href="a04558.html#a7">uint8</a> landSunContribution;
+00712 dummyPointLightFromLandscape.clear();
+00713 <span class="comment">// If find faces under me</span>
+00714 <a class="code" href="a03337.html">NLMISC::CRGBA</a> dummyAmbient;
+00715 <span class="keywordflow">if</span>(VCE-&gt;getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
+00716 {
+00717 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].SunContribution= landSunContribution;
+00718 }
+00719 }
+00720 }
+00721
+00722 <span class="comment">// Light SurfaceGrid Cells.</span>
+00723 <span class="comment">//==========</span>
+00724 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00725 {
+00726 <span class="comment">// Begin cell iteration</span>
+00727 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+00728 <span class="comment">// For all surface cell corners</span>
+00729 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+00730 {
+00731 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_10">progressCell</a>(<span class="stringliteral">"Compute SunContribution on Surfaces"</span>);
+00732
+00733 <span class="comment">// get the current cell and cellInfo iterated.</span>
+00734 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+00735 CSurfaceLightGrid::CCellCorner &amp;cell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a>();
+00736
+00737 <span class="comment">// if the cell corner lies in the polygon surface.</span>
+00738 <span class="keywordflow">if</span>(cellInfo.InSurface)
+00739 {
+00740 <span class="comment">// Just init SunContribution to 255, since no shadowing.</span>
+00741 cell.SunContribution= 255;
+00742 <span class="comment">// copy it to cellInfo</span>
+00743 cellInfo.SunContribution= cell.SunContribution;
+00744 }
+00745
+00746 <span class="comment">// next cell</span>
+00747 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+00748 }
+00749 }
+00750 }
+00751 <span class="keywordflow">else</span>
+00752 {
+00753 <span class="comment">// Compute rayBasis</span>
+00754 CVector rayDir= lightDesc.LightDirection;
+00755 CMatrix rayBasis;
+00756 rayDir.normalize();
+00757 <a class="code" href="a05363.html#a423">NEL3DCalcBase</a>(rayDir, rayBasis);
+00758 CMatrix invRayBasis;
+00759 invRayBasis= rayBasis.inverted();
+00760
+00761 <span class="comment">// Build QuadGrid of obstacles.</span>
+00762 <span class="comment">//=========</span>
+00763 <span class="comment">// setup quadGrid</span>
+00764 CQuadGrid&lt;const CTriangle*&gt; quadGrid;
+00765 quadGrid.changeBase (invRayBasis);
+00766 quadGrid.create(lightDesc.GridSize, lightDesc.GridCellSize);
+00767 <span class="comment">// Insert all obstacles in quadGrid</span>
+00768 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)obstacles.size(); i++)
+00769 {
+00770 CAABBox triBBox;
+00771 <span class="comment">// Compute the bbox in rayBasis.</span>
+00772 triBBox.setCenter(invRayBasis * obstacles[i].Triangle.V0);
+00773 triBBox.extend(invRayBasis * obstacles[i].Triangle.V1);
+00774 triBBox.extend(invRayBasis * obstacles[i].Triangle.V2);
+00775 <span class="comment">// And set the coord in our world, because will be multiplied with invRayBasis in insert()</span>
+00776 quadGrid.insert(rayBasis * triBBox.getMin(), rayBasis * triBBox.getMax(), &amp;obstacles[i]);
+00777 }
+00778
+00779 <span class="comment">// For all instances, light them.</span>
+00780 <span class="comment">//=========</span>
+00781 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size(); i++)
+00782 {
+00783 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (<span class="stringliteral">"Compute SunContribution on Instances"</span>, i / <span class="keywordtype">float</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size()) );
+00784
+00785 <span class="comment">// If staticLight not enabled, skip.</span>
+00786 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled )
+00787 <span class="keywordflow">continue</span>;
+00788
+00789 <span class="comment">// try to use landscape SunContribution.</span>
+00790 <span class="keywordtype">bool</span> landUsed= <span class="keyword">false</span>;
+00791 <span class="keywordflow">if</span>(landscape)
+00792 {
+00793 CVector pos= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i].CenterPos;
+00794 <a class="code" href="a04558.html#a7">uint8</a> landSunContribution;
+00795 dummyPointLightFromLandscape.clear();
+00796 <span class="comment">// If find faces under me</span>
+00797 <a class="code" href="a03337.html">NLMISC::CRGBA</a> dummyAmbient;
+00798 <span class="keywordflow">if</span>(VCE-&gt;getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
+00799 {
+00800 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].SunContribution= landSunContribution;
+00801 landUsed= <span class="keyword">true</span>;
+00802 }
+00803 }
+00804
+00805 <span class="comment">// If failed to use landscape SunContribution, rayTrace</span>
+00806 <span class="keywordflow">if</span>(!landUsed)
+00807 {
+00808 <span class="comment">// number of samples (1 if no overSampling)</span>
+00809 <a class="code" href="a04558.html#a15">uint</a> nSamples= max(1U, lightDesc.OverSampling);
+00810
+00811 <span class="comment">// Default is full lighted.</span>
+00812 <a class="code" href="a04558.html#a15">uint</a> sunAccum= 255*nSamples;
+00813
+00814 <span class="comment">// For all samples</span>
+00815 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> sample=0; sample&lt;nSamples; sample++)
+00816 {
+00817 <span class="comment">// pos to rayTrace against</span>
+00818 CVector pos= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i].OverSamples[sample];
+00819
+00820 <span class="comment">// rayTrace from this pos.</span>
+00821 CVector lightPos= pos-(rayDir*1000.f);
+00822 <span class="comment">// Select an element with the X axis as a 3d ray</span>
+00823 quadGrid.select (lightPos, lightPos);
+00824 <span class="comment">// For each triangle selected</span>
+00825 CQuadGrid&lt;const CTriangle*&gt;::CIterator it=quadGrid.begin();
+00826 <span class="keywordflow">while</span> (it!=quadGrid.end())
+00827 {
+00828 <span class="keyword">const</span> <a class="code" href="a03616.html">CTriangle</a> *tri= *it;
+00829
+00830 <span class="comment">// If same instanceId, skip</span>
+00831 <span class="keywordflow">if</span>(tri-&gt;InstanceId != i)
+00832 {
+00833 CVector hit;
+00834 <span class="comment">// If triangle occlude the ray, no sun Contribution</span>
+00835 <span class="keywordflow">if</span>(tri-&gt;Triangle.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa2">intersect</a>(lightPos, pos, hit, tri-&gt;Plane))
+00836 {
+00837 <span class="comment">// The sample is not touched by sun. sub his contribution</span>
+00838 sunAccum-= 255;
+00839 <span class="comment">// End</span>
+00840 <span class="keywordflow">break</span>;
+00841 }
+00842 }
+00843
+00844 it++;
+00845 }
+00846 }
+00847
+00848 <span class="comment">// Average samples</span>
+00849 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].SunContribution= sunAccum / nSamples;
+00850 }
+00851
+00852 }
+00853
+00854
+00855 <span class="comment">// Light SurfaceGrid Cells.</span>
+00856 <span class="comment">//==========</span>
+00857 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00858 {
+00859 <span class="comment">// No instance currenlty computed, since we compute surface cells.</span>
+00860 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr0">_CurrentInstanceComputed</a>= -1;
+00861
+00862 <span class="comment">// Begin cell iteration</span>
+00863 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+00864 <span class="comment">// For all surface cell corners</span>
+00865 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+00866 {
+00867 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_10">progressCell</a>(<span class="stringliteral">"Compute SunContribution on Surfaces"</span>);
+00868
+00869 <span class="comment">// get the current cell and cellInfo iterated.</span>
+00870 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+00871 CSurfaceLightGrid::CCellCorner &amp;cell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a>();
+00872
+00873 <span class="comment">// if the cell corner lies in the polygon surface.</span>
+00874 <span class="keywordflow">if</span>(cellInfo.InSurface)
+00875 {
+00876 <span class="comment">// number of samples (at least 1 if no overSampling)</span>
+00877 <a class="code" href="a04558.html#a15">uint</a> nSamples= cellInfo.NumOverSamples;
+00878 <a class="code" href="a04199.html#a6">nlassert</a>(nSamples&gt;=1);
+00879
+00880 <span class="comment">// Default is full lighted.</span>
+00881 <a class="code" href="a04558.html#a15">uint</a> sunAccum= 255*nSamples;
+00882
+00883 <span class="comment">// For all samples</span>
+00884 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> sample=0; sample&lt;nSamples; sample++)
+00885 {
+00886 <span class="comment">// Get pos to rayTrace.</span>
+00887 CVector pos= cellInfo.OverSamples[sample];
+00888
+00889 <span class="comment">// rayTrace from the pos of this Cell sample.</span>
+00890 CVector lightPos= pos-(rayDir*1000.f);
+00891 <span class="comment">// Select an element with the X axis as a 3d ray</span>
+00892 quadGrid.select (lightPos, lightPos);
+00893 <span class="comment">// For each triangle selected</span>
+00894 CQuadGrid&lt;const CTriangle*&gt;::CIterator it=quadGrid.begin();
+00895 <span class="keywordflow">while</span> (it!=quadGrid.end())
+00896 {
+00897 <span class="keyword">const</span> <a class="code" href="a03616.html">CTriangle</a> *tri= *it;
+00898
+00899 CVector hit;
+00900 <span class="comment">// If triangle occlude the ray, no sun Contribution</span>
+00901 <span class="keywordflow">if</span>(tri-&gt;Triangle.<a class="code" href="a03616.html#NLMISC_1_1CTriangleUVa2">intersect</a>(lightPos, pos, hit, tri-&gt;Plane))
+00902 {
+00903 <span class="comment">// The cell sample is not touched by sun. sub his contribution</span>
+00904 sunAccum-= 255;
+00905 <span class="comment">// End</span>
+00906 <span class="keywordflow">break</span>;
+00907 }
+00908
+00909 it++;
+00910 }
+00911 }
+00912
+00913 <span class="comment">// Average SunContribution</span>
+00914 cell.SunContribution= sunAccum / nSamples;
+00915
+00916 <span class="comment">// copy it to cellInfo</span>
+00917 cellInfo.SunContribution= cell.SunContribution;
+00918 }
+00919
+00920 <span class="comment">// next cell</span>
+00921 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+00922 }
+00923 }
+00924 }
+00925
+00926
+00927 <span class="comment">// Clean VCM and VCE</span>
+00928 <span class="keywordflow">if</span>(landscape)
+00929 {
+00930 <span class="comment">// delete CVisualCollisionManager and CVisualCollisionEntity</span>
+00931 VCM-&gt;deleteEntity(VCE);
+00932 <span class="keyword">delete</span> VCM;
+00933 }
+00934
+00935 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterd2" doxytag="NL3D::CInstanceLighter::dilateLightingOnSurfaceCells" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::dilateLightingOnSurfaceCells </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01801">1801</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05809.html#l00068">NL3D::CIGSurfaceLightBuild::CCellCorner::CenterPos</a>, <a class="el" href="a05809.html#l00061">NL3D::CIGSurfaceLightBuild::CCellCorner::Dilated</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05824.html#l01757">getCurrentNeighborCell()</a>, <a class="el" href="a05824.html#l01779">getCurrentNeighborCellInfo()</a>, <a class="el" href="a05809.html#l00059">NL3D::CIGSurfaceLightBuild::CCellCorner::InSurface</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a06476.html#l00070">NL3D::CSurfaceLightGrid::CCellCorner::Light</a>, <a class="el" href="a06476.html#l00074">NL3D::CSurfaceLightGrid::CCellCorner::LocalAmbientId</a>, <a class="el" href="a05824.html#l01663">nextCell()</a>, <a class="el" href="a05824.html#l01623">progressCell()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05809.html#l00063">NL3D::CIGSurfaceLightBuild::CCellCorner::SunContribution</a>, <a class="el" href="a06476.html#l00068">NL3D::CSurfaceLightGrid::CCellCorner::SunContribution</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00305">light()</a>.
+<p>
+<div class="fragment"><pre>01802 {
+01803 <span class="comment">// Begin cell iteration</span>
+01804 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+01805 <span class="comment">// For all surface cell corners</span>
+01806 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+01807 {
+01808 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_10">progressCell</a>(<span class="stringliteral">"Dilate Surfaces grids"</span>);
+01809
+01810 <span class="comment">// get the current cell and cellInfo iterated.</span>
+01811 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+01812 CSurfaceLightGrid::CCellCorner &amp;cell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a>();
+01813
+01814 <span class="comment">// if the cell is not in the polygon surface, try to get from his neighbors.</span>
+01815 <span class="keywordflow">if</span>(!cellInfo.InSurface)
+01816 {
+01817 <span class="comment">// Add Weighted influence of SunContribution, and get one of the PointLightContribution (random).</span>
+01818 <a class="code" href="a04558.html#a15">uint</a> wgtSunContribution= 0;
+01819 <a class="code" href="a04558.html#a15">uint</a> wgtSunCount= 0;
+01820 <span class="comment">// search if one of 8 neighbors is InSurface.</span>
+01821 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> ynb= -1; ynb&lt;= 1; ynb++)
+01822 {
+01823 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> xnb= -1; xnb&lt;= 1; xnb++)
+01824 {
+01825 <span class="comment">// center =&gt; skip.</span>
+01826 <span class="keywordflow">if</span>( xnb==0 &amp;&amp; ynb==0 )
+01827 <span class="keywordflow">continue</span>;
+01828 <span class="comment">// If the neighbor point is not out of the grid, and if in Surface.</span>
+01829 <span class="keywordflow">if</span>( <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_7">isCurrentNeighborCellInSurface</a>(xnb, ynb) )
+01830 {
+01831 <span class="comment">// get the neighbor cell</span>
+01832 CIGSurfaceLightBuild::CCellCorner &amp;nbCellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_5">getCurrentNeighborCellInfo</a>(xnb, ynb);
+01833 CSurfaceLightGrid::CCellCorner &amp;nbCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_4">getCurrentNeighborCell</a>(xnb, ynb);
+01834 <span class="comment">// Add SunContribution.</span>
+01835 wgtSunContribution+= nbCell.SunContribution;
+01836 wgtSunCount++;
+01837 <span class="comment">// Just Copy PointLight info.</span>
+01838 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> lightId= 0; lightId&lt;CSurfaceLightGrid::NumLightPerCorner; lightId++)
+01839 cell.Light[lightId]= nbCell.Light[lightId];
+01840 <span class="comment">// Just Copy AmbientLight info.</span>
+01841 cell.LocalAmbientId= nbCell.LocalAmbientId;
+01842
+01843
+01844 <span class="comment">// For debug mesh only, copy z from nb cellInfo</span>
+01845 cellInfo.CenterPos.z= nbCellInfo.CenterPos.z;
+01846 }
+01847 }
+01848 }
+01849 <span class="comment">// average SunContribution.</span>
+01850 <span class="keywordflow">if</span>(wgtSunCount&gt;0)
+01851 {
+01852 cell.SunContribution= wgtSunContribution / wgtSunCount;
+01853
+01854 <span class="comment">// For debug mesh only, copy SunContribution into cellInfo</span>
+01855 cellInfo.SunContribution= cell.SunContribution;
+01856 cellInfo.Dilated= <span class="keyword">true</span>;
+01857 }
+01858 }
+01859
+01860 <span class="comment">// next cell</span>
+01861 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+01862 }
+01863 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterh2" doxytag="NL3D::CInstanceLighter::excludeAllPatchFromRefineAll" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::excludeAllPatchFromRefineAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02702.html">CLandscape</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>landscape</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>listZone</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>exclude</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00278">278</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05862.html#l00760">NL3D::CLandscape::excludePatchFromRefineAll()</a>, <a class="el" href="a06760.html#l00489">NL3D::CZone::getNumPatchs()</a>, <a class="el" href="a05862.html#l02206">NL3D::CLandscape::getZone()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00077">addTriangles()</a>.
+<p>
+<div class="fragment"><pre>00279 {
+00280 <span class="comment">// For each zone</span>
+00281 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> zone=0; zone&lt;listZone.size(); zone++)
+00282 {
+00283 <span class="comment">// Get num patches</span>
+00284 <a class="code" href="a04558.html#a15">uint</a> patchCount=landscape.getZone(listZone[zone])-&gt;getNumPatchs();
+00285
+00286 <span class="comment">// For each patches</span>
+00287 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> patch=0; patch&lt;patchCount; patch++)
+00288 {
+00289 <span class="comment">// Exclude all the patches from refine all</span>
+00290 landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude);
+00291 }
+00292 }
+00293 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_1" doxytag="NL3D::CInstanceLighter::getCurrentCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03465.html">CSurfaceLightGrid::CCellCorner</a> &amp; NL3D::CInstanceLighter::getCurrentCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01705">1705</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00289">_ItRetriever</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01706 {
+01707 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>());
+01708
+01709 <span class="comment">// return ref on Cell.</span>
+01710 <span class="keywordflow">return</span> <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>].Cells[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>];
+01711 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_2" doxytag="NL3D::CInstanceLighter::getCurrentCellInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02657.html">CIGSurfaceLightBuild::CCellCorner</a> &amp; NL3D::CInstanceLighter::getCurrentCellInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01714">1714</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00290">_ItRetrieverInfo</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01715 {
+01716 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>());
+01717
+01718 <span class="comment">// return ref on CellInfo.</span>
+01719 <span class="keywordflow">return</span> <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>].Cells[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>];
+01720 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_3" doxytag="NL3D::CInstanceLighter::getCurrentCellNumber" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CInstanceLighter::getCurrentCellNumber </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00284">284</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+References <a class="el" href="a05825.html#l00294">_ItCurrentCellNumber</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01623">progressCell()</a>.
+<p>
+<div class="fragment"><pre>00284 {<span class="keywordflow">return</span> <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_13">_ItCurrentCellNumber</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_4" doxytag="NL3D::CInstanceLighter::getCurrentNeighborCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03465.html">CSurfaceLightGrid::CCellCorner</a> &amp; NL3D::CInstanceLighter::getCurrentNeighborCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>xnb</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>ynb</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01757">1757</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00289">_ItRetriever</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a06476.html#l00101">NL3D::CSurfaceLightGrid::Cells</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06476.html#l00099">NL3D::CSurfaceLightGrid::Width</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>.
+<p>
+<div class="fragment"><pre>01758 {
+01759 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_7">isCurrentNeighborCellInSurface</a>(xnb, ynb));
+01760
+01761 <span class="comment">// get a ref on the current grid.</span>
+01762 CSurfaceLightGrid &amp;surfGrid= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>];
+01763 <span class="comment">// copute coordinate of the current cellCorner.</span>
+01764 <a class="code" href="a04558.html#a14">sint</a> xCell, yCell;
+01765 xCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>%surfGrid.Width;
+01766 yCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>/surfGrid.Width;
+01767 <span class="comment">// compute coordinate of the neighbor cell corner</span>
+01768 xCell+= xnb;
+01769 yCell+= ynb;
+01770 <span class="comment">// compute the neighbor id</span>
+01771 <a class="code" href="a04558.html#a15">uint</a> nbId= yCell*surfGrid.Width + xCell;
+01772
+01773 <span class="comment">// then return a ref on it</span>
+01774 <span class="keywordflow">return</span> surfGrid.Cells[nbId];
+01775 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_5" doxytag="NL3D::CInstanceLighter::getCurrentNeighborCellInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02657.html">CIGSurfaceLightBuild::CCellCorner</a> &amp; NL3D::CInstanceLighter::getCurrentNeighborCellInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>xnb</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>ynb</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01779">1779</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00290">_ItRetrieverInfo</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a05809.html#l00093">NL3D::CIGSurfaceLightBuild::CSurface::Cells</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05809.html#l00090">NL3D::CIGSurfaceLightBuild::CSurface::Width</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>.
+<p>
+<div class="fragment"><pre>01780 {
+01781 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_7">isCurrentNeighborCellInSurface</a>(xnb, ynb));
+01782
+01783 <span class="comment">// get a ref on the current grid.</span>
+01784 CIGSurfaceLightBuild::CSurface &amp;surfGrid= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>];
+01785 <span class="comment">// copute coordinate of the current cellCorner.</span>
+01786 <a class="code" href="a04558.html#a14">sint</a> xCell, yCell;
+01787 xCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>%surfGrid.Width;
+01788 yCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>/surfGrid.Width;
+01789 <span class="comment">// compute coordinate of the neighbor cell corner</span>
+01790 xCell+= xnb;
+01791 yCell+= ynb;
+01792 <span class="comment">// compute the neighbor id</span>
+01793 <a class="code" href="a04558.html#a15">uint</a> nbId= yCell*surfGrid.Width + xCell;
+01794
+01795 <span class="comment">// then return a ref on it</span>
+01796 <span class="keywordflow">return</span> surfGrid.Cells[nbId];
+01797 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_6" doxytag="NL3D::CInstanceLighter::getTotalCellNumber" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CInstanceLighter::getTotalCellNumber </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00285">285</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+References <a class="el" href="a05825.html#l00295">_TotalCellNumber</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01623">progressCell()</a>.
+<p>
+<div class="fragment"><pre>00285 {<span class="keywordflow">return</span> <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_18">_TotalCellNumber</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightera1" doxytag="NL3D::CInstanceLighter::init" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::init </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00072">72</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01502">lightIgSimple()</a>.
+<p>
+<div class="fragment"><pre>00073 {
+00074 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_7" doxytag="NL3D::CInstanceLighter::isCurrentNeighborCellInSurface" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CInstanceLighter::isCurrentNeighborCellInSurface </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>xnb</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>ynb</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01724">1724</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00289">_ItRetriever</a>, <a class="el" href="a05825.html#l00290">_ItRetrieverInfo</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a06476.html#l00100">NL3D::CSurfaceLightGrid::Height</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06476.html#l00099">NL3D::CSurfaceLightGrid::Width</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, <a class="el" href="a05824.html#l01757">getCurrentNeighborCell()</a>, and <a class="el" href="a05824.html#l01779">getCurrentNeighborCellInfo()</a>.
+<p>
+<div class="fragment"><pre>01725 {
+01726 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>());
+01727
+01728 <span class="comment">// get a ref on the current grid.</span>
+01729 CSurfaceLightGrid &amp;surfGrid= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>];
+01730 <span class="comment">// copute coordinate of the current cellCorner.</span>
+01731 <a class="code" href="a04558.html#a14">sint</a> xCell, yCell;
+01732 xCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>%surfGrid.Width;
+01733 yCell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>/surfGrid.Width;
+01734 <span class="comment">// compute coordinate of the neighbor cell corner</span>
+01735 xCell+= xnb;
+01736 yCell+= ynb;
+01737
+01738 <span class="comment">// check if in the surfaceGrid</span>
+01739 <span class="keywordflow">if</span>(xCell&lt;0 || xCell&gt;=(<a class="code" href="a04558.html#a14">sint</a>)surfGrid.Width)
+01740 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+01741 <span class="keywordflow">if</span>(yCell&lt;0 || yCell&gt;=(<a class="code" href="a04558.html#a14">sint</a>)surfGrid.Height)
+01742 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+01743
+01744 <span class="comment">// compute the neighbor id</span>
+01745 <a class="code" href="a04558.html#a15">uint</a> nbId= yCell*surfGrid.Width + xCell;
+01746
+01747 <span class="comment">// Now check in the cellInfo if this cell is InSurface.</span>
+01748 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>].Cells[nbId].InSurface )
+01749 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+01750
+01751 <span class="comment">// Ok, the neighbor cell is valid.</span>
+01752
+01753 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+01754 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_8" doxytag="NL3D::CInstanceLighter::isEndCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CInstanceLighter::isEndCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01699">1699</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00293">_IsEndCell</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, <a class="el" href="a05824.html#l01663">nextCell()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01700 {
+01701 <span class="keywordflow">return</span> <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>;
+01702 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightera2" doxytag="NL3D::CInstanceLighter::light" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::light </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02671.html">CInstanceGroup</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>igIn</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02671.html">CInstanceGroup</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>igOut</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02677.html">CLightDesc</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>lightDesc</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02680.html">CTriangle</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>obstacles</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>landscape</em> = NULL, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02656.html">CIGSurfaceLightBuild</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>igSurfaceLightBuild</em> = NULL</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Light an InstanceGroup igOut has different PointLights than igIn. eg: if a pointLight do not light anything, then it is not present in igOut. NB: shapes are used to retrieve usefull info on them (center of AABBox ...) . They are taken from lightDesc.UserShapeMap, or loaded from lightDesc.ShapePath if not found. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>landscape</em>&nbsp;</td><td>if !NULL use this Landscape SunContribution, looking landscape faces under each instance, for faster computing, and to get influence of Sky. NB: this landscape does not have to be tesselated, but all Zones that lies under igIn should be loaded in. </td></tr>
+ <tr><td valign=top><em>igSurfaceLightBuild</em>&nbsp;</td><td>if !NULL, <a class="el" href="a02675.html#NL3D_1_1CInstanceLightera2">light()</a> will compute igOut.IGSurfaceLight, else it is just cleared.</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l00305">305</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00214">_IGRetrieverGridMap</a>, <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>, <a class="el" href="a05825.html#l00208">_InstanceInfos</a>, <a class="el" href="a05825.html#l00293">_IsEndCell</a>, <a class="el" href="a05825.html#l00295">_TotalCellNumber</a>, <a class="el" href="a06350.html#l00342">NL3D::CInstanceGroup::build()</a>, <a class="el" href="a05809.html#l00093">NL3D::CIGSurfaceLightBuild::CSurface::Cells</a>, <a class="el" href="a06476.html#l00101">NL3D::CSurfaceLightGrid::Cells</a>, <a class="el" href="a05809.html#l00110">NL3D::CIGSurfaceLightBuild::CellSize</a>, <a class="el" href="a05824.html#l01023">compilePointLightRT()</a>, <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, <a class="el" href="a06116.html#l00231">NLMISC::CObjectVector&lt; CCellCorner &gt;::fill()</a>, <a class="el" href="a05385.html#l00090">NLMISC::CAABBox::getCenter()</a>, <a class="el" href="a05385.html#l00091">NLMISC::CAABBox::getHalfSize()</a>, <a class="el" href="a06376.html#l00113">NL3D::CShapeStream::getShapePointer()</a>, <a class="el" href="a05825.html#l00080">NL3D::CInstanceLighter::CLightDesc::GridCellSize</a>, <a class="el" href="a05807.html#l00054">NL3D::CIGSurfaceLight::CRetrieverLightGrid::Grids</a>, <a class="el" href="a05825.html#l00077">NL3D::CInstanceLighter::CLightDesc::GridSize</a>, <a class="el" href="a05809.html#l00091">NL3D::CIGSurfaceLightBuild::CSurface::Height</a>, <a class="el" href="a06476.html#l00100">NL3D::CSurfaceLightGrid::Height</a>, <a class="el" href="a05992.html#l00198">NL3D::CMeshBase::isLightable()</a>, <a class="el" href="a06476.html#l00070">NL3D::CSurfaceLightGrid::CCellCorner::Light</a>, <a class="el" href="a06476.html#l00074">NL3D::CSurfaceLightGrid::CCellCorner::LocalAmbientId</a>, <a class="el" href="a06170.html#l00036">NLMISC::CPlane::make()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a05708.html#l00135">NLMISC::CIFile::open()</a>, <a class="el" href="a05809.html#l00089">NL3D::CIGSurfaceLightBuild::CSurface::Origin</a>, <a class="el" href="a06476.html#l00098">NL3D::CSurfaceLightGrid::Origin</a>, <a class="el" href="a05825.html#l00086">NL3D::CInstanceLighter::CLightDesc::OverSampling</a>, <a class="el" href="a05825.html#l00115">NL3D::CInstanceLighter::CTriangle::Plane</a>, <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>, <a class="el" href="a06116.html#l00142">NLMISC::CObjectVector&lt; CCellCorner &gt;::resize()</a>, <a class="el" href="a06116.html#l00142">NLMISC::CObjectVector&lt; CSurfaceLightGrid &gt;::resize()</a>, <a class="el" href="a06350.html#l00354">NL3D::CInstanceGroup::retrieve()</a>, <a class="el" href="a05809.html#l00112">NL3D::CIGSurfaceLightBuild::RetrieverGridMap</a>, <a class="el" href="a05972.html#l00644">NLMISC::CMatrix::scale()</a>, <a class="el" href="a06376.html#l00120">NL3D::CShapeStream::serial()</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05972.html#l00267">NLMISC::CMatrix::setPos()</a>, <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>, <a class="el" href="a05825.html#l00083">NL3D::CInstanceLighter::CLightDesc::Shadow</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06116.html#l00184">NLMISC::CObjectVector&lt; CCellCorner &gt;::size()</a>, <a class="el" href="a06476.html#l00068">NL3D::CSurfaceLightGrid::CCellCorner::SunContribution</a>, <a class="el" href="a05825.html#l00106">NL3D::CInstanceLighter::CTriangle::Triangle</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05825.html#l00089">NL3D::CInstanceLighter::CLightDesc::UserShapeMap</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V0</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V1</a>, <a class="el" href="a06585.html#l00051">NLMISC::CTriangle::V2</a>, <a class="el" href="a05809.html#l00090">NL3D::CIGSurfaceLightBuild::CSurface::Width</a>, <a class="el" href="a06476.html#l00099">NL3D::CSurfaceLightGrid::Width</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01502">lightIgSimple()</a>.
+<p>
+<div class="fragment"><pre>00307 {
+00308 <a class="code" href="a04558.html#a14">sint</a> i;
+00309 CVector outGlobalPos;
+00310 std::vector&lt;CCluster&gt; outClusters;
+00311 std::vector&lt;CPortal&gt; outPortals;
+00312 std::vector&lt;CPointLightNamed&gt; pointLightList;
+00313
+00314 <a class="code" href="a04199.html#a6">nlassert</a>(lightDesc.OverSampling==0 || lightDesc.OverSampling==2 || lightDesc.OverSampling==4
+00315 || lightDesc.OverSampling==8 || lightDesc.OverSampling==16);
+00316
+00317 <span class="comment">// Setup.</span>
+00318 <span class="comment">//========</span>
+00319
+00320 <span class="comment">// Prepare IGSurfaceLight lighting</span>
+00321 <span class="comment">//-----------</span>
+00322 <span class="comment">// Bkup SurfaceLightBuild to know if must light the surfaces, in differents part of the process.</span>
+00323 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>= igSurfaceLightBuild;
+00324 <span class="comment">// Prepare _IGRetrieverGridMap.</span>
+00325 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>.clear();
+00326 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00327 {
+00328 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_18">_TotalCellNumber</a>= 0;
+00329 CIGSurfaceLightBuild::ItRetrieverGridMap itSrc;
+00330 itSrc= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.begin();
+00331 <span class="comment">// For all retrievers Infos in _IGSurfaceLightBuild</span>
+00332 <span class="keywordflow">while</span>(itSrc!=<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end())
+00333 {
+00334 <a class="code" href="a04558.html#a15">uint</a> numSurfaces= itSrc-&gt;second.Grids.size();
+00335 <span class="comment">// If !empty retriever.</span>
+00336 <span class="keywordflow">if</span>(numSurfaces&gt;0)
+00337 {
+00338 <span class="comment">// Add it to the map, </span>
+00339 CIGSurfaceLight::CRetrieverLightGrid &amp;rlgDst= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>[itSrc-&gt;first];
+00340 <span class="comment">// resize Array of surfaces.</span>
+00341 rlgDst.Grids.resize(numSurfaces);
+00342 <span class="comment">// For all surfaces, init them in rlgDst.</span>
+00343 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;numSurfaces; i++)
+00344 {
+00345 CIGSurfaceLightBuild::CSurface &amp;surfSrc= itSrc-&gt;second.Grids[i];
+00346 CSurfaceLightGrid &amp;surfDst= rlgDst.Grids[i];
+00347 <span class="comment">// Init Cells with a default CellCorner</span>
+00348 CSurfaceLightGrid::CCellCorner defaultCellCorner;
+00349 defaultCellCorner.SunContribution= 0;
+00350 defaultCellCorner.Light[0]= 0xFF;
+00351 defaultCellCorner.LocalAmbientId= 0xFF;
+00352
+00353 <span class="comment">// Init the grid.</span>
+00354 surfDst.Origin= surfSrc.Origin;
+00355 surfDst.Width= surfSrc.Width;
+00356 surfDst.Height= surfSrc.Height;
+00357 surfDst.Cells.resize(surfSrc.Cells.size());
+00358 surfDst.Cells.fill(defaultCellCorner);
+00359 <span class="comment">// The grid must be valid an not empty</span>
+00360 <a class="code" href="a04199.html#a6">nlassert</a>( surfDst.Cells.size() == surfDst.Width*surfDst.Height );
+00361 <a class="code" href="a04199.html#a6">nlassert</a>( surfDst.Width&gt;= 2 );
+00362 <a class="code" href="a04199.html#a6">nlassert</a>( surfDst.Height&gt;= 2 );
+00363
+00364 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_18">_TotalCellNumber</a>+= surfDst.Cells.size();
+00365 }
+00366 }
+00367
+00368 <span class="comment">// Next localRetriever info.</span>
+00369 itSrc++;
+00370 }
+00371 }
+00372 <span class="comment">// Reset cell iteration.</span>
+00373 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>= <span class="keyword">true</span>;
+00374
+00375
+00376 <span class="comment">// Retrieve info from igIn.</span>
+00377 <span class="comment">//-----------</span>
+00378 igIn.retrieve (outGlobalPos, _Instances, outClusters, outPortals, pointLightList);
+00379
+00380
+00381 <span class="comment">// set All Instances StaticLightEnabled= true, and Build _InstanceInfos.</span>
+00382 <span class="comment">//-----------</span>
+00383 <span class="comment">// Map of shape</span>
+00384 std::map&lt;string, IShape*&gt; shapeMap;
+00385 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>.resize(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size());
+00386 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size();i++)
+00387 {
+00388 <span class="comment">// Avoid StaticLight precomputing??</span>
+00389 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].AvoidStaticLightPreCompute)
+00390 {
+00391 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled= <span class="keyword">false</span>;
+00392 <span class="comment">// Next instance.</span>
+00393 <span class="keywordflow">continue</span>;
+00394 }
+00395
+00396 <span class="comment">// Else let's do it.</span>
+00397 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled= <span class="keyword">true</span>;
+00398
+00399
+00400 <span class="comment">// Get the shape centerPos;</span>
+00401 <span class="comment">//------------</span>
+00402 CVector shapeCenterPos;
+00403 CVector overSamples[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterw0NL3D_1_1CInstanceLighterw1">MaxOverSamples</a>];
+00404
+00405 <span class="comment">// Get the instance shape name</span>
+00406 string name= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].Name;
+00407 <span class="keywordtype">bool</span> shapeFound= <span class="keyword">true</span>;
+00408
+00409 <span class="comment">// Try to find the shape in the UseShapeMap.</span>
+00410 std::map&lt;string, IShape*&gt;::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
+00411
+00412 <span class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</span>
+00413 <span class="keywordflow">if</span>( iteMap == lightDesc.UserShapeMap.end() )
+00414 {
+00415 <span class="comment">// Add a .shape at the end ?</span>
+00416 <span class="keywordflow">if</span> (name.find(<span class="charliteral">'.'</span>) == std::string::npos)
+00417 name += <span class="stringliteral">".shape"</span>;
+00418
+00419 <span class="comment">// Get the instance shape name</span>
+00420 string nameLookup = CPath::lookup (name, <span class="keyword">false</span>, <span class="keyword">false</span>);
+00421 <span class="keywordflow">if</span> (!nameLookup.empty())
+00422 name = nameLookup;
+00423
+00424 <span class="comment">// Find the shape in the bank</span>
+00425 iteMap= shapeMap.find (name);
+00426 <span class="keywordflow">if</span> (iteMap==shapeMap.end())
+00427 {
+00428 <span class="comment">// Input file</span>
+00429 <a class="code" href="a02653.html">CIFile</a> inputFile;
+00430
+00431 <span class="keywordflow">if</span> (!name.empty() &amp;&amp; inputFile.<a class="code" href="a02653.html#NLMISC_1_1CIFilea12">open</a> (name))
+00432 {
+00433 <span class="comment">// Load it</span>
+00434 CShapeStream stream;
+00435 stream.serial (inputFile);
+00436
+00437 <span class="comment">// Get the pointer</span>
+00438 iteMap=shapeMap.insert (std::map&lt;string, IShape*&gt;::value_type (name, stream.getShapePointer ())).first;
+00439 }
+00440 <span class="keywordflow">else</span>
+00441 {
+00442 <span class="comment">// Error</span>
+00443 <a class="code" href="a04199.html#a2">nlwarning</a> (<span class="stringliteral">"WARNING can't load shape %s\n"</span>, name.c_str());
+00444 shapeFound= <span class="keyword">false</span>;
+00445 }
+00446 }
+00447 }
+00448
+00449
+00450 <span class="comment">// Last chance to skip it: fully LightMapped ??</span>
+00451 <span class="comment">//-----------</span>
+00452 <span class="keywordflow">if</span>(shapeFound)
+00453 {
+00454 CMeshBase *mesh= dynamic_cast&lt;CMeshBase*&gt;(iteMap-&gt;second);
+00455 <span class="keywordflow">if</span>(mesh)
+00456 {
+00457 <span class="comment">// If this mesh is not lightable (fully lightMapped)</span>
+00458 <span class="keywordflow">if</span>(!mesh-&gt;isLightable())
+00459 {
+00460 <span class="comment">// Force Avoid StaticLight precomputing</span>
+00461 _Instances[i].AvoidStaticLightPreCompute= <span class="keyword">true</span>;
+00462 <span class="comment">// Disable static lighting.</span>
+00463 _Instances[i].StaticLightEnabled= <span class="keyword">false</span>;
+00464 <span class="comment">// Next instance.</span>
+00465 <span class="keywordflow">continue</span>;
+00466 }
+00467 }
+00468 }
+00469
+00470
+00471 <span class="comment">// Compute pos and OverSamples</span>
+00472 <span class="comment">//-----------</span>
+00473 {
+00474 <span class="comment">// Compute bbox, or default bbox</span>
+00475 CAABBox bbox;
+00476 <span class="keywordflow">if</span>(!shapeFound)
+00477 {
+00478 bbox.setCenter(CVector::Null);
+00479 bbox.setHalfSize(CVector::Null);
+00480 }
+00481 <span class="keywordflow">else</span>
+00482 {
+00483 iteMap-&gt;second-&gt;getAABBox(bbox);
+00484 }
+00485 <span class="comment">// get pos</span>
+00486 shapeCenterPos= bbox.getCenter();
+00487
+00488
+00489 <span class="comment">// Compute overSamples</span>
+00490 <span class="keywordtype">float</span> qx= bbox.getHalfSize().x/2;
+00491 <span class="keywordtype">float</span> qy= bbox.getHalfSize().y/2;
+00492 <span class="keywordtype">float</span> qz= bbox.getHalfSize().z/2;
+00493 <span class="comment">// No OverSampling =&gt; just copy.</span>
+00494 <span class="keywordflow">if</span>(lightDesc.OverSampling==0)
+00495 overSamples[0]= shapeCenterPos;
+00496 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(lightDesc.OverSampling==2)
+00497 {
+00498 <span class="comment">// Prefer Z Axis.</span>
+00499 overSamples[0]= shapeCenterPos + CVector(0, 0, qz);
+00500 overSamples[1]= shapeCenterPos - CVector(0, 0, qz);
+00501 }
+00502 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(lightDesc.OverSampling==4)
+00503 {
+00504 <span class="comment">// Apply an overSampling such that we see 4 points if we look on each side of the bbox.</span>
+00505 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
+00506 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, +qz);
+00507 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, +qz);
+00508 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
+00509 }
+00510 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(lightDesc.OverSampling==8 || lightDesc.OverSampling==16)
+00511 {
+00512 <span class="comment">// 8x is the best overSampling shceme for bbox</span>
+00513 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
+00514 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, -qz);
+00515 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, -qz);
+00516 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
+00517 overSamples[4]= shapeCenterPos + CVector(-qx, -qy, +qz);
+00518 overSamples[5]= shapeCenterPos + CVector(+qx, -qy, +qz);
+00519 overSamples[6]= shapeCenterPos + CVector(-qx, +qy, +qz);
+00520 overSamples[7]= shapeCenterPos + CVector(+qx, +qy, +qz);
+00521
+00522 <span class="comment">// 16x =&gt; use this setup, and decal from 1/8</span>
+00523 <span class="keywordflow">if</span>(lightDesc.OverSampling==16)
+00524 {
+00525 CVector decal(qx/2, qy/2, qz/2);
+00526 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> sample=0; sample&lt;8; sample++)
+00527 {
+00528 <span class="comment">// Copy and decal</span>
+00529 overSamples[sample+8]= overSamples[sample] + decal;
+00530 <span class="comment">// neg decal me</span>
+00531 overSamples[sample]-= decal;
+00532 }
+00533 }
+00534 }
+00535 }
+00536
+00537
+00538 <span class="comment">// Compute pos of the instance</span>
+00539 <span class="comment">//------------</span>
+00540 CMatrix matInst;
+00541 matInst.setPos(_Instances[i].Pos);
+00542 matInst.setRot(_Instances[i].Rot);
+00543 matInst.scale(_Instances[i].Scale);
+00544 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i].CenterPos= matInst * shapeCenterPos;
+00545 <span class="comment">// Apply matInst to samples.</span>
+00546 <a class="code" href="a04558.html#a15">uint</a> nSamples= max(1U, lightDesc.OverSampling);
+00547 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> sample=0; sample&lt;nSamples; sample++)
+00548 {
+00549 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i].OverSamples[sample]= matInst * overSamples[sample];
+00550 }
+00551 }
+00552
+00553 <span class="comment">// Clean Up shapes.</span>
+00554 <span class="comment">//-----------</span>
+00555 std::map&lt;string, IShape*&gt;::iterator iteMap;
+00556 iteMap= shapeMap.begin();
+00557 <span class="keywordflow">while</span>(iteMap!= shapeMap.end())
+00558 {
+00559 <span class="comment">// delte shape</span>
+00560 <span class="keyword">delete</span> iteMap-&gt;second;
+00561 <span class="comment">// delete entry in map</span>
+00562 shapeMap.erase(iteMap);
+00563 <span class="comment">// next</span>
+00564 iteMap= shapeMap.begin();
+00565 }
+00566
+00567 <span class="comment">// Build all obstacles plane.</span>
+00568 <span class="comment">//-----------</span>
+00569 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)obstacles.size();i++)
+00570 {
+00571 CInstanceLighter::CTriangle&amp; triangle=obstacles[i];
+00572 <span class="comment">// Calc the plane</span>
+00573 triangle.Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2);
+00574 }
+00575
+00576
+00577 <span class="comment">// Lighting</span>
+00578 <span class="comment">//========</span>
+00579 <span class="comment">// Light With Sun: build the grid, and do it on all _Instances, using _InstanceInfos</span>
+00580 <span class="comment">// Compute also Lighting on surface.</span>
+00581 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterd1">computeSunContribution</a>(lightDesc, obstacles, landscape);
+00582
+00583 <span class="comment">// Light With PointLights</span>
+00584 <span class="comment">// build the cubeGrids</span>
+00585 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterd0">compilePointLightRT</a>(lightDesc.GridSize, lightDesc.GridCellSize, obstacles, lightDesc.Shadow);
+00586 <span class="comment">// kill pointLightList, because will use mine.</span>
+00587 pointLightList.clear();
+00588 <span class="comment">// Light for all _Instances, using _InstanceInfos</span>
+00589 <span class="comment">// Compute also Lighting on surface.</span>
+00590 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterd3">processIGPointLightRT</a>(pointLightList);
+00591
+00592 <span class="comment">// If _IGSurfaceLightBuild, then dilate lighting</span>
+00593 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00594 {
+00595 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterd2">dilateLightingOnSurfaceCells</a>();
+00596 }
+00597
+00598
+00599 <span class="comment">// Build result.</span>
+00600 <span class="comment">//========</span>
+00601 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+00602 {
+00603 <span class="comment">// build with IGSurfaceLight lighting</span>
+00604 igOut.build(outGlobalPos, _Instances, outClusters, outPortals, pointLightList,
+00605 &amp;_IGRetrieverGridMap, <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;CellSize);
+00606 }
+00607 <span class="keywordflow">else</span>
+00608 {
+00609 <span class="comment">// build without IGSurfaceLight lighting</span>
+00610 igOut.build(outGlobalPos, _Instances, outClusters, outPortals, pointLightList);
+00611 }
+00612
+00613 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightere2" doxytag="NL3D::CInstanceLighter::lightIgSimple" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::lightIgSimple </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02675.html">CInstanceLighter</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>instLighter</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02671.html">CInstanceGroup</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>igIn</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02671.html">CInstanceGroup</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>igOut</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a02677.html">CLightDesc</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>lightDesc</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const char *&nbsp;</td>
+ <td class="mdname" nowrap> <em>igName</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Tool method which take a single IG, and do all the god job to light this one, with no other dependencies NB: it uses instLighter passed, <a class="el" href="a02675.html#NL3D_1_1CInstanceLightera1">init()</a> ing it. It use lightDesc.UserShapeMap or it load Shape in directory lightDesc.ShapePath
+<p>
+Definition at line <a class="el" href="a05824.html#l01502">1502</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05824.html#l00999">addStaticPointLight()</a>, <a class="el" href="a06350.html#l00225">NL3D::CInstanceGroup::getInstance()</a>, <a class="el" href="a06350.html#l00181">NL3D::CInstanceGroup::getInstancePos()</a>, <a class="el" href="a06350.html#l00189">NL3D::CInstanceGroup::getInstanceRot()</a>, <a class="el" href="a06350.html#l00197">NL3D::CInstanceGroup::getInstanceScale()</a>, <a class="el" href="a06350.html#l00158">NL3D::CInstanceGroup::getNumInstance()</a>, <a class="el" href="a06351.html#l00338">NL3D::CInstanceGroup::getPointLightList()</a>, <a class="el" href="a06350.html#l00165">NL3D::CInstanceGroup::getShapeName()</a>, <a class="el" href="a06376.html#l00113">NL3D::CShapeStream::getShapePointer()</a>, <a class="el" href="a05824.html#l00072">init()</a>, <a class="el" href="a05824.html#l00305">light()</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a05708.html#l00135">NLMISC::CIFile::open()</a>, <a class="el" href="a05825.html#l00159">progress()</a>, <a class="el" href="a05972.html#l00644">NLMISC::CMatrix::scale()</a>, <a class="el" href="a06376.html#l00120">NL3D::CShapeStream::serial()</a>, <a class="el" href="a05972.html#l00267">NLMISC::CMatrix::setPos()</a>, <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>, <a class="el" href="a05825.html#l00083">NL3D::CInstanceLighter::CLightDesc::Shadow</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05825.html#l00089">NL3D::CInstanceLighter::CLightDesc::UserShapeMap</a>.
+<p>
+<div class="fragment"><pre>01503 {
+01504 <a class="code" href="a04558.html#a14">sint</a> i;
+01505
+01506
+01507 <span class="comment">// Setup.</span>
+01508 <span class="comment">//=======</span>
+01509 <span class="comment">// Init</span>
+01510 instLighter.init();
+01511
+01512 <span class="comment">// Add obstacles.</span>
+01513 std::vector&lt;CInstanceLighter::CTriangle&gt; obstacles;
+01514 <span class="comment">// only if Shadowing On.</span>
+01515 <span class="keywordflow">if</span>(lightDesc.Shadow)
+01516 {
+01517 <span class="comment">// Map of shape to load</span>
+01518 std::map&lt;string, IShape*&gt; shapeMap;
+01519
+01520 <span class="comment">// For all instances of igIn.</span>
+01521 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)igIn.getNumInstance();i++)
+01522 {
+01523 <span class="comment">// progress</span>
+01524 instLighter.progress(<span class="stringliteral">"Loading Shapes obstacles"</span>, <span class="keywordtype">float</span>(i)/igIn.getNumInstance());
+01525
+01526 <span class="comment">// Skip it??</span>
+01527 <span class="keywordflow">if</span>(igIn.getInstance(i).DontCastShadow)
+01528 <span class="keywordflow">continue</span>;
+01529
+01530 <span class="comment">// Get the instance shape name</span>
+01531 string name= igIn.getShapeName(i);
+01532 <span class="keywordtype">bool</span> shapeFound= <span class="keyword">true</span>;
+01533
+01534 <span class="comment">// Try to find the shape in the UseShapeMap.</span>
+01535 std::map&lt;string, IShape*&gt;::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
+01536
+01537 <span class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</span>
+01538 <span class="keywordflow">if</span>( iteMap == lightDesc.UserShapeMap.end() )
+01539 {
+01540 <span class="comment">// Add a .shape at the end ?</span>
+01541 <span class="keywordflow">if</span> (name.find(<span class="charliteral">'.'</span>) == std::string::npos)
+01542 name += <span class="stringliteral">".shape"</span>;
+01543
+01544 <span class="comment">// Get the instance shape name</span>
+01545 string nameLookup = CPath::lookup (name, <span class="keyword">false</span>, <span class="keyword">false</span>);
+01546 <span class="keywordflow">if</span> (!nameLookup.empty())
+01547 name = nameLookup;
+01548
+01549 <span class="comment">// Find the shape in the bank</span>
+01550 iteMap= shapeMap.find (name);
+01551 <span class="keywordflow">if</span> (iteMap==shapeMap.end())
+01552 {
+01553 <span class="comment">// Input file</span>
+01554 <a class="code" href="a02653.html">CIFile</a> inputFile;
+01555
+01556 <span class="keywordflow">if</span> (!name.empty() &amp;&amp; inputFile.<a class="code" href="a02653.html#NLMISC_1_1CIFilea12">open</a> (name))
+01557 {
+01558 <span class="comment">// Load it</span>
+01559 CShapeStream stream;
+01560 stream.serial (inputFile);
+01561
+01562 <span class="comment">// Get the pointer</span>
+01563 iteMap=shapeMap.insert (std::map&lt;string, IShape*&gt;::value_type (name, stream.getShapePointer ())).first;
+01564 }
+01565 <span class="keywordflow">else</span>
+01566 {
+01567 <span class="comment">// Error</span>
+01568 <a class="code" href="a04199.html#a2">nlwarning</a> (<span class="stringliteral">"WARNING can't load shape %s\n"</span>, name.c_str());
+01569 shapeFound= <span class="keyword">false</span>;
+01570 }
+01571 }
+01572 }
+01573
+01574 <span class="keywordflow">if</span>(shapeFound)
+01575 {
+01576 CMatrix matInst;
+01577 matInst.setPos(igIn.getInstancePos(i));
+01578 matInst.setRot(igIn.getInstanceRot(i));
+01579 matInst.scale(igIn.getInstanceScale(i));
+01580 <span class="comment">// Add triangles of this shape</span>
+01581 CInstanceLighter::addTriangles(*iteMap-&gt;second, matInst, obstacles, i);
+01582 }
+01583
+01584 }
+01585
+01586 <span class="comment">// Clean Up shapes.</span>
+01587 <span class="comment">//-----------</span>
+01588 std::map&lt;string, IShape*&gt;::iterator iteMap;
+01589 iteMap= shapeMap.begin();
+01590 <span class="keywordflow">while</span>(iteMap!= shapeMap.end())
+01591 {
+01592 <span class="comment">// delte shape</span>
+01593 <span class="keyword">delete</span> iteMap-&gt;second;
+01594 <span class="comment">// delete entry in map</span>
+01595 shapeMap.erase(iteMap);
+01596 <span class="comment">// next</span>
+01597 iteMap= shapeMap.begin();
+01598 }
+01599 }
+01600
+01601 <span class="comment">// Add pointLights of the IG.</span>
+01602 <span class="keywordflow">for</span>(i=0; i&lt;(<a class="code" href="a04558.html#a14">sint</a>)igIn.getPointLightList().size();i++)
+01603 {
+01604 instLighter.addStaticPointLight( igIn.getPointLightList()[i], igName );
+01605 }
+01606
+01607
+01608 <span class="comment">// Run.</span>
+01609 <span class="comment">//=======</span>
+01610 instLighter.light(igIn, igOut, lightDesc, obstacles);
+01611
+01612 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_9" doxytag="NL3D::CInstanceLighter::nextCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::nextCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01663">1663</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00214">_IGRetrieverGridMap</a>, <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>, <a class="el" href="a05825.html#l00293">_IsEndCell</a>, <a class="el" href="a05825.html#l00292">_ItCellId</a>, <a class="el" href="a05825.html#l00294">_ItCurrentCellNumber</a>, <a class="el" href="a05825.html#l00289">_ItRetriever</a>, <a class="el" href="a05825.html#l00290">_ItRetrieverInfo</a>, <a class="el" href="a05825.html#l00291">_ItSurfId</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05809.html#l00112">NL3D::CIGSurfaceLightBuild::RetrieverGridMap</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01664 {
+01665 <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>());
+01666
+01667 <span class="comment">// Next Cell.</span>
+01668 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>++;
+01669 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_13">_ItCurrentCellNumber</a>++;
+01670
+01671 <span class="comment">// If end of Cells, next surface.</span>
+01672 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a> &gt;= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>].Cells.size() )
+01673 {
+01674 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">_ItCellId</a>= 0;
+01675 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a> ++;
+01676 }
+01677
+01678 <span class="comment">// If end of surface, next retriever.</span>
+01679 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a> &gt;= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;second.Grids.size() )
+01680 {
+01681 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">_ItSurfId</a>= 0;
+01682 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>++;
+01683 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a> != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>.end())
+01684 {
+01685 <span class="comment">// Get info.</span>
+01686 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">_ItRetrieverInfo</a>= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.find(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a>-&gt;first);
+01687 <a class="code" href="a04199.html#a6">nlassert</a>(_ItRetrieverInfo != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end() );
+01688 }
+01689 }
+01690
+01691 <span class="comment">// If end of retreiver, End.</span>
+01692 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">_ItRetriever</a> == <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr1">_IGRetrieverGridMap</a>.end())
+01693 {
+01694 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">_IsEndCell</a>= <span class="keyword">true</span>;
+01695 }
+01696 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterd3" doxytag="NL3D::CInstanceLighter::processIGPointLightRT" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::processIGPointLightRT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a03094.html">CPointLightNamed</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>listPointLight</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Process the IG, ie process _InstanceInfos. Also process SurfaceLightGrid MultiCPU: not done for now. Be aware of <a class="el" href="a02678.html#NL3D_1_1CInstanceLighter_1_1CPointLightRTo5">CPointLightRT::RefCount</a>!!!!
+<p>
+Definition at line <a class="el" href="a05824.html#l01161">1161</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00210">_CurrentInstanceComputed</a>, <a class="el" href="a05825.html#l00212">_IGSurfaceLightBuild</a>, <a class="el" href="a05825.html#l00208">_InstanceInfos</a>, <a class="el" href="a05825.html#l00255">_StaticPointLightQuadGrid</a>, <a class="el" href="a05825.html#l00253">_StaticPointLights</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_0">NL3D::CQuadGrid&lt; CPointLightRT * &gt;::begin()</a>, <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05825.html#l00223">NL3D::CInstanceLighter::CPointLightRT::BSphere</a>, <a class="el" href="a05505.html#l00048">NLMISC::CBSphere::Center</a>, <a class="el" href="a05809.html#l00068">NL3D::CIGSurfaceLightBuild::CCellCorner::CenterPos</a>, <a class="el" href="a05825.html#l00193">NL3D::CInstanceLighter::CInstanceInfo::CenterPos</a>, <a class="el" href="a05825.html#l00230">NL3D::CInstanceLighter::CPointLightRT::DstId</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_2">NL3D::CQuadGrid&lt; CPointLightRT * &gt;::end()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a06179.html#l00138">NL3D::CPointLight::getType()</a>, <a class="el" href="a05809.html#l00059">NL3D::CIGSurfaceLightBuild::CCellCorner::InSurface</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a06476.html#l00070">NL3D::CSurfaceLightGrid::CCellCorner::Light</a>, <a class="el" href="a06351.html#l00115">NL3D::CInstanceGroup::CInstance::Light</a>, <a class="el" href="a05825.html#l00199">NL3D::CInstanceLighter::CInstanceInfo::Light</a>, <a class="el" href="a05809.html#l00078">NL3D::CIGSurfaceLightBuild::CCellCorner::LightInfo</a>, <a class="el" href="a06476.html#l00074">NL3D::CSurfaceLightGrid::CCellCorner::LocalAmbientId</a>, <a class="el" href="a06351.html#l00119">NL3D::CInstanceGroup::CInstance::LocalAmbientId</a>, <a class="el" href="a05809.html#l00079">NL3D::CIGSurfaceLightBuild::CCellCorner::LocalAmbientLight</a>, <a class="el" href="a05825.html#l00202">NL3D::CInstanceLighter::CInstanceInfo::LocalAmbientLight</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05824.html#l01663">nextCell()</a>, <a class="el" href="a05622.html#l00541">nlctassert</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a05825.html#l00246">NL3D::CInstanceLighter::CPredPointLightToPoint::Point</a>, <a class="el" href="a05825.html#l00220">NL3D::CInstanceLighter::CPointLightRT::PointLight</a>, <a class="el" href="a05825.html#l00159">progress()</a>, <a class="el" href="a05824.html#l01623">progressCell()</a>, <a class="el" href="a05505.html#l00049">NLMISC::CBSphere::Radius</a>, <a class="el" href="a05825.html#l00228">NL3D::CInstanceLighter::CPointLightRT::RefCount</a>, <a class="el" href="a03273.html#NL3D_1_1CQuadGridz776_3">NL3D::CQuadGrid&lt; CPointLightRT * &gt;::select()</a>, <a class="el" href="a05824.html#l00954">NL3D::CInstanceLighter::CPointLightRT::testRaytrace()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00305">light()</a>.
+<p>
+<div class="fragment"><pre>01162 {
+01163 <a class="code" href="a04558.html#a15">uint</a> i;
+01164 vector&lt;CPointLightRT*&gt; lightInfs;
+01165 lightInfs.reserve(1024);
+01166
+01167 <span class="comment">// clear result list</span>
+01168 listPointLight.clear();
+01169
+01170
+01171 <span class="comment">// Compute each Instance</span>
+01172 <span class="comment">//===========</span>
+01173 <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>.size(); i++)
+01174 {
+01175 <span class="comment">// If staticLight not enabled, skip.</span>
+01176 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled )
+01177 <span class="keywordflow">continue</span>;
+01178
+01179 CInstanceInfo &amp;inst= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr3">_InstanceInfos</a>[i];
+01180 <span class="comment">// Avoid autoShadowing</span>
+01181 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr0">_CurrentInstanceComputed</a>= i;
+01182
+01183 <span class="comment">// progress</span>
+01184 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a> (<span class="stringliteral">"Compute Influences of PointLights 2/2"</span>, i / (<span class="keywordtype">float</span>)_InstanceInfos.size());
+01185
+01186 <span class="comment">// get the point of the instance.</span>
+01187 CVector pos= inst.CenterPos;
+01188
+01189 <span class="comment">// Default: takes no LocalAmbientLight;</span>
+01190 inst.LocalAmbientLight= NULL;
+01191 <span class="keywordtype">float</span> furtherAmbLight= 0;
+01192
+01193 <span class="comment">// Compute Which light influences him.</span>
+01194 <span class="comment">//---------</span>
+01195 lightInfs.clear();
+01196 <span class="comment">// Search possible lights around the position.</span>
+01197 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.select(pos, pos);
+01198 <span class="comment">// For all of them, get the ones which touch this point.</span>
+01199 CQuadGrid&lt;CPointLightRT*&gt;::CIterator it= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.begin();
+01200 <span class="keywordflow">while</span>(it != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.end())
+01201 {
+01202 CPointLightRT *pl= *it;
+01203
+01204 <span class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</span>
+01205 <span class="keywordflow">if</span>( pl-&gt;testRaytrace(pos, _CurrentInstanceComputed) )
+01206 {
+01207 <span class="comment">// Ok, add the light to the lights which influence the instance</span>
+01208 lightInfs.push_back(pl);
+01209 }
+01210
+01211 <span class="comment">// Ambient Light ??</span>
+01212 <span class="keywordflow">if</span>( pl-&gt;PointLight.getType() == CPointLight::AmbientLight )
+01213 {
+01214 <span class="comment">// If the instance is in radius of the ambiant light.</span>
+01215 <span class="keywordtype">float</span> dRadius= pl-&gt;BSphere.Radius - (pl-&gt;BSphere.Center - pos).norm();
+01216 <span class="keywordflow">if</span>(dRadius&gt;0)
+01217 {
+01218 <span class="comment">// Take the best ambient light: the one which is further from the circumference</span>
+01219 <span class="keywordflow">if</span>(dRadius &gt; furtherAmbLight)
+01220 {
+01221 furtherAmbLight= dRadius;
+01222 inst.LocalAmbientLight= pl;
+01223 }
+01224 }
+01225 }
+01226
+01227 <span class="comment">// next</span>
+01228 it++;
+01229 }
+01230
+01231 <span class="comment">// If ambientLight chosen, inc Ref count of it</span>
+01232 <span class="keywordflow">if</span>(inst.LocalAmbientLight)
+01233 inst.LocalAmbientLight-&gt;RefCount++;
+01234
+01235 <span class="comment">// Choose the Best ones.</span>
+01236 <span class="comment">//---------</span>
+01237 CPredPointLightToPoint predPLTP;
+01238 predPLTP.Point= pos;
+01239 <span class="comment">// sort.</span>
+01240 sort(lightInfs.begin(), lightInfs.end(), predPLTP);
+01241 <span class="comment">// truncate.</span>
+01242 lightInfs.resize( <a class="code" href="a04061.html#a0">min</a>((<a class="code" href="a04558.html#a15">uint</a>)lightInfs.size(), (<a class="code" href="a04558.html#a15">uint</a>)CInstanceGroup::NumStaticLightPerInstance) );
+01243
+01244
+01245 <span class="comment">// For each of them, fill instance</span>
+01246 <span class="comment">//---------</span>
+01247 <a class="code" href="a04558.html#a15">uint</a> lightInfId;
+01248 <span class="keywordflow">for</span>(lightInfId=0; lightInfId&lt;lightInfs.size(); lightInfId++)
+01249 {
+01250 CPointLightRT *pl= lightInfs[lightInfId];
+01251
+01252 <span class="comment">// copy light.</span>
+01253 inst.Light[lightInfId]= pl;
+01254
+01255 <span class="comment">// Inc RefCount of the light.</span>
+01256 pl-&gt;RefCount++;
+01257 }
+01258 <span class="comment">// Reset any empty slot to NULL.</span>
+01259 <span class="keywordflow">for</span>(; lightInfId&lt;CInstanceGroup::NumStaticLightPerInstance; lightInfId++)
+01260 {
+01261 inst.Light[lightInfId]= NULL;
+01262 }
+01263
+01264 }
+01265
+01266
+01267 <span class="comment">// Compute Lighting on SurfaceLightGrid</span>
+01268 <span class="comment">//===========</span>
+01269 <span class="comment">// Must do it before compression !!</span>
+01270 <span class="comment">// NB: big copy/Past from above</span>
+01271 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+01272 {
+01273 <span class="comment">// No instance currenlty computed, since we compute surface cells.</span>
+01274 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr0">_CurrentInstanceComputed</a>= -1;
+01275
+01276 <span class="comment">// Begin cell iteration</span>
+01277 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+01278 <span class="comment">// For all surface cell corners</span>
+01279 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+01280 {
+01281 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_10">progressCell</a>(<span class="stringliteral">"Compute PointLights on Surfaces"</span>);
+01282
+01283 <span class="comment">// get the current cellInfo iterated.</span>
+01284 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+01285
+01286 <span class="comment">// if the cell corner lies in the polygon surface.</span>
+01287 <span class="keywordflow">if</span>(cellInfo.InSurface)
+01288 {
+01289 <span class="comment">// get the point of the cell.</span>
+01290 CVector pos= cellInfo.CenterPos;
+01291
+01292 <span class="comment">// Default: takes no LocalAmbientLight;</span>
+01293 cellInfo.LocalAmbientLight= NULL;
+01294 <span class="keywordtype">float</span> furtherAmbLight= 0;
+01295
+01296 <span class="comment">// Compute Which light influences him.</span>
+01297 <span class="comment">//---------</span>
+01298 lightInfs.clear();
+01299 <span class="comment">// Search possible lights around the position.</span>
+01300 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.select(pos, pos);
+01301 <span class="comment">// For all of them, get the ones which touch this point.</span>
+01302 CQuadGrid&lt;CPointLightRT*&gt;::CIterator it= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.begin();
+01303 <span class="keywordflow">while</span>(it != <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr5">_StaticPointLightQuadGrid</a>.end())
+01304 {
+01305 CPointLightRT *pl= *it;
+01306
+01307 <span class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</span>
+01308 <span class="keywordflow">if</span>( pl-&gt;testRaytrace(pos, _CurrentInstanceComputed) )
+01309 {
+01310 <span class="comment">// Ok, add the light to the lights which influence the cell</span>
+01311 lightInfs.push_back(pl);
+01312 }
+01313
+01314 <span class="comment">// Ambient Light ??</span>
+01315 <span class="keywordflow">if</span>( pl-&gt;PointLight.getType() == CPointLight::AmbientLight )
+01316 {
+01317 <span class="comment">// If the instance is in radius of the ambiant light.</span>
+01318 <span class="keywordtype">float</span> dRadius= pl-&gt;BSphere.Radius - (pl-&gt;BSphere.Center - pos).norm();
+01319 <span class="keywordflow">if</span>(dRadius&gt;0)
+01320 {
+01321 <span class="comment">// Take the best ambient light: the one which is further from the circumference</span>
+01322 <span class="keywordflow">if</span>(dRadius &gt; furtherAmbLight)
+01323 {
+01324 furtherAmbLight= dRadius;
+01325 cellInfo.LocalAmbientLight= pl;
+01326 }
+01327 }
+01328 }
+01329
+01330 <span class="comment">// next</span>
+01331 it++;
+01332 }
+01333
+01334 <span class="comment">// If ambientLight chosen, inc Ref count of it</span>
+01335 <span class="keywordflow">if</span>(cellInfo.LocalAmbientLight)
+01336 ((CPointLightRT*)cellInfo.LocalAmbientLight)-&gt;RefCount++;
+01337
+01338
+01339 <span class="comment">// Choose the Best ones.</span>
+01340 <span class="comment">//---------</span>
+01341 CPredPointLightToPoint predPLTP;
+01342 predPLTP.Point= pos;
+01343 <span class="comment">// sort.</span>
+01344 sort(lightInfs.begin(), lightInfs.end(), predPLTP);
+01345 <span class="comment">// truncate.</span>
+01346 lightInfs.resize( <a class="code" href="a04061.html#a0">min</a>((<a class="code" href="a04558.html#a15">uint</a>)lightInfs.size(), (<a class="code" href="a04558.html#a15">uint</a>)CSurfaceLightGrid::NumLightPerCorner) );
+01347
+01348
+01349 <span class="comment">// For each of them, fill cellInfo</span>
+01350 <span class="comment">//---------</span>
+01351 <a class="code" href="a04558.html#a15">uint</a> lightInfId;
+01352 <span class="keywordflow">for</span>(lightInfId=0; lightInfId&lt;lightInfs.size(); lightInfId++)
+01353 {
+01354 CPointLightRT *pl= lightInfs[lightInfId];
+01355
+01356 <span class="comment">// copy light.</span>
+01357 cellInfo.LightInfo[lightInfId]= pl;
+01358
+01359 <span class="comment">// Inc RefCount of the light.</span>
+01360 pl-&gt;RefCount++;
+01361 }
+01362 <span class="comment">// Reset any empty slot to NULL.</span>
+01363 <span class="keywordflow">for</span>(; lightInfId&lt;CSurfaceLightGrid::NumLightPerCorner; lightInfId++)
+01364 {
+01365 cellInfo.LightInfo[lightInfId]= NULL;
+01366 }
+01367
+01368 }
+01369
+01370 <span class="comment">// next cell</span>
+01371 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+01372 }
+01373 }
+01374
+01375
+01376
+01377 <span class="comment">// Compress and setup _Instances with compressed data.</span>
+01378 <span class="comment">//===========</span>
+01379 <a class="code" href="a04558.html#a15">uint</a> plId= 0;
+01380 <span class="comment">// Process each pointLights</span>
+01381 <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a>.size(); i++)
+01382 {
+01383 CPointLightRT &amp;plRT= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr6">_StaticPointLights</a>[i];
+01384 <span class="comment">// If this light is used.</span>
+01385 <span class="keywordflow">if</span>(plRT.RefCount &gt; 0)
+01386 {
+01387 <span class="comment">// Valid light ?</span>
+01388 <span class="keywordflow">if</span> (plId &lt;=0xFF)
+01389 {
+01390 <span class="comment">// Must Copy it into Ig.</span>
+01391 listPointLight.push_back(plRT.PointLight);
+01392 plRT.DstId= plId++;
+01393 <span class="comment">// If index &gt;= 255, too many lights (NB: =&gt; because 255 is a NULL code).</span>
+01394 }
+01395 <span class="keywordflow">else</span>
+01396 {
+01397 <a class="code" href="a04199.html#a2">nlwarning</a>(<span class="stringliteral">"ERROR: Too many Static Point Lights influence the IG!!"</span>);
+01398 <span class="comment">// Set 0xFF. Special code indicating that the light CAN'T BE USED =&gt; any instance using </span>
+01399 <span class="comment">// it is buggy (won't be lighted by this light).</span>
+01400 plRT.DstId= plId++;
+01401 }
+01402 }
+01403 }
+01404
+01405 <span class="comment">// For each instance, compress Point light info</span>
+01406 <span class="keywordflow">for</span>(i=0; i&lt;<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>.size(); i++)
+01407 {
+01408 <span class="comment">// If staticLight not enabled, skip.</span>
+01409 <span class="keywordflow">if</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i].StaticLightEnabled )
+01410 <span class="keywordflow">continue</span>;
+01411
+01412 CInstanceInfo &amp;instSrc= _InstanceInfos[i];
+01413 CInstanceGroup::CInstance &amp;instDst= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr4">_Instances</a>[i];
+01414
+01415 <span class="comment">// Do it for PointLights</span>
+01416 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> lightId= 0; lightId&lt;CInstanceGroup::NumStaticLightPerInstance; lightId++)
+01417 {
+01418 <span class="keywordflow">if</span>(instSrc.Light[lightId] == NULL)
+01419 {
+01420 <span class="comment">// Mark as unused.</span>
+01421 instDst.Light[lightId]= 0xFF;
+01422 }
+01423 <span class="keywordflow">else</span>
+01424 {
+01425 <span class="comment">// Get index. NB: may still be 0xFF if 'Too many static light' bug.</span>
+01426 instDst.Light[lightId]= instSrc.Light[lightId]-&gt;DstId;
+01427 }
+01428 }
+01429
+01430 <span class="comment">// Ensure that all FF are at end of the list (possible because of the TooManyStaticLight bug).</span>
+01431 <span class="comment">// But don't do a full sort, to preserve order due to influence...</span>
+01432 <a class="code" href="a04199.html#a16">nlctassert</a>(CInstanceGroup::NumStaticLightPerInstance==2);
+01433 <span class="keywordflow">if</span>(instDst.Light[0] == 0xFF) swap(instDst.Light[0], instDst.Light[1]);
+01434
+01435 <span class="comment">// Do it for Ambientlight</span>
+01436 <span class="keywordflow">if</span>(instSrc.LocalAmbientLight == NULL)
+01437 instDst.LocalAmbientId= 0xFF;
+01438 <span class="keywordflow">else</span>
+01439 <span class="comment">// NB: may still be 0xFF if 'Too many static light' bug.</span>
+01440 instDst.LocalAmbientId= instSrc.LocalAmbientLight-&gt;DstId;
+01441 }
+01442
+01443 <span class="comment">// For each cell, compress Point light info</span>
+01444 <span class="keywordflow">if</span>(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterr2">_IGSurfaceLightBuild</a>)
+01445 {
+01446 <span class="comment">// Begin cell iteration</span>
+01447 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_0">beginCell</a>();
+01448 <span class="comment">// For all surface cell corners</span>
+01449 <span class="keywordflow">while</span>( !<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_8">isEndCell</a>() )
+01450 {
+01451 <span class="comment">// get the current cell and cellInfo iterated.</span>
+01452 CIGSurfaceLightBuild::CCellCorner &amp;cellInfo= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_2">getCurrentCellInfo</a>();
+01453 CSurfaceLightGrid::CCellCorner &amp;cell= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_1">getCurrentCell</a>();
+01454
+01455 <span class="keywordflow">if</span>(cellInfo.InSurface)
+01456 {
+01457 <span class="comment">// Do it for PointLights</span>
+01458 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> lightId= 0; lightId&lt;CSurfaceLightGrid::NumLightPerCorner; lightId++)
+01459 {
+01460 <span class="keywordflow">if</span>(cellInfo.LightInfo[lightId] == NULL)
+01461 {
+01462 <span class="comment">// Mark as unused.</span>
+01463 cell.Light[lightId]= 0xFF;
+01464 }
+01465 <span class="keywordflow">else</span>
+01466 {
+01467 <span class="comment">// Get index. NB: may still be 0xFF if 'Too many static light' bug.</span>
+01468 cell.Light[lightId]= reinterpret_cast&lt;CPointLightRT*&gt;(cellInfo.LightInfo[lightId])-&gt;DstId;
+01469 }
+01470 }
+01471
+01472 <span class="comment">// Ensure that all FF are at end of the list (possible because of the TooManyStaticLight bug).</span>
+01473 <span class="comment">// But don't do a full sort, to preserve order due to influence...</span>
+01474 <a class="code" href="a04199.html#a16">nlctassert</a>(CInstanceGroup::NumStaticLightPerInstance==2);
+01475 <span class="keywordflow">if</span>(cell.Light[0] == 0xFF) swap(cell.Light[0], cell.Light[1]);
+01476
+01477 <span class="comment">// Do it for Ambientlight</span>
+01478 <span class="keywordflow">if</span>(cellInfo.LocalAmbientLight == NULL)
+01479 cell.LocalAmbientId= 0xFF;
+01480 <span class="keywordflow">else</span>
+01481 <span class="comment">// NB: may still be 0xFF if 'Too many static light' bug.</span>
+01482 cell.LocalAmbientId= ((CPointLightRT*)cellInfo.LocalAmbientLight)-&gt;DstId;
+01483 }
+01484
+01485 <span class="comment">// next cell</span>
+01486 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_9">nextCell</a>();
+01487 }
+01488 }
+01489
+01490
+01491 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLightera3" doxytag="NL3D::CInstanceLighter::progress" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CInstanceLighter::progress </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname" nowrap> <em>message</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap> <em>progress</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00159">159</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01023">compilePointLightRT()</a>, <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01502">lightIgSimple()</a>, <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>, and <a class="el" href="a05824.html#l01623">progressCell()</a>.
+<p>
+<div class="fragment"><pre>00159 {};
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_10" doxytag="NL3D::CInstanceLighter::progressCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CInstanceLighter::progressCell </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>message</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05824.html#l01623">1623</a> of file <a class="el" href="a05824.html">instance_lighter.cpp</a>.
+<p>
+References <a class="el" href="a05825.html#l00296">_LastCellProgress</a>, <a class="el" href="a05825.html#l00284">getCurrentCellNumber()</a>, <a class="el" href="a05825.html#l00285">getTotalCellNumber()</a>, and <a class="el" href="a05825.html#l00159">progress()</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l01801">dilateLightingOnSurfaceCells()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>.
+<p>
+<div class="fragment"><pre>01624 {
+01625 <span class="keywordtype">float</span> cp= <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_3">getCurrentCellNumber</a>() / float(<a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_6">getTotalCellNumber</a>());
+01626 <span class="keywordflow">if</span>( cp &gt; <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">_LastCellProgress</a>+0.05f)
+01627 {
+01628 <a class="code" href="a02675.html#NL3D_1_1CInstanceLightera3">progress</a>(message, cp);
+01629 <a class="code" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">_LastCellProgress</a>= cp;
+01630 }
+01631 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr0" doxytag="NL3D::CInstanceLighter::_CurrentInstanceComputed" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr0">NL3D::CInstanceLighter::_CurrentInstanceComputed</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00210">210</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr1" doxytag="NL3D::CInstanceLighter::_IGRetrieverGridMap" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02654.html#NL3D_1_1CIGSurfaceLightw1">CIGSurfaceLight::TRetrieverGridMap</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr1">NL3D::CInstanceLighter::_IGRetrieverGridMap</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00214">214</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l00305">light()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr2" doxytag="NL3D::CInstanceLighter::_IGSurfaceLightBuild" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02656.html">CIGSurfaceLightBuild</a>* <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr2">NL3D::CInstanceLighter::_IGSurfaceLightBuild</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00212">212</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l00066">CInstanceLighter()</a>, <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l00305">light()</a>, <a class="el" href="a05824.html#l01663">nextCell()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr3" doxytag="NL3D::CInstanceLighter::_InstanceInfos" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02676.html">CInstanceInfo</a>&gt; <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr3">NL3D::CInstanceLighter::_InstanceInfos</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00208">208</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00633">computeSunContribution()</a>, <a class="el" href="a05824.html#l00305">light()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr4" doxytag="NL3D::CInstanceLighter::_Instances" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02672.html">CInstanceGroup::CInstance</a>&gt; <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr4">NL3D::CInstanceLighter::_Instances</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00206">206</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_11" doxytag="NL3D::CInstanceLighter::_IsEndCell" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">NL3D::CInstanceLighter::_IsEndCell</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00293">293</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l01699">isEndCell()</a>, <a class="el" href="a05824.html#l00305">light()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_12" doxytag="NL3D::CInstanceLighter::_ItCellId" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_12">NL3D::CInstanceLighter::_ItCellId</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00292">292</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05824.html#l01757">getCurrentNeighborCell()</a>, <a class="el" href="a05824.html#l01779">getCurrentNeighborCellInfo()</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_13" doxytag="NL3D::CInstanceLighter::_ItCurrentCellNumber" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_13">NL3D::CInstanceLighter::_ItCurrentCellNumber</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00294">294</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05825.html#l00284">getCurrentCellNumber()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_14" doxytag="NL3D::CInstanceLighter::_ItRetriever" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02654.html#NL3D_1_1CIGSurfaceLightw0">CIGSurfaceLight::ItRetrieverGridMap</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_14">NL3D::CInstanceLighter::_ItRetriever</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00289">289</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01757">getCurrentNeighborCell()</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_15" doxytag="NL3D::CInstanceLighter::_ItRetrieverInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02656.html#NL3D_1_1CIGSurfaceLightBuildw1">CIGSurfaceLightBuild::ItRetrieverGridMap</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_15">NL3D::CInstanceLighter::_ItRetrieverInfo</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00290">290</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05824.html#l01779">getCurrentNeighborCellInfo()</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_16" doxytag="NL3D::CInstanceLighter::_ItSurfId" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_16">NL3D::CInstanceLighter::_ItSurfId</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00291">291</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, <a class="el" href="a05824.html#l01705">getCurrentCell()</a>, <a class="el" href="a05824.html#l01714">getCurrentCellInfo()</a>, <a class="el" href="a05824.html#l01757">getCurrentNeighborCell()</a>, <a class="el" href="a05824.html#l01779">getCurrentNeighborCellInfo()</a>, <a class="el" href="a05824.html#l01724">isCurrentNeighborCellInSurface()</a>, and <a class="el" href="a05824.html#l01663">nextCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_17" doxytag="NL3D::CInstanceLighter::_LastCellProgress" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">NL3D::CInstanceLighter::_LastCellProgress</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00296">296</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01635">beginCell()</a>, and <a class="el" href="a05824.html#l01623">progressCell()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr5" doxytag="NL3D::CInstanceLighter::_StaticPointLightQuadGrid" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03273.html">CQuadGrid</a>&lt;<a class="el" href="a02678.html">CPointLightRT</a>*&gt; <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr5">NL3D::CInstanceLighter::_StaticPointLightQuadGrid</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+QuadGrid of PointLights. Builded from _StaticPointLights.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00255">255</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l01023">compilePointLightRT()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterr6" doxytag="NL3D::CInstanceLighter::_StaticPointLights" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02678.html">CPointLightRT</a>&gt; <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterr6">NL3D::CInstanceLighter::_StaticPointLights</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of PointLights.
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00253">253</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05824.html#l00999">addStaticPointLight()</a>, <a class="el" href="a05824.html#l01023">compilePointLightRT()</a>, and <a class="el" href="a05824.html#l01161">processIGPointLightRT()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CInstanceLighterz209_18" doxytag="NL3D::CInstanceLighter::_TotalCellNumber" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_18">NL3D::CInstanceLighter::_TotalCellNumber</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a05825.html#l00295">295</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
+<p>
+Referenced by <a class="el" href="a05825.html#l00285">getTotalCellNumber()</a>, and <a class="el" href="a05824.html#l00305">light()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a05825.html">instance_lighter.h</a><li><a class="el" href="a05824.html">instance_lighter.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:47:40 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>