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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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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>
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          <td class="md" nowrap valign="top"> anonymous enum
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<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>
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</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};
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<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CInstanceLightera0" doxytag="NL3D::CInstanceLighter::CInstanceLighter" ></a><p>
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          <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>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLightera4" doxytag="NL3D::CInstanceLighter::~CInstanceLighter" ></a><p>
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          <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>
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<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>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CInstanceLighterz207_0" doxytag="NL3D::CInstanceLighter::addStaticPointLight" ></a><p>
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          <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>
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          <td class="md" nowrap align="right"></td>
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          <td class="md" nowrap>const char *&nbsp;</td>
          <td class="mdname" nowrap> <em>igName</em></td>
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          <td class="md">)&nbsp;</td>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterh0" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
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          <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>
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          <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>
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          <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>
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          <td class="md" nowrap align="right"></td>
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          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>instanceId</em></td>
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          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static, private]</code></td>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterh1" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
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          <td class="md" nowrap valign="top">const <a class="el" href="a02878.html">CMeshGeom</a> &amp;&nbsp;</td>
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          <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>
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          <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>

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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLightere0" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
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          <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>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLightere1" doxytag="NL3D::CInstanceLighter::addTriangles" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_0" doxytag="NL3D::CInstanceLighter::beginCell" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterd0" doxytag="NL3D::CInstanceLighter::compilePointLightRT" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterd1" doxytag="NL3D::CInstanceLighter::computeSunContribution" ></a><p>
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          <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>

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<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>
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          <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>

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    <td>
      &nbsp;
    </td>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterh2" doxytag="NL3D::CInstanceLighter::excludeAllPatchFromRefineAll" ></a><p>
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          <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>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_1" doxytag="NL3D::CInstanceLighter::getCurrentCell" ></a><p>
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          <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>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_2" doxytag="NL3D::CInstanceLighter::getCurrentCellInfo" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_3" doxytag="NL3D::CInstanceLighter::getCurrentCellNumber" ></a><p>
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          <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>
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<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>;}
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_4" doxytag="NL3D::CInstanceLighter::getCurrentNeighborCell" ></a><p>
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          <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>
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        <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>
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        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_5" doxytag="NL3D::CInstanceLighter::getCurrentNeighborCellInfo" ></a><p>
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          <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>
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          <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>
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        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_6" doxytag="NL3D::CInstanceLighter::getTotalCellNumber" ></a><p>
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          <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>
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<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>;}
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<a class="anchor" name="NL3D_1_1CInstanceLightera1" doxytag="NL3D::CInstanceLighter::init" ></a><p>
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          <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>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_7" doxytag="NL3D::CInstanceLighter::isCurrentNeighborCellInSurface" ></a><p>
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          <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>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_8" doxytag="NL3D::CInstanceLighter::isEndCell" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLightera2" doxytag="NL3D::CInstanceLighter::light" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
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          <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>

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    </td>
  </tr>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLightere2" doxytag="NL3D::CInstanceLighter::lightIgSimple" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_9" doxytag="NL3D::CInstanceLighter::nextCell" ></a><p>
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          <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>
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<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 }
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<a class="anchor" name="NL3D_1_1CInstanceLighterd3" doxytag="NL3D::CInstanceLighter::processIGPointLightRT" ></a><p>
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          <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>
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<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>
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          <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>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline, virtual]</code></td>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_10" doxytag="NL3D::CInstanceLighter::progressCell" ></a><p>
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          <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>
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<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>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CInstanceLighterr0" doxytag="NL3D::CInstanceLighter::_CurrentInstanceComputed" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr1" doxytag="NL3D::CInstanceLighter::_IGRetrieverGridMap" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr2" doxytag="NL3D::CInstanceLighter::_IGSurfaceLightBuild" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr3" doxytag="NL3D::CInstanceLighter::_InstanceInfos" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr4" doxytag="NL3D::CInstanceLighter::_Instances" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_11" doxytag="NL3D::CInstanceLighter::_IsEndCell" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_11">NL3D::CInstanceLighter::_IsEndCell</a><code> [private]</code>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_12" doxytag="NL3D::CInstanceLighter::_ItCellId" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_13" doxytag="NL3D::CInstanceLighter::_ItCurrentCellNumber" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_14" doxytag="NL3D::CInstanceLighter::_ItRetriever" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_15" doxytag="NL3D::CInstanceLighter::_ItRetrieverInfo" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_16" doxytag="NL3D::CInstanceLighter::_ItSurfId" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_17" doxytag="NL3D::CInstanceLighter::_LastCellProgress" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a02675.html#NL3D_1_1CInstanceLighterz209_17">NL3D::CInstanceLighter::_LastCellProgress</a><code> [private]</code>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr5" doxytag="NL3D::CInstanceLighter::_StaticPointLightQuadGrid" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterr6" doxytag="NL3D::CInstanceLighter::_StaticPointLights" ></a><p>
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          <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>
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<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>
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<a class="anchor" name="NL3D_1_1CInstanceLighterz209_18" doxytag="NL3D::CInstanceLighter::_TotalCellNumber" ></a><p>
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          <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>
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Definition at line <a class="el" href="a05825.html#l00295">295</a> of file <a class="el" href="a05825.html">instance_lighter.h</a>.
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Referenced by <a class="el" href="a05825.html#l00285">getTotalCellNumber()</a>, and <a class="el" href="a05824.html#l00305">light()</a>.    </td>
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<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>
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