Comments translated from French to English.
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2bf05e5d14
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@ -12,7 +12,9 @@
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// * GNU General Public License for more details.
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// * GNU General Public License for more details.
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// *
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// *
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// * You should have received a copy of the GNU General Public License
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.// light.cpp
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// light.cpp
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#define STRICT
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#define STRICT
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#define D3D_OVERLOADS
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#define D3D_OVERLOADS
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@ -33,7 +35,7 @@
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// Initialise une progression.
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// Initializes a progression.
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void ProgInit(LightProg &p, float value)
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void ProgInit(LightProg &p, float value)
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{
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{
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@ -44,7 +46,7 @@ void ProgInit(LightProg &p, float value)
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p.speed = 100.0f;
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p.speed = 100.0f;
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}
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}
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// Fait évoluer une progression.
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// Makes evolve a progression.
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void ProgFrame(LightProg &p, float rTime)
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void ProgFrame(LightProg &p, float rTime)
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{
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{
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@ -67,7 +69,7 @@ void ProgFrame(LightProg &p, float rTime)
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}
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}
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}
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}
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// Change la valeur courante.
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// Change the current value.
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void ProgSet(LightProg &p, float value)
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void ProgSet(LightProg &p, float value)
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{
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{
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@ -80,7 +82,7 @@ void ProgSet(LightProg &p, float value)
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// Constructeur de l'objet.
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// Object's constructor.
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CLight::CLight(CInstanceManager* iMan, CD3DEngine* engine)
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CLight::CLight(CInstanceManager* iMan, CD3DEngine* engine)
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{
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{
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@ -97,7 +99,7 @@ CLight::CLight(CInstanceManager* iMan, CD3DEngine* engine)
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m_time = 0.0f;
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m_time = 0.0f;
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}
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}
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// Destructeur de l'objet.
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// Object's destructor.
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CLight::~CLight()
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CLight::~CLight()
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{
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{
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@ -112,7 +114,7 @@ void CLight::SetD3DDevice(LPDIRECT3DDEVICE7 device)
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}
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}
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// Supprime toutes les lumières.
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// Removes all the lights.
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void CLight::FlushLight()
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void CLight::FlushLight()
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{
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{
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@ -127,7 +129,7 @@ void CLight::FlushLight()
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}
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}
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// Crée une nouvelle lumière. Retourne son rang ou -1 en cas d'erreur.
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// Creates a new light. Returns its rank or -1 on error.
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int CLight::CreateLight()
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int CLight::CreateLight()
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{
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{
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@ -147,7 +149,7 @@ int CLight::CreateLight()
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m_lightTable[i].light.dltType = D3DLIGHT_DIRECTIONAL;
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m_lightTable[i].light.dltType = D3DLIGHT_DIRECTIONAL;
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m_lightTable[i].light.dcvDiffuse.r = 0.5f;
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m_lightTable[i].light.dcvDiffuse.r = 0.5f;
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m_lightTable[i].light.dcvDiffuse.g = 0.5f;
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m_lightTable[i].light.dcvDiffuse.g = 0.5f;
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m_lightTable[i].light.dcvDiffuse.b = 0.5f; // blanc
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m_lightTable[i].light.dcvDiffuse.b = 0.5f; // white
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m_lightTable[i].light.dvPosition.x =-100.0f;
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m_lightTable[i].light.dvPosition.x =-100.0f;
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m_lightTable[i].light.dvPosition.y = 100.0f;
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m_lightTable[i].light.dvPosition.y = 100.0f;
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m_lightTable[i].light.dvPosition.z =-100.0f;
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m_lightTable[i].light.dvPosition.z =-100.0f;
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@ -158,7 +160,7 @@ int CLight::CreateLight()
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ProgInit(m_lightTable[i].intensity, 1.0f); // maximum
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ProgInit(m_lightTable[i].intensity, 1.0f); // maximum
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ProgInit(m_lightTable[i].colorRed, 0.5f);
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ProgInit(m_lightTable[i].colorRed, 0.5f);
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ProgInit(m_lightTable[i].colorGreen, 0.5f);
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ProgInit(m_lightTable[i].colorGreen, 0.5f);
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ProgInit(m_lightTable[i].colorBlue, 0.5f); // gris
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ProgInit(m_lightTable[i].colorBlue, 0.5f); // gray
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if ( m_lightUsed < i+1 )
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if ( m_lightUsed < i+1 )
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{
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{
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@ -170,7 +172,7 @@ int CLight::CreateLight()
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return -1;
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return -1;
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}
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}
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// Supprime une lumière.
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// Deletes a light.
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BOOL CLight::DeleteLight(int lightRank)
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BOOL CLight::DeleteLight(int lightRank)
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{
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{
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@ -194,7 +196,7 @@ BOOL CLight::DeleteLight(int lightRank)
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}
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}
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// Spécifie une lumière.
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// Specifies a light.
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BOOL CLight::SetLight(int lightRank, const D3DLIGHT7 &light)
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BOOL CLight::SetLight(int lightRank, const D3DLIGHT7 &light)
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{
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{
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@ -209,7 +211,7 @@ BOOL CLight::SetLight(int lightRank, const D3DLIGHT7 &light)
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return TRUE;
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return TRUE;
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}
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}
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// Donne les spécifications d'une lumière.
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// Gives the specifications of a light.
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BOOL CLight::GetLight(int lightRank, D3DLIGHT7 &light)
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BOOL CLight::GetLight(int lightRank, D3DLIGHT7 &light)
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{
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{
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@ -220,7 +222,7 @@ BOOL CLight::GetLight(int lightRank, D3DLIGHT7 &light)
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}
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}
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// Allume ou éteint une lumière.
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// Lights up or put out a light.
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BOOL CLight::LightEnable(int lightRank, BOOL bEnable)
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BOOL CLight::LightEnable(int lightRank, BOOL bEnable)
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{
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{
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@ -231,8 +233,8 @@ BOOL CLight::LightEnable(int lightRank, BOOL bEnable)
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}
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}
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// Spécifie le type (TYPE*) des objets inclus par cette lumière.
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// Specifies the type (TYPE *) items included in this light.
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// Cette lumière n'éclairera donc que ce type d'objets.
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// This light does not light up so that this type of objects.
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BOOL CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
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BOOL CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
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{
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{
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@ -242,8 +244,8 @@ BOOL CLight::SetLightIncluType(int lightRank, D3DTypeObj type)
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return TRUE;
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return TRUE;
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}
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}
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// Spécifie le type (TYPE*) des objets exclus par cette lumière.
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// Specifies the type (TYPE *) items excluded by this light.
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// Cette lumière n'éclairera donc jamais ce type d'objets.
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// This light does not illuminate then ever these objects.
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BOOL CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
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BOOL CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
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{
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{
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@ -254,7 +256,7 @@ BOOL CLight::SetLightExcluType(int lightRank, D3DTypeObj type)
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}
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}
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// Gestion de la position de la lunière.
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// Management of the position of the light.
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BOOL CLight::SetLightPos(int lightRank, D3DVECTOR pos)
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BOOL CLight::SetLightPos(int lightRank, D3DVECTOR pos)
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{
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{
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@ -272,7 +274,7 @@ D3DVECTOR CLight::RetLightPos(int lightRank)
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}
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}
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// Gestion de la direction de la lumière.
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// Management direction of the light.
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BOOL CLight::SetLightDir(int lightRank, D3DVECTOR dir)
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BOOL CLight::SetLightDir(int lightRank, D3DVECTOR dir)
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{
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{
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@ -290,7 +292,7 @@ D3DVECTOR CLight::RetLightDir(int lightRank)
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}
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}
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// Spécifie la vitesse de changement.
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// Specifies the rate of change.
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BOOL CLight::SetLightIntensitySpeed(int lightRank, float speed)
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BOOL CLight::SetLightIntensitySpeed(int lightRank, float speed)
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{
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{
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@ -300,7 +302,7 @@ BOOL CLight::SetLightIntensitySpeed(int lightRank, float speed)
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return TRUE;
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return TRUE;
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}
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}
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// Gestion de l'intensité de la lumière.
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// Management of the intensity of light.
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BOOL CLight::SetLightIntensity(int lightRank, float value)
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BOOL CLight::SetLightIntensity(int lightRank, float value)
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{
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{
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}
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}
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// Spécifie la vitesse de changement.
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// Specifies the rate of change.
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BOOL CLight::SetLightColorSpeed(int lightRank, float speed)
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BOOL CLight::SetLightColorSpeed(int lightRank, float speed)
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{
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{
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return TRUE;
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return TRUE;
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}
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}
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// Gestion de la couleur de la lumière.
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// Color management for light.
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BOOL CLight::SetLightColor(int lightRank, D3DCOLORVALUE color)
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BOOL CLight::SetLightColor(int lightRank, D3DCOLORVALUE color)
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{
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{
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}
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}
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// Adapte la couleur de toutes les lumières.
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// Adjusts the color of all lights.
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void CLight::AdaptLightColor(D3DCOLORVALUE color, float factor)
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void CLight::AdaptLightColor(D3DCOLORVALUE color, float factor)
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{
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{
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// Fait évoluer toutes les lumières.
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// Makes all the lights evolve.
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void CLight::FrameLight(float rTime)
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void CLight::FrameLight(float rTime)
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{
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{
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}
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}
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// Met à jour toutes les lumières.
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// Updates all the lights.
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void CLight::LightUpdate()
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void CLight::LightUpdate()
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{
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{
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}
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}
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}
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}
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// Met à jour les lumières pour un type donné.
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// Updates the lights for a given type.
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void CLight::LightUpdate(D3DTypeObj type)
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void CLight::LightUpdate(D3DTypeObj type)
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{
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{
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