Working with lights and shadows
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@@ -94,6 +94,9 @@ namespace ZL {
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data.base = parseGameObjectData(item);
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data.interactionRadius = item.value("interactionRadius", 2.0f);
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data.approachRadius = item.value("approachRadius", data.interactionRadius);
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data.castShadow = item.value("castShadow", true);
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data.castShadowNight = item.value("castShadowNight", true);
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data.isActive = item.value("isActive", true);
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data.activateFunctionName = item.value("activateFunction", "");
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data.pivotX = item.value("pivotX", 0.0f);
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data.pivotY = item.value("pivotY", 0.0f);
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@@ -196,6 +199,9 @@ namespace ZL {
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intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
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intObj.interactionRadius = data.interactionRadius;
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intObj.approachRadius = data.approachRadius;
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intObj.castShadow = data.castShadow;
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intObj.castShadowNight = data.castShadowNight;
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intObj.isActive = data.isActive;
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intObj.activateFunctionName = data.activateFunctionName;
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intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ);
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intObj.boundsMin = Eigen::Vector3f(data.boundsMinX, data.boundsMinY, data.boundsMinZ);
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@@ -38,6 +38,9 @@ namespace ZL {
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float boundsMaxX = 0.0f, boundsMaxY = 0.0f, boundsMaxZ = 0.0f;
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bool hasInteractionPosition = false;
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float interactionPositionX = 0.0f, interactionPositionY = 0.0f, interactionPositionZ = 0.0f;
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bool castShadow = true;
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bool castShadowNight = true;
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bool isActive = true;
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};
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struct NpcData {
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@@ -42,6 +42,8 @@ namespace ZL {
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bool hasInteractionPosition = false;
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bool isActive = true;
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bool isAnimating = false; // true while a timed animation is running
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bool castShadow = true; // included in day shadow depth pass regardless of isActive
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bool castShadowNight = true; // included in night shadow depth pass regardless of isActive
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std::string activateFunctionName;
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struct AnimTask {
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