* light entity radius: support negative intensity display and adjustment (keep sign while adjusting)
closes #163 * fix: do not modify light intensity on transformations besides light radius transformation fixes #156
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@ -139,7 +139,7 @@ void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
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gl().glEnd();
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}
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void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
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void light_draw_radius_fill( const Vector3& origin, const std::array<float, 3>& envelope ){
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if ( envelope[0] > 0 ) {
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sphere_draw_fill( origin, envelope[0], 16 );
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}
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@ -320,7 +320,7 @@ void sphere_draw_fill( const Vector3& origin, float radius, const Vector3 radiiP
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#endif
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void light_draw_radius_fill( const Vector3& origin, const float envelope[3], const Vector3 radiiPoints[SPHERE_FILL_POINTS] ){
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void light_draw_radius_fill( const Vector3& origin, const std::array<float, 3>& envelope, const Vector3 radiiPoints[SPHERE_FILL_POINTS] ){
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if ( envelope[0] > 0 ) {
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sphere_draw_fill( origin, envelope[0], radiiPoints );
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}
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@ -391,7 +391,7 @@ void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
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}
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}
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void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
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void light_draw_radius_wire( const Vector3& origin, const std::array<float, 3>& envelope ){
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if ( envelope[0] > 0 ) {
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sphere_draw_wire( origin, envelope[0], 24 );
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}
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@ -467,7 +467,7 @@ void sphere_draw_wire( const Vector3& origin, float radius, const Vector3 radiiP
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}
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}
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void light_draw_radius_wire( const Vector3& origin, const float envelope[3], const Vector3 radiiPoints[SPHERE_WIRE_POINTS] ){
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void light_draw_radius_wire( const Vector3& origin, const std::array<float, 3>& envelope, const Vector3 radiiPoints[SPHERE_WIRE_POINTS] ){
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if ( envelope[0] > 0 ) {
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sphere_draw_wire( origin, envelope[0], radiiPoints );
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}
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@ -698,15 +698,23 @@ inline void write_intensity( const float intensity, Entity* entity ){
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// These variables are tweakable on the q3map2 console, setting to q3map2
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// default here as there is no way to find out what the user actually uses
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// right now. Maybe move them to worldspawn?
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float fPointScale = 7500.f;
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float fLinearScale = 1.f / 8000.f;
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const float c_pointScale = 7500.f;
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const float c_linearScale = 1.f / 8000.f;
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float light_radius_linear( float fIntensity, float fFalloffTolerance ){
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return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
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inline float light_radius_linear( float intensity, float falloffTolerance ){
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return ( ( intensity * c_pointScale * c_linearScale ) - falloffTolerance );
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}
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float light_radius( float fIntensity, float fFalloffTolerance ){
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return sqrt( fIntensity * fPointScale / fFalloffTolerance );
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inline float light_radius( float intensity, float falloffTolerance ){
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return sqrt( intensity * c_pointScale / falloffTolerance );
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}
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inline float light_intensity_linear( float radius, float falloffTolerance ){
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return ( radius + falloffTolerance ) / ( c_pointScale * c_linearScale );
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}
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inline float light_intensity( float radius, float falloffTolerance ){
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return radius * radius * falloffTolerance / c_pointScale;
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}
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@ -734,9 +742,8 @@ bool spawnflags_linear( int flags ){
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class LightRadii
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{
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public:
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float m_radii[3];
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float m_radii_transformed[3];
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std::array<float, 3> m_radii;
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std::array<float, 3> m_radii_transformed;
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private:
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float m_primaryIntensity;
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float m_secondaryIntensity;
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@ -744,25 +751,16 @@ private:
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float m_fade;
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float m_scale;
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float getIntensity() const {
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return m_primaryIntensity != 0? m_primaryIntensity
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: m_secondaryIntensity != 0? m_secondaryIntensity
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: 300.f;
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}
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void calculateRadii(){
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float intensity = 300.0f;
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const float intensity = std::fabs( getIntensity() * m_scale ); // support either intensity sign
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if ( m_primaryIntensity != 0.0f ) {
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intensity = m_primaryIntensity;
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}
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else if ( m_secondaryIntensity != 0.0f ) {
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intensity = m_secondaryIntensity;
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}
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intensity *= m_scale;
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if( intensity < 0 ){ // prevent NaN
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m_radii_transformed[0] = m_radii[0] =
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m_radii_transformed[1] = m_radii[1] =
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m_radii_transformed[2] = m_radii[2] = 0; // indicate negative intensity
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}
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else if ( spawnflags_linear( m_flags ) ) {
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if ( spawnflags_linear( m_flags ) ) {
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m_radii_transformed[0] = m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
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m_radii_transformed[1] = m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
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m_radii_transformed[2] = m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
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@ -774,13 +772,11 @@ private:
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m_radii_transformed[2] = m_radii[2] = light_radius( intensity, 255.0f );
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}
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}
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public:
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LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
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calculateRadii();
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calculateRadii(); // init with default intensity for the case when it's not specified
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}
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void primaryIntensityChanged( const char* value ){
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m_primaryIntensity = string_read_float( value );
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calculateRadii();
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@ -821,11 +817,11 @@ public:
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void transformRadii( float offset ){
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const float radius = m_radii[1] + offset;
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float (&r)[3] = m_radii_transformed;
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auto& r = m_radii_transformed;
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if ( spawnflags_linear( m_flags ) ) {
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r[0] = radius + 47.0f / m_fade;
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if( r[0] <= 1.f ){
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if( r[0] <= 1.f ){ // prevent transform to negative
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r[0] = 1.f;
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r[1] = r[2] = 1.f - 47.0f / m_fade; // this is called once again after minimizing already minimal radii, so calculate correct r[1]
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return;
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@ -846,13 +842,11 @@ public:
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}
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// globalOutputStream() << r[0] << " " << r[1] << " " << r[2] << " m_radii_transformed\n";
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}
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float calculateIntensityFromRadii(){
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if( m_radii_transformed[0] == 0 ) // negative intensity
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return m_primaryIntensity != 0? m_primaryIntensity : m_secondaryIntensity;
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else if ( spawnflags_linear( m_flags ) )
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return ( m_radii_transformed[0] * m_fade + 1.f ) / ( fPointScale * fLinearScale ) / m_scale;
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else
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return m_radii_transformed[0] * m_radii_transformed[0] * 1.f / fPointScale / m_scale;
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float calculateIntensityFromRadii() const {
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return std::copysign( spawnflags_linear( m_flags ) // keep intensity sign, while adjusting it via radii
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? light_intensity_linear( m_radii_transformed[0] * m_fade, 1.f ) / m_scale
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: light_intensity( m_radii_transformed[0], 1.f ) / m_scale
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, getIntensity() );
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}
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};
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@ -1542,11 +1536,9 @@ public:
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m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
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rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
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m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
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m_radii.m_radii_transformed[0] = m_radii.m_radii[0];
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m_radii.m_radii_transformed[1] = m_radii.m_radii[1];
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m_radii.m_radii_transformed[2] = m_radii.m_radii[2];
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m_radii.m_radii_transformed = m_radii.m_radii;
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}
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void freezeTransform(){
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void freezeTransform( bool doradii ){
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if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
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m_useLightOrigin = true;
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}
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@ -1577,11 +1569,9 @@ public:
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m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
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write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
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}
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else{
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else if( doradii ){
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write_intensity( m_radii.calculateIntensityFromRadii(), &m_entity );
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m_radii.m_radii[0] = m_radii.m_radii_transformed[0];
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m_radii.m_radii[1] = m_radii.m_radii_transformed[1];
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m_radii.m_radii[2] = m_radii.m_radii_transformed[2];
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m_radii.m_radii = m_radii.m_radii_transformed;
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}
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}
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void transformChanged(){
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@ -1952,7 +1942,7 @@ public:
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void applyTransform(){
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m_contained.revertTransform();
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evaluateTransform();
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m_contained.freezeTransform();
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m_contained.freezeTransform( m_scaleRadius.isSelected() );
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}
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typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;
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