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Add models seasonal variants
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19
AnimModel.h
19
AnimModel.h
@@ -25,12 +25,14 @@ const int iMaxNumLights = 8;
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float const DefaultDarkThresholdLevel { 0.325f };
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// typy stanu świateł
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enum TLightState {
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ls_Off = 0, // zgaszone
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ls_On = 1, // zapalone
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ls_Blink = 2, // migające
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ls_Dark = 3, // Ra: zapalajce się automatycznie, gdy zrobi się ciemno
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ls_Home = 4 // like ls_dark but off late at night
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enum TLightState
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{
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ls_Off = 0, // zgaszone
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ls_On = 1, // zapalone
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ls_Blink = 2, // migające
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ls_Dark = 3, // Ra: zapalajce się automatycznie, gdy zrobi się ciemno
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ls_Home = 4, // like ls_dark but off late at night
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ls_winter = 5 // turned on when its winter
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};
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class TAnimVocaloidFrame
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@@ -122,6 +124,7 @@ public:
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int TerrainCount();
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TSubModel * TerrainSquare(int n);
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int Flags();
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void on_season_update();
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inline
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material_data const *
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Material() const {
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@@ -171,6 +174,10 @@ private:
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int iNumLights { 0 };
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std::array<TSubModel *, iMaxNumLights> LightsOn {}; // Ra: te wskaźniki powinny być w ramach TModel3d
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std::array<TSubModel *, iMaxNumLights> LightsOff {};
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TSubModel *sm_winter_variant {}; // submodel zimowego wariantu
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TSubModel *sm_spring_variant {}; // submodel wiosennego wariantu
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TSubModel *sm_summer_variant {}; // submodel letniego wariantu
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TSubModel *sm_autumn_variant {}; // submodel jesiennego wariantu
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std::array<float, iMaxNumLights> lsLights {}; // ls_Off
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std::array<glm::vec3, iMaxNumLights> m_lightcolors; // -1 in constructor
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std::array<float, iMaxNumLights> m_lighttimers {};
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