Created
March 7, 2013 14:19
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3ds max lights decay
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inline float Decay(float att,float dist, float r0) { | |
float s; | |
if (decayType==DECAY_NONE || dist==0.0f) return att; | |
if ((s=r0/dist)>=1.0f) return att; | |
return (decayType==DECAY_INVSQ)? s*s*att: s*att; | |
} | |
float BaseObjLight::ApplyDistanceAtten( float dist ) | |
{ | |
float atten = 1.0f; | |
if(ls.useNearAtten) { | |
if(dist<ls.nearAttenStart) // Beyond range | |
return 0; | |
if(dist<ls.nearAttenEnd) { | |
// in attenuated range | |
float u = (dist - ls.nearAttenStart)/(ls.nearAttenEnd-ls.nearAttenStart); | |
atten = u*u*(3-2*u); /* smooth cubic curve */ | |
} | |
} | |
if (ls.useAtten) { | |
if(dist>ls.attenEnd) /* Beyond range */ | |
return 0; | |
if(dist>ls.attenStart) { | |
/* Outside full-intensity range */ | |
float u = (ls.attenEnd-dist)/(ls.attenEnd-ls.attenStart); | |
atten *= u*u*(3-2*u); /* smooth cubic curve */ | |
} | |
} | |
// atten = Decay(atten,dist,ls.nearAttenEnd); // old way, changed by dan | |
atten = Decay(atten,dist, decayRadius); | |
return atten; | |
} |
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