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Engine directory for ticket #1
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230
Engine/source/lighting/basic/basicSceneObjectLightingPlugin.cpp
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230
Engine/source/lighting/basic/basicSceneObjectLightingPlugin.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "lighting/basic/basicSceneObjectLightingPlugin.h"
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#include "lighting/lightManager.h"
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#include "lighting/shadowMap/shadowMapPass.h"
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#include "lighting/shadowMap/shadowMapManager.h"
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#include "lighting/common/projectedShadow.h"
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#include "T3D/shapeBase.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxTransformSaver.h"
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#include "ts/tsRenderState.h"
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#include "gfx/sim/cubemapData.h"
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#include "scene/reflector.h"
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#include "T3D/decal/decalManager.h"
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#include "core/module.h"
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MODULE_BEGIN( BasicSceneObjectLightingPlugin )
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MODULE_INIT
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{
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BasicSceneObjectPluginFactory::createSingleton();
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}
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MODULE_SHUTDOWN
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{
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BasicSceneObjectPluginFactory::deleteSingleton();
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}
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MODULE_END;
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static const U32 shadowObjectTypeMask = PlayerObjectType | CorpseObjectType | ItemObjectType | VehicleObjectType;
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Vector<BasicSceneObjectLightingPlugin*> BasicSceneObjectLightingPlugin::smPluginInstances( __FILE__, __LINE__ );
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BasicSceneObjectLightingPlugin::BasicSceneObjectLightingPlugin(SceneObject* parent)
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: mParentObject( parent )
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{
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mShadow = NULL;
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// Stick us on the list.
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smPluginInstances.push_back( this );
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}
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BasicSceneObjectLightingPlugin::~BasicSceneObjectLightingPlugin()
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{
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SAFE_DELETE( mShadow );
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// Delete us from the list.
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smPluginInstances.remove( this );
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}
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void BasicSceneObjectLightingPlugin::reset()
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{
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SAFE_DELETE( mShadow );
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}
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void BasicSceneObjectLightingPlugin::cleanupPluginInstances()
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{
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for (U32 i = 0; i < smPluginInstances.size(); i++)
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{
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BasicSceneObjectLightingPlugin *plug = smPluginInstances[i];
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smPluginInstances.remove( plug );
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delete plug;
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i--;
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}
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smPluginInstances.clear();
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}
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void BasicSceneObjectLightingPlugin::resetAll()
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{
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for( U32 i = 0, num = smPluginInstances.size(); i < num; ++ i )
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smPluginInstances[ i ]->reset();
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}
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const F32 BasicSceneObjectLightingPlugin::getScore() const
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{
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return mShadow ? mShadow->getScore() : 0.0f;
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}
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void BasicSceneObjectLightingPlugin::updateShadow( SceneRenderState *state )
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{
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if ( !mShadow )
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mShadow = new ProjectedShadow( mParentObject );
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mShadow->update( state );
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}
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void BasicSceneObjectLightingPlugin::renderShadow( SceneRenderState *state )
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{
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// hack until new scenegraph in place
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GFXTransformSaver ts;
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TSRenderState rstate;
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rstate.setSceneState(state);
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F32 camDist = (state->getCameraPosition() - mParentObject->getRenderPosition()).len();
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// Make sure the shadow wants to be rendered
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if( mShadow->shouldRender( state ) )
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{
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// Render! (and note the time)
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mShadow->render( camDist, rstate );
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}
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}
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BasicSceneObjectPluginFactory::BasicSceneObjectPluginFactory()
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: mEnabled( false )
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{
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LightManager::smActivateSignal.notify( this, &BasicSceneObjectPluginFactory::_onLMActivate );
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ShadowMapManager::smShadowDeactivateSignal.notify( this, &BasicSceneObjectPluginFactory::_setEnabled );
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}
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BasicSceneObjectPluginFactory::~BasicSceneObjectPluginFactory()
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{
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LightManager::smActivateSignal.remove( this, &BasicSceneObjectPluginFactory::_onLMActivate );
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ShadowMapManager::smShadowDeactivateSignal.remove( this, &BasicSceneObjectPluginFactory::_setEnabled );
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}
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void BasicSceneObjectPluginFactory::_onLMActivate( const char *lm, bool enable )
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{
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_setEnabled();
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}
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void BasicSceneObjectPluginFactory::_setEnabled()
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{
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bool enable = false;
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// Enabled if using basic lighting.
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LightManager *lm = LightManager::getActiveLM();
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if ( lm && dStricmp( lm->getName(), "Basic Lighting" ) == 0 )
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enable = true;
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// Disabled if all shadows are explictly disabled.
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if ( ShadowMapPass::smDisableShadows )
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enable = false;
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// Already at the desired state.
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if ( enable == mEnabled )
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return;
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if ( enable )
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{
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SceneObject::smSceneObjectAdd.notify(this, &BasicSceneObjectPluginFactory::addLightPlugin);
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SceneObject::smSceneObjectRemove.notify(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
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if( gDecalManager )
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gDecalManager->getClearDataSignal().notify( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
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addToExistingObjects();
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}
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else
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{
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SceneObject::smSceneObjectAdd.remove(this, &BasicSceneObjectPluginFactory::addLightPlugin);
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SceneObject::smSceneObjectRemove.remove(this, &BasicSceneObjectPluginFactory::removeLightPlugin);
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if( gDecalManager )
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gDecalManager->getClearDataSignal().remove( this, &BasicSceneObjectPluginFactory::_onDecalManagerClear );
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BasicSceneObjectLightingPlugin::cleanupPluginInstances();
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}
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mEnabled = enable;
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}
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void BasicSceneObjectPluginFactory::_onDecalManagerClear()
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{
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BasicSceneObjectLightingPlugin::resetAll();
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}
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void BasicSceneObjectPluginFactory::removeLightPlugin( SceneObject *obj )
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{
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// Grab the plugin instance.
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SceneObjectLightingPlugin *lightPlugin = obj->getLightingPlugin();
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// Delete it, which will also remove it
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// from the static list of plugin instances.
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if ( lightPlugin )
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{
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delete lightPlugin;
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obj->setLightingPlugin( NULL );
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}
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}
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void BasicSceneObjectPluginFactory::addLightPlugin(SceneObject* obj)
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{
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bool serverObj = obj->isServerObject();
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bool isShadowType = (obj->getTypeMask() & shadowObjectTypeMask);
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if ( !isShadowType || serverObj )
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return;
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obj->setLightingPlugin(new BasicSceneObjectLightingPlugin(obj));
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}
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// Some objects may not get cleaned up during mission load/free, so add our
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// plugin to existing scene objects
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void BasicSceneObjectPluginFactory::addToExistingObjects()
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{
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SimpleQueryList sql;
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gClientContainer.findObjects( shadowObjectTypeMask, SimpleQueryList::insertionCallback, &sql);
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for (SceneObject** i = sql.mList.begin(); i != sql.mList.end(); i++)
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addLightPlugin(*i);
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}
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