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C4FoWBeamTriangle.h
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15 
16 #ifndef C4FOWBEAMTRIANGLE_H
17 #define C4FOWBEAMTRIANGLE_H
18 
23 {
24 public:
25  C4FoWBeamTriangle() : clipLeft(false), clipRight(false) {};
26 
27  // whether this triangle is the last one in a row because the triangle
28  // that would normally be left/right of it is clipped
29  bool clipLeft, clipRight;
30 
31  // Result of C4FoWLightSection::CalculateTriangles:
32  float fanLX, fanLY, // left point of the triangle that has 100% light
33  fanRX, fanRY, // right point of the triangle that has 100% light
34  fadeLX, fadeLY, // left point of the quad in which the light fades out
35  fadeRY, fadeRX; // right point of the quad in which the light fades out
36 
37  // Added by C4FoWLight::CalculateFanMaxed:
38  float nfanLX, nfanLY, // left point of the triangle that has 100% light and normals aren't maxed-out
39  nfanRX, nfanRY; // right point of the triangle that has 100% light and normals aren't maxed-out
40 
41  // Filled in by C4FoWLight::CalculateIntermediateFadeTriangles
42  float fadeIX, fadeIY; // intermediate fade point filling the space between the fade quads
43 
44  // whether the next triangle's edge is shorter than the edge of this one
45  bool descending;
46 };
47 
48 #endif