Fixed Light copy constructor/assignment operator
Former-commit-id: dadf40b2e3a58ed32d9f38b8fea8d60d2297b767
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@ -29,9 +29,18 @@ m_radius(5.f)
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}
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NzLight::NzLight(const NzLight& light) :
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NzSceneNode(light)
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NzSceneNode(light),
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m_type(light.m_type),
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m_boundingVolume(light.m_boundingVolume),
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m_color(light.m_color),
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m_boundingVolumeUpdated(light.m_boundingVolumeUpdated),
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m_ambientFactor(light.m_ambientFactor),
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m_attenuation(light.m_attenuation),
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m_diffuseFactor(light.m_diffuseFactor),
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m_innerAngle(light.m_innerAngle),
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m_outerAngle(light.m_outerAngle),
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m_radius(light.m_radius)
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{
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std::memcpy(this, &light, sizeof(NzLight)); // Aussi simple que ça
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}
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void NzLight::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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@ -215,7 +224,18 @@ void NzLight::SetRadius(float radius)
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NzLight& NzLight::operator=(const NzLight& light)
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{
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std::memcpy(this, &light, sizeof(NzLight));
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NzSceneNode::operator=(light);
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m_ambientFactor = light.m_ambientFactor;
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m_attenuation = light.m_attenuation;
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m_boundingVolume = light.m_boundingVolume;
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m_boundingVolumeUpdated = light.m_boundingVolumeUpdated;
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m_color = light.m_color;
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m_diffuseFactor = light.m_diffuseFactor;
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m_innerAngle = light.m_innerAngle;
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m_outerAngle = light.m_outerAngle;
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m_radius = light.m_radius;
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m_type = light.m_type;
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return *this;
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}
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