]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/entity/light.cpp
Remove -Wno-unused-but-set-variable
[xonotic/netradiant.git] / plugins / entity / light.cpp
index 667b38b7c19b164f4104b73064e7dc1779fa3719..0e89e92118079f6a530f858a4e811b61d653eebc 100644 (file)
@@ -1,23 +1,23 @@
 /*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+   Copyright (C) 2001-2006, William Joseph.
+   All Rights Reserved.
 
-This file is part of GtkRadiant.
+   This file is part of GtkRadiant.
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-*/
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+ */
 
 ///\file
 ///\brief Represents any light entity (e.g. light).
@@ -67,346 +67,345 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 extern bool g_newLightDraw;
 
 
-void sphere_draw_fill(const Vector3& origin, float radius, int sides)
-{
-  if (radius <= 0)
-    return;
-
-  const double dt = c_2pi / static_cast<double>(sides);
-  const double dp = c_pi / static_cast<double>(sides);
-
-  glBegin(GL_TRIANGLES);
-  for (int i = 0; i <= sides - 1; ++i)
-  {
-    for (int j = 0; j <= sides - 2; ++j)
-    {
-      const double t = i * dt;
-      const double p = (j * dp) - (c_pi / 2.0);
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p + dp), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-    }
-  }
-
-  {
-    const double p = (sides - 1) * dp - (c_pi / 2.0);
-    for (int i = 0; i <= sides - 1; ++i)
-    {
-      const double t = i * dt;
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t, p), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p + dp), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-
-      {
-        Vector3 v(vector3_added(origin, vector3_scaled(vector3_for_spherical(t + dt, p), radius)));
-        glVertex3fv(vector3_to_array(v));
-      }
-    }
-  }
-  glEnd();
-}
-
-void sphere_draw_wire(const Vector3& origin, float radius, int sides)
-{
-  {
-    glBegin(GL_LINE_LOOP);
-
-    for (int i = 0; i <= sides; i++)
-    {
-      double ds = sin((i * 2 * c_pi) / sides);
-      double dc = cos((i * 2 * c_pi) / sides);
-
-      glVertex3f(
-        static_cast<float>(origin[0] + radius * dc),
-        static_cast<float>(origin[1] + radius * ds),
-        origin[2]
-      );
-    }
-
-    glEnd();
-  }
-
-  {
-    glBegin(GL_LINE_LOOP);
-
-    for (int i = 0; i <= sides; i++)
-    {
-      double ds = sin((i * 2 * c_pi) / sides);
-      double dc = cos((i * 2 * c_pi) / sides);
-
-      glVertex3f(
-        static_cast<float>(origin[0] + radius * dc),
-        origin[1],
-        static_cast<float>(origin[2] + radius * ds)
-      );
-    }
-
-    glEnd();
-  }
-
-  {
-    glBegin(GL_LINE_LOOP);
-
-    for (int i = 0; i <= sides; i++)
-    {
-      double ds = sin((i * 2 * c_pi) / sides);
-      double dc = cos((i * 2 * c_pi) / sides);
-
-      glVertex3f(
-        origin[0],
-        static_cast<float>(origin[1] + radius * dc),
-        static_cast<float>(origin[2] + radius * ds)
-      );
-    }
-
-    glEnd();
-  }
-}
-
-void light_draw_box_lines(const Vector3& origin, const Vector3 points[8])
-{
-  //draw lines from the center of the bbox to the corners
-  glBegin(GL_LINES);
+void sphere_draw_fill( const Vector3& origin, float radius, int sides ){
+       if ( radius <= 0 ) {
+               return;
+       }
+
+       const double dt = c_2pi / static_cast<double>( sides );
+       const double dp = c_pi / static_cast<double>( sides );
+
+       glBegin( GL_TRIANGLES );
+       for ( int i = 0; i <= sides - 1; ++i )
+       {
+               for ( int j = 0; j <= sides - 2; ++j )
+               {
+                       const double t = i * dt;
+                       const double p = ( j * dp ) - ( c_pi / 2.0 );
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
+
+       {
+               const double p = ( sides - 1 ) * dp - ( c_pi / 2.0 );
+               for ( int i = 0; i <= sides - 1; ++i )
+               {
+                       const double t = i * dt;
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p + dp ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+
+                       {
+                               Vector3 v( vector3_added( origin, vector3_scaled( vector3_for_spherical( t + dt, p ), radius ) ) );
+                               glVertex3fv( vector3_to_array( v ) );
+                       }
+               }
+       }
+       glEnd();
+}
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[1]));
+void sphere_draw_wire( const Vector3& origin, float radius, int sides ){
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               static_cast<float>( origin[1] + radius * ds ),
+                               origin[2]
+                               );
+               }
+
+               glEnd();
+       }
+
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               static_cast<float>( origin[0] + radius * dc ),
+                               origin[1],
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
+
+               glEnd();
+       }
+
+       {
+               glBegin( GL_LINE_LOOP );
+
+               for ( int i = 0; i <= sides; i++ )
+               {
+                       double ds = sin( ( i * 2 * c_pi ) / sides );
+                       double dc = cos( ( i * 2 * c_pi ) / sides );
+
+                       glVertex3f(
+                               origin[0],
+                               static_cast<float>( origin[1] + radius * dc ),
+                               static_cast<float>( origin[2] + radius * ds )
+                               );
+               }
+
+               glEnd();
+       }
+}
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[5]));
+void light_draw_box_lines( const Vector3& origin, const Vector3 points[8] ){
+       //draw lines from the center of the bbox to the corners
+       glBegin( GL_LINES );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[2]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[1] ) );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[6]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[5] ) );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[0]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[2] ) );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[4]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[6] ) );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[3]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[0] ) );
 
-  glVertex3fv(vector3_to_array(origin));
-  glVertex3fv(vector3_to_array(points[7]));
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[4] ) );
 
-  glEnd();
-}
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[3] ) );
 
-void light_draw_radius_wire(const Vector3& origin, const float envelope[3])
-{
-  if(envelope[0] > 0)
-    sphere_draw_wire(origin, envelope[0], 24);
-  if(envelope[1] > 0)
-    sphere_draw_wire(origin, envelope[1], 24);
-  if(envelope[2] > 0)
-    sphere_draw_wire(origin, envelope[2], 24);
+       glVertex3fv( vector3_to_array( origin ) );
+       glVertex3fv( vector3_to_array( points[7] ) );
+
+       glEnd();
 }
 
-void light_draw_radius_fill(const Vector3& origin, const float envelope[3])
-{
-  if(envelope[0] > 0)
-    sphere_draw_fill(origin, envelope[0], 16);
-  if(envelope[1] > 0)
-    sphere_draw_fill(origin, envelope[1], 16);
-  if(envelope[2] > 0)
-    sphere_draw_fill(origin, envelope[2], 16);
+void light_draw_radius_wire( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_wire( origin, envelope[0], 24 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_wire( origin, envelope[1], 24 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_wire( origin, envelope[2], 24 );
+       }
 }
 
-void light_vertices(const AABB& aabb_light, Vector3 points[6])
-{
-  Vector3 max(vector3_added(aabb_light.origin, aabb_light.extents));
-  Vector3 min(vector3_subtracted(aabb_light.origin, aabb_light.extents));
-  Vector3 mid(aabb_light.origin);
+void light_draw_radius_fill( const Vector3& origin, const float envelope[3] ){
+       if ( envelope[0] > 0 ) {
+               sphere_draw_fill( origin, envelope[0], 16 );
+       }
+       if ( envelope[1] > 0 ) {
+               sphere_draw_fill( origin, envelope[1], 16 );
+       }
+       if ( envelope[2] > 0 ) {
+               sphere_draw_fill( origin, envelope[2], 16 );
+       }
+}
 
-  // top, bottom, tleft, tright, bright, bleft
-  points[0] = Vector3(mid[0], mid[1], max[2]);
-  points[1] = Vector3(mid[0], mid[1], min[2]);
-  points[2] = Vector3(min[0], max[1], mid[2]);
-  points[3] = Vector3(max[0], max[1], mid[2]);
-  points[4] = Vector3(max[0], min[1], mid[2]);
-  points[5] = Vector3(min[0], min[1], mid[2]);
+void light_vertices( const AABB& aabb_light, Vector3 points[6] ){
+       Vector3 max( vector3_added( aabb_light.origin, aabb_light.extents ) );
+       Vector3 min( vector3_subtracted( aabb_light.origin, aabb_light.extents ) );
+       Vector3 mid( aabb_light.origin );
+
+       // top, bottom, middle-up, middle-right, middle-down, middle-left
+       points[0] = Vector3( mid[0], mid[1], max[2] );
+       points[1] = Vector3( mid[0], mid[1], min[2] );
+       points[2] = Vector3( mid[0], max[1], mid[2] );
+       points[3] = Vector3( max[0], mid[1], mid[2] );
+       points[4] = Vector3( mid[0], min[1], mid[2] );
+       points[5] = Vector3( min[0], mid[1], mid[2] );
 }
 
-void light_draw(const AABB& aabb_light, RenderStateFlags state)
-{
-  Vector3 points[6];
-  light_vertices(aabb_light, points);
-
-  if(state & RENDER_LIGHTING)
-  {
-    const float f = 0.70710678f;
-    // North, East, South, West
-    const Vector3 normals[8] = {
-      Vector3( 0, f, f ),
-      Vector3( f, 0, f ),
-      Vector3( 0,-f, f ),
-      Vector3(-f, 0, f ),
-      Vector3( 0, f,-f ),
-      Vector3( f, 0,-f ),
-      Vector3( 0,-f,-f ),
-      Vector3(-f, 0,-f ),
-    };
-
-#if !defined(USE_TRIANGLE_FAN)
-    glBegin(GL_TRIANGLES);
+void light_draw( const AABB& aabb_light, RenderStateFlags state ){
+       Vector3 points[6];
+       light_vertices( aabb_light, points );
+
+       if ( state & RENDER_LIGHTING ) {
+               const float f = 0.70710678f;
+               // North, East, South, West
+               const Vector3 normals[8] = {
+                       Vector3( 0, f, f ),
+                       Vector3( f, 0, f ),
+                       Vector3( 0,-f, f ),
+                       Vector3( -f, 0, f ),
+                       Vector3( 0, f,-f ),
+                       Vector3( f, 0,-f ),
+                       Vector3( 0,-f,-f ),
+                       Vector3( -f, 0,-f ),
+               };
+
+#if !defined( USE_TRIANGLE_FAN )
+               glBegin( GL_TRIANGLES );
 #else
-    glBegin(GL_TRIANGLE_FAN);
+               glBegin( GL_TRIANGLE_FAN );
 #endif
-    glVertex3fv(vector3_to_array(points[0]));
-    glVertex3fv(vector3_to_array(points[2]));
-    glNormal3fv(vector3_to_array(normals[0]));
-    glVertex3fv(vector3_to_array(points[3]));
-
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[0]));
-    glVertex3fv(vector3_to_array(points[3]));
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
+
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[1]));
-    glVertex3fv(vector3_to_array(points[4]));
+               glNormal3fv( vector3_to_array( normals[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[0]));
-    glVertex3fv(vector3_to_array(points[4]));
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[2]));
-    glVertex3fv(vector3_to_array(points[5]));
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[0]));
-    glVertex3fv(vector3_to_array(points[5]));
+               glNormal3fv( vector3_to_array( normals[2] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[0] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[3]));
-    glVertex3fv(vector3_to_array(points[2]));
-#if defined(USE_TRIANGLE_FAN)
-    glEnd();
-    glBegin(GL_TRIANGLE_FAN);
+               glNormal3fv( vector3_to_array( normals[3] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+#if defined( USE_TRIANGLE_FAN )
+               glEnd();
+               glBegin( GL_TRIANGLE_FAN );
 #endif
 
-    glVertex3fv(vector3_to_array(points[1]));
-    glVertex3fv(vector3_to_array(points[2]));
-    glNormal3fv(vector3_to_array(normals[7]));
-    glVertex3fv(vector3_to_array(points[5]));
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+               glNormal3fv( vector3_to_array( normals[7] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[1]));
-    glVertex3fv(vector3_to_array(points[5]));
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[5] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[6]));
-    glVertex3fv(vector3_to_array(points[4]));
+               glNormal3fv( vector3_to_array( normals[6] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[1]));
-    glVertex3fv(vector3_to_array(points[4]));
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[4] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[5]));
-    glVertex3fv(vector3_to_array(points[3]));
+               glNormal3fv( vector3_to_array( normals[5] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 
-#if !defined(USE_TRIANGLE_FAN)
-    glVertex3fv(vector3_to_array(points[1]));
-    glVertex3fv(vector3_to_array(points[3]));
+#if !defined( USE_TRIANGLE_FAN )
+               glVertex3fv( vector3_to_array( points[1] ) );
+               glVertex3fv( vector3_to_array( points[3] ) );
 #endif
-    glNormal3fv(vector3_to_array(normals[4]));
-    glVertex3fv(vector3_to_array(points[2]));
-
-    glEnd();
-  }
-  else
-  {
-    typedef unsigned int index_t;
-    const index_t indices[24] = {
-      0, 2, 3,
-      0, 3, 4,
-      0, 4, 5,
-      0, 5, 2,
-      1, 2, 5,
-      1, 5, 4,
-      1, 4, 3,
-      1, 3, 2
-    };
+               glNormal3fv( vector3_to_array( normals[4] ) );
+               glVertex3fv( vector3_to_array( points[2] ) );
+
+               glEnd();
+       }
+       else
+       {
+               typedef unsigned int index_t;
+               const index_t indices[24] = {
+                       0, 2, 3,
+                       0, 3, 4,
+                       0, 4, 5,
+                       0, 5, 2,
+                       1, 2, 5,
+                       1, 5, 4,
+                       1, 4, 3,
+                       1, 3, 2
+               };
 #if 1
-    glVertexPointer(3, GL_FLOAT, 0, points);
-    glDrawElements(GL_TRIANGLES, sizeof(indices)/sizeof(index_t), RenderIndexTypeID, indices);
+               glVertexPointer( 3, GL_FLOAT, 0, points );
+               glDrawElements( GL_TRIANGLES, sizeof( indices ) / sizeof( index_t ), RenderIndexTypeID, indices );
 #else
-    glBegin(GL_TRIANGLES);
-    for(unsigned int i = 0; i < sizeof(indices)/sizeof(index_t); ++i)
-    {
-      glVertex3fv(points[indices[i]]);
-    }
-    glEnd();
+               glBegin( GL_TRIANGLES );
+               for ( unsigned int i = 0; i < sizeof( indices ) / sizeof( index_t ); ++i )
+               {
+                       glVertex3fv( points[indices[i]] );
+               }
+               glEnd();
 #endif
-  }
+       }
 
 
-  // NOTE: prolly not relevant until some time..
-  // check for DOOM lights
+       // NOTE: prolly not relevant until some time..
+       // check for DOOM lights
 #if 0
-  if (strlen(ValueForKey(e, "light_right")) > 0) {
-    vec3_t vRight, vUp, vTarget, vTemp;
-    GetVectorForKey (e, "light_right", vRight);
-    GetVectorForKey (e, "light_up", vUp);
-    GetVectorForKey (e, "light_target", vTarget);
-
-    glColor3f(0, 1, 0);
-    glBegin(GL_LINE_LOOP);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vRight, vTemp);
-    VectorAdd(vTemp, vUp, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vUp, vTemp);
-    VectorSubtract(vTemp, vRight, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorAdd(vTemp, vRight, vTemp);
-    VectorSubtract(vTemp, vUp, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
-    VectorAdd(vTarget, e->origin, vTemp);
-    VectorSubtract(vTemp, vUp, vTemp);
-    VectorSubtract(vTemp, vRight, vTemp);
-    glVertex3fv(e->origin);
-    glVertex3fv(vTemp);
-    glEnd();
-
-  }
+       if ( strlen( ValueForKey( e, "light_right" ) ) > 0 ) {
+               vec3_t vRight, vUp, vTarget, vTemp;
+               GetVectorForKey( e, "light_right", vRight );
+               GetVectorForKey( e, "light_up", vUp );
+               GetVectorForKey( e, "light_target", vTarget );
+
+               glColor3f( 0, 1, 0 );
+               glBegin( GL_LINE_LOOP );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vRight, vTemp );
+               VectorAdd( vTemp, vUp, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vUp, vTemp );
+               VectorSubtract( vTemp, vRight, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorAdd( vTemp, vRight, vTemp );
+               VectorSubtract( vTemp, vUp, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               VectorAdd( vTarget, e->origin, vTemp );
+               VectorSubtract( vTemp, vUp, vTemp );
+               VectorSubtract( vTemp, vRight, vTemp );
+               glVertex3fv( e->origin );
+               glVertex3fv( vTemp );
+               glEnd();
+
+       }
 #endif
 }
 
@@ -416,1497 +415,1304 @@ void light_draw(const AABB& aabb_light, RenderStateFlags state)
 float fPointScale = 7500.f;
 float fLinearScale = 1.f / 8000.f;
 
-float light_radius_linear(float fIntensity, float fFalloffTolerance)
-{
-  return ((fIntensity * fPointScale * fLinearScale) - fFalloffTolerance);
+float light_radius_linear( float fIntensity, float fFalloffTolerance ){
+       return ( ( fIntensity * fPointScale * fLinearScale ) - fFalloffTolerance );
 }
 
-float light_radius(float fIntensity, float fFalloffTolerance)
-{
-  return sqrt(fIntensity * fPointScale / fFalloffTolerance);
+float light_radius( float fIntensity, float fFalloffTolerance ){
+       return sqrt( fIntensity * fPointScale / fFalloffTolerance );
 }
 
 
 LightType g_lightType = LIGHTTYPE_DEFAULT;
 
 
-bool spawnflags_linear(int flags)
-{
-  if( g_lightType == LIGHTTYPE_RTCW )
-  {
-    // Spawnflags :
-    // 1: nonlinear
-    // 2: angle
+bool spawnflags_linear( int flags ){
+       if ( g_lightType == LIGHTTYPE_RTCW ) {
+               // Spawnflags :
+               // 1: nonlinear
+               // 2: angle
 
-    return !(flags & 1);
-  }
-  else
-  {
-    // Spawnflags :
-    // 1: linear
-    // 2: no angle
+               return !( flags & 1 );
+       }
+       else
+       {
+               // Spawnflags :
+               // 1: linear
+               // 2: no angle
 
-    return (flags & 1);
-  }
+               return ( flags & 1 );
+       }
 }
 
 class LightRadii
 {
 public:
-  float m_radii[3];
+float m_radii[3];
 
 private:
-  float m_primaryIntensity;
-  float m_secondaryIntensity;
-  int m_flags;
-  float m_fade;
-  float m_scale;
-
-  void calculateRadii()
-  {
-    float intensity = 300.0f;
-
-    if(m_primaryIntensity != 0.0f)
-    {
-      intensity = m_primaryIntensity;
-    }
-    else if(m_secondaryIntensity != 0.0f)
-    {
-      intensity = m_secondaryIntensity;
-    }
-
-    intensity *= m_scale;
-
-    if(spawnflags_linear(m_flags))
-    {
-      m_radii[0] = light_radius_linear(intensity, 1.0f) / m_fade;
-      m_radii[1] = light_radius_linear(intensity, 48.0f) / m_fade;
-      m_radii[2] = light_radius_linear(intensity, 255.0f) / m_fade;
-    }
-    else
-    {
-      m_radii[0] = light_radius(intensity, 1.0f);
-      m_radii[1] = light_radius(intensity, 48.0f);
-      m_radii[2] = light_radius(intensity, 255.0f);
-    }
-  }
+float m_primaryIntensity;
+float m_secondaryIntensity;
+int m_flags;
+float m_fade;
+float m_scale;
+
+void calculateRadii(){
+       float intensity = 300.0f;
+
+       if ( m_primaryIntensity != 0.0f ) {
+               intensity = m_primaryIntensity;
+       }
+       else if ( m_secondaryIntensity != 0.0f ) {
+               intensity = m_secondaryIntensity;
+       }
+
+       intensity *= m_scale;
+
+       if ( spawnflags_linear( m_flags ) ) {
+               m_radii[0] = light_radius_linear( intensity, 1.0f ) / m_fade;
+               m_radii[1] = light_radius_linear( intensity, 48.0f ) / m_fade;
+               m_radii[2] = light_radius_linear( intensity, 255.0f ) / m_fade;
+       }
+       else
+       {
+               m_radii[0] = light_radius( intensity, 1.0f );
+               m_radii[1] = light_radius( intensity, 48.0f );
+               m_radii[2] = light_radius( intensity, 255.0f );
+       }
+}
 
 public:
-  LightRadii() : m_primaryIntensity(0), m_secondaryIntensity(0), m_flags(0), m_fade(1), m_scale(1)
-  {
-  }
-
-  void primaryIntensityChanged(const char* value)
-  {
-    m_primaryIntensity = string_read_float(value);
-    calculateRadii();
-  }
-  typedef MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
-  void secondaryIntensityChanged(const char* value)
-  {
-    m_secondaryIntensity = string_read_float(value);
-    calculateRadii();
-  }
-  typedef MemberCaller1<LightRadii, const char*, &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
-  void scaleChanged(const char* value)
-  {
-    m_scale = string_read_float(value);
-    if(m_scale <= 0.0f)
-    {
-      m_scale = 1.0f;
-    }
-    calculateRadii();
-  }
-  typedef MemberCaller1<LightRadii, const char*, &LightRadii::scaleChanged> ScaleChangedCaller;
-  void fadeChanged(const char* value)
-  {
-    m_fade = string_read_float(value);
-    if(m_fade <= 0.0f)
-    {
-      m_fade = 1.0f;
-    }
-    calculateRadii();
-  }
-  typedef MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
-  void flagsChanged(const char* value)
-  {
-    m_flags = string_read_int(value);
-    calculateRadii();
-  }
-  typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
+LightRadii() : m_primaryIntensity( 0 ), m_secondaryIntensity( 0 ), m_flags( 0 ), m_fade( 1 ), m_scale( 1 ){
+}
+
+
+void primaryIntensityChanged( const char* value ){
+       m_primaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::primaryIntensityChanged> PrimaryIntensityChangedCaller;
+void secondaryIntensityChanged( const char* value ){
+       m_secondaryIntensity = string_read_float( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::secondaryIntensityChanged> SecondaryIntensityChangedCaller;
+void scaleChanged( const char* value ){
+       m_scale = string_read_float( value );
+       if ( m_scale <= 0.0f ) {
+               m_scale = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::scaleChanged> ScaleChangedCaller;
+void fadeChanged( const char* value ){
+       m_fade = string_read_float( value );
+       if ( m_fade <= 0.0f ) {
+               m_fade = 1.0f;
+       }
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::fadeChanged> FadeChangedCaller;
+void flagsChanged( const char* value ){
+       m_flags = string_read_int( value );
+       calculateRadii();
+}
+typedef MemberCaller1<LightRadii, const char*, &LightRadii::flagsChanged> FlagsChangedCaller;
 };
 
 class Doom3LightRadius
 {
 public:
-  Vector3 m_defaultRadius;
-  Vector3 m_radius;
-  Vector3 m_radiusTransformed;
-  Vector3 m_center;
-  Callback m_changed;
-  bool m_useCenterKey;
-
-  Doom3LightRadius(const char* defaultRadius) : m_defaultRadius(300, 300, 300), m_center(0, 0, 0), m_useCenterKey(false)
-  {
-    if(!string_parse_vector3(defaultRadius, m_defaultRadius))
-    {
-      globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
-    }
-    m_radius = m_defaultRadius;
-  }
-
-  void lightRadiusChanged(const char* value)
-  {
-    if(!string_parse_vector3(value, m_radius))
-    {
-      m_radius = m_defaultRadius;
-    }
-    m_radiusTransformed = m_radius;
-    m_changed();
-    SceneChangeNotify();
-  }
-  typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
-
-  void lightCenterChanged(const char* value)
-  {
-    m_useCenterKey = string_parse_vector3(value, m_center);
-    if(!m_useCenterKey)
-    {
-      m_center = Vector3(0, 0, 0);
-    }
-    SceneChangeNotify();
-  }
-  typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
+Vector3 m_defaultRadius;
+Vector3 m_radius;
+Vector3 m_radiusTransformed;
+Vector3 m_center;
+Callback m_changed;
+bool m_useCenterKey;
+
+Doom3LightRadius( const char* defaultRadius ) : m_defaultRadius( 300, 300, 300 ), m_center( 0, 0, 0 ), m_useCenterKey( false ){
+       if ( !string_parse_vector3( defaultRadius, m_defaultRadius ) ) {
+               globalErrorStream() << "Doom3LightRadius: failed to parse default light radius\n";
+       }
+       m_radius = m_defaultRadius;
+}
+
+void lightRadiusChanged( const char* value ){
+       if ( !string_parse_vector3( value, m_radius ) ) {
+               m_radius = m_defaultRadius;
+       }
+       m_radiusTransformed = m_radius;
+       m_changed();
+       SceneChangeNotify();
+}
+typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightRadiusChanged> LightRadiusChangedCaller;
+
+void lightCenterChanged( const char* value ){
+       m_useCenterKey = string_parse_vector3( value, m_center );
+       if ( !m_useCenterKey ) {
+               m_center = Vector3( 0, 0, 0 );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller1<Doom3LightRadius, const char*, &Doom3LightRadius::lightCenterChanged> LightCenterChangedCaller;
 };
 
 class RenderLightRadiiWire : public OpenGLRenderable
 {
-  LightRadii& m_radii;
-  const Vector3& m_origin;
+LightRadii& m_radii;
+const Vector3& m_origin;
 public:
-  RenderLightRadiiWire(LightRadii& radii, const Vector3& origin) : m_radii(radii), m_origin(origin)
-  {
-  }
-  void render(RenderStateFlags state) const
-  {
-    light_draw_radius_wire(m_origin, m_radii.m_radii);
-  }
+RenderLightRadiiWire( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_wire( m_origin, m_radii.m_radii );
+}
 };
 
 class RenderLightRadiiFill : public OpenGLRenderable
 {
-  LightRadii& m_radii;
-  const Vector3& m_origin;
+LightRadii& m_radii;
+const Vector3& m_origin;
 public:
-  static Shader* m_state;
-
-  RenderLightRadiiFill(LightRadii& radii, const Vector3& origin) : m_radii(radii), m_origin(origin)
-  {
-  }
-  void render(RenderStateFlags state) const
-  {
-    light_draw_radius_fill(m_origin, m_radii.m_radii);
-  }
+static Shader* m_state;
+
+RenderLightRadiiFill( LightRadii& radii, const Vector3& origin ) : m_radii( radii ), m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       light_draw_radius_fill( m_origin, m_radii.m_radii );
+}
 };
 
 class RenderLightRadiiBox : public OpenGLRenderable
 {
-  const Vector3& m_origin;
+const Vector3& m_origin;
 public:
-  mutable Vector3 m_points[8];
-  static Shader* m_state;
-
-  RenderLightRadiiBox(const Vector3& origin) : m_origin(origin)
-  {
-  }
-  void render(RenderStateFlags state) const
-  {
-    //draw the bounding box of light based on light_radius key
-    if((state & RENDER_FILL) != 0)
-    {
-      aabb_draw_flatshade(m_points);
-    }
-    else
-    {
-      aabb_draw_wire(m_points);
-    }
+mutable Vector3 m_points[8];
+static Shader* m_state;
+
+RenderLightRadiiBox( const Vector3& origin ) : m_origin( origin ){
+}
+void render( RenderStateFlags state ) const {
+       //draw the bounding box of light based on light_radius key
+       if ( ( state & RENDER_FILL ) != 0 ) {
+               aabb_draw_flatshade( m_points );
+       }
+       else
+       {
+               aabb_draw_wire( m_points );
+       }
 
   #if 1    //disable if you dont want lines going from the center of the light bbox to the corners
-    light_draw_box_lines(m_origin, m_points);
+       light_draw_box_lines( m_origin, m_points );
   #endif
-  }
+}
 };
 
 Shader* RenderLightRadiiFill::m_state = 0;
 
 class RenderLightCenter : public OpenGLRenderable
 {
-  const Vector3& m_center;
-  EntityClass& m_eclass;
+const Vector3& m_center;
+EntityClass& m_eclass;
 public:
-  static Shader* m_state;
-
-  RenderLightCenter(const Vector3& center, EntityClass& eclass) : m_center(center), m_eclass(eclass)
-  {
-  }
-  void render(RenderStateFlags state) const
-  {
-    glBegin(GL_POINTS);
-    glColor3fv(vector3_to_array(m_eclass.color));
-    glVertex3fv(vector3_to_array(m_center));
-    glEnd();
-  }
+static Shader* m_state;
+
+RenderLightCenter( const Vector3& center, EntityClass& eclass ) : m_center( center ), m_eclass( eclass ){
+}
+void render( RenderStateFlags state ) const {
+       glBegin( GL_POINTS );
+       glColor3fv( vector3_to_array( m_eclass.color ) );
+       glVertex3fv( vector3_to_array( m_center ) );
+       glEnd();
+}
 };
 
 Shader* RenderLightCenter::m_state = 0;
 
 class RenderLightProjection : public OpenGLRenderable
 {
-  const Matrix4& m_projection;
+const Matrix4& m_projection;
 public:
 
-  RenderLightProjection(const Matrix4& projection) : m_projection(projection)
-  {
-  }
-  void render(RenderStateFlags state) const
-  {
-    Matrix4 unproject(matrix4_full_inverse(m_projection));
-    Vector3 points[8];
-    aabb_corners(AABB(Vector3(0.5f, 0.5f, 0.5f), Vector3(0.5f, 0.5f, 0.5f)), points);
-    points[0] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[0], 1)));
-    points[1] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[1], 1)));
-    points[2] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[2], 1)));
-    points[3] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[3], 1)));
-    points[4] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[4], 1)));
-    points[5] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[5], 1)));
-    points[6] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[6], 1)));
-    points[7] = vector4_projected(matrix4_transformed_vector4(unproject, Vector4(points[7], 1)));
-    Vector4 test1 = matrix4_transformed_vector4(unproject, Vector4(0.5f, 0.5f, 0.5f, 1));
-    Vector3 test2 = vector4_projected(test1);
-    aabb_draw_wire(points);
-  }
+RenderLightProjection( const Matrix4& projection ) : m_projection( projection ){
+}
+void render( RenderStateFlags state ) const {
+       Matrix4 unproject( matrix4_full_inverse( m_projection ) );
+       Vector3 points[8];
+       aabb_corners( AABB( Vector3( 0.5f, 0.5f, 0.5f ), Vector3( 0.5f, 0.5f, 0.5f ) ), points );
+       points[0] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[0], 1 ) ) );
+       points[1] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[1], 1 ) ) );
+       points[2] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[2], 1 ) ) );
+       points[3] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[3], 1 ) ) );
+       points[4] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[4], 1 ) ) );
+       points[5] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[5], 1 ) ) );
+       points[6] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[6], 1 ) ) );
+       points[7] = vector4_projected( matrix4_transformed_vector4( unproject, Vector4( points[7], 1 ) ) );
+//     Vector4 test1 = matrix4_transformed_vector4( unproject, Vector4( 0.5f, 0.5f, 0.5f, 1 ) );
+//     Vector3 test2 = vector4_projected( test1 );
+       aabb_draw_wire( points );
+}
 };
 
-inline void default_extents(Vector3& extents)
-{
-  extents = Vector3(8, 8, 8);
+inline void default_extents( Vector3& extents ){
+       extents = Vector3( 8, 8, 8 );
 }
 
 class ShaderRef
 {
-  CopiedString m_name;
-  Shader* m_shader;
-  void capture()
-  {
-    m_shader = GlobalShaderCache().capture(m_name.c_str());
-  }
-  void release()
-  {
-    GlobalShaderCache().release(m_name.c_str());
-  }
+CopiedString m_name;
+Shader* m_shader;
+void capture(){
+       m_shader = GlobalShaderCache().capture( m_name.c_str() );
+}
+void release(){
+       GlobalShaderCache().release( m_name.c_str() );
+}
 public:
-  ShaderRef()
-  {
-    capture();
-  }
-  ~ShaderRef()
-  {
-    release();
-  }
-  void setName(const char* name)
-  {
-    release();
-    m_name = name;
-    capture();
-  }
-  Shader* get() const
-  {
-    return m_shader;
-  }
+ShaderRef(){
+       capture();
+}
+~ShaderRef(){
+       release();
+}
+void setName( const char* name ){
+       release();
+       m_name = name;
+       capture();
+}
+Shader* get() const {
+       return m_shader;
+}
 };
 
 class LightShader
 {
-  ShaderRef m_shader;
-  void setDefault()
-  {
-    m_shader.setName(m_defaultShader);
-  }
+ShaderRef m_shader;
+void setDefault(){
+       m_shader.setName( m_defaultShader );
+}
 public:
-  static const char* m_defaultShader;
-
-  LightShader()
-  {
-    setDefault();
-  }
-  void valueChanged(const char* value)
-  {
-    if(string_empty(value))
-    {
-      setDefault();
-    }
-    else
-    {
-      m_shader.setName(value);
-    }
-    SceneChangeNotify();
-  }
-  typedef MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
-
-  Shader* get() const
-  {
-    return m_shader.get();
-  }
+static const char* m_defaultShader;
+
+LightShader(){
+       setDefault();
+}
+void valueChanged( const char* value ){
+       if ( string_empty( value ) ) {
+               setDefault();
+       }
+       else
+       {
+               m_shader.setName( value );
+       }
+       SceneChangeNotify();
+}
+typedef MemberCaller1<LightShader, const char*, &LightShader::valueChanged> ValueChangedCaller;
+
+Shader* get() const {
+       return m_shader.get();
+}
 };
 
 const char* LightShader::m_defaultShader = "";
 
-inline const BasicVector4<double>& plane3_to_vector4(const Plane3& self)
-{
-  return reinterpret_cast<const BasicVector4<double>&>(self);
+inline const BasicVector4<double>& plane3_to_vector4( const Plane3& self ){
+       return reinterpret_cast<const BasicVector4<double>&>( self );
 }
 
-inline BasicVector4<double>& plane3_to_vector4(Plane3& self)
-{
-  return reinterpret_cast<BasicVector4<double>&>(self);
+inline BasicVector4<double>& plane3_to_vector4( Plane3& self ){
+       return reinterpret_cast<BasicVector4<double>&>( self );
 }
 
-inline Matrix4 matrix4_from_planes(const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back)
-{
-  return Matrix4(
-    (right.a - left.a) / 2,
-    (top.a - bottom.a) / 2,
-    (back.a - front.a) / 2,
-    right.a - (right.a - left.a) / 2,
-    (right.b - left.b) / 2,
-    (top.b - bottom.b) / 2,
-    (back.b - front.b) / 2,
-    right.b - (right.b - left.b) / 2,
-    (right.c - left.c) / 2,
-    (top.c - bottom.c) / 2,
-    (back.c - front.c) / 2,
-    right.c - (right.c - left.c) / 2,
-    (right.d - left.d) / 2,
-    (top.d - bottom.d) / 2,
-    (back.d - front.d) / 2,
-    right.d - (right.d - left.d) / 2
-  );
+inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, const Plane3& bottom, const Plane3& top, const Plane3& front, const Plane3& back ){
+       return Matrix4(
+                          ( right.a - left.a ) / 2,
+                          ( top.a - bottom.a ) / 2,
+                          ( back.a - front.a ) / 2,
+                          right.a - ( right.a - left.a ) / 2,
+                          ( right.b - left.b ) / 2,
+                          ( top.b - bottom.b ) / 2,
+                          ( back.b - front.b ) / 2,
+                          right.b - ( right.b - left.b ) / 2,
+                          ( right.c - left.c ) / 2,
+                          ( top.c - bottom.c ) / 2,
+                          ( back.c - front.c ) / 2,
+                          right.c - ( right.c - left.c ) / 2,
+                          ( right.d - left.d ) / 2,
+                          ( top.d - bottom.d ) / 2,
+                          ( back.d - front.d ) / 2,
+                          right.d - ( right.d - left.d ) / 2
+                          );
 }
 
 class Light :
-  public OpenGLRenderable,
-  public Cullable,
-  public Bounded,
-  public Editable,
-  public Snappable
+       public OpenGLRenderable,
+       public Cullable,
+       public Bounded,
+       public Editable,
+       public Snappable
 {
-  EntityKeyValues m_entity;
-  KeyObserverMap m_keyObservers;
-  TraversableNodeSet m_traverse;
-  IdentityTransform m_transform;
-
-  OriginKey m_originKey;
-  RotationKey m_rotationKey;
-  Float9 m_rotation;
-  Colour m_colour;
-
-  ClassnameFilter m_filter;
-  NamedEntity m_named;
-  NameKeys m_nameKeys;
-  TraversableObserverPairRelay m_traverseObservers;
-  Doom3GroupOrigin m_funcStaticOrigin;
-
-  LightRadii m_radii;
-  Doom3LightRadius m_doom3Radius;
-
-  RenderLightRadiiWire m_radii_wire;
-  RenderLightRadiiFill m_radii_fill;
-  RenderLightRadiiBox m_radii_box;
-  RenderLightCenter m_render_center;
-  RenderableNamedEntity m_renderName;
-
-  Vector3 m_lightOrigin;
-  bool m_useLightOrigin;
-  Float9 m_lightRotation;
-  bool m_useLightRotation;
-
-  Vector3 m_lightTarget;
-  bool m_useLightTarget;
-  Vector3 m_lightUp;
-  bool m_useLightUp;
-  Vector3 m_lightRight;
-  bool m_useLightRight;
-  Vector3 m_lightStart;
-  bool m_useLightStart;
-  Vector3 m_lightEnd;
-  bool m_useLightEnd;
-
-  mutable AABB m_doom3AABB;
-  mutable Matrix4 m_doom3Rotation;
-  mutable Matrix4 m_doom3Projection;
-  mutable Frustum m_doom3Frustum;
-  mutable bool m_doom3ProjectionChanged;
-
-  RenderLightProjection m_renderProjection;
-
-  LightShader m_shader;
-
-  AABB m_aabb_light;
-
-  Callback m_transformChanged;
-  Callback m_boundsChanged;
-  Callback m_evaluateTransform;
-
-  void construct()
-  {
-    default_rotation(m_rotation);
-    m_aabb_light.origin = Vector3(0, 0, 0);
-    default_extents(m_aabb_light.extents);
-
-    m_keyObservers.insert("classname", ClassnameFilter::ClassnameChangedCaller(m_filter));
-    m_keyObservers.insert(Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller(m_named));
-    m_keyObservers.insert("_color", Colour::ColourChangedCaller(m_colour));
-    m_keyObservers.insert("origin", OriginKey::OriginChangedCaller(m_originKey));
-    m_keyObservers.insert("_light", LightRadii::PrimaryIntensityChangedCaller(m_radii));
-    m_keyObservers.insert("light", LightRadii::SecondaryIntensityChangedCaller(m_radii));
-    m_keyObservers.insert("fade", LightRadii::FadeChangedCaller(m_radii));
-    m_keyObservers.insert("scale", LightRadii::ScaleChangedCaller(m_radii));
-    m_keyObservers.insert("spawnflags", LightRadii::FlagsChangedCaller(m_radii));
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_keyObservers.insert("angle", RotationKey::AngleChangedCaller(m_rotationKey));
-      m_keyObservers.insert("rotation", RotationKey::RotationChangedCaller(m_rotationKey));
-      m_keyObservers.insert("light_radius", Doom3LightRadius::LightRadiusChangedCaller(m_doom3Radius));
-      m_keyObservers.insert("light_center", Doom3LightRadius::LightCenterChangedCaller(m_doom3Radius));
-      m_keyObservers.insert("light_origin", Light::LightOriginChangedCaller(*this));
-      m_keyObservers.insert("light_rotation", Light::LightRotationChangedCaller(*this));
-      m_keyObservers.insert("light_target", Light::LightTargetChangedCaller(*this));
-      m_keyObservers.insert("light_up", Light::LightUpChangedCaller(*this));
-      m_keyObservers.insert("light_right", Light::LightRightChangedCaller(*this));
-      m_keyObservers.insert("light_start", Light::LightStartChangedCaller(*this));
-      m_keyObservers.insert("light_end", Light::LightEndChangedCaller(*this));
-      m_keyObservers.insert("texture", LightShader::ValueChangedCaller(m_shader));
-      m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
-      m_doom3ProjectionChanged = true;
-    }
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_traverse.attach(&m_traverseObservers);
-      m_traverseObservers.attach(m_funcStaticOrigin);
-
-      m_entity.m_isContainer = true;
-    }
-  }
-  void destroy()
-  {
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_traverseObservers.detach(m_funcStaticOrigin);
-      m_traverse.detach(&m_traverseObservers);
-    }
-  }
-  
+EntityKeyValues m_entity;
+KeyObserverMap m_keyObservers;
+TraversableNodeSet m_traverse;
+IdentityTransform m_transform;
+
+OriginKey m_originKey;
+RotationKey m_rotationKey;
+Float9 m_rotation;
+Colour m_colour;
+
+ClassnameFilter m_filter;
+NamedEntity m_named;
+NameKeys m_nameKeys;
+TraversableObserverPairRelay m_traverseObservers;
+Doom3GroupOrigin m_funcStaticOrigin;
+
+LightRadii m_radii;
+Doom3LightRadius m_doom3Radius;
+
+RenderLightRadiiWire m_radii_wire;
+RenderLightRadiiFill m_radii_fill;
+RenderLightRadiiBox m_radii_box;
+RenderLightCenter m_render_center;
+RenderableNamedEntity m_renderName;
+
+Vector3 m_lightOrigin;
+bool m_useLightOrigin;
+Float9 m_lightRotation;
+bool m_useLightRotation;
+
+Vector3 m_lightTarget;
+bool m_useLightTarget;
+Vector3 m_lightUp;
+bool m_useLightUp;
+Vector3 m_lightRight;
+bool m_useLightRight;
+Vector3 m_lightStart;
+bool m_useLightStart;
+Vector3 m_lightEnd;
+bool m_useLightEnd;
+
+mutable AABB m_doom3AABB;
+mutable Matrix4 m_doom3Rotation;
+mutable Matrix4 m_doom3Projection;
+mutable Frustum m_doom3Frustum;
+mutable bool m_doom3ProjectionChanged;
+
+RenderLightProjection m_renderProjection;
+
+LightShader m_shader;
+
+AABB m_aabb_light;
+
+Callback m_transformChanged;
+Callback m_boundsChanged;
+Callback m_evaluateTransform;
+
+void construct(){
+       default_rotation( m_rotation );
+       m_aabb_light.origin = Vector3( 0, 0, 0 );
+       default_extents( m_aabb_light.extents );
+
+       m_keyObservers.insert( "classname", ClassnameFilter::ClassnameChangedCaller( m_filter ) );
+       m_keyObservers.insert( Static<KeyIsName>::instance().m_nameKey, NamedEntity::IdentifierChangedCaller( m_named ) );
+       m_keyObservers.insert( "_color", Colour::ColourChangedCaller( m_colour ) );
+       m_keyObservers.insert( "origin", OriginKey::OriginChangedCaller( m_originKey ) );
+       m_keyObservers.insert( "_light", LightRadii::PrimaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "light", LightRadii::SecondaryIntensityChangedCaller( m_radii ) );
+       m_keyObservers.insert( "fade", LightRadii::FadeChangedCaller( m_radii ) );
+       m_keyObservers.insert( "scale", LightRadii::ScaleChangedCaller( m_radii ) );
+       m_keyObservers.insert( "spawnflags", LightRadii::FlagsChangedCaller( m_radii ) );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_keyObservers.insert( "angle", RotationKey::AngleChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "rotation", RotationKey::RotationChangedCaller( m_rotationKey ) );
+               m_keyObservers.insert( "light_radius", Doom3LightRadius::LightRadiusChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_center", Doom3LightRadius::LightCenterChangedCaller( m_doom3Radius ) );
+               m_keyObservers.insert( "light_origin", Light::LightOriginChangedCaller( *this ) );
+               m_keyObservers.insert( "light_rotation", Light::LightRotationChangedCaller( *this ) );
+               m_keyObservers.insert( "light_target", Light::LightTargetChangedCaller( *this ) );
+               m_keyObservers.insert( "light_up", Light::LightUpChangedCaller( *this ) );
+               m_keyObservers.insert( "light_right", Light::LightRightChangedCaller( *this ) );
+               m_keyObservers.insert( "light_start", Light::LightStartChangedCaller( *this ) );
+               m_keyObservers.insert( "light_end", Light::LightEndChangedCaller( *this ) );
+               m_keyObservers.insert( "texture", LightShader::ValueChangedCaller( m_shader ) );
+               m_useLightTarget = m_useLightUp = m_useLightRight = m_useLightStart = m_useLightEnd = false;
+               m_doom3ProjectionChanged = true;
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverse.attach( &m_traverseObservers );
+               m_traverseObservers.attach( m_funcStaticOrigin );
+
+               m_entity.m_isContainer = true;
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_traverseObservers.detach( m_funcStaticOrigin );
+               m_traverse.detach( &m_traverseObservers );
+       }
+}
+
 // vc 2k5 compiler fix
 #if _MSC_VER >= 1400
-       public:
+public:
 #endif
 
-  void updateOrigin()
-  {
-    m_boundsChanged();
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_funcStaticOrigin.originChanged();
-    }
-
-    m_doom3Radius.m_changed();
-
-    GlobalSelectionSystem().pivotChanged();
-  }
-
-  void originChanged()
-  {
-    m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-    updateOrigin();
-  }
-  typedef MemberCaller<Light, &Light::originChanged> OriginChangedCaller;
-
-  void lightOriginChanged(const char* value)
-  {
-    m_useLightOrigin = !string_empty(value);
-    if(m_useLightOrigin)
-    {
-      read_origin(m_lightOrigin, value);
-    }
-    originChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightOriginChanged> LightOriginChangedCaller;
-
-  void lightTargetChanged(const char* value)
-  {
-    m_useLightTarget = !string_empty(value);
-    if(m_useLightTarget)
-    {
-      read_origin(m_lightTarget, value);
-    }
-    projectionChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightTargetChanged> LightTargetChangedCaller;
-  void lightUpChanged(const char* value)
-  {
-    m_useLightUp = !string_empty(value);
-    if(m_useLightUp)
-    {
-      read_origin(m_lightUp, value);
-    }
-    projectionChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightUpChanged> LightUpChangedCaller;
-  void lightRightChanged(const char* value)
-  {
-    m_useLightRight = !string_empty(value);
-    if(m_useLightRight)
-    {
-      read_origin(m_lightRight, value);
-    }
-    projectionChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightRightChanged> LightRightChangedCaller;
-  void lightStartChanged(const char* value)
-  {
-    m_useLightStart = !string_empty(value);
-    if(m_useLightStart)
-    {
-      read_origin(m_lightStart, value);
-    }
-    projectionChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightStartChanged> LightStartChangedCaller;
-  void lightEndChanged(const char* value)
-  {
-    m_useLightEnd = !string_empty(value);
-    if(m_useLightEnd)
-    {
-      read_origin(m_lightEnd, value);
-    }
-    projectionChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightEndChanged> LightEndChangedCaller;
-
-  void writeLightOrigin()
-  {
-    write_origin(m_lightOrigin, &m_entity, "light_origin");
-  }
-
-  void updateLightRadiiBox() const
-  {
-    const Matrix4& rotation = rotation_toMatrix(m_rotation);
-    aabb_corners(AABB(Vector3(0, 0, 0), m_doom3Radius.m_radiusTransformed), m_radii_box.m_points);
-    matrix4_transform_point(rotation, m_radii_box.m_points[0]);
-    vector3_add(m_radii_box.m_points[0], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[1]);
-    vector3_add(m_radii_box.m_points[1], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[2]);
-    vector3_add(m_radii_box.m_points[2], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[3]);
-    vector3_add(m_radii_box.m_points[3], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[4]);
-    vector3_add(m_radii_box.m_points[4], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[5]);
-    vector3_add(m_radii_box.m_points[5], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[6]);
-    vector3_add(m_radii_box.m_points[6], m_aabb_light.origin);
-    matrix4_transform_point(rotation, m_radii_box.m_points[7]);
-    vector3_add(m_radii_box.m_points[7], m_aabb_light.origin);
-  }
-
-  void rotationChanged()
-  {
-    rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
-    GlobalSelectionSystem().pivotChanged();
-  }
-  typedef MemberCaller<Light, &Light::rotationChanged> RotationChangedCaller;
-
-  void lightRotationChanged(const char* value)
-  {
-    m_useLightRotation = !string_empty(value);
-    if(m_useLightRotation)
-    {
-      read_rotation(m_lightRotation, value);
-    }
-    rotationChanged();
-  }
-  typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
+void updateOrigin(){
+       m_boundsChanged();
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_funcStaticOrigin.originChanged();
+       }
+
+       m_doom3Radius.m_changed();
+
+       GlobalSelectionSystem().pivotChanged();
+}
+
+void originChanged(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       updateOrigin();
+}
+typedef MemberCaller<Light, &Light::originChanged> OriginChangedCaller;
+
+void lightOriginChanged( const char* value ){
+       m_useLightOrigin = !string_empty( value );
+       if ( m_useLightOrigin ) {
+               read_origin( m_lightOrigin, value );
+       }
+       originChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightOriginChanged> LightOriginChangedCaller;
+
+void lightTargetChanged( const char* value ){
+       m_useLightTarget = !string_empty( value );
+       if ( m_useLightTarget ) {
+               read_origin( m_lightTarget, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightTargetChanged> LightTargetChangedCaller;
+void lightUpChanged( const char* value ){
+       m_useLightUp = !string_empty( value );
+       if ( m_useLightUp ) {
+               read_origin( m_lightUp, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightUpChanged> LightUpChangedCaller;
+void lightRightChanged( const char* value ){
+       m_useLightRight = !string_empty( value );
+       if ( m_useLightRight ) {
+               read_origin( m_lightRight, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightRightChanged> LightRightChangedCaller;
+void lightStartChanged( const char* value ){
+       m_useLightStart = !string_empty( value );
+       if ( m_useLightStart ) {
+               read_origin( m_lightStart, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightStartChanged> LightStartChangedCaller;
+void lightEndChanged( const char* value ){
+       m_useLightEnd = !string_empty( value );
+       if ( m_useLightEnd ) {
+               read_origin( m_lightEnd, value );
+       }
+       projectionChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightEndChanged> LightEndChangedCaller;
+
+void writeLightOrigin(){
+       write_origin( m_lightOrigin, &m_entity, "light_origin" );
+}
+
+void updateLightRadiiBox() const {
+       const Matrix4& rotation = rotation_toMatrix( m_rotation );
+       aabb_corners( AABB( Vector3( 0, 0, 0 ), m_doom3Radius.m_radiusTransformed ), m_radii_box.m_points );
+       matrix4_transform_point( rotation, m_radii_box.m_points[0] );
+       vector3_add( m_radii_box.m_points[0], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[1] );
+       vector3_add( m_radii_box.m_points[1], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[2] );
+       vector3_add( m_radii_box.m_points[2], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[3] );
+       vector3_add( m_radii_box.m_points[3], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[4] );
+       vector3_add( m_radii_box.m_points[4], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[5] );
+       vector3_add( m_radii_box.m_points[5], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[6] );
+       vector3_add( m_radii_box.m_points[6], m_aabb_light.origin );
+       matrix4_transform_point( rotation, m_radii_box.m_points[7] );
+       vector3_add( m_radii_box.m_points[7], m_aabb_light.origin );
+}
+
+void rotationChanged(){
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       GlobalSelectionSystem().pivotChanged();
+}
+typedef MemberCaller<Light, &Light::rotationChanged> RotationChangedCaller;
+
+void lightRotationChanged( const char* value ){
+       m_useLightRotation = !string_empty( value );
+       if ( m_useLightRotation ) {
+               read_rotation( m_lightRotation, value );
+       }
+       rotationChanged();
+}
+typedef MemberCaller1<Light, const char*, &Light::lightRotationChanged> LightRotationChangedCaller;
 
 public:
 
-  Light(EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
-    m_entity(eclass),
-    m_originKey(OriginChangedCaller(*this)),
-    m_rotationKey(RotationChangedCaller(*this)),
-    m_colour(Callback()),
-    m_filter(m_entity, node),
-    m_named(m_entity),
-    m_nameKeys(m_entity),
-    m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
-    m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
-    m_radii_wire(m_radii, m_aabb_light.origin),
-    m_radii_fill(m_radii, m_aabb_light.origin),
-    m_radii_box(m_aabb_light.origin),
-    m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()), 
-    m_renderName(m_named, m_aabb_light.origin),
-    m_useLightOrigin(false),
-    m_useLightRotation(false),
-    m_renderProjection(m_doom3Projection),
-    m_transformChanged(transformChanged),
-    m_boundsChanged(boundsChanged),
-    m_evaluateTransform(evaluateTransform)
-  {
-    construct();
-  }
-  Light(const Light& other, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform) :
-    m_entity(other.m_entity),
-    m_originKey(OriginChangedCaller(*this)),
-    m_rotationKey(RotationChangedCaller(*this)),
-    m_colour(Callback()),
-    m_filter(m_entity, node),
-    m_named(m_entity),
-    m_nameKeys(m_entity),
-    m_funcStaticOrigin(m_traverse, m_originKey.m_origin),
-    m_doom3Radius(EntityClass_valueForKey(m_entity.getEntityClass(), "light_radius")),
-    m_radii_wire(m_radii, m_aabb_light.origin),
-    m_radii_fill(m_radii, m_aabb_light.origin),
-    m_radii_box(m_aabb_light.origin),
-    m_render_center(m_doom3Radius.m_center, m_entity.getEntityClass()), 
-    m_renderName(m_named, m_aabb_light.origin),
-    m_useLightOrigin(false),
-    m_useLightRotation(false),
-    m_renderProjection(m_doom3Projection),
-    m_transformChanged(transformChanged),
-    m_boundsChanged(boundsChanged),
-    m_evaluateTransform(evaluateTransform)
-  {
-    construct();
-  }
-  ~Light()
-  {
-    destroy();
-  }
-
-  InstanceCounter m_instanceCounter;
-  void instanceAttach(const scene::Path& path)
-  {
-    if(++m_instanceCounter.m_count == 1)
-    {
-      m_filter.instanceAttach();
-      m_entity.instanceAttach(path_find_mapfile(path.begin(), path.end()));
-      if(g_lightType == LIGHTTYPE_DOOM3)
-      {
-        m_traverse.instanceAttach(path_find_mapfile(path.begin(), path.end()));
-      }
-      m_entity.attach(m_keyObservers);
-
-      if(g_lightType == LIGHTTYPE_DOOM3)
-      {
-        m_funcStaticOrigin.enable();
-      }
-    }
-  }
-  void instanceDetach(const scene::Path& path)
-  {
-    if(--m_instanceCounter.m_count == 0)
-    {
-      if(g_lightType == LIGHTTYPE_DOOM3)
-      {
-        m_funcStaticOrigin.disable();
-      }
-
-      m_entity.detach(m_keyObservers);
-      if(g_lightType == LIGHTTYPE_DOOM3)
-      {
-        m_traverse.instanceDetach(path_find_mapfile(path.begin(), path.end()));
-      }
-      m_entity.instanceDetach(path_find_mapfile(path.begin(), path.end()));
-      m_filter.instanceDetach();
-    }
-  }
-
-  EntityKeyValues& getEntity()
-  {
-    return m_entity;
-  }
-  const EntityKeyValues& getEntity() const
-  {
-    return m_entity;
-  }
-
-  scene::Traversable& getTraversable()
-  {
-    return m_traverse;
-  }
-  Namespaced& getNamespaced()
-  {
-    return m_nameKeys;
-  }
-  Nameable& getNameable()
-  {
-    return m_named;
-  }
-  TransformNode& getTransformNode()
-  {
-    return m_transform;
-  }
-
-  void attach(scene::Traversable::Observer* observer)
-  {
-    m_traverseObservers.attach(*observer);
-  }
-  void detach(scene::Traversable::Observer* observer)
-  {
-    m_traverseObservers.detach(*observer);
-  }
-
-  void render(RenderStateFlags state) const
-  {
-    if(!g_newLightDraw)
-    {
-      aabb_draw(m_aabb_light, state);
-    }
-    else
-    {
-      light_draw(m_aabb_light, state);
-    }
-  }
-
-  VolumeIntersectionValue intersectVolume(const VolumeTest& volume, const Matrix4& localToWorld) const
-  {
-    return volume.TestAABB(m_aabb_light, localToWorld);
-  }
-
-  // cache
-  const AABB& localAABB() const
-  {
-    return m_aabb_light;
-  }
-
-
-  mutable Matrix4 m_projectionOrientation;
-
-  void renderSolid(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
-  {
-    renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly);
-    renderer.SetState(m_colour.state(), Renderer::eFullMaterials);
-    renderer.addRenderable(*this, localToWorld);
-
-    if(selected && g_lightRadii && string_empty(m_entity.getKeyValue("target")))
-    {
-      if(renderer.getStyle() == Renderer::eFullMaterials)
-      {
-        renderer.SetState(RenderLightRadiiFill::m_state, Renderer::eFullMaterials);
-        renderer.Highlight(Renderer::ePrimitive, false);
-        renderer.addRenderable(m_radii_fill, localToWorld);
-      }
-      else
-      {
-        renderer.addRenderable(m_radii_wire, localToWorld);
-      }
-    }
-
-    renderer.SetState(m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials);
-
-    if(g_lightType == LIGHTTYPE_DOOM3 && selected)
-    {
-      if(isProjected())
-      {
-        projection();
-        m_projectionOrientation = rotation();
-        vector4_to_vector3(m_projectionOrientation.t()) = localAABB().origin;
-        renderer.addRenderable(m_renderProjection, m_projectionOrientation);
-      }
-      else
-      {
-        updateLightRadiiBox();
-        renderer.addRenderable(m_radii_box, localToWorld);
-      }
-
-      //draw the center of the light
-      if(m_doom3Radius.m_useCenterKey)
-      {
-        renderer.Highlight(Renderer::ePrimitive, false);
-        renderer.Highlight(Renderer::eFace, false);
-        renderer.SetState(m_render_center.m_state, Renderer::eFullMaterials);
-        renderer.SetState(m_render_center.m_state, Renderer::eWireframeOnly);
-        renderer.addRenderable(m_render_center, localToWorld);
-      }
-    }
-  }
-  void renderWireframe(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected) const
-  {
-    renderSolid(renderer, volume, localToWorld, selected);
-    if(g_showNames)
-    {
-      renderer.addRenderable(m_renderName, localToWorld);
-    }
-  }
-
-  void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
-  {
-    test.BeginMesh(localToWorld);
-
-    SelectionIntersection best;
-    aabb_testselect(m_aabb_light, test, best);
-    if(best.valid())
-    {
-      selector.addIntersection(best);
-    }
-  }
-  
-  void translate(const Vector3& translation)
-  {
-    m_aabb_light.origin = origin_translated(m_aabb_light.origin, translation);
-  }
-  void rotate(const Quaternion& rotation)
-  {
-    rotation_rotate(m_rotation, rotation);
-  }
-  void snapto(float snap)
-  {
-    if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
-    {
-      m_useLightOrigin = true;
-      m_lightOrigin = m_originKey.m_origin;
-    }
-
-    if(m_useLightOrigin)
-    {
-      m_lightOrigin = origin_snapped(m_lightOrigin, snap);
-      writeLightOrigin();
-    }
-    else
-    {
-      m_originKey.m_origin = origin_snapped(m_originKey.m_origin, snap);
-      m_originKey.write(&m_entity);
-    }
-  }
-  void setLightRadius(const AABB& aabb)
-  {
-    m_aabb_light.origin = aabb.origin;
-    m_doom3Radius.m_radiusTransformed = aabb.extents;
-  }
-  void transformLightRadius(const Matrix4& transform)
-  {
-    matrix4_transform_point(transform, m_aabb_light.origin);
-  }
-  void revertTransform()
-  {
-    m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
-    rotation_assign(m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation);
-    m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
-  }
-  void freezeTransform()
-  {
-    if(g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty())
-    {
-      m_useLightOrigin = true;
-    }
-
-    if(m_useLightOrigin)
-    {
-      m_lightOrigin = m_aabb_light.origin;
-      writeLightOrigin();
-    }
-    else
-    {
-      m_originKey.m_origin = m_aabb_light.origin;
-      m_originKey.write(&m_entity);
-    }
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      if(!m_useLightRotation && !m_traverse.empty())
-      {
-        m_useLightRotation = true;
-      }
-
-      if(m_useLightRotation)
-      {
-        rotation_assign(m_lightRotation, m_rotation);
-        write_rotation(m_lightRotation, &m_entity, "light_rotation");
-      }
-
-      rotation_assign(m_rotationKey.m_rotation, m_rotation);
-      write_rotation(m_rotationKey.m_rotation, &m_entity);
-
-      m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
-      write_origin(m_doom3Radius.m_radius, &m_entity, "light_radius");
-    }
-  }
-  void transformChanged()
-  {
-    revertTransform();
-    m_evaluateTransform();
-    updateOrigin();
-  }
-  typedef MemberCaller<Light, &Light::transformChanged> TransformChangedCaller;
-
-  mutable Matrix4 m_localPivot;
-  const Matrix4& getLocalPivot() const
-  {
-    m_localPivot = rotation_toMatrix(m_rotation);
-    vector4_to_vector3(m_localPivot.t()) = m_aabb_light.origin;
-    return m_localPivot;
-  }
-
-  void setLightChangedCallback(const Callback& callback)
-  {
-    m_doom3Radius.m_changed = callback;
-  }
-
-  const AABB& aabb() const
-  {
-    m_doom3AABB = AABB(m_aabb_light.origin, m_doom3Radius.m_radiusTransformed);
-    return m_doom3AABB;
-  }
-  bool testAABB(const AABB& other) const
-  {
-    if(isProjected())
-    {
-      Matrix4 transform = rotation();
-      vector4_to_vector3(transform.t()) = localAABB().origin;
-      projection();
-      Frustum frustum(frustum_transformed(m_doom3Frustum, transform));
-      return frustum_test_aabb(frustum, other) != c_volumeOutside;
-    }
-    // test against an AABB which contains the rotated bounds of this light.
-    const AABB& bounds = aabb();
-    return aabb_intersects_aabb(other, AABB(
-      bounds.origin,
-      Vector3(
-        static_cast<float>(fabs(m_rotation[0] * bounds.extents[0])
-                            + fabs(m_rotation[3] * bounds.extents[1])
-                            + fabs(m_rotation[6] * bounds.extents[2])),
-        static_cast<float>(fabs(m_rotation[1] * bounds.extents[0])
-                            + fabs(m_rotation[4] * bounds.extents[1])
-                            + fabs(m_rotation[7] * bounds.extents[2])),
-        static_cast<float>(fabs(m_rotation[2] * bounds.extents[0])
-                            + fabs(m_rotation[5] * bounds.extents[1])
-                            + fabs(m_rotation[8] * bounds.extents[2]))
-      )
-    ));
-  }
-
-  const Matrix4& rotation() const
-  {
-    m_doom3Rotation = rotation_toMatrix(m_rotation);
-    return m_doom3Rotation;
-  }
-  const Vector3& offset() const
-  {
-    return m_doom3Radius.m_center;
-  }
-  const Vector3& colour() const
-  {
-    return m_colour.m_colour;
-  }
-
-  bool isProjected() const
-  {
-    return m_useLightTarget && m_useLightUp && m_useLightRight;
-  }
-  void projectionChanged()
-  {
-    m_doom3ProjectionChanged = true;
-    m_doom3Radius.m_changed();
-    SceneChangeNotify();
-  }
-
-  const Matrix4& projection() const
-  {
-    if(!m_doom3ProjectionChanged)
-    {
-      return m_doom3Projection;
-    }
-    m_doom3ProjectionChanged = false;
-    m_doom3Projection = g_matrix4_identity;
-    matrix4_translate_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 0));
-    matrix4_scale_by_vec3(m_doom3Projection, Vector3(0.5f, 0.5f, 1));
+Light( EntityClass* eclass, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+       m_entity( eclass ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+Light( const Light& other, scene::Node& node, const Callback& transformChanged, const Callback& boundsChanged, const Callback& evaluateTransform ) :
+       m_entity( other.m_entity ),
+       m_originKey( OriginChangedCaller( *this ) ),
+       m_rotationKey( RotationChangedCaller( *this ) ),
+       m_colour( Callback() ),
+       m_filter( m_entity, node ),
+       m_named( m_entity ),
+       m_nameKeys( m_entity ),
+       m_funcStaticOrigin( m_traverse, m_originKey.m_origin ),
+       m_doom3Radius( EntityClass_valueForKey( m_entity.getEntityClass(), "light_radius" ) ),
+       m_radii_wire( m_radii, m_aabb_light.origin ),
+       m_radii_fill( m_radii, m_aabb_light.origin ),
+       m_radii_box( m_aabb_light.origin ),
+       m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
+       m_renderName( m_named, m_aabb_light.origin ),
+       m_useLightOrigin( false ),
+       m_useLightRotation( false ),
+       m_renderProjection( m_doom3Projection ),
+       m_transformChanged( transformChanged ),
+       m_boundsChanged( boundsChanged ),
+       m_evaluateTransform( evaluateTransform ){
+       construct();
+}
+~Light(){
+       destroy();
+}
+
+InstanceCounter m_instanceCounter;
+void instanceAttach( const scene::Path& path ){
+       if ( ++m_instanceCounter.m_count == 1 ) {
+               m_filter.instanceAttach();
+               m_entity.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceAttach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.attach( m_keyObservers );
+
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.enable();
+               }
+       }
+}
+void instanceDetach( const scene::Path& path ){
+       if ( --m_instanceCounter.m_count == 0 ) {
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_funcStaticOrigin.disable();
+               }
+
+               m_entity.detach( m_keyObservers );
+               if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+                       m_traverse.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               }
+               m_entity.instanceDetach( path_find_mapfile( path.begin(), path.end() ) );
+               m_filter.instanceDetach();
+       }
+}
+
+EntityKeyValues& getEntity(){
+       return m_entity;
+}
+const EntityKeyValues& getEntity() const {
+       return m_entity;
+}
+
+scene::Traversable& getTraversable(){
+       return m_traverse;
+}
+Namespaced& getNamespaced(){
+       return m_nameKeys;
+}
+Nameable& getNameable(){
+       return m_named;
+}
+TransformNode& getTransformNode(){
+       return m_transform;
+}
+
+void attach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.attach( *observer );
+}
+void detach( scene::Traversable::Observer* observer ){
+       m_traverseObservers.detach( *observer );
+}
+
+void render( RenderStateFlags state ) const {
+       if ( !g_newLightDraw ) {
+               aabb_draw( m_aabb_light, state );
+       }
+       else
+       {
+               light_draw( m_aabb_light, state );
+       }
+}
+
+VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
+       return volume.TestAABB( m_aabb_light, localToWorld );
+}
+
+// cache
+const AABB& localAABB() const {
+       return m_aabb_light;
+}
+
+
+mutable Matrix4 m_projectionOrientation;
+
+void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eWireframeOnly );
+       renderer.SetState( m_colour.state(), Renderer::eFullMaterials );
+       renderer.addRenderable( *this, localToWorld );
+
+       if ( selected && g_lightRadii && string_empty( m_entity.getKeyValue( "target" ) ) ) {
+               if ( renderer.getStyle() == Renderer::eFullMaterials ) {
+                       renderer.SetState( RenderLightRadiiFill::m_state, Renderer::eFullMaterials );
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.addRenderable( m_radii_fill, localToWorld );
+               }
+               else
+               {
+                       renderer.addRenderable( m_radii_wire, localToWorld );
+               }
+       }
+
+       renderer.SetState( m_entity.getEntityClass().m_state_wire, Renderer::eFullMaterials );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 && selected ) {
+               if ( isProjected() ) {
+                       projection();
+                       m_projectionOrientation = rotation();
+                       vector4_to_vector3( m_projectionOrientation.t() ) = localAABB().origin;
+                       renderer.addRenderable( m_renderProjection, m_projectionOrientation );
+               }
+               else
+               {
+                       updateLightRadiiBox();
+                       renderer.addRenderable( m_radii_box, localToWorld );
+               }
+
+               //draw the center of the light
+               if ( m_doom3Radius.m_useCenterKey ) {
+                       renderer.Highlight( Renderer::ePrimitive, false );
+                       renderer.Highlight( Renderer::eFace, false );
+                       renderer.SetState( m_render_center.m_state, Renderer::eFullMaterials );
+                       renderer.SetState( m_render_center.m_state, Renderer::eWireframeOnly );
+                       renderer.addRenderable( m_render_center, localToWorld );
+               }
+       }
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld, bool selected ) const {
+       renderSolid( renderer, volume, localToWorld, selected );
+       if ( g_showNames ) {
+               renderer.addRenderable( m_renderName, localToWorld );
+       }
+}
+
+void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
+       test.BeginMesh( localToWorld );
+
+       SelectionIntersection best;
+       aabb_testselect( m_aabb_light, test, best );
+       if ( best.valid() ) {
+               selector.addIntersection( best );
+       }
+}
+
+void translate( const Vector3& translation ){
+       m_aabb_light.origin = origin_translated( m_aabb_light.origin, translation );
+}
+void rotate( const Quaternion& rotation ){
+       rotation_rotate( m_rotation, rotation );
+}
+void snapto( float snap ){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+               m_lightOrigin = m_originKey.m_origin;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = origin_snapped( m_lightOrigin, snap );
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = origin_snapped( m_originKey.m_origin, snap );
+               m_originKey.write( &m_entity );
+       }
+}
+void setLightRadius( const AABB& aabb ){
+       m_aabb_light.origin = aabb.origin;
+       m_doom3Radius.m_radiusTransformed = aabb.extents;
+}
+void transformLightRadius( const Matrix4& transform ){
+       matrix4_transform_point( transform, m_aabb_light.origin );
+}
+void revertTransform(){
+       m_aabb_light.origin = m_useLightOrigin ? m_lightOrigin : m_originKey.m_origin;
+       rotation_assign( m_rotation, m_useLightRotation ? m_lightRotation : m_rotationKey.m_rotation );
+       m_doom3Radius.m_radiusTransformed = m_doom3Radius.m_radius;
+}
+void freezeTransform(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 && !m_useLightOrigin && !m_traverse.empty() ) {
+               m_useLightOrigin = true;
+       }
+
+       if ( m_useLightOrigin ) {
+               m_lightOrigin = m_aabb_light.origin;
+               writeLightOrigin();
+       }
+       else
+       {
+               m_originKey.m_origin = m_aabb_light.origin;
+               m_originKey.write( &m_entity );
+       }
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               if ( !m_useLightRotation && !m_traverse.empty() ) {
+                       m_useLightRotation = true;
+               }
+
+               if ( m_useLightRotation ) {
+                       rotation_assign( m_lightRotation, m_rotation );
+                       write_rotation( m_lightRotation, &m_entity, "light_rotation" );
+               }
+
+               rotation_assign( m_rotationKey.m_rotation, m_rotation );
+               write_rotation( m_rotationKey.m_rotation, &m_entity );
+
+               m_doom3Radius.m_radius = m_doom3Radius.m_radiusTransformed;
+               write_origin( m_doom3Radius.m_radius, &m_entity, "light_radius" );
+       }
+}
+void transformChanged(){
+       revertTransform();
+       m_evaluateTransform();
+       updateOrigin();
+}
+typedef MemberCaller<Light, &Light::transformChanged> TransformChangedCaller;
+
+mutable Matrix4 m_localPivot;
+const Matrix4& getLocalPivot() const {
+       m_localPivot = rotation_toMatrix( m_rotation );
+       vector4_to_vector3( m_localPivot.t() ) = m_aabb_light.origin;
+       return m_localPivot;
+}
+
+void setLightChangedCallback( const Callback& callback ){
+       m_doom3Radius.m_changed = callback;
+}
+
+const AABB& aabb() const {
+       m_doom3AABB = AABB( m_aabb_light.origin, m_doom3Radius.m_radiusTransformed );
+       return m_doom3AABB;
+}
+bool testAABB( const AABB& other ) const {
+       if ( isProjected() ) {
+               Matrix4 transform = rotation();
+               vector4_to_vector3( transform.t() ) = localAABB().origin;
+               projection();
+               Frustum frustum( frustum_transformed( m_doom3Frustum, transform ) );
+               return frustum_test_aabb( frustum, other ) != c_volumeOutside;
+       }
+       // test against an AABB which contains the rotated bounds of this light.
+       const AABB& bounds = aabb();
+       return aabb_intersects_aabb( other, AABB(
+                                                                        bounds.origin,
+                                                                        Vector3(
+                                                                                static_cast<float>( fabs( m_rotation[0] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[3] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[6] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[1] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[4] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[7] * bounds.extents[2] ) ),
+                                                                                static_cast<float>( fabs( m_rotation[2] * bounds.extents[0] )
+                                                                                                                        + fabs( m_rotation[5] * bounds.extents[1] )
+                                                                                                                        + fabs( m_rotation[8] * bounds.extents[2] ) )
+                                                                                )
+                                                                        ) );
+}
+
+const Matrix4& rotation() const {
+       m_doom3Rotation = rotation_toMatrix( m_rotation );
+       return m_doom3Rotation;
+}
+const Vector3& offset() const {
+       return m_doom3Radius.m_center;
+}
+const Vector3& colour() const {
+       return m_colour.m_colour;
+}
+
+bool isProjected() const {
+       return m_useLightTarget && m_useLightUp && m_useLightRight;
+}
+void projectionChanged(){
+       m_doom3ProjectionChanged = true;
+       m_doom3Radius.m_changed();
+       SceneChangeNotify();
+}
+
+const Matrix4& projection() const {
+       if ( !m_doom3ProjectionChanged ) {
+               return m_doom3Projection;
+       }
+       m_doom3ProjectionChanged = false;
+       m_doom3Projection = g_matrix4_identity;
+       matrix4_translate_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 0 ) );
+       matrix4_scale_by_vec3( m_doom3Projection, Vector3( 0.5f, 0.5f, 1 ) );
 
 #if 0
-    Vector3 right = vector3_cross(m_lightUp, vector3_normalised(m_lightTarget));
-    Vector3 up = vector3_cross(vector3_normalised(m_lightTarget), m_lightRight);
-    Vector3 target = m_lightTarget;
-    Matrix4 test(
-      -right.x(), -right.y(), -right.z(), 0,
-      -up.x(), -up.y(), -up.z(), 0,
-      -target.x(), -target.y(), -target.z(), 0,
-      0, 0, 0, 1
-    );
-    Matrix4 frustum = matrix4_frustum(-0.01, 0.01, -0.01, 0.01, 0.01, 1.0);
-    test = matrix4_full_inverse(test);
-    matrix4_premultiply_by_matrix4(test, frustum);
-    matrix4_multiply_by_matrix4(m_doom3Projection, test);
+       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget ) );
+       Vector3 up = vector3_cross( vector3_normalised( m_lightTarget ), m_lightRight );
+       Vector3 target = m_lightTarget;
+       Matrix4 test(
+               -right.x(), -right.y(), -right.z(), 0,
+               -up.x(), -up.y(), -up.z(), 0,
+               -target.x(), -target.y(), -target.z(), 0,
+               0, 0, 0, 1
+               );
+       Matrix4 frustum = matrix4_frustum( -0.01, 0.01, -0.01, 0.01, 0.01, 1.0 );
+       test = matrix4_full_inverse( test );
+       matrix4_premultiply_by_matrix4( test, frustum );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-    const float nearFar = 1 / 49.5f;
-    Vector3 right = vector3_cross(m_lightUp, vector3_normalised(m_lightTarget + m_lightRight));
-    Vector3 up = vector3_cross(vector3_normalised(m_lightTarget + m_lightUp), m_lightRight);
-    Vector3 target = vector3_negated(m_lightTarget * (1 + nearFar));
-    float scale = -1 / vector3_length(m_lightTarget);
-    Matrix4 test(
-      -inverse(right.x()), -inverse(up.x()), -inverse(target.x()), 0,
-      -inverse(right.y()), -inverse(up.y()), -inverse(target.y()), 0,
-      -inverse(right.z()), -inverse(up.z()), -inverse(target.z()), scale,
-      0, 0, -nearFar, 0
-    );
-    matrix4_multiply_by_matrix4(m_doom3Projection, test);
+       const float nearFar = 1 / 49.5f;
+       Vector3 right = vector3_cross( m_lightUp, vector3_normalised( m_lightTarget + m_lightRight ) );
+       Vector3 up = vector3_cross( vector3_normalised( m_lightTarget + m_lightUp ), m_lightRight );
+       Vector3 target = vector3_negated( m_lightTarget * ( 1 + nearFar ) );
+       float scale = -1 / vector3_length( m_lightTarget );
+       Matrix4 test(
+               -inverse( right.x() ), -inverse( up.x() ), -inverse( target.x() ), 0,
+               -inverse( right.y() ), -inverse( up.y() ), -inverse( target.y() ), 0,
+               -inverse( right.z() ), -inverse( up.z() ), -inverse( target.z() ), scale,
+               0, 0, -nearFar, 0
+               );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #elif 0
-    Vector3 leftA(m_lightTarget - m_lightRight);
-    Vector3 leftB(m_lightRight + m_lightUp);
-    Plane3 left(vector3_normalised(vector3_cross(leftA, leftB)) * (1.0 / 128), 0);
-    Vector3 rightA(m_lightTarget + m_lightRight);
-    Vector3 rightB(vector3_cross(rightA, m_lightTarget));
-    Plane3 right(vector3_normalised(vector3_cross(rightA, rightB)) * (1.0 / 128), 0);
-    Vector3 bottomA(m_lightTarget - m_lightUp);
-    Vector3 bottomB(vector3_cross(bottomA, m_lightTarget));
-    Plane3 bottom(vector3_normalised(vector3_cross(bottomA, bottomB)) * (1.0 / 128), 0);
-    Vector3 topA(m_lightTarget + m_lightUp);
-    Vector3 topB(vector3_cross(topA, m_lightTarget));
-    Plane3 top(vector3_normalised(vector3_cross(topA, topB)) * (1.0 / 128), 0);
-    Plane3 front(vector3_normalised(m_lightTarget) * (1.0 / 128), 1);
-    Plane3 back(vector3_normalised(vector3_negated(m_lightTarget)) * (1.0 / 128), 0);
-    Matrix4 test(matrix4_from_planes(plane3_flipped(left), plane3_flipped(right), plane3_flipped(bottom), plane3_flipped(top), plane3_flipped(front), plane3_flipped(back)));
-    matrix4_multiply_by_matrix4(m_doom3Projection, test);
+       Vector3 leftA( m_lightTarget - m_lightRight );
+       Vector3 leftB( m_lightRight + m_lightUp );
+       Plane3 left( vector3_normalised( vector3_cross( leftA, leftB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 rightA( m_lightTarget + m_lightRight );
+       Vector3 rightB( vector3_cross( rightA, m_lightTarget ) );
+       Plane3 right( vector3_normalised( vector3_cross( rightA, rightB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 bottomA( m_lightTarget - m_lightUp );
+       Vector3 bottomB( vector3_cross( bottomA, m_lightTarget ) );
+       Plane3 bottom( vector3_normalised( vector3_cross( bottomA, bottomB ) ) * ( 1.0 / 128 ), 0 );
+       Vector3 topA( m_lightTarget + m_lightUp );
+       Vector3 topB( vector3_cross( topA, m_lightTarget ) );
+       Plane3 top( vector3_normalised( vector3_cross( topA, topB ) ) * ( 1.0 / 128 ), 0 );
+       Plane3 front( vector3_normalised( m_lightTarget ) * ( 1.0 / 128 ), 1 );
+       Plane3 back( vector3_normalised( vector3_negated( m_lightTarget ) ) * ( 1.0 / 128 ), 0 );
+       Matrix4 test( matrix4_from_planes( plane3_flipped( left ), plane3_flipped( right ), plane3_flipped( bottom ), plane3_flipped( top ), plane3_flipped( front ), plane3_flipped( back ) ) );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
 #else
 
-    Plane3 lightProject[4];
-
-    Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised(m_lightTarget);
-    Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
-
-         float rLen = vector3_length(m_lightRight);
-         Vector3 right = vector3_divided(m_lightRight, rLen);
-         float uLen = vector3_length(m_lightUp);
-         Vector3 up = vector3_divided(m_lightUp, uLen);
-         Vector3 normal = vector3_normalised(vector3_cross(up, right));
-
-         float dist = vector3_dot(m_lightTarget, normal);
-         if ( dist < 0 ) {
-                 dist = -dist;
-                 normal = vector3_negated(normal);
-         }
-
-         right *= ( 0.5f * dist ) / rLen;
-         up *= -( 0.5f * dist ) / uLen;
-
-         lightProject[2] = Plane3(normal, 0);
-         lightProject[0] = Plane3(right, 0);
-         lightProject[1] = Plane3(up, 0);
-
-         // now offset to center
-         Vector4 targetGlobal(m_lightTarget, 1);
-    {
-      float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[0]));
-      float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
-           float ofs = 0.5f - a / b;
-           plane3_to_vector4(lightProject[0]) += plane3_to_vector4(lightProject[2]) * ofs;
-    }
-    {
-      float a = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[1]));
-      float b = vector4_dot(targetGlobal, plane3_to_vector4(lightProject[2]));
-           float ofs = 0.5f - a / b;
-           plane3_to_vector4(lightProject[1]) += plane3_to_vector4(lightProject[2]) * ofs;
-    }
-
-         // set the falloff vector
-         Vector3 falloff = stop - start;
-         float length = vector3_length(falloff);
-    falloff = vector3_divided(falloff, length);
-         if ( length <= 0 ) {
-                 length = 1;
-         }
-    falloff *= (1.0f / length);
-         lightProject[3] = Plane3(falloff, -vector3_dot(start, falloff));
-
-         // we want the planes of s=0, s=q, t=0, and t=q
-         m_doom3Frustum.left = lightProject[0];
-         m_doom3Frustum.bottom = lightProject[1];
-         m_doom3Frustum.right = Plane3(lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist());
-         m_doom3Frustum.top = Plane3(lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist());
-
-         // we want the planes of s=0 and s=1 for front and rear clipping planes
-         m_doom3Frustum.front = lightProject[3];
-
-         m_doom3Frustum.back = lightProject[3];
-         m_doom3Frustum.back.dist() -= 1.0f;
-         m_doom3Frustum.back = plane3_flipped(m_doom3Frustum.back);
-
-    Matrix4 test(matrix4_from_planes(m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back));
-    matrix4_multiply_by_matrix4(m_doom3Projection, test);
-
-    m_doom3Frustum.left = plane3_normalised(m_doom3Frustum.left);
-    m_doom3Frustum.right = plane3_normalised(m_doom3Frustum.right);
-    m_doom3Frustum.bottom = plane3_normalised(m_doom3Frustum.bottom);
-    m_doom3Frustum.top = plane3_normalised(m_doom3Frustum.top);
-    m_doom3Frustum.back = plane3_normalised(m_doom3Frustum.back);
-    m_doom3Frustum.front = plane3_normalised(m_doom3Frustum.front);
+       Plane3 lightProject[4];
+
+       Vector3 start = m_useLightStart && m_useLightEnd ? m_lightStart : vector3_normalised( m_lightTarget );
+       Vector3 stop = m_useLightStart && m_useLightEnd ? m_lightEnd : m_lightTarget;
+
+       float rLen = vector3_length( m_lightRight );
+       Vector3 right = vector3_divided( m_lightRight, rLen );
+       float uLen = vector3_length( m_lightUp );
+       Vector3 up = vector3_divided( m_lightUp, uLen );
+       Vector3 normal = vector3_normalised( vector3_cross( up, right ) );
+
+       float dist = vector3_dot( m_lightTarget, normal );
+       if ( dist < 0 ) {
+               dist = -dist;
+               normal = vector3_negated( normal );
+       }
+
+       right *= ( 0.5f * dist ) / rLen;
+       up *= -( 0.5f * dist ) / uLen;
+
+       lightProject[2] = Plane3( normal, 0 );
+       lightProject[0] = Plane3( right, 0 );
+       lightProject[1] = Plane3( up, 0 );
+
+       // now offset to center
+       Vector4 targetGlobal( m_lightTarget, 1 );
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[0] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[0] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+       {
+               float a = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[1] ) );
+               float b = vector4_dot( targetGlobal, plane3_to_vector4( lightProject[2] ) );
+               float ofs = 0.5f - a / b;
+               plane3_to_vector4( lightProject[1] ) += plane3_to_vector4( lightProject[2] ) * ofs;
+       }
+
+       // set the falloff vector
+       Vector3 falloff = stop - start;
+       float length = vector3_length( falloff );
+       falloff = vector3_divided( falloff, length );
+       if ( length <= 0 ) {
+               length = 1;
+       }
+       falloff *= ( 1.0f / length );
+       lightProject[3] = Plane3( falloff, -vector3_dot( start, falloff ) );
+
+       // we want the planes of s=0, s=q, t=0, and t=q
+       m_doom3Frustum.left = lightProject[0];
+       m_doom3Frustum.bottom = lightProject[1];
+       m_doom3Frustum.right = Plane3( lightProject[2].normal() - lightProject[0].normal(), lightProject[2].dist() - lightProject[0].dist() );
+       m_doom3Frustum.top = Plane3( lightProject[2].normal() - lightProject[1].normal(), lightProject[2].dist() - lightProject[1].dist() );
+
+       // we want the planes of s=0 and s=1 for front and rear clipping planes
+       m_doom3Frustum.front = lightProject[3];
+
+       m_doom3Frustum.back = lightProject[3];
+       m_doom3Frustum.back.dist() -= 1.0f;
+       m_doom3Frustum.back = plane3_flipped( m_doom3Frustum.back );
+
+       Matrix4 test( matrix4_from_planes( m_doom3Frustum.left, m_doom3Frustum.right, m_doom3Frustum.bottom, m_doom3Frustum.top, m_doom3Frustum.front, m_doom3Frustum.back ) );
+       matrix4_multiply_by_matrix4( m_doom3Projection, test );
+
+       m_doom3Frustum.left = plane3_normalised( m_doom3Frustum.left );
+       m_doom3Frustum.right = plane3_normalised( m_doom3Frustum.right );
+       m_doom3Frustum.bottom = plane3_normalised( m_doom3Frustum.bottom );
+       m_doom3Frustum.top = plane3_normalised( m_doom3Frustum.top );
+       m_doom3Frustum.back = plane3_normalised( m_doom3Frustum.back );
+       m_doom3Frustum.front = plane3_normalised( m_doom3Frustum.front );
 #endif
-    //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
-    return m_doom3Projection;
-  }
-
-  Shader* getShader() const
-  {
-    return m_shader.get();
-  }
+       //matrix4_scale_by_vec3(m_doom3Projection, Vector3(1.0 / 128, 1.0 / 128, 1.0 / 128));
+       return m_doom3Projection;
+}
+
+Shader* getShader() const {
+       return m_shader.get();
+}
 };
 
 class LightInstance :
-  public TargetableInstance,
-  public TransformModifier,
-  public Renderable,
-  public SelectionTestable,
-  public RendererLight,
-  public PlaneSelectable,
-  public ComponentSelectionTestable
+       public TargetableInstance,
+       public TransformModifier,
+       public Renderable,
+       public SelectionTestable,
+       public RendererLight,
+       public PlaneSelectable,
+       public ComponentSelectionTestable
+{
+class TypeCasts
 {
-  class TypeCasts
-  {
-    InstanceTypeCastTable m_casts;
-  public:
-    TypeCasts()
-    {
-      m_casts = TargetableInstance::StaticTypeCasts::instance().get();
-      InstanceContainedCast<LightInstance, Bounded>::install(m_casts);
-      //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
-      InstanceStaticCast<LightInstance, Renderable>::install(m_casts);
-      InstanceStaticCast<LightInstance, SelectionTestable>::install(m_casts);
-      InstanceStaticCast<LightInstance, Transformable>::install(m_casts);
-      InstanceStaticCast<LightInstance, PlaneSelectable>::install(m_casts);
-      InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install(m_casts);
-      InstanceIdentityCast<LightInstance>::install(m_casts);
-    }
-    InstanceTypeCastTable& get()
-    {
-      return m_casts;
-    }
-  };
-
-  Light& m_contained;
-  DragPlanes m_dragPlanes;// dragplanes for lightresizing using mousedrag
+InstanceTypeCastTable m_casts;
+public:
+TypeCasts(){
+       m_casts = TargetableInstance::StaticTypeCasts::instance().get();
+       InstanceContainedCast<LightInstance, Bounded>::install( m_casts );
+       //InstanceContainedCast<LightInstance, Cullable>::install(m_casts);
+       InstanceStaticCast<LightInstance, Renderable>::install( m_casts );
+       InstanceStaticCast<LightInstance, SelectionTestable>::install( m_casts );
+       InstanceStaticCast<LightInstance, Transformable>::install( m_casts );
+       InstanceStaticCast<LightInstance, PlaneSelectable>::install( m_casts );
+       InstanceStaticCast<LightInstance, ComponentSelectionTestable>::install( m_casts );
+       InstanceIdentityCast<LightInstance>::install( m_casts );
+}
+InstanceTypeCastTable& get(){
+       return m_casts;
+}
+};
+
+Light& m_contained;
+DragPlanes m_dragPlanes;  // dragplanes for lightresizing using mousedrag
 public:
-  typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-  Bounded& get(NullType<Bounded>)
-  {
-    return m_contained;
-  }
-
-  STRING_CONSTANT(Name, "LightInstance");
-
-  LightInstance(const scene::Path& path, scene::Instance* parent, Light& contained) :
-    TargetableInstance(path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this),
-    TransformModifier(Light::TransformChangedCaller(contained), ApplyTransformCaller(*this)),
-    m_contained(contained),
-    m_dragPlanes(SelectedChangedComponentCaller(*this))
-  {
-    m_contained.instanceAttach(Instance::path());
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      GlobalShaderCache().attach(*this);
-      m_contained.setLightChangedCallback(LightChangedCaller(*this));
-    }
-
-    StaticRenderableConnectionLines::instance().attach(*this);
-  }
-  ~LightInstance()
-  {
-    StaticRenderableConnectionLines::instance().detach(*this);
-
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_contained.setLightChangedCallback(Callback());
-      GlobalShaderCache().detach(*this);
-    }
-
-    m_contained.instanceDetach(Instance::path());
-  }
-  void renderSolid(Renderer& renderer, const VolumeTest& volume) const
-  {
-    m_contained.renderSolid(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
-  }
-  void renderWireframe(Renderer& renderer, const VolumeTest& volume) const
-  {
-    m_contained.renderWireframe(renderer, volume, Instance::localToWorld(), getSelectable().isSelected());
-  }
-  void testSelect(Selector& selector, SelectionTest& test)
-  {
-    m_contained.testSelect(selector, test, Instance::localToWorld());
-  }
-
-  void selectPlanes(Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback)
-  {
-    test.BeginMesh(localToWorld());
-    m_dragPlanes.selectPlanes(m_contained.aabb(), selector, test, selectedPlaneCallback, rotation());
-  }
-  void selectReversedPlanes(Selector& selector, const SelectedPlanes& selectedPlanes)
-  {
-    m_dragPlanes.selectReversedPlanes(m_contained.aabb(), selector, selectedPlanes, rotation());
-  }
-  
-  bool isSelectedComponents() const
-  {
-    return m_dragPlanes.isSelected();
-  }
-  void setSelectedComponents(bool select, SelectionSystem::EComponentMode mode)
-  {
-    if(mode == SelectionSystem::eFace)
-    {
-      m_dragPlanes.setSelected(false);
-    }
-  }
-  void testSelectComponents(Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode)
-  {
-  }
-
-  void selectedChangedComponent(const Selectable& selectable)
-  {
-    GlobalSelectionSystem().getObserver(SelectionSystem::eComponent)(selectable);
-    GlobalSelectionSystem().onComponentSelection(*this, selectable);
-  }
-  typedef MemberCaller1<LightInstance, const Selectable&, &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
-
-  void evaluateTransform()
-  {
-    if(getType() == TRANSFORM_PRIMITIVE)
-    {
-      m_contained.translate(getTranslation());
-      m_contained.rotate(getRotation());
-    }
-    else
-    {
-      //globalOutputStream() << getTranslation() << "\n";
-
-      m_dragPlanes.m_bounds = m_contained.aabb();
-      m_contained.setLightRadius(m_dragPlanes.evaluateResize(getTranslation(), rotation()));
-    }
-  }
-  void applyTransform()
-  {
-    m_contained.revertTransform();
-    evaluateTransform();
-    m_contained.freezeTransform();
-  }
-  typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;
-
-  void lightChanged()
-  {
-    GlobalShaderCache().changed(*this);
-  }
-  typedef MemberCaller<LightInstance, &LightInstance::lightChanged> LightChangedCaller;
-
-  Shader* getShader() const
-  {
-    return m_contained.getShader();
-  }
-  const AABB& aabb() const
-  {
-    return m_contained.aabb();
-  }
-  bool testAABB(const AABB& other) const
-  {
-    return m_contained.testAABB(other);
-  }
-  const Matrix4& rotation() const
-  {
-    return m_contained.rotation();
-  }
-  const Vector3& offset() const
-  {
-    return m_contained.offset();
-  }
-  const Vector3& colour() const
-  {
-    return m_contained.colour();
-  }
-
-  bool isProjected() const
-  {
-    return m_contained.isProjected();
-  }
-  const Matrix4& projection() const
-  {
-    return m_contained.projection();
-  }
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+Bounded& get( NullType<Bounded>){
+       return m_contained;
+}
+
+STRING_CONSTANT( Name, "LightInstance" );
+
+LightInstance( const scene::Path& path, scene::Instance* parent, Light& contained ) :
+       TargetableInstance( path, parent, this, StaticTypeCasts::instance().get(), contained.getEntity(), *this ),
+       TransformModifier( Light::TransformChangedCaller( contained ), ApplyTransformCaller( *this ) ),
+       m_contained( contained ),
+       m_dragPlanes( SelectedChangedComponentCaller( *this ) ){
+       m_contained.instanceAttach( Instance::path() );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               GlobalShaderCache().attach( *this );
+               m_contained.setLightChangedCallback( LightChangedCaller( *this ) );
+       }
+
+       StaticRenderableConnectionLines::instance().attach( *this );
+}
+~LightInstance(){
+       StaticRenderableConnectionLines::instance().detach( *this );
+
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.setLightChangedCallback( Callback() );
+               GlobalShaderCache().detach( *this );
+       }
+
+       m_contained.instanceDetach( Instance::path() );
+}
+void renderSolid( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderSolid( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume ) const {
+       m_contained.renderWireframe( renderer, volume, Instance::localToWorld(), getSelectable().isSelected() );
+}
+void testSelect( Selector& selector, SelectionTest& test ){
+       m_contained.testSelect( selector, test, Instance::localToWorld() );
+}
+
+void selectPlanes( Selector& selector, SelectionTest& test, const PlaneCallback& selectedPlaneCallback ){
+       test.BeginMesh( localToWorld() );
+       m_dragPlanes.selectPlanes( m_contained.aabb(), selector, test, selectedPlaneCallback, rotation() );
+}
+void selectReversedPlanes( Selector& selector, const SelectedPlanes& selectedPlanes ){
+       m_dragPlanes.selectReversedPlanes( m_contained.aabb(), selector, selectedPlanes, rotation() );
+}
+
+bool isSelectedComponents() const {
+       return m_dragPlanes.isSelected();
+}
+void setSelectedComponents( bool select, SelectionSystem::EComponentMode mode ){
+       if ( mode == SelectionSystem::eFace ) {
+               m_dragPlanes.setSelected( false );
+       }
+}
+void testSelectComponents( Selector& selector, SelectionTest& test, SelectionSystem::EComponentMode mode ){
+}
+
+void selectedChangedComponent( const Selectable& selectable ){
+       GlobalSelectionSystem().getObserver ( SelectionSystem::eComponent )( selectable );
+       GlobalSelectionSystem().onComponentSelection( *this, selectable );
+}
+typedef MemberCaller1<LightInstance, const Selectable&, &LightInstance::selectedChangedComponent> SelectedChangedComponentCaller;
+
+void evaluateTransform(){
+       if ( getType() == TRANSFORM_PRIMITIVE ) {
+               m_contained.translate( getTranslation() );
+               m_contained.rotate( getRotation() );
+       }
+       else
+       {
+               //globalOutputStream() << getTranslation() << "\n";
+
+               m_dragPlanes.m_bounds = m_contained.aabb();
+               m_contained.setLightRadius( m_dragPlanes.evaluateResize( getTranslation(), rotation() ) );
+       }
+}
+void applyTransform(){
+       m_contained.revertTransform();
+       evaluateTransform();
+       m_contained.freezeTransform();
+}
+typedef MemberCaller<LightInstance, &LightInstance::applyTransform> ApplyTransformCaller;
+
+void lightChanged(){
+       GlobalShaderCache().changed( *this );
+}
+typedef MemberCaller<LightInstance, &LightInstance::lightChanged> LightChangedCaller;
+
+Shader* getShader() const {
+       return m_contained.getShader();
+}
+const AABB& aabb() const {
+       return m_contained.aabb();
+}
+bool testAABB( const AABB& other ) const {
+       return m_contained.testAABB( other );
+}
+const Matrix4& rotation() const {
+       return m_contained.rotation();
+}
+const Vector3& offset() const {
+       return m_contained.offset();
+}
+const Vector3& colour() const {
+       return m_contained.colour();
+}
+
+bool isProjected() const {
+       return m_contained.isProjected();
+}
+const Matrix4& projection() const {
+       return m_contained.projection();
+}
 };
 
 class LightNode :
-  public scene::Node::Symbiot,
-  public scene::Instantiable,
-  public scene::Cloneable,
-  public scene::Traversable::Observer
+       public scene::Node::Symbiot,
+       public scene::Instantiable,
+       public scene::Cloneable,
+       public scene::Traversable::Observer
 {
-  class TypeCasts
-  {
-    NodeTypeCastTable m_casts;
-  public:
-    TypeCasts()
-    {
-      NodeStaticCast<LightNode, scene::Instantiable>::install(m_casts);
-      NodeStaticCast<LightNode, scene::Cloneable>::install(m_casts);
-      if(g_lightType == LIGHTTYPE_DOOM3)
-      {
-        NodeContainedCast<LightNode, scene::Traversable>::install(m_casts);
-      }
-      NodeContainedCast<LightNode, Editable>::install(m_casts);
-      NodeContainedCast<LightNode, Snappable>::install(m_casts);
-      NodeContainedCast<LightNode, TransformNode>::install(m_casts);
-      NodeContainedCast<LightNode, Entity>::install(m_casts);
-      NodeContainedCast<LightNode, Nameable>::install(m_casts);
-      NodeContainedCast<LightNode, Namespaced>::install(m_casts);
-    }
-    NodeTypeCastTable& get()
-    {
-      return m_casts;
-    }
-  };
-
-
-  scene::Node m_node;
-  InstanceSet m_instances;
-  Light m_contained;
-
-  void construct()
-  {
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_contained.attach(this);
-    }
-  }
-  void destroy()
-  {
-    if(g_lightType == LIGHTTYPE_DOOM3)
-    {
-      m_contained.detach(this);
-    }
-  }
+class TypeCasts
+{
+NodeTypeCastTable m_casts;
 public:
-  typedef LazyStatic<TypeCasts> StaticTypeCasts;
-
-  scene::Traversable& get(NullType<scene::Traversable>)
-  {
-    return m_contained.getTraversable();
-  }
-  Editable& get(NullType<Editable>)
-  {
-    return m_contained;
-  }
-  Snappable& get(NullType<Snappable>)
-  {
-    return m_contained;
-  }
-  TransformNode& get(NullType<TransformNode>)
-  {
-    return m_contained.getTransformNode();
-  }
-  Entity& get(NullType<Entity>)
-  {
-    return m_contained.getEntity();
-  }
-  Nameable& get(NullType<Nameable>)
-  {
-    return m_contained.getNameable();
-  }
-  Namespaced& get(NullType<Namespaced>)
-  {
-    return m_contained.getNamespaced();
-  }
-
-  LightNode(EntityClass* eclass) :
-    m_node(this, this, StaticTypeCasts::instance().get()),
-    m_contained(eclass, m_node, InstanceSet::TransformChangedCaller(m_instances), InstanceSet::BoundsChangedCaller(m_instances), InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
-  {
-    construct();
-  }
-  LightNode(const LightNode& other) :
-    scene::Node::Symbiot(other),
-    scene::Instantiable(other),
-    scene::Cloneable(other),
-    scene::Traversable::Observer(other),
-    m_node(this, this, StaticTypeCasts::instance().get()),
-    m_contained(other.m_contained, m_node, InstanceSet::TransformChangedCaller(m_instances), InstanceSet::BoundsChangedCaller(m_instances), InstanceSetEvaluateTransform<LightInstance>::Caller(m_instances))
-  {
-    construct();
-  }
-  ~LightNode()
-  {
-    destroy();
-  }
-
-  void release()
-  {
-    delete this;
-  }
-  scene::Node& node()
-  {
-    return m_node;
-  }
-
-  scene::Node& clone() const
-  {
-    return (new LightNode(*this))->node();
-  }
-
-  void insert(scene::Node& child)
-  {
-    m_instances.insert(child);
-  }
-  void erase(scene::Node& child)
-  {
-    m_instances.erase(child);
-  }
-
-  scene::Instance* create(const scene::Path& path, scene::Instance* parent)
-  {
-    return new LightInstance(path, parent, m_contained);
-  }
-  void forEachInstance(const scene::Instantiable::Visitor& visitor)
-  {
-    m_instances.forEachInstance(visitor);
-  }
-  void insert(scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance)
-  {
-    m_instances.insert(observer, path, instance);
-  }
-  scene::Instance* erase(scene::Instantiable::Observer* observer, const scene::Path& path)
-  {
-    return m_instances.erase(observer, path);
-  }
+TypeCasts(){
+       NodeStaticCast<LightNode, scene::Instantiable>::install( m_casts );
+       NodeStaticCast<LightNode, scene::Cloneable>::install( m_casts );
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               NodeContainedCast<LightNode, scene::Traversable>::install( m_casts );
+       }
+       NodeContainedCast<LightNode, Editable>::install( m_casts );
+       NodeContainedCast<LightNode, Snappable>::install( m_casts );
+       NodeContainedCast<LightNode, TransformNode>::install( m_casts );
+       NodeContainedCast<LightNode, Entity>::install( m_casts );
+       NodeContainedCast<LightNode, Nameable>::install( m_casts );
+       NodeContainedCast<LightNode, Namespaced>::install( m_casts );
+}
+NodeTypeCastTable& get(){
+       return m_casts;
+}
 };
 
-void Light_Construct(LightType lightType)
-{
-  g_lightType = lightType;
-  if(g_lightType == LIGHTTYPE_DOOM3)
-  {
-    LightShader::m_defaultShader = "lights/defaultPointLight";
+
+scene::Node m_node;
+InstanceSet m_instances;
+Light m_contained;
+
+void construct(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.attach( this );
+       }
+}
+void destroy(){
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               m_contained.detach( this );
+       }
+}
+public:
+typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+scene::Traversable& get( NullType<scene::Traversable>){
+       return m_contained.getTraversable();
+}
+Editable& get( NullType<Editable>){
+       return m_contained;
+}
+Snappable& get( NullType<Snappable>){
+       return m_contained;
+}
+TransformNode& get( NullType<TransformNode>){
+       return m_contained.getTransformNode();
+}
+Entity& get( NullType<Entity>){
+       return m_contained.getEntity();
+}
+Nameable& get( NullType<Nameable>){
+       return m_contained.getNameable();
+}
+Namespaced& get( NullType<Namespaced>){
+       return m_contained.getNamespaced();
+}
+
+LightNode( EntityClass* eclass ) :
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( eclass, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+LightNode( const LightNode& other ) :
+       scene::Node::Symbiot( other ),
+       scene::Instantiable( other ),
+       scene::Cloneable( other ),
+       scene::Traversable::Observer( other ),
+       m_node( this, this, StaticTypeCasts::instance().get() ),
+       m_contained( other.m_contained, m_node, InstanceSet::TransformChangedCaller( m_instances ), InstanceSet::BoundsChangedCaller( m_instances ), InstanceSetEvaluateTransform<LightInstance>::Caller( m_instances ) ){
+       construct();
+}
+~LightNode(){
+       destroy();
+}
+
+void release(){
+       delete this;
+}
+scene::Node& node(){
+       return m_node;
+}
+
+scene::Node& clone() const {
+       return ( new LightNode( *this ) )->node();
+}
+
+void insert( scene::Node& child ){
+       m_instances.insert( child );
+}
+void erase( scene::Node& child ){
+       m_instances.erase( child );
+}
+
+scene::Instance* create( const scene::Path& path, scene::Instance* parent ){
+       return new LightInstance( path, parent, m_contained );
+}
+void forEachInstance( const scene::Instantiable::Visitor& visitor ){
+       m_instances.forEachInstance( visitor );
+}
+void insert( scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance ){
+       m_instances.insert( observer, path, instance );
+}
+scene::Instance* erase( scene::Instantiable::Observer* observer, const scene::Path& path ){
+       return m_instances.erase( observer, path );
+}
+};
+
+void Light_Construct( LightType lightType ){
+       g_lightType = lightType;
+       if ( g_lightType == LIGHTTYPE_DOOM3 ) {
+               LightShader::m_defaultShader = "lights/defaultPointLight";
 #if 0
-    LightShader::m_defaultShader = "lights/defaultProjectedLight";
+               LightShader::m_defaultShader = "lights/defaultProjectedLight";
 #endif
-  }
-  RenderLightRadiiFill::m_state = GlobalShaderCache().capture("$Q3MAP2_LIGHT_SPHERE");
-  RenderLightCenter::m_state = GlobalShaderCache().capture("$BIGPOINT");
+       }
+       RenderLightRadiiFill::m_state = GlobalShaderCache().capture( "$Q3MAP2_LIGHT_SPHERE" );
+       RenderLightCenter::m_state = GlobalShaderCache().capture( "$BIGPOINT" );
 }
-void Light_Destroy()
-{
-  GlobalShaderCache().release("$Q3MAP2_LIGHT_SPHERE");
-  GlobalShaderCache().release("$BIGPOINT");
+void Light_Destroy(){
+       GlobalShaderCache().release( "$Q3MAP2_LIGHT_SPHERE" );
+       GlobalShaderCache().release( "$BIGPOINT" );
 }
 
-scene::Node& New_Light(EntityClass* eclass)
-{
-  return (new LightNode(eclass))->node();
+scene::Node& New_Light( EntityClass* eclass ){
+       return ( new LightNode( eclass ) )->node();
 }