text: #include "LightManager.h"
  #include  <math.h>
  float LightManager::lx=0;
  float LightManager::ly=0;
  float LightManager::lz=0;
  float LightManager::lightAmbientR=0;
  float LightManager::lightAmbientG=0;
  float LightManager::lightAmbientB=0;
  float LightManager::lightAmbientA=0;
  float LightManager::lightDiffuseR=0;
  float LightManager::lightDiffuseG=0;
  float LightManager::lightDiffuseB=0;
  float LightManager::lightDiffuseA=0;
  float LightManager::lightSpecularR=0;
  float LightManager::lightSpecularG=0;
  float LightManager::lightSpecularB=0;
  float LightManager::lightSpecularA=0;
  float LightManager::lightFWJ=0;
  void LightManager::setLightPosition(float lxIn,float lyIn,float lzIn)
  {
      lx=lxIn;
      ly=lyIn;
      lz=lzIn;
  }
  void LightManager::setlightAmbient(float lightAmbientRIn,float lightAmbientGIn,float lightAmbientBIn,float lightAmbientAIn)
  {
      lightAmbientR=lightAmbientRIn;
      lightAmbientG=lightAmbientGIn;
      lightAmbientB=lightAmbientBIn;
      lightAmbientA=lightAmbientAIn;
  }
  void LightManager::setlightDiffuse(float lightDiffuseRIn,float lightDiffuseGIn,float lightDiffuseBIn,float lightDiffuseAIn)
  {
      lightDiffuseR=lightDiffuseRIn;
      lightDiffuseG=lightDiffuseGIn;
      lightDiffuseB=lightDiffuseBIn;
      lightDiffuseA=lightDiffuseAIn;
  }
  void LightManager::setlightSpecular(float lightSpecularRIn,float lightSpecularGIn,float lightSpecularBIn,float lightSpecularAIn)
  {
      lightSpecularR=lightSpecularRIn;
      lightSpecularG=lightSpecularGIn;
      lightSpecularB=lightSpecularBIn;
      lightSpecularA=lightSpecularAIn;
  }
  void LightManager::move()
  {
      lightFWJ=lightFWJ+0.5;
      float tempLx=sin(lightFWJ/180*3.14150265)*150;
      float tempLz=cos(lightFWJ/180*3.14150265)*150;
      LightManager::setLightPosition(tempLx,200,tempLz);
      if(lightFWJ>=360)
      {
          lightFWJ=0;
      }
  }