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nuclear@1
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1 #include <stdio.h>
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2 #include <map>
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3 #include "opengl.h"
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4 #include <assimp/cimport.h>
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5 #include <assimp/scene.h>
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6 #include <assimp/postprocess.h>
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7 #include "tile.h"
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8 #include "tileset.h"
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9 #include "renderer.h"
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10
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11 using std::map;
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12
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13 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node);
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14 static PointLight *mesh_to_light(Mesh *m);
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15
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16 bool ass_obj_hack;
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17
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18 Tile::Tile(TileSet *tileset)
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19 {
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20 tset = tileset;
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21 }
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22
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23 bool Tile::load(const char *fname)
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24 {
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25 if(!fname) {
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26 return false;
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27 }
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28
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29 char *saved_fname = (char*)alloca(strlen(fname) + 1);
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30 strcpy(saved_fname, fname);
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31
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32 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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33 aiProcess_CalcTangentSpace |
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34 aiProcess_Triangulate |
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35 aiProcess_SortByPType |
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36 aiProcess_FlipUVs;
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37
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38 const aiScene *scn = aiImportFile(fname, proc_flags);
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39 if(!scn) {
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40 fprintf(stderr, "failed to load tile: %s\n", fname);
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41 return -1;
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42 }
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43
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44 map<aiMesh*, aiNode*> nodemap;
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45 build_nodemap(&nodemap, scn, scn->mRootNode);
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46
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47 if(strstr(fname, ".obj") == fname + strlen(fname) - 4) {
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48 ass_obj_hack = true;
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49 } else {
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50 ass_obj_hack = false;
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51 }
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52
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53 //load_lights(scn);
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54 load_meshes(scn, nodemap);
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55
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56 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, (int)meshes.size(), (int)lights.size());
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57 return true;
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58 }
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59
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60 void Tile::draw(unsigned int draw_mask) const
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61 {
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62 for(size_t i=0; i<meshes.size(); i++) {
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63 if(mesh_side[i] & draw_mask) {
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64 meshes[i]->draw();
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65 }
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66 }
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67 }
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68
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69 void Tile::draw_lights(unsigned int draw_mask) const
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70 {
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71 for(size_t i=0; i<lights.size(); i++) {
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72 if(light_side[i] & draw_mask) {
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73 lights[i]->draw();
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74 }
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75 }
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76 }
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77
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78 /*
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79 int Tile::load_lights(const aiScene *scn)
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80 {
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81 int count = 0;
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82
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83 for(int i=0; i<(int)scn->mNumLights; i++) {
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84 Light *lt;
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85 aiLight *ailt = scn->mLights[i];
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86
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87 switch(ailt->mType) {
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88 case aiLightSource_POINT:
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89 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
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90 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
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91 ailt->mAttenuationQuadratic);
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92 break;
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93
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94 case aiLightSource_DIRECTIONAL:
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95 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
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96 break;
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97
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98 default:
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99 continue;
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100 }
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101
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102 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
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103
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104 lights.push_back(lt);
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105 count++;
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106 }
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107
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108 return count;
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109 }
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110 */
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111
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112 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
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113 {
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114 int count = 0;
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115
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116 int attr_loc = get_tangent_location();
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117 if(attr_loc == -1) {
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118 fprintf(stderr, "warning: failed to retrieve tangent attribute location while loading tile\n");
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119 }
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120
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121 for(int i=0; i<(int)scn->mNumMeshes; i++) {
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122 // ignore any lines or other crap
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123 if(scn->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
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124 continue;
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125 }
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126
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127 Mesh *mesh = new Mesh;
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128 if(!mesh->create(scn, scn->mMeshes[i])) {
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129 delete mesh;
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130 continue;
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131 }
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132 if(attr_loc != -1) {
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133 mesh->set_attrib_location(MESH_ATTR_TANGENT, attr_loc);
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134 }
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135
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136 Material mat;
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137 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
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138 mesh->set_material(mat);
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139
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140 // retrieve the node pointer
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141 const char *name = "<unknown>";
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142
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143 auto iter = nmap.find(scn->mMeshes[i]);
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144 if(iter != nmap.end()) {
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145 aiNode *node = iter->second;
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146
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147 Matrix4x4 xform;
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148 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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149 xform = *(Matrix4x4*)&node->mTransformation;
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150 mesh->set_xform(xform);
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151
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152 name = node->mName.data;
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153 mesh->set_name(name);
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154 }
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155
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156 // find which side is this mesh on
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157 unsigned int side = 0;
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158 if(strstr(name, "NORTH")) {
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159 side |= TILE_NORTH;
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160 }
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161 if(strstr(name, "SOUTH")) {
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162 side |= TILE_SOUTH;
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163 }
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164 if(strstr(name, "EAST")) {
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165 side |= TILE_EAST;
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166 }
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167 if(strstr(name, "WEST")) {
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168 side |= TILE_WEST;
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169 }
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170 if(!side) {
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171 side = TILE_ALL;
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172 }
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173
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174 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
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175 // and destroy the mesh...
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176 if(strstr(name, "LIGHT")) {
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177 PointLight *lt = mesh_to_light(mesh);
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178 if(!lt) {
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179 fprintf(stderr, "failed to convert mesh %s to light\n", name);
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180 } else {
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181 lights.push_back(lt);
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182 light_side.push_back(side);
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183 }
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184 delete mesh;
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185
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186 } else {
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187 meshes.push_back(mesh);
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188 mesh_side.push_back(side);
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189 count++;
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190 }
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191 }
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192 return count;
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193 }
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194
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195 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
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196 {
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197 unsigned int i;
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198
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199 for(i=0; i<node->mNumMeshes; i++) {
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200 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
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201
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202 (*nmap)[m] = node;
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203 }
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204
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205 for(i=0; i<node->mNumChildren; i++) {
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206 build_nodemap(nmap, scn, node->mChildren[i]);
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207 }
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208 }
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209
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210 static PointLight *mesh_to_light(Mesh *m)
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211 {
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212 Vector3 center = m->get_bsph_center();
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213 float rad = m->get_bsph_radius();
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214
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215 PointLight *lt = new PointLight(center);
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216 lt->set_radius(rad);
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217
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218 lt->set_color(m->get_material().kd);
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219
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220 return lt;
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221 }
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