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nuclear@1
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1 #include <stdio.h>
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nuclear@7
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2 #include <map>
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nuclear@1
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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 Tile::~Tile()
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24 {
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25 for(auto m : meshes) {
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26 delete m;
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27 }
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28 for(auto lt : lights) {
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29 delete lt;
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30 }
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31 for(auto ps : psattr) {
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32 psys_destroy_attr(ps);
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33 delete ps;
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34 }
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35 }
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36
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37 bool Tile::load(const char *fname)
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38 {
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39 if(!fname) {
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40 return false;
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41 }
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42
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43 char *saved_fname = (char*)alloca(strlen(fname) + 1);
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44 strcpy(saved_fname, fname);
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45
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46 unsigned int proc_flags = aiProcess_JoinIdenticalVertices |
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47 aiProcess_CalcTangentSpace |
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48 aiProcess_Triangulate |
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49 aiProcess_SortByPType |
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50 aiProcess_FlipUVs;
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51
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52 const aiScene *scn = aiImportFile(fname, proc_flags);
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53 if(!scn) {
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54 fprintf(stderr, "failed to load tile: %s\n", fname);
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55 return -1;
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56 }
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57
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58 map<aiMesh*, aiNode*> nodemap;
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59 build_nodemap(&nodemap, scn, scn->mRootNode);
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60
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61 if(strstr(fname, ".obj") == fname + strlen(fname) - 4) {
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62 ass_obj_hack = true;
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63 } else {
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64 ass_obj_hack = false;
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65 }
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66
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67 //load_lights(scn);
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68 load_meshes(scn, nodemap);
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69
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70 printf("loaded tile %s: %d meshes, %d lights\n", saved_fname, (int)meshes.size(), (int)lights.size());
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71
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72 aiReleaseImport(scn);
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73 return true;
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74 }
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75
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76 void Tile::update(unsigned long msec, float dt)
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77 {
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78 // TODO particle system update
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79 }
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80
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81 void Tile::draw(unsigned int draw_mask) const
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82 {
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83 for(size_t i=0; i<meshes.size(); i++) {
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84 if(mesh_side[i] & draw_mask) {
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85 meshes[i]->draw();
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86 }
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87 }
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88 }
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89
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90 void Tile::draw_lights(unsigned int draw_mask) const
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91 {
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92 for(size_t i=0; i<lights.size(); i++) {
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93 if(light_side[i] & draw_mask) {
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94 lights[i]->draw();
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95 }
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96 }
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97 }
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98
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99 /*
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100 int Tile::load_lights(const aiScene *scn)
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101 {
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102 int count = 0;
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103
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104 for(int i=0; i<(int)scn->mNumLights; i++) {
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105 Light *lt;
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106 aiLight *ailt = scn->mLights[i];
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107
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108 switch(ailt->mType) {
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109 case aiLightSource_POINT:
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110 lt = new PointLight(Vector3(ailt->mPosition.x, ailt->mPosition.y, ailt->mPosition.z));
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111 ((PointLight*)lt)->set_attenuation(ailt->mAttenuationConstant, ailt->mAttenuationLinear,
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112 ailt->mAttenuationQuadratic);
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113 break;
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114
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115 case aiLightSource_DIRECTIONAL:
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116 lt = new PointLight(Vector3(ailt->mDirection.x, ailt->mDirection.y, ailt->mDirection.z));
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117 break;
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118
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119 default:
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120 continue;
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121 }
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122
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123 lt->set_color(Color(ailt->mColorDiffuse.r, ailt->mColorDiffuse.g, ailt->mColorDiffuse.b, 1.0));
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124
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125 lights.push_back(lt);
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126 count++;
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127 }
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128
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129 return count;
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130 }
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131 */
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132
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133 int Tile::load_meshes(const aiScene *scn, const std::map<aiMesh*, aiNode*> &nmap)
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134 {
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135 int count = 0;
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136
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137 int attr_loc = get_tangent_location();
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138 if(attr_loc == -1) {
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139 fprintf(stderr, "warning: failed to retrieve tangent attribute location while loading tile\n");
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140 }
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141
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142 for(int i=0; i<(int)scn->mNumMeshes; i++) {
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143 // ignore any lines or other crap
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144 if(scn->mMeshes[i]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
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145 continue;
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146 }
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147
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148 Mesh *mesh = new Mesh;
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149 if(!mesh->create(scn, scn->mMeshes[i])) {
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150 delete mesh;
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151 continue;
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152 }
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153 if(attr_loc != -1) {
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154 mesh->set_attrib_location(MESH_ATTR_TANGENT, attr_loc);
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155 }
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156
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157 Material mat;
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158 mat.load(scn->mMaterials[scn->mMeshes[i]->mMaterialIndex], tset->get_textures());
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159 mesh->set_material(mat);
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160
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161 // retrieve the node pointer
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162 const char *name = "<unknown>";
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163
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164 auto iter = nmap.find(scn->mMeshes[i]);
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165 if(iter != nmap.end()) {
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166 aiNode *node = iter->second;
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167
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168 Matrix4x4 xform;
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169 //xform.rotate(Vector3(-M_PI / 2.0, 0, 0));
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170 xform = *(Matrix4x4*)&node->mTransformation;
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171 mesh->set_xform(xform);
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172
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173 name = node->mName.data;
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174 mesh->set_name(name);
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175 }
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176
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177 // find which side is this mesh on
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178 unsigned int side = 0;
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179 if(strstr(name, "NORTH")) {
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180 side |= TILE_NORTH;
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181 }
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182 if(strstr(name, "SOUTH")) {
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183 side |= TILE_SOUTH;
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184 }
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185 if(strstr(name, "EAST")) {
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186 side |= TILE_EAST;
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187 }
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188 if(strstr(name, "WEST")) {
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189 side |= TILE_WEST;
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190 }
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191 if(!side) {
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192 side = TILE_ALL;
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193 }
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194
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195 // what a sordid hack... if the name contains "LIGHT", then make a light out of this
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196 // and destroy the mesh...
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197 if(strstr(name, "LIGHT")) {
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198 PointLight *lt = mesh_to_light(mesh);
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199 if(!lt) {
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200 fprintf(stderr, "failed to convert mesh %s to light\n", name);
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201 } else {
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202 lights.push_back(lt);
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203 light_side.push_back(side);
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204 }
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205 delete mesh;
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206
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207 } else {
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208 meshes.push_back(mesh);
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209 mesh_side.push_back(side);
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210 count++;
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211 }
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212 }
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213 return count;
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214 }
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nuclear@7
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215
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nuclear@7
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216 static void build_nodemap(map<aiMesh*, aiNode*> *nmap, const aiScene *scn, aiNode *node)
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217 {
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218 unsigned int i;
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219
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220 for(i=0; i<node->mNumMeshes; i++) {
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221 aiMesh *m = scn->mMeshes[node->mMeshes[i]];
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222
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223 (*nmap)[m] = node;
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224 }
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225
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226 for(i=0; i<node->mNumChildren; i++) {
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227 build_nodemap(nmap, scn, node->mChildren[i]);
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228 }
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229 }
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230
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231 static PointLight *mesh_to_light(Mesh *m)
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232 {
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233 Vector3 center = m->get_bsph_center();
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234 float rad = m->get_bsph_radius();
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235
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236 PointLight *lt = new PointLight(center);
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237 lt->set_radius(rad);
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238
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239 lt->set_color(m->get_material().kd);
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240
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241 return lt;
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242 }
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