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