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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
[+] Recursive entity/collection support for gltf maps
[+] KHR_lights_punctual spotlight support
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parent
9589ea300d
commit
2cf8d5c8f9
2 changed files with 157 additions and 48 deletions
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@ -340,6 +340,137 @@ static void AddMeshesToWorldspawn_r( idMapEntity* entity, gltfNode* node, const
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}
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};
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void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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{
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assert( node && node->extensions.KHR_lights_punctual );
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int lightID = node->extensions.KHR_lights_punctual->light;
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gltfExt_KHR_lights_punctual* light = nullptr;
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auto& ext = data->ExtensionsList();
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for( auto& it : ext )
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{
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if( it->KHR_lights_punctual.Num() )
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{
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assert( lightID + 1 <= it->KHR_lights_punctual.Num() );
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light = it->KHR_lights_punctual[lightID];
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}
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}
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assert( light );
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switch( gltfExt_KHR_lights_punctual::resolveType( light->type ) )
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{
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default:
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break;
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case gltfExt_KHR_lights_punctual::Directional:
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{
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break;
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}
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case gltfExt_KHR_lights_punctual::Point:
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{
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break;
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}
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case gltfExt_KHR_lights_punctual::Spot:
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{
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idMat4 entityToWorldTransform = mat4_identity;
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gltfData::ResolveNodeMatrix( node, &entityToWorldTransform );
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idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
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float fov = tan( light->spot.outerConeAngle ) / idMath::HALF_PI ;
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idMat3 axis = idAngles( 0.0f, 90.0f, 90.0f ).ToMat3() * entityToWorldTransform.ToMat3();
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newEntity->epairs.SetMatrix( "rotation", mat3_default );
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newEntity->epairs.SetVector( "_color", light->color );
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newEntity->epairs.SetVector( "light_target", axis[0] );
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newEntity->epairs.SetVector( "light_right", axis[1] * -fov );
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newEntity->epairs.SetVector( "light_up", axis[2] * fov );
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newEntity->epairs.SetVector( "light_start", axis[0] * 16 );
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newEntity->epairs.SetVector( "light_end", axis[0] * ( light->range - 16 ) );
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newEntity->epairs.Set( "texture", "lights/spot01" );
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break;
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}
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case gltfExt_KHR_lights_punctual::count:
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break;
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}
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}
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void ResolveEntity( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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{
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const char* classname = node->extras.strPairs.GetString( "classname" );
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if( node->name.Length() )
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{
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newEntity->epairs.Set( "name", node->name );
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}
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// copy custom properties filled in Blender
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idDict newPairs = node->extras.strPairs;
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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// gather entity transform and bring it into id Tech 4 space
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gltfData::ResolveNodeMatrix( node );
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// set entity transform in a way the game and physics code understand it
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idVec3 origin = blenderToDoomTransform * node->translation;
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newEntity->epairs.SetVector( "origin", origin );
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if( node->extensions.KHR_lights_punctual != nullptr )
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{
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ResolveLight( data, newEntity, node );
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}
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// TODO set rotation key to store rotation and scaling
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//if (idStr::Icmp(classname, "info_player_start") == 0)
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// if( !node->matrix.IsIdentity() )
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//{
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// newEntity->epairs.SetMatrix("rotation", axis );
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//}
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#if 0
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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#endif
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}
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int FindEntities( gltfData* data, idMapEntity::EntityListRef entities, gltfNode* node )
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{
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int entityCount = 0;
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const char* classname = node->extras.strPairs.GetString( "classname" );
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// skip all nodes with "worldspawn." or "BSP" in the name
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if( idStr::Icmpn( node->name, "BSP", 3 ) != 0 && idStr::Icmpn( node->name, "worldspawn.", 11 ) != 0 )
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{
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idStr classnameStr = node->extras.strPairs.GetString( "classname" );
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// skip everything that is not an entity
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if( !classnameStr.IsEmpty() )
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{
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idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( newEntity );
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ResolveEntity( data, newEntity, node );
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entityCount++;
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}
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}
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for( auto& child : node->children )
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{
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entityCount += FindEntities( data, entities, data->NodeList()[child] );
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}
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return entityCount;
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}
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int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneID )
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{
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idMapEntity* worldspawn = new( TAG_IDLIB_GLTF ) idMapEntity();
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@ -371,61 +502,31 @@ int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneI
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else
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{
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idStr classnameStr = node->extras.strPairs.GetString( "classname" );
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bool skipInline = !node->extras.strPairs.GetBool("inline",true);
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bool skipInline = !node->extras.strPairs.GetBool( "inline", true );
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// skip everything that is not an entity
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if( !classnameStr.IsEmpty())
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if( !classnameStr.IsEmpty() )
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{
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idMapEntity* newEntity = new( TAG_IDLIB_GLTF ) idMapEntity();
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entities.Append( newEntity );
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if( node->name.Length() )
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{
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newEntity->epairs.Set( "name", node->name );
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}
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// copy custom properties filled in Blender
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idDict newPairs = node->extras.strPairs;
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newPairs.SetDefaults( &newEntity->epairs );
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newEntity->epairs = newPairs;
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// gather entity transform and bring it into id Tech 4 space
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gltfData::ResolveNodeMatrix( node );
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idMat4 entityToWorldTransform = node->matrix;
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idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
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// set entity transform in a way the game and physics code understand it
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idVec3 origin = blenderToDoomTransform * node->translation;
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newEntity->epairs.SetVector( "origin", origin );
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// TODO set rotation key to store rotation and scaling
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#if 0
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if( idStr::Icmp( classname, "info_player_start" ) != 0 )
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//if( !node->matrix.IsIdentity() )
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{
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idMat3 rotation = entityToWorldTransform.ToMat3();
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newEntity->epairs.SetMatrix( "rotation", rotation );
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}
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#endif
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#if 0
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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idLib::Printf( "entity[ %s ] key = '%s' value = '%s'\n", node->name.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str() );
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}
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#endif
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ResolveEntity( data, newEntity, node );
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// add meshes from all subnodes
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if (!skipInline)
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if( !skipInline )
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{
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ProcessSceneNode_r(newEntity, node, mat4_identity, worldToEntityTransform, data);
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gltfData::ResolveNodeMatrix( node );
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idMat4 entityToWorldTransform = node->matrix;
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idMat4 worldToEntityTransform = entityToWorldTransform.Inverse();
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ProcessSceneNode_r( newEntity, node, mat4_identity, worldToEntityTransform, data );
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}
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entityCount++;
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}
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// add entities from all subnodes
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for( auto& child : node->children )
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{
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entityCount += FindEntities( data, entities, data->NodeList()[child] );
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}
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}
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}
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}
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@ -701,6 +701,13 @@ public:
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class gltfExt_KHR_lights_punctual
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{
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public:
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enum Type
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{
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Directional,
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Point,
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Spot,
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count
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};
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gltfExt_KHR_lights_punctual() : color( vec3_one ), intensity( 1.0f ), range( -1.0f ), intType( -1 ) { }
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idVec3 color;
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float intensity;
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@ -713,21 +720,22 @@ public:
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int intType;
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static int resolveType( idStr type )
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static Type resolveType( idStr type )
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{
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if( type == "directional" )
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{
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return 0;
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return Type::Directional;
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}
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else if( type == "point" )
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{
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return 1;
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return Type::Point;
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}
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else if( type == "spot" )
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{
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return 2;
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return Type::Spot;
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}
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return -1;
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return Type::count;
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}
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};
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