========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
257 lines
7.8 KiB
C++
257 lines
7.8 KiB
C++
/*************************************************************************/
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/* test_render.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_render.h"
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#include "servers/visual_server.h"
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#include "os/main_loop.h"
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#include "math_funcs.h"
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#include "print_string.h"
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#include "os/os.h"
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#include "quick_hull.h"
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#define OBJECT_COUNT 50
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namespace TestRender {
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class TestMainLoop : public MainLoop {
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RID test_cube;
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RID instance;
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RID camera;
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RID viewport;
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RID light;
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RID scenario;
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struct InstanceInfo {
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RID instance;
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Transform base;
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Vector3 rot_axis;
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};
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List<InstanceInfo> instances;
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float ofs;
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bool quit;
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public:
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virtual void input_event(const InputEvent& p_event) {
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}
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virtual void init() {
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print_line("INITIALIZING TEST RENDER");
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VisualServer *vs=VisualServer::get_singleton();
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test_cube = vs->get_test_cube();
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scenario = vs->scenario_create();
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Vector<Vector3> vts;
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/*
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DVector<Plane> sp = Geometry::build_sphere_planes(2,5,5);
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Geometry::MeshData md2 = Geometry::build_convex_mesh(sp);
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vts=md2.vertices;
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*/
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/*
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static const int s = 20;
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for(int i=0;i<s;i++) {
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Matrix3 rot(Vector3(0,1,0),i*Math_PI/s);
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for(int j=0;j<s;j++) {
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Vector3 v;
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v.x=Math::sin(j*Math_PI*2/s);
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v.y=Math::cos(j*Math_PI*2/s);
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vts.push_back( rot.xform(v*2 ) );
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}
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}*/
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/*for(int i=0;i<100;i++) {
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vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
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}*/
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/*
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vts.push_back(Vector3(0,0,1));
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vts.push_back(Vector3(0,0,-1));
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vts.push_back(Vector3(0,1,0));
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vts.push_back(Vector3(0,-1,0));
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vts.push_back(Vector3(1,0,0));
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vts.push_back(Vector3(-1,0,0));*/
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vts.push_back(Vector3(1,1,1));
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vts.push_back(Vector3(1,-1,1));
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vts.push_back(Vector3(-1,1,1));
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vts.push_back(Vector3(-1,-1,1));
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vts.push_back(Vector3(1,1,-1));
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vts.push_back(Vector3(1,-1,-1));
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vts.push_back(Vector3(-1,1,-1));
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vts.push_back(Vector3(-1,-1,-1));
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Geometry::MeshData md;
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Error err = QuickHull::build(vts,md);
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print_line("ERR: "+itos(err));
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test_cube = vs->mesh_create();
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vs->mesh_add_surface_from_mesh_data(test_cube,md);
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//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
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/*
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RID sm = vs->shader_create();
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//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
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//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
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vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
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RID tcmat = vs->mesh_surface_get_material(test_cube,0);
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vs->material_set_shader(tcmat,sm);
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*/
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List<String> cmdline = OS::get_singleton()->get_cmdline_args();
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int object_count = OBJECT_COUNT;
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if (cmdline.size() > 0 && cmdline[cmdline.size()-1].to_int()) {
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object_count = cmdline[cmdline.size()-1].to_int();
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};
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for (int i=0;i<object_count;i++) {
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InstanceInfo ii;
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ii.instance = vs->instance_create2( test_cube, scenario );
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ii.base.translate( Math::random(-20,20), Math::random(-20,20),Math::random(-20,18) );
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ii.base.rotate( Vector3(0,1,0), Math::randf() * Math_PI );
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ii.base.rotate( Vector3(1,0,0), Math::randf() * Math_PI );
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vs->instance_set_transform( ii.instance, ii.base );
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ii.rot_axis = Vector3( Math::random(-1,1), Math::random(-1,1), Math::random(-1,1) ).normalized();
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instances.push_back(ii);
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}
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camera = vs->camera_create();
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// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
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viewport = vs->viewport_create();
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vs->viewport_attach_to_screen(viewport);
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vs->viewport_attach_camera( viewport, camera );
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vs->viewport_set_scenario( viewport, scenario );
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vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,3,30 ) ) );
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vs->camera_set_perspective( camera, 60, 0.1, 1000);
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/*
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RID lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_RADIUS, 80 );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ATTENUATION, 1 );
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vs->light_set_var( lightaux, VisualServer::LIGHT_VAR_ENERGY, 1.5 );
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light = vs->instance_create( lightaux );
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*/
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RID lightaux;
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,1.0) );
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//vs->light_set_shadow( lightaux, true );
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light = vs->instance_create2( lightaux, scenario );
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Transform lla;
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//lla.set_look_at(Vector3(),Vector3(1,-1,1),Vector3(0,1,0));
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lla.set_look_at(Vector3(),Vector3(-0.000000,-0.836026,-0.548690),Vector3(0,1,0));
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vs->instance_set_transform( light, lla );
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// */
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//*
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lightaux = vs->light_create( VisualServer::LIGHT_OMNI );
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// vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
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vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_DIFFUSE, Color(1.0,1.0,0.0) );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_RADIUS, 4 );
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vs->light_set_param( lightaux, VisualServer::LIGHT_PARAM_ENERGY, 8 );
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//vs->light_set_shadow( lightaux, true );
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//light = vs->instance_create( lightaux );
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// */
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ofs=0;
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quit=false;
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}
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virtual bool iteration(float p_time) {
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VisualServer *vs=VisualServer::get_singleton();
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//Transform t;
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//t.rotate(Vector3(0, 1, 0), ofs);
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//t.translate(Vector3(0,0,20 ));
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//vs->camera_set_transform(camera, t);
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ofs+=p_time*0.05;
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//return quit;
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for(List<InstanceInfo>::Element *E=instances.front();E;E=E->next()) {
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Transform pre( Matrix3(E->get().rot_axis, ofs), Vector3() );
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vs->instance_set_transform( E->get().instance, pre * E->get().base );
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/*
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if( !E->next() ) {
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vs->free( E->get().instance );
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instances.erase(E );
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}*/
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}
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return quit;
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}
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virtual bool idle(float p_time) {
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return quit;
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}
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virtual void finish() {
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}
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};
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MainLoop* test() {
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return memnew( TestMainLoop );
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}
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}
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