Some small format changes for assimp-style :-).
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@@ -1,3 +1,42 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/// \file X3DImporter_Light.cpp
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/// \brief Parsing data from nodes of "Lighting" set of X3D.
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/// \date 2015-2016
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@@ -23,14 +62,14 @@ namespace Assimp
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// />
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void X3DImporter::ParseNode_Lighting_DirectionalLight()
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{
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std::string def, use;
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float ambientIntensity = 0;
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aiColor3D color(1, 1, 1);
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aiVector3D direction(0, 0, -1);
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bool global = false;
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float intensity = 1;
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bool on = true;
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CX3DImporter_NodeElement* ne;
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std::string def, use;
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float ambientIntensity = 0;
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aiColor3D color(1, 1, 1);
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aiVector3D direction(0, 0, -1);
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bool global = false;
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float intensity = 1;
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bool on = true;
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CX3DImporter_NodeElement* ne;
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MACRO_ATTRREAD_LOOPBEG;
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MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
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@@ -93,16 +132,16 @@ CX3DImporter_NodeElement* ne;
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// />
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void X3DImporter::ParseNode_Lighting_PointLight()
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{
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std::string def, use;
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float ambientIntensity = 0;
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aiVector3D attenuation(1, 0, 0);
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aiColor3D color(1, 1, 1);
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bool global = true;
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float intensity = 1;
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aiVector3D location(0, 0, 0);
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bool on = true;
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float radius = 100;
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CX3DImporter_NodeElement* ne;
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std::string def, use;
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float ambientIntensity = 0;
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aiVector3D attenuation( 1, 0, 0 );
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aiColor3D color( 1, 1, 1 );
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bool global = true;
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float intensity = 1;
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aiVector3D location( 0, 0, 0 );
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bool on = true;
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float radius = 100;
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CX3DImporter_NodeElement* ne;
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MACRO_ATTRREAD_LOOPBEG;
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MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
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@@ -171,19 +210,19 @@ CX3DImporter_NodeElement* ne;
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// />
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void X3DImporter::ParseNode_Lighting_SpotLight()
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{
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std::string def, use;
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float ambientIntensity = 0;
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aiVector3D attenuation(1, 0, 0);
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float beamWidth = 0.7854f;
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aiColor3D color(1, 1, 1);
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float cutOffAngle = 1.570796f;
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aiVector3D direction(0, 0, -1);
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bool global = true;
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float intensity = 1;
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aiVector3D location(0, 0, 0);
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bool on = true;
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float radius = 100;
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CX3DImporter_NodeElement* ne;
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std::string def, use;
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float ambientIntensity = 0;
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aiVector3D attenuation( 1, 0, 0 );
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float beamWidth = 0.7854f;
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aiColor3D color( 1, 1, 1 );
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float cutOffAngle = 1.570796f;
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aiVector3D direction( 0, 0, -1 );
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bool global = true;
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float intensity = 1;
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aiVector3D location( 0, 0, 0 );
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bool on = true;
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float radius = 100;
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CX3DImporter_NodeElement* ne;
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MACRO_ATTRREAD_LOOPBEG;
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MACRO_ATTRREAD_CHECKUSEDEF_RET(def, use);
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