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@@ -958,19 +958,41 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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}
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// ------------------------------------------------------------------------------------------------
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-aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* /*obj*/, const Camera* /*mesh*/, ConversionData& /*conv_data*/)
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+aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* camera, ConversionData& /*conv_data*/)
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{
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ScopeGuard<aiCamera> out(new aiCamera());
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-
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- return NULL ; //out.dismiss();
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+ out->mName = obj->id.name+2;
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+ out->mPosition = aiVector3D(0.f, 0.f, 0.f);
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+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
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+ out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
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+ return out.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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-aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* /*obj*/, const Lamp* /*mesh*/, ConversionData& /*conv_data*/)
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+aiLight* BlenderImporter::ConvertLight(const Scene& in, const Object* obj, const Lamp* lamp, ConversionData& conv_data)
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{
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ScopeGuard<aiLight> out(new aiLight());
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+ out->mName = obj->id.name+2;
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+
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+ switch (lamp->type)
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+ {
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+ case Lamp::Type_Local:
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+ out->mType = aiLightSource_POINT;
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+ break;
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+ case Lamp::Type_Sun:
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+ out->mType = aiLightSource_DIRECTIONAL;
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+
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+ // blender orients directional lights as facing toward -z
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+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
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+ break;
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+ default:
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+ break;
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+ }
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- return NULL ; //out.dismiss();
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+ out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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+ out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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+ out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
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+ return out.dismiss();
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}
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// ------------------------------------------------------------------------------------------------
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