| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  test_render.cpp                                                      */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2020-01-01 11:16:22 +01:00
										 |  |  | /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* 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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										 |  |  | 
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										 |  |  | #include "core/math/math_funcs.h"
 | 
					
						
							|  |  |  | #include "core/math/quick_hull.h"
 | 
					
						
							|  |  |  | #include "core/os/keyboard.h"
 | 
					
						
							|  |  |  | #include "core/os/main_loop.h"
 | 
					
						
							|  |  |  | #include "core/os/os.h"
 | 
					
						
							|  |  |  | #include "core/print_string.h"
 | 
					
						
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										 |  |  | #include "servers/display_server.h"
 | 
					
						
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										 |  |  | #include "servers/rendering_server.h"
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										 |  |  | 
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										 |  |  | #define OBJECT_COUNT 50
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | namespace TestRender { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class TestMainLoop : public MainLoop { | 
					
						
							|  |  |  | 	RID test_cube; | 
					
						
							|  |  |  | 	RID instance; | 
					
						
							|  |  |  | 	RID camera; | 
					
						
							|  |  |  | 	RID viewport; | 
					
						
							|  |  |  | 	RID light; | 
					
						
							|  |  |  | 	RID scenario; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	struct InstanceInfo { | 
					
						
							|  |  |  | 		RID instance; | 
					
						
							|  |  |  | 		Transform base; | 
					
						
							|  |  |  | 		Vector3 rot_axis; | 
					
						
							|  |  |  | 	}; | 
					
						
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										 |  |  | 
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										 |  |  | 	List<InstanceInfo> instances; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 	float ofs; | 
					
						
							|  |  |  | 	bool quit; | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | protected: | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | 	virtual void input_event(const Ref<InputEvent> &p_event) { | 
					
						
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										 |  |  | 		if (p_event->is_pressed()) { | 
					
						
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										 |  |  | 			quit = true; | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	virtual void init() { | 
					
						
							|  |  |  | 		print_line("INITIALIZING TEST RENDER"); | 
					
						
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										 |  |  | 		RenderingServer *vs = RenderingServer::get_singleton(); | 
					
						
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										 |  |  | 		test_cube = vs->get_test_cube(); | 
					
						
							|  |  |  | 		scenario = vs->scenario_create(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Vector<Vector3> vts; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 		/*
 | 
					
						
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										 |  |  | 		Vector<Plane> sp = Geometry3D::build_sphere_planes(2,5,5); | 
					
						
							|  |  |  | 		Geometry3D::MeshData md2 = Geometry3D::build_convex_mesh(sp); | 
					
						
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										 |  |  | 		vts=md2.vertices; | 
					
						
							|  |  |  | */ | 
					
						
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										 |  |  | 		/*
 | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		static const int s = 20; | 
					
						
							|  |  |  | 		for(int i=0;i<s;i++) { | 
					
						
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										 |  |  | 			Basis rot(Vector3(0,1,0),i*Math_PI/s); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 			for(int j=0;j<s;j++) { | 
					
						
							|  |  |  | 				Vector3 v; | 
					
						
							|  |  |  | 				v.x=Math::sin(j*Math_PI*2/s); | 
					
						
							|  |  |  | 				v.y=Math::cos(j*Math_PI*2/s); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				vts.push_back( rot.xform(v*2 ) ); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		}*/ | 
					
						
							|  |  |  | 		/*for(int i=0;i<100;i++) {
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2); | 
					
						
							|  |  |  | 		}*/ | 
					
						
							|  |  |  | 		/*
 | 
					
						
							|  |  |  | 		vts.push_back(Vector3(0,0,1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(0,0,-1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(0,1,0)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(0,-1,0)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(1,0,0)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(-1,0,0));*/ | 
					
						
							|  |  |  | 
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										 |  |  | 		vts.push_back(Vector3(1, 1, 1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(1, -1, 1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(-1, 1, 1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(-1, -1, 1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(1, 1, -1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(1, -1, -1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(-1, 1, -1)); | 
					
						
							|  |  |  | 		vts.push_back(Vector3(-1, -1, -1)); | 
					
						
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										 |  |  | 
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										 |  |  | 		Geometry3D::MeshData md; | 
					
						
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										 |  |  | 		Error err = QuickHull::build(vts, md); | 
					
						
							|  |  |  | 		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,RS::SCENARIO_DEBUG_WIREFRAME);
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										 |  |  | 
 | 
					
						
							|  |  |  | 		/*
 | 
					
						
							|  |  |  | 		RID sm = vs->shader_create(); | 
					
						
							|  |  |  | 		//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
 | 
					
						
							|  |  |  | 		//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
 | 
					
						
							|  |  |  | 		vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));"); | 
					
						
							|  |  |  | 		RID tcmat = vs->mesh_surface_get_material(test_cube,0); | 
					
						
							|  |  |  | 		vs->material_set_shader(tcmat,sm); | 
					
						
							|  |  |  | 		*/ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		List<String> cmdline = OS::get_singleton()->get_cmdline_args(); | 
					
						
							|  |  |  | 		int object_count = OBJECT_COUNT; | 
					
						
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										 |  |  | 		if (cmdline.size() > 0 && cmdline[cmdline.size() - 1].to_int()) { | 
					
						
							|  |  |  | 			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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										 |  |  | 
 | 
					
						
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										 |  |  | 			ii.instance = vs->instance_create2(test_cube, scenario); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 			ii.base.translate(Math::random(-20, 20), Math::random(-20, 20), Math::random(-20, 18)); | 
					
						
							|  |  |  | 			ii.base.rotate(Vector3(0, 1, 0), Math::randf() * Math_PI); | 
					
						
							|  |  |  | 			ii.base.rotate(Vector3(1, 0, 0), Math::randf() * Math_PI); | 
					
						
							|  |  |  | 			vs->instance_set_transform(ii.instance, ii.base); | 
					
						
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										 |  |  | 
 | 
					
						
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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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										 |  |  | 
 | 
					
						
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										 |  |  | 			instances.push_back(ii); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 		camera = vs->camera_create(); | 
					
						
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										 |  |  | 
 | 
					
						
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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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										 |  |  | 		Size2i screen_size = DisplayServer::get_singleton()->window_get_size(); | 
					
						
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										 |  |  | 		vs->viewport_set_size(viewport, screen_size.x, screen_size.y); | 
					
						
							|  |  |  | 		vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size)); | 
					
						
							|  |  |  | 		vs->viewport_set_active(viewport, true); | 
					
						
							|  |  |  | 		vs->viewport_attach_camera(viewport, camera); | 
					
						
							|  |  |  | 		vs->viewport_set_scenario(viewport, scenario); | 
					
						
							|  |  |  | 		vs->camera_set_transform(camera, Transform(Basis(), Vector3(0, 3, 30))); | 
					
						
							|  |  |  | 		vs->camera_set_perspective(camera, 60, 0.1, 1000); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		/*
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI ); | 
					
						
							|  |  |  | 		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 ); | 
					
						
							|  |  |  | 		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 ); | 
					
						
							|  |  |  | 		vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 ); | 
					
						
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										 |  |  | 		light = vs->instance_create( lightaux ); | 
					
						
							|  |  |  | 		*/ | 
					
						
							|  |  |  | 		RID lightaux; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 		lightaux = vs->directional_light_create(); | 
					
						
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										 |  |  | 		//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		vs->light_set_color(lightaux, 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; | 
					
						
							|  |  |  | 		//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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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		vs->instance_set_transform(light, lla); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		lightaux = vs->omni_light_create(); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0)); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4); | 
					
						
							|  |  |  | 		vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		//vs->light_set_shadow( lightaux, true );
 | 
					
						
							|  |  |  | 		//light = vs->instance_create( lightaux );
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		ofs = 0; | 
					
						
							|  |  |  | 		quit = false; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
							|  |  |  | 	virtual bool iteration(float p_time) { | 
					
						
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										 |  |  | 		RenderingServer *vs = RenderingServer::get_singleton(); | 
					
						
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										 |  |  | 		//Transform t;
 | 
					
						
							|  |  |  | 		//t.rotate(Vector3(0, 1, 0), ofs);
 | 
					
						
							|  |  |  | 		//t.translate(Vector3(0,0,20 ));
 | 
					
						
							|  |  |  | 		//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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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		for (List<InstanceInfo>::Element *E = instances.front(); E; E = E->next()) { | 
					
						
							|  |  |  | 			Transform pre(Basis(E->get().rot_axis, ofs), Vector3()); | 
					
						
							|  |  |  | 			vs->instance_set_transform(E->get().instance, pre * E->get().base); | 
					
						
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										 |  |  | 			/*
 | 
					
						
							|  |  |  | 			if( !E->next() ) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				vs->free( E->get().instance ); | 
					
						
							|  |  |  | 				instances.erase(E ); | 
					
						
							|  |  |  | 			}*/ | 
					
						
							|  |  |  | 		} | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		return quit; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	virtual bool idle(float p_time) { | 
					
						
							|  |  |  | 		return quit; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	virtual void finish() { | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | MainLoop *test() { | 
					
						
							|  |  |  | 	return memnew(TestMainLoop); | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | } // namespace TestRender
 |