merge conflicts
commit
4d38ef3c0b
File diff suppressed because one or more lines are too long
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@ -3057,88 +3057,9 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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var physics3ds = [];
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var physics3ds = [];
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if (scene.physics && scene.physics.length > 0) {
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if (scene.worlds && scene.worlds.length > 0) {
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console.warn('Implement physics worlds code here');
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for (var p = 0; p < scene.physics.length; p++) {
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//TODO: physics world code here
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var physics = scene.physics[p];
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var engine = null;
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if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
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engine = new GameLib.D3.Engine(
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GameLib.D3.Engine.ENGINE_TYPE_CANNON,
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CANNON
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);
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}
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var physics3d = new GameLib.D3.Physics(
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physics.id,
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physics.name,
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engine,
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null
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);
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var worlds3d = [];
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for (var w = 0; w < physics.worlds.length; w++) {
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var world = physics.worlds[w];
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var broadphase = world.broadphase;
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var broadphase3d = new GameLib.D3.Physics.Broadphase(
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broadphase.id,
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broadphase.name,
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broadphase.broadphaseType
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);
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var solver = world.solver;
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var solver3d = new GameLib.D3.Physics.Solver(
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solver.id,
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solver.name,
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solver.solverType,
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solver.iterations,
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solver.tolerance
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);
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var bodies = world.rigidBodies;
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var bodies3d = [];
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for (var b = 0; b < bodies.length; b++) {
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var body = bodies[b];
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//TODO: add all body properties here
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var body3d = new GameLib.D3.Physics.RigidBody(
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body.id,
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body.name
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);
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bodies3d.push(body3d);
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}
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var world3d = new GameLib.D3.Physics.World(
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null,
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world.name,
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physics3d,
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new GameLib.D3.Vector3(
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world.gravity.x,
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world.gravity.y,
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world.gravity.z
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),
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broadphase3d,
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solver3d,
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bodies3d
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);
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worlds3d.push(world3d);
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}
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physics3ds.push(physics3d);
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}
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}
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}
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var lights3d = [];
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var lights3d = [];
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@ -3225,7 +3146,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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physics3ds
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physics3ds
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);
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);
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GameLib.D3.Scene.loadScene(
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GameLib.D3.Scene.LoadScene(
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scene3d,
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scene3d,
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onLoaded,
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onLoaded,
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false,
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false,
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@ -3249,7 +3170,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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* @param uploadUrl
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* @param uploadUrl
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* @param progressCallback
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* @param progressCallback
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*/
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*/
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GameLib.D3.Scene.loadScene = function(
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GameLib.D3.Scene.LoadScene = function(
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gameLibScene,
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gameLibScene,
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onLoaded,
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onLoaded,
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computeNormals,
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computeNormals,
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@ -128,141 +128,64 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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var physics3ds = [];
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var physics3ds = [];
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if (scene.physics && scene.physics.length > 0) {
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if (scene.worlds && scene.worlds.length > 0) {
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console.warn('Implement physics worlds code here');
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for (var p = 0; p < scene.physics.length; p++) {
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//TODO: physics world code here
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var physics = scene.physics[p];
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var engine = null;
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if (physics.engine.engineType == GameLib.D3.Engine.ENGINE_TYPE_CANNON) {
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engine = new GameLib.D3.Engine(
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GameLib.D3.Engine.ENGINE_TYPE_CANNON,
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CANNON
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);
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}
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var physics3d = new GameLib.D3.Physics(
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physics.id,
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physics.name,
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engine,
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null
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);
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var worlds3d = [];
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for (var w = 0; w < physics.worlds.length; w++) {
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var world = physics.worlds[w];
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var broadphase = world.broadphase;
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var broadphase3d = new GameLib.D3.Physics.Broadphase(
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broadphase.id,
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broadphase.name,
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broadphase.broadphaseType
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);
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var solver = world.solver;
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var solver3d = new GameLib.D3.Physics.Solver(
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solver.id,
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solver.name,
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solver.solverType,
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solver.iterations,
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solver.tolerance
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);
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var bodies = world.rigidBodies;
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var bodies3d = [];
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for (var b = 0; b < bodies.length; b++) {
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var body = bodies[b];
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//TODO: add all body properties here
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var body3d = new GameLib.D3.Physics.RigidBody(
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body.id,
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body.name
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);
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bodies3d.push(body3d);
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}
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var world3d = new GameLib.D3.Physics.World(
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null,
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world.name,
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physics3d,
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new GameLib.D3.Vector3(
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world.gravity.x,
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world.gravity.y,
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world.gravity.z
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),
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broadphase3d,
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solver3d,
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bodies3d
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);
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worlds3d.push(world3d);
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}
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physics3ds.push(physics3d);
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}
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}
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}
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var lights3d = [];
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var lights3d = [];
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for (var l = 0; l < scene.lights.length; l++) {
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if (scene.lights && scene.lights.length > 0) {
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for (var l = 0; l < scene.lights.length; l++) {
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var light = scene.lights[l];
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var light = scene.lights[l];
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var light3d = new GameLib.D3.Light(
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var light3d = new GameLib.D3.Light(
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light.id,
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light.id,
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light.lightType,
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light.lightType,
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light.name,
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light.name,
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new GameLib.D3.Color(
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new GameLib.D3.Color(
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light.color.r,
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light.color.r,
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light.color.g,
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light.color.g,
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light.color.b,
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light.color.b,
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light.color.a
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light.color.a
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),
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),
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light.intensity,
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light.intensity,
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.position.x,
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light.position.x,
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light.position.y,
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light.position.y,
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light.position.z
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light.position.z
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.targetPosition.x,
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light.targetPosition.x,
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light.targetPosition.y,
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light.targetPosition.y,
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light.targetPosition.z
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light.targetPosition.z
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),
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),
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new GameLib.D3.Vector4(
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new GameLib.D3.Vector4(
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light.quaternion.x,
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light.quaternion.x,
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light.quaternion.y,
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light.quaternion.y,
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light.quaternion.z,
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light.quaternion.z,
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light.quaternion.w
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light.quaternion.w
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.rotation.x,
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light.rotation.x,
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light.rotation.y,
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light.rotation.y,
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light.rotation.z
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light.rotation.z
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),
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),
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new GameLib.D3.Vector3(
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new GameLib.D3.Vector3(
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light.scale.x,
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light.scale.x,
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light.scale.y,
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light.scale.y,
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light.scale.z
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light.scale.z
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),
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),
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light.distance,
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light.distance,
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light.decay,
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light.decay,
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light.power,
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light.power,
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light.angle,
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light.angle,
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light.penumbra
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light.penumbra
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);
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);
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lights3d.push(light3d);
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lights3d.push(light3d);
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}
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}
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}
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var scene3d = new GameLib.D3.Scene(
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var scene3d = new GameLib.D3.Scene(
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@ -296,7 +219,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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physics3ds
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physics3ds
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);
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);
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GameLib.D3.Scene.loadScene(
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GameLib.D3.Scene.LoadScene(
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scene3d,
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scene3d,
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onLoaded,
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onLoaded,
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false,
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false,
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@ -320,7 +243,7 @@ GameLib.D3.Scene.LoadSceneFromApi = function(
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* @param uploadUrl
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* @param uploadUrl
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* @param progressCallback
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* @param progressCallback
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*/
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*/
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GameLib.D3.Scene.loadScene = function(
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GameLib.D3.Scene.LoadScene = function(
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gameLibScene,
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gameLibScene,
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onLoaded,
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onLoaded,
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computeNormals,
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computeNormals,
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