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Add all new AFX files
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Engine/source/afx/ce/afxModel_T3D.cpp
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71
Engine/source/afx/ce/afxModel_T3D.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// 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, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "scene/sceneRenderState.h"
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#include "scene/sceneManager.h"
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#include "ts/tsShapeInstance.h"
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#include "lighting/lightQuery.h"
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#include "afx/ce/afxModel.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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void afxModel::renderObject(SceneRenderState* state)
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{
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MatrixF proj = GFX->getProjectionMatrix();
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RectI viewport = GFX->getViewport();
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MatrixF world = GFX->getWorldMatrix();
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GFX->pushWorldMatrix();
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TSRenderState rdata;
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rdata.setSceneState( state );
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rdata.setFadeOverride(fade_amt*mDataBlock->alpha_mult);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init( getWorldSphere() );
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rdata.setLightQuery( &query );
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MatrixF mat = getRenderTransform();
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mat.scale( mObjScale );
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GFX->setWorldMatrix( mat );
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shape_inst->animate();
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shape_inst->render(rdata);
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GFX->popWorldMatrix();
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GFX->setProjectionMatrix( proj );
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GFX->setViewport( viewport );
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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