delete unused class
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@ -1908,6 +1908,7 @@ Editor entities don't use charges on placing blocks
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Overhaul material loading - uses queued textures now
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Overhaul material loading - uses queued textures now
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Transparent block support
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Transparent block support
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Grab hardware data on init rendering engine
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Grab hardware data on init rendering engine
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Delete unused class
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@ -1,42 +0,0 @@
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package electrosphere.renderer.light;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityCreationUtils;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityTags;
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import org.joml.Vector3d;
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import org.joml.Vector3f;
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/**
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* Utility functions for dealing with entities that create light
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*/
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public class LightEntityUtils {
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public static Entity createDirectionalLight(Vector3f position, Vector3f ambient, Vector3f diffuse, Vector3f specular){
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Entity rVal = EntityCreationUtils.createClientSpatialEntity();
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Globals.clientState.clientScene.registerEntityToTag(rVal, EntityTags.LIGHT);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_TYPE, EntityDataStrings.DATA_STRING_LIGHT_TYPE_DIRECTIONAL);
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rVal.putData(EntityDataStrings.DATA_STRING_POSITION, new Vector3d(position.x,position.y,position.z));
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_AMBIENT, ambient);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_DIFFUSE, diffuse);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_SPECULAR, specular);
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return rVal;
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}
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public static Entity createPointLight(Vector3f position, Vector3f ambient, Vector3f diffuse, Vector3f specular, float constant, float linear, float quadratic){
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Entity rVal = EntityCreationUtils.createClientSpatialEntity();
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Globals.clientState.clientScene.registerEntityToTag(rVal, EntityTags.LIGHT);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_TYPE, EntityDataStrings.DATA_STRING_LIGHT_TYPE_POINT);
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rVal.putData(EntityDataStrings.DATA_STRING_POSITION, new Vector3d(position.x,position.y,position.z));
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_AMBIENT, ambient);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_DIFFUSE, diffuse);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_SPECULAR, specular);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_CONSTANT, constant);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_LINEAR, linear);
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rVal.putData(EntityDataStrings.DATA_STRING_LIGHT_QUADRATIC, quadratic);
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return rVal;
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}
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}
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