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						 | 
				
			
			@ -142,6 +142,8 @@ public class DbFile
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            "P$OTxtRepr1" => new PropertyChunk<PropString>(),
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            "P$OTxtRepr2" => new PropertyChunk<PropString>(),
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            "P$OTxtRepr3" => new PropertyChunk<PropString>(),
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            "P$Light" => new PropertyChunk<PropLight>(),
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            "P$LightColo" => new PropertyChunk<PropLightColor>(),
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            "P$RenderAlp" => new PropertyChunk<PropFloat>(),
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            "LD$MetaProp" => new LinkDataMetaProp(),
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            _ when entryName.StartsWith("L$") => new LinkChunk(),
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			@ -99,6 +99,8 @@ public class ObjectHierarchy
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        AddProp<PropString>("P$OTxtRepr2");
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        AddProp<PropString>("P$OTxtRepr3");
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        AddProp<PropFloat>("P$RenderAlp");
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        AddProp<PropLight>("P$Light");
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        AddProp<PropLightColor>("P$LightColo");
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    }
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    public T GetProperty<T>(int objectId, string propName) where T : Property
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			@ -13,6 +13,7 @@ class Program
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        public Vector3 position;
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        public Vector3 color;
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        public float radius;
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        public float r2;
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    }
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    static void Main(string[] args)
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			@ -34,13 +35,35 @@ class Program
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                    lights.Add(new Light
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                    {
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                        position = brush.position,
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                        color = HsbToRgb(360 * sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
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                        radius = float.MaxValue
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                        color = HsbToRgb(sz.Y, sz.Z, Math.Min(sz.X, 255.0f)),
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                        radius = float.MaxValue,
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                        r2 = float.MaxValue
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                    });
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                }
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            }
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                else if (brush.media == BrList.Brush.Media.Object)
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                {
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                    var id = (int)brush.brushInfo;
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                    var light = hierarchy.GetProperty<PropLight>(id, "P$Light");
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                    var lightColor = hierarchy.GetProperty<PropLightColor>(id, "P$LightColo");
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            // TODO: object lights
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                    if (light != null)
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                    {
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                        lightColor ??= new PropLightColor { Hue = 0, Saturation = 0 };
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                        lights.Add(new Light
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                        {
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                            position = brush.position,
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                            color = HsbToRgb(lightColor.Hue, lightColor.Saturation, light.Brightness),
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                            radius = light.Radius,
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                            r2 = light.Radius * light.Radius,
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                        });
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                    }
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                    else
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                    {
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                        Console.WriteLine($"no light prop apparently");
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                    }
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                }
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            }
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        }
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        // Build embree mesh
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			@ -60,12 +83,15 @@ class Program
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        var dir = Path.GetDirectoryName(misPath);
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        var filename = Path.GetFileNameWithoutExtension(misPath);
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        mis.Save(Path.Join(dir, $"{filename}-lit.cow"));
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        Console.WriteLine($"Lit {lights.Count} light");
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    }
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    // Expects Hue to be 0-360, saturation 0-1, brightness 0-255
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    // Expects Hue and Saturation are 0-1, Brightness 0-255
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    // https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB
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    private static Vector3 HsbToRgb(float hue, float saturation, float brightness)
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    {
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        hue *= 360;
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        var hi = Convert.ToInt32(Math.Floor(hue / 60)) % 6;
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        var f = hue / 60 - Math.Floor(hue / 60);
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			@ -140,7 +166,6 @@ class Program
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                for (var j = 0; j < numPolyVertices; j++)
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                {
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                    var vertex = cell.Vertices[cell.Indices[cellIdxOffset + j]];
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                    // Console.WriteLine($"Cell: {cellIdx}, Poly: {polyIdx}, V: {j}, Vert: {vertex}");
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                    vertices.Add(vertex);
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                }
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			@ -163,18 +188,22 @@ class Program
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        var cells = wr.Cells;
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        for (var cellIdx = 0; cellIdx < cells.Length; cellIdx++)
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        {
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            Console.Write($"\rLighting cell... {cellIdx + 1}/{cells.Length}\n");
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            var cell = cells[cellIdx];
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            var numPolys = cell.PolyCount;
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            var numRenderPolys = cell.RenderPolyCount;
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            var numPortalPolys = cell.PortalPolyCount;
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            // There's nothing to render
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            // Portal polys can be render polys (e.g. water) but we're ignoring them for now
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            if (numRenderPolys == 0 || numPortalPolys >= numPolys)
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            {
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                continue;
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            }
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            var maxPolyIdx = Math.Min(numRenderPolys, numPolys - numPortalPolys);
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            var cellIdxOffset = 0;
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            for (int polyIdx = 0; polyIdx < maxPolyIdx; polyIdx++)
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            {
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                var poly = cell.Polys[polyIdx];
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			@ -183,7 +212,68 @@ class Program
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                var info = cell.LightList[polyIdx];
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                var lightmap = cell.Lightmaps[polyIdx];
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                // Clear existing lightmap data
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                ResetLightmap(ambientLight, lightmap);
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                // Get world position of lightmap (0, 0) (+0.5 so we cast from the center of a pixel)
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                var topLeft = cell.Vertices[cell.Indices[cellIdxOffset]];
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                topLeft -= renderPoly.TextureVectors.Item1 * (renderPoly.TextureBases.Item1 - info.Bases.Item1 * 0.25f);
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                topLeft -= renderPoly.TextureVectors.Item2 * (renderPoly.TextureBases.Item2 - info.Bases.Item2 * 0.25f);
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                foreach (var light in lights)
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                {
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                    // Check if plane normal is facing towards the light
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                    // If it's not then we're never going to be (directly) lit by this
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                    // light.
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                    var centerDirection = renderPoly.Center - light.position;
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                    if (Vector3.Dot(plane.Normal, centerDirection) >= 0)
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                    {
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                        continue;
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                    }
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                    for (var y = 0; y < lightmap.Height; y++)
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                    {
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                        for (var x = 0; x < lightmap.Width; x++)
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                        {
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                            var pos = topLeft;
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                            pos += x * 0.25f * renderPoly.TextureVectors.Item1;
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                            pos += y * 0.25f * renderPoly.TextureVectors.Item2;
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                            // If we're out of range there's no point casting a ray
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                            // There's probably a better way to discard the entire lightmap
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                            // if we're massively out of range
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                            var direction = pos - light.position;
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                            if (direction.LengthSquared() > light.r2)
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                            {
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                                continue;
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                            }
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                            // We cast from the light to the pixel because the light has
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                            // no mesh in the scene to hit
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                            var hitResult = scene.Trace(new Ray
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                            {
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                                Origin = light.position,
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                                Direction = Vector3.Normalize(direction),
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                            });
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                            // cheeky epsilon
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                            var hit = hitResult && Math.Abs(hitResult.Distance - direction.Length()) < 0.001;
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                            if (hit)
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                            {
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                                lightmap.AddLight(0, x, y, (byte)light.color.X, (byte)light.color.Y, (byte)light.color.Z);
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                            }
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                        }
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                    }
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                }
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                cellIdxOffset += poly.VertexCount;
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            }
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        }
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        Console.Write("\n");
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    }
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    private static void ResetLightmap(Vector3 ambientLight, WorldRep.Cell.Lightmap lightmap)
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    {
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        for (var i = 0; i < lightmap.Pixels.Length; i++)
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        {
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            lightmap.Pixels[i] = 0;
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			@ -196,48 +286,5 @@ class Program
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                lightmap.AddLight(0, x, y, (byte)ambientLight.X, (byte)ambientLight.Y, (byte)ambientLight.Z);
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            }
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        }
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                foreach (var light in lights)
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                {
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                    Console.WriteLine("Doing a light...");
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                    // Check if plane normal is facing towards the light
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                    var direction = renderPoly.Center - light.position;
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                    Console.WriteLine($"Light Pos: {light.position}, poly center: {renderPoly.Center}");
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                    Console.WriteLine($"Dir: {direction}");
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                    // if (Vector3.Dot(plane.Normal, direction) < 0)
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                    {
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                        // Cast from the light to the center (later each pixel)
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                        var hit = scene.Trace(new Ray
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                        {
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                            Origin = light.position,
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                            Direction = Vector3.Normalize(direction)
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                        });
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                        // cheeky epsilon
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                        var goodHit = hit && Math.Abs(hit.Distance - direction.Length()) < 0.001;
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                        Console.WriteLine($"Did we hit? {goodHit}");
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                        Console.WriteLine($"Distance: {hit.Distance}, target dist: {direction.Length()}");
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                        Console.WriteLine($"Pos: {hit.Position}, Target Pos: {renderPoly.Center}");
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                        // Iterate all pixels
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                        var color = goodHit ? light.color : ambientLight;
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                        for (var y = 0; y < lightmap.Height; y++)
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                        {
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                            for (var x = 0; x < lightmap.Width; x++)
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                            {
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                                lightmap.AddLight(0, x, y, (byte)color.X, (byte)color.Y, (byte)color.Z);
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                            }
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                        }
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                    }
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                }
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                // // TODO: Get world position of each pixel?
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                // var poly = cell.Polys[polyIdx];
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                // poly.
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            }
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        }
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    }
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}
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