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268
Torque/SDK/engine/collision/clippedPolyList.cc
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268
Torque/SDK/engine/collision/clippedPolyList.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "dgl/dgl.h"
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#include "math/mMath.h"
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#include "console/console.h"
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#include "collision/clippedPolyList.h"
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//----------------------------------------------------------------------------
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ClippedPolyList::ClippedPolyList()
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{
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VECTOR_SET_ASSOCIATION(mPolyList);
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VECTOR_SET_ASSOCIATION(mVertexList);
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VECTOR_SET_ASSOCIATION(mIndexList);
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VECTOR_SET_ASSOCIATION(mPolyPlaneList);
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VECTOR_SET_ASSOCIATION(mPlaneList);
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mNormal.set(0,0,0);
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mIndexList.reserve(100);
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}
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ClippedPolyList::~ClippedPolyList()
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{
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::clear()
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{
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// Only clears internal data
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mPolyList.clear();
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mVertexList.clear();
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mIndexList.clear();
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mPolyPlaneList.clear();
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}
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bool ClippedPolyList::isEmpty() const
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{
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return mPolyList.size() == 0;
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}
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//----------------------------------------------------------------------------
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U32 ClippedPolyList::addPoint(const Point3F& p)
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{
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mVertexList.increment();
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Vertex& v = mVertexList.last();
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v.point.x = p.x * mScale.x;
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v.point.y = p.y * mScale.y;
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v.point.z = p.z * mScale.z;
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mMatrix.mulP(v.point);
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// Build the plane mask
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register U32 mask = 1;
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register S32 count = mPlaneList.size();
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register PlaneF * plane = mPlaneList.address();
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v.mask = 0;
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while(--count >= 0) {
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if (plane++->distToPlane(v.point) > 0)
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v.mask |= mask;
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mask <<= 1;
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}
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return mVertexList.size() - 1;
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}
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U32 ClippedPolyList::addPlane(const PlaneF& plane)
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{
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mPolyPlaneList.increment();
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mPlaneTransformer.transform(plane, mPolyPlaneList.last());
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return mPolyPlaneList.size() - 1;
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::begin(U32 material,U32 surfaceKey)
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{
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mPolyList.increment();
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Poly& poly = mPolyList.last();
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poly.object = mCurrObject;
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poly.material = material;
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poly.vertexStart = mIndexList.size();
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poly.surfaceKey = surfaceKey;
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::plane(U32 v1,U32 v2,U32 v3)
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{
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mPolyList.last().plane.set(mVertexList[v1].point,
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mVertexList[v2].point,mVertexList[v3].point);
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}
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void ClippedPolyList::plane(const PlaneF& p)
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{
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mPlaneTransformer.transform(p, mPolyList.last().plane);
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}
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void ClippedPolyList::plane(const U32 index)
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{
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AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
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mPolyList.last().plane = mPolyPlaneList[index];
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}
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const PlaneF& ClippedPolyList::getIndexedPlane(const U32 index)
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{
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AssertFatal(index < mPolyPlaneList.size(), "Out of bounds index!");
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return mPolyPlaneList[index];
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::vertex(U32 vi)
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{
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mIndexList.push_back(vi);
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::end()
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{
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Poly& poly = mPolyList.last();
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// Anything facing away from the mNormal is rejected
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if (mDot(poly.plane,mNormal) > 0) {
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mIndexList.setSize(poly.vertexStart);
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mPolyList.decrement();
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return;
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}
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// Build initial inside/outside plane masks
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U32 indexStart = poly.vertexStart;
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U32 vertexCount = mIndexList.size() - indexStart;
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U32 frontMask = 0,backMask = 0;
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U32 i;
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for (i = indexStart; i < mIndexList.size(); i++) {
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U32 mask = mVertexList[mIndexList[i]].mask;
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frontMask |= mask;
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backMask |= ~mask;
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}
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// Trivial accept if all the vertices are on the backsides of
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// all the planes.
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if (!frontMask) {
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poly.vertexCount = vertexCount;
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return;
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}
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// Trivial reject if any plane not crossed has all it's points
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// on the front.
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U32 crossMask = frontMask & backMask;
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if (~crossMask & frontMask) {
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mIndexList.setSize(poly.vertexStart);
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mPolyList.decrement();
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return;
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}
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// Need to do some clipping
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for (U32 p = 0; p < mPlaneList.size(); p++) {
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U32 pmask = 1 << p;
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// Only test against this plane if we have something
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// on both sides
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if (crossMask & pmask) {
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U32 indexEnd = mIndexList.size();
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U32 i1 = indexEnd - 1;
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U32 mask1 = mVertexList[mIndexList[i1]].mask;
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for (U32 i2 = indexStart; i2 < indexEnd; i2++) {
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U32 mask2 = mVertexList[mIndexList[i2]].mask;
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if ((mask1 ^ mask2) & pmask) {
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//
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mVertexList.increment();
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VectorF& v1 = mVertexList[mIndexList[i1]].point;
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VectorF& v2 = mVertexList[mIndexList[i2]].point;
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VectorF vv = v2 - v1;
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F32 t = -mPlaneList[p].distToPlane(v1) / mDot(mPlaneList[p],vv);
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mIndexList.push_back(mVertexList.size() - 1);
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Vertex& iv = mVertexList.last();
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iv.point.x = v1.x + vv.x * t;
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iv.point.y = v1.y + vv.y * t;
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iv.point.z = v1.z + vv.z * t;
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iv.mask = 0;
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// Test against the remaining planes
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for (U32 i = p + 1; i < mPlaneList.size(); i++)
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if (mPlaneList[i].distToPlane(iv.point) > 0) {
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iv.mask = 1 << i;
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break;
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}
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}
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if (!(mask2 & pmask)) {
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U32 index = mIndexList[i2];
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mIndexList.push_back(index);
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}
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mask1 = mask2;
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i1 = i2;
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}
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// Check for degenerate
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indexStart = indexEnd;
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if (mIndexList.size() - indexStart < 3) {
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mIndexList.setSize(poly.vertexStart);
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mPolyList.decrement();
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return;
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}
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}
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}
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// Emit what's left and compress the index list.
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poly.vertexCount = mIndexList.size() - indexStart;
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memcpy(&mIndexList[poly.vertexStart],
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&mIndexList[indexStart],poly.vertexCount);
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mIndexList.setSize(poly.vertexStart + poly.vertexCount);
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::memcpy(U32* dst, U32* src,U32 size)
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{
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U32* end = src + size;
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while (src != end)
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*dst++ = *src++;
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}
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//----------------------------------------------------------------------------
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void ClippedPolyList::render()
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{
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glVertexPointer(3,GL_FLOAT,sizeof(Vertex),mVertexList.address());
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor4f(1,0,0,0.25);
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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Poly * p;
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for (p = mPolyList.begin(); p < mPolyList.end(); p++) {
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glDrawElements(GL_POLYGON,p->vertexCount,
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GL_UNSIGNED_INT,&mIndexList[p->vertexStart]);
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}
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glColor3f(0.6,0.6,0.6);
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glDisable(GL_BLEND);
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for (p = mPolyList.begin(); p < mPolyList.end(); p++) {
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glDrawElements(GL_LINE_LOOP,p->vertexCount,
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GL_UNSIGNED_INT,&mIndexList[p->vertexStart]);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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