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267
Torque/SDK/engine/collision/earlyOutPolyList.cc
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267
Torque/SDK/engine/collision/earlyOutPolyList.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 "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/earlyOutPolyList.h"
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//----------------------------------------------------------------------------
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EarlyOutPolyList::EarlyOutPolyList()
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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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mEarlyOut = false;
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}
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EarlyOutPolyList::~EarlyOutPolyList()
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{
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}
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//----------------------------------------------------------------------------
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void EarlyOutPolyList::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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mEarlyOut = false;
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}
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bool EarlyOutPolyList::isEmpty() const
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{
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return mEarlyOut == false;
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}
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//----------------------------------------------------------------------------
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U32 EarlyOutPolyList::addPoint(const Point3F& p)
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{
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if (mEarlyOut == true)
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return 0;
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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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v.mask = 0;
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for (U32 i = 0; i < mPlaneList.size(); i++)
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if (mPlaneList[i].distToPlane(v.point) > 0)
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v.mask |= 1 << i;
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// If the point is inside all the planes, then we're done!
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if (v.mask == 0)
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mEarlyOut = true;
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return mVertexList.size() - 1;
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}
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U32 EarlyOutPolyList::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 EarlyOutPolyList::begin(U32 material,U32 surfaceKey)
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{
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if (mEarlyOut == true)
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return;
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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 EarlyOutPolyList::plane(U32 v1,U32 v2,U32 v3)
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{
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if (mEarlyOut == true)
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return;
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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 EarlyOutPolyList::plane(const PlaneF& p)
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{
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if (mEarlyOut == true)
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return;
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mPlaneTransformer.transform(p, mPolyList.last().plane);
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}
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void EarlyOutPolyList::plane(const U32 index)
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{
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if (mEarlyOut == true)
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return;
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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& EarlyOutPolyList::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 EarlyOutPolyList::vertex(U32 vi)
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{
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if (mEarlyOut == true)
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return;
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mIndexList.push_back(vi);
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}
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//----------------------------------------------------------------------------
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void EarlyOutPolyList::end()
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{
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if (mEarlyOut == true)
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return;
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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 intial 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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mEarlyOut = true;
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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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// If we reach here, then there's a poly!
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mEarlyOut = true;
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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 EarlyOutPolyList::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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