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This commit is contained in:
469
Torque/SDK/engine/interior/forceField.cc
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469
Torque/SDK/engine/interior/forceField.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 "interior/forceField.h"
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#include "core/stream.h"
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#include "math/mathIO.h"
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#include "console/console.h"
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#include "dgl/gTexManager.h"
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#include "dgl/dgl.h"
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#include "collision/abstractPolyList.h"
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#include "sim/sceneObject.h"
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//--------------------------------------------------------------------------
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ForceField::ForceField()
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{
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mPreppedForRender = false;
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mWhite = NULL;
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}
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ForceField::~ForceField()
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{
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mPreppedForRender = false;
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delete mWhite;
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mWhite = NULL;
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}
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bool ForceField::prepForRendering()
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{
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if (mPreppedForRender == true)
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return true;
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mPreppedForRender = true;
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return true;
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}
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void ForceField::render(const ColorF& rColor, const F32 fade)
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{
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// All our transform what not has already been specified...
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glVertexPointer(3, GL_FLOAT, sizeof(Point3F), mPoints.address());
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glEnable(GL_VERTEX_ARRAY);
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for (U32 i = 0; i < mSurfaces.size(); i++) {
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Surface& rSurface = mSurfaces[i];
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glColor4f(rColor.red, rColor.green, rColor.blue, fade);
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glBegin(GL_TRIANGLE_STRIP);
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for (U32 j = rSurface.windingStart; j < rSurface.windingStart + rSurface.windingCount; j++)
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glArrayElement(mWindings[j]);
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glEnd();
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}
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glDisable(GL_VERTEX_ARRAY);
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glDisable(GL_CULL_FACE);
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}
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//--------------------------------------------------------------------------
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//-------------------------------------- Persistence interfaces
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//
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const U32 ForceField::smFileVersion = 0;
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bool ForceField::read(Stream& stream)
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{
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AssertFatal(stream.hasCapability(Stream::StreamRead), "ForceField::read: non-read capable stream passed");
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AssertFatal(stream.getStatus() == Stream::Ok, "ForceField::read: Error, stream in inconsistent state");
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U32 i;
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// Version this stream
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U32 fileVersion;
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stream.read(&fileVersion);
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if (fileVersion != smFileVersion) {
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Con::errorf(ConsoleLogEntry::General, "ForceField::read: incompatible file version found.");
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return false;
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}
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mName = stream.readSTString();
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U32 numTriggers;
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stream.read(&numTriggers);
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mTriggers.setSize(numTriggers);
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for (i = 0; i < mTriggers.size(); i++)
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mTriggers[i] = stream.readSTString();
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// Geometry factors...
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mathRead(stream, &mBoundingBox);
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mathRead(stream, &mBoundingSphere);
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// Now read in our data vectors.
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U32 vectorSize;
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// mPlanes
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readPlaneVector(stream);
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// mPoints
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stream.read(&vectorSize);
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mPoints.setSize(vectorSize);
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for (i = 0; i < mPoints.size(); i++)
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mathRead(stream, &mPoints[i]);
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// mBSPNodes;
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stream.read(&vectorSize);
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mBSPNodes.setSize(vectorSize);
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for (i = 0; i < mBSPNodes.size(); i++) {
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stream.read(&mBSPNodes[i].planeIndex);
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stream.read(&mBSPNodes[i].frontIndex);
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stream.read(&mBSPNodes[i].backIndex);
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}
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// mBSPSolidLeaves
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stream.read(&vectorSize);
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mBSPSolidLeaves.setSize(vectorSize);
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for (i = 0; i < mBSPSolidLeaves.size(); i++) {
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stream.read(&mBSPSolidLeaves[i].surfaceIndex);
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stream.read(&mBSPSolidLeaves[i].surfaceCount);
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}
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// mWindings
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stream.read(&vectorSize);
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mWindings.setSize(vectorSize);
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for (i = 0; i < mWindings.size(); i++) {
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stream.read(&mWindings[i]);
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}
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// mSurfaces
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stream.read(&vectorSize);
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mSurfaces.setSize(vectorSize);
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for (i = 0; i < mSurfaces.size(); i++) {
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stream.read(&mSurfaces[i].windingStart);
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stream.read(&mSurfaces[i].windingCount);
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stream.read(&mSurfaces[i].planeIndex);
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stream.read(&mSurfaces[i].surfaceFlags);
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stream.read(&mSurfaces[i].fanMask);
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}
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// mSolidLeafSurfaces
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stream.read(&vectorSize);
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mSolidLeafSurfaces.setSize(vectorSize);
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for (i = 0; i < mSolidLeafSurfaces.size(); i++) {
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stream.read(&mSolidLeafSurfaces[i]);
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}
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stream.read(&mColor);
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return stream.getStatus() == Stream::Ok;
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}
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bool ForceField::write(Stream& stream) const
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{
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AssertFatal(stream.hasCapability(Stream::StreamWrite), "Interior::write: non-write capable stream passed");
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AssertFatal(stream.getStatus() == Stream::Ok, "Interior::write: Error, stream in inconsistent state");
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U32 i;
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// Version this stream
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stream.write(smFileVersion);
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stream.writeString(mName);
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stream.write(mTriggers.size());
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for (i = 0; i < mTriggers.size(); i++)
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stream.writeString(mTriggers[i]);
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mathWrite(stream, mBoundingBox);
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mathWrite(stream, mBoundingSphere);
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// Now write out our data vectors. Remember, for cross-platform capability, no
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// structure writing is allowed...
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// mPlanes
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writePlaneVector(stream);
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// mPoints
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stream.write(mPoints.size());
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for (i = 0; i < mPoints.size(); i++)
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mathWrite(stream, mPoints[i]);
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// mBSPNodes;
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stream.write(mBSPNodes.size());
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for (i = 0; i < mBSPNodes.size(); i++) {
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stream.write(mBSPNodes[i].planeIndex);
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stream.write(mBSPNodes[i].frontIndex);
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stream.write(mBSPNodes[i].backIndex);
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}
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// mBSPSolidLeaves
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stream.write(mBSPSolidLeaves.size());
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for (i = 0; i < mBSPSolidLeaves.size(); i++) {
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stream.write(mBSPSolidLeaves[i].surfaceIndex);
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stream.write(mBSPSolidLeaves[i].surfaceCount);
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}
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// mWindings
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stream.write(mWindings.size());
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for (i = 0; i < mWindings.size(); i++) {
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stream.write(mWindings[i]);
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}
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// mSurfaces
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stream.write(mSurfaces.size());
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for (i = 0; i < mSurfaces.size(); i++) {
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stream.write(mSurfaces[i].windingStart);
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stream.write(mSurfaces[i].windingCount);
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stream.write(mSurfaces[i].planeIndex);
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stream.write(mSurfaces[i].surfaceFlags);
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stream.write(mSurfaces[i].fanMask);
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}
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// mSolidLeafSurfaces
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stream.write(mSolidLeafSurfaces.size());
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for (i = 0; i < mSolidLeafSurfaces.size(); i++) {
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stream.write(mSolidLeafSurfaces[i]);
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}
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stream.write(mColor);
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return stream.getStatus() == Stream::Ok;
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}
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bool ForceField::writePlaneVector(Stream& stream) const
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{
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// This is pretty slow, but who cares?
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//
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Vector<Point3F> uniqueNormals(mPlanes.size());
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Vector<U16> uniqueIndices(mPlanes.size());
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U32 i;
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for (i = 0; i < mPlanes.size(); i++) {
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bool inserted = false;
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for (U32 j = 0; j < uniqueNormals.size(); j++) {
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if (mPlanes[i] == uniqueNormals[j]) {
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// Hah! Already have this one...
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uniqueIndices.push_back(j);
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inserted = true;
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break;
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}
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}
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if (inserted == false) {
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// Gotta do it ourselves...
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uniqueIndices.push_back(uniqueNormals.size());
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uniqueNormals.push_back(Point3F(mPlanes[i].x, mPlanes[i].y, mPlanes[i].z));
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}
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}
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// Ok, what we have now, is a list of unique normals, a set of indices into
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// that vector, and the distances that we still have to write out by hand.
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// Hop to it!
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stream.write(uniqueNormals.size());
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for (i = 0; i < uniqueNormals.size(); i++)
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mathWrite(stream, uniqueNormals[i]);
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stream.write(mPlanes.size());
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for (i = 0; i < mPlanes.size(); i++) {
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stream.write(uniqueIndices[i]);
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stream.write(mPlanes[i].d);
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}
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return (stream.getStatus() == Stream::Ok);
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}
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bool ForceField::readPlaneVector(Stream& stream)
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{
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Vector<Point3F> normals;
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U32 vectorSize;
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stream.read(&vectorSize);
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normals.setSize(vectorSize);
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U32 i;
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for (i = 0; i < normals.size(); i++)
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mathRead(stream, &normals[i]);
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U16 index;
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stream.read(&vectorSize);
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mPlanes.setSize(vectorSize);
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for (i = 0; i < mPlanes.size(); i++) {
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stream.read(&index);
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stream.read(&mPlanes[i].d);
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mPlanes[i].x = normals[index].x;
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mPlanes[i].y = normals[index].y;
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mPlanes[i].z = normals[index].z;
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}
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return (stream.getStatus() == Stream::Ok);
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}
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//--------------------------------------------------------------------------
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//-------------------------------------- Collision support. Essentially
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// copied from the interiorCollision
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//
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void ForceField::collisionFanFromSurface(const Surface& rSurface, U32* fanIndices, U32* numIndices) const
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{
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U32 tempIndices[32];
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tempIndices[0] = 0;
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U32 idx = 1;
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U32 i;
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for (i = 1; i < rSurface.windingCount; i += 2)
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tempIndices[idx++] = i;
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for (i = ((rSurface.windingCount - 1) & (~0x1)); i > 0; i -= 2)
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tempIndices[idx++] = i;
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idx = 0;
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for (i = 0; i < rSurface.windingCount; i++) {
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if (rSurface.fanMask & (1 << i)) {
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fanIndices[idx++] = mWindings[rSurface.windingStart + tempIndices[i]];
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}
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}
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*numIndices = idx;
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}
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bool ForceField::castRay(const Point3F& s, const Point3F& e, RayInfo* info)
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{
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bool hit = castRay_r(0, s, e, info);
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if (hit) {
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Point3F vec = e - s;
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F32 len = vec.len();
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vec /= len;
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info->t = mDot(info->point - s, vec) / len;
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}
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return hit;
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}
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bool ForceField::castRay_r(const U16 node,
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const Point3F& s,
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const Point3F& e,
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RayInfo* info)
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{
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if (isBSPLeafIndex(node) == false) {
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const IBSPNode& rNode = mBSPNodes[node];
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const PlaneF& rPlane = getPlane(rNode.planeIndex);
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PlaneF::Side sSide = rPlane.whichSide(s);
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PlaneF::Side eSide = rPlane.whichSide(e);
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switch (PlaneSwitchCode(sSide, eSide)) {
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case PlaneSwitchCode(PlaneF::Front, PlaneF::Front):
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case PlaneSwitchCode(PlaneF::Front, PlaneF::On):
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case PlaneSwitchCode(PlaneF::On, PlaneF::Front):
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return castRay_r(rNode.frontIndex, s, e, info);
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break;
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case PlaneSwitchCode(PlaneF::On, PlaneF::Back):
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case PlaneSwitchCode(PlaneF::Back, PlaneF::On):
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case PlaneSwitchCode(PlaneF::Back, PlaneF::Back):
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return castRay_r(rNode.backIndex, s, e, info);
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break;
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case PlaneSwitchCode(PlaneF::On, PlaneF::On):
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// Line lies on the plane
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if (isBSPLeafIndex(rNode.backIndex) == false) {
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if (castRay_r(rNode.backIndex, s, e, info))
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return true;
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}
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if (isBSPLeafIndex(rNode.frontIndex) == false) {
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if (castRay_r(rNode.frontIndex, s, e, info))
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return true;
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}
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return false;
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break;
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case PlaneSwitchCode(PlaneF::Front, PlaneF::Back): {
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Point3F ip;
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F32 intersectT = rPlane.intersect(s, e);
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AssertFatal(intersectT != PARALLEL_PLANE, "Error, this should never happen in this case!");
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ip.interpolate(s, e, intersectT);
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if (castRay_r(rNode.frontIndex, s, ip, info))
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return true;
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return castRay_r(rNode.backIndex, ip, e, info);
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}
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break;
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case PlaneSwitchCode(PlaneF::Back, PlaneF::Front): {
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Point3F ip;
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F32 intersectT = rPlane.intersect(s, e);
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AssertFatal(intersectT != PARALLEL_PLANE, "Error, this should never happen in this case!");
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ip.interpolate(s, e, intersectT);
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if (castRay_r(rNode.backIndex, s, ip, info))
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return true;
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return castRay_r(rNode.frontIndex, ip, e, info);
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}
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break;
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default:
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AssertFatal(false, "Misunderstood switchCode in ForceField::castRay_r");
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return false;
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}
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}
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if (isBSPSolidLeaf(node)) {
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// DMM: Set material info here
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info->point = s;
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return true;
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}
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return false;
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}
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void ForceField::buildPolyList_r(const U16 node, Vector<U16>& collPlanes, AbstractPolyList* list, SphereF& s)
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{
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if (isBSPLeafIndex(node) == false) {
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const IBSPNode& rNode = mBSPNodes[node];
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const PlaneF& rPlane = getPlane(rNode.planeIndex);
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F32 dist = rPlane.distToPlane(s.center);
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if (mFabs(dist) <= s.radius) {
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// Have to do both, and push the plane back on the list...
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collPlanes.push_back(rNode.planeIndex);
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buildPolyList_r(rNode.frontIndex, collPlanes, list, s);
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buildPolyList_r(rNode.backIndex, collPlanes, list, s);
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collPlanes.pop_back();
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} else if (dist > 0.0f) {
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buildPolyList_r(rNode.frontIndex, collPlanes, list, s);
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} else {
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buildPolyList_r(rNode.backIndex, collPlanes, list, s);
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}
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return;
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}
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if (isBSPSolidLeaf(node)) {
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const IBSPLeafSolid& rLeaf = mBSPSolidLeaves[getBSPSolidLeafIndex(node)];
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for (U32 i = 0; i < rLeaf.surfaceCount; i++) {
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U32 surfaceIndex = mSolidLeafSurfaces[rLeaf.surfaceIndex + i];
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const Surface& rSurface = mSurfaces[surfaceIndex];
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for (U32 j = 0; j < collPlanes.size(); j++) {
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if (areEqualPlanes(rSurface.planeIndex, collPlanes[j]) == true) {
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U32 fanVerts[32];
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U32 numVerts;
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collisionFanFromSurface(rSurface, fanVerts, &numVerts);
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// DMM: Material here
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list->begin(0, rSurface.planeIndex);
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U32 vertStart = list->addPoint(mPoints[fanVerts[0]]);
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list->vertex(vertStart);
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for (U32 k = 1; k < numVerts; k++) {
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list->addPoint(mPoints[fanVerts[k]]);
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list->vertex(vertStart + k);
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}
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list->plane(vertStart, vertStart + 1, vertStart + 2);
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list->end();
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break;
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}
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}
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}
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}
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}
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bool ForceField::buildPolyList(AbstractPolyList* list, SphereF& sphere)
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{
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Vector<U16> planes;
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buildPolyList_r(0, planes, list, sphere);
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AssertFatal(planes.size() == 0, "Error, unbalanced plane stack!");
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return !list->isEmpty();
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}
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Reference in New Issue
Block a user