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223 lines
6.5 KiB
223 lines
6.5 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "plMaxMeshExtractor.h"
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#include "Max.h"
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#include "plMaxNode.h"
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#include "dummy.h"
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static Mesh* ExtractMesh(INode* pNode, TriObject** ppDeleteMe)
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{
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Object *obj = pNode->EvalWorldState(0).obj;
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Mesh *pRetMesh = nil;
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if( obj ) {
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if( obj->CanConvertToType(triObjectClassID) ) {
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// Convert to triangle object
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TriObject *tri = (TriObject*)obj->ConvertToType(0, triObjectClassID);
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if (tri != obj) *ppDeleteMe = tri; // if Convert allocated, pass back so caller can delete.
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if( tri ) {
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Mesh *pTMesh = &tri->mesh;
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if( pTMesh->getNumFaces() ) {
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pRetMesh = pTMesh;
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}
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}
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}
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}
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return pRetMesh;
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}
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// Return the two points defining the bounding box for the given vertices.
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static void MeshMinMax(hsPoint3& min, hsPoint3& max, int numVerts, hsPoint3* pVerts)
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{
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for (int i = 0; i < numVerts; i++)
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{
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hsPoint3* vert = &pVerts[i];
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min.fX = hsMinimum(vert->fX, min.fX);
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min.fY = hsMinimum(vert->fY, min.fY);
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min.fZ = hsMinimum(vert->fZ, min.fZ);
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max.fX = hsMaximum(vert->fX, max.fX);
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max.fY = hsMaximum(vert->fY, max.fY);
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max.fZ = hsMaximum(vert->fZ, max.fZ);
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}
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}
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static bool MakeNormalMesh(plMaxNode *node, plMaxMeshExtractor::NeutralMesh& mesh, Matrix3* w2l)
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{
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TriObject *pDeleteMe = nil;
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Mesh *pMesh = ExtractMesh(node, &pDeleteMe); // allocates *sometimes*; check pDeleteMe
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if (!pMesh)
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return false;
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Matrix3 fullTM = node->GetObjectTM(0);
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int parity = fullTM.Parity();
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mesh.fNumVerts = pMesh->numVerts;
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mesh.fVerts = TRACKED_NEW hsPoint3[mesh.fNumVerts];
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for (int i = 0; i < mesh.fNumVerts; i++)
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{
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// convert the vertex to global coordinates
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Point3 newVert = fullTM * pMesh->verts[i];
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// convert the vertex to the new (requested) coordinate system
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if (w2l)
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newVert = (*w2l) * newVert;
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mesh.fVerts[i].Set(newVert.x, newVert.y, newVert.z);
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}
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mesh.fNumFaces = pMesh->numFaces;
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mesh.fFaces = TRACKED_NEW UInt16[mesh.fNumFaces*3];
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for (int i = 0; i < mesh.fNumFaces; i++)
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{
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Face* pFace = &pMesh->faces[i];
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UInt16* pNFace = &mesh.fFaces[i * 3];
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pNFace[0] = pFace->v[ parity ? 2 : 0 ]; // reverse winding if parity backwards
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pNFace[1] = pFace->v[1];
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pNFace[2] = pFace->v[ parity ? 0 : 2 ]; // ''
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}
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if (pDeleteMe)
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delete pDeleteMe;
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return true;
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}
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// BUILDBOXMESH
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// Build the minimum bounding box (triangles and all) enclosing the given vertices
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// DELETES the given vertex and face array
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// ALLOCATES a new vertex and face array
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// MODIFIES *all* the input parameters.
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static void MakeBoxMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh, hsPoint3& minV, hsPoint3& maxV)
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{
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hsPoint3* newVerts = TRACKED_NEW hsPoint3[8];
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UInt16* newFaces = TRACKED_NEW UInt16[12 * 3];
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newVerts[0].Set(minV.fX, minV.fY, minV.fZ);
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newVerts[1].Set(maxV.fX, minV.fY, minV.fZ);
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newVerts[2].Set(minV.fX, maxV.fY, minV.fZ);
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newVerts[3].Set(maxV.fX, maxV.fY, minV.fZ);
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newVerts[4].Set(minV.fX, minV.fY, maxV.fZ);
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newVerts[5].Set(maxV.fX, minV.fY, maxV.fZ);
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newVerts[6].Set(minV.fX, maxV.fY, maxV.fZ);
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newVerts[7].Set(maxV.fX, maxV.fY, maxV.fZ);
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UInt16 standardFaces[] = { 0, 2, 1,
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1, 2, 3,
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0, 1, 4,
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1, 5, 4,
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0, 4, 2,
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2, 4, 6,
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1, 3, 7,
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7, 5, 1,
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3, 2, 7,
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2, 6, 7,
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4, 7, 6,
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4, 5, 7 };
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memcpy(newFaces, standardFaces, sizeof(standardFaces));
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delete [] mesh.fVerts;
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mesh.fVerts = newVerts;
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delete [] mesh.fFaces;
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mesh.fFaces = newFaces;
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mesh.fNumVerts = 8;
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mesh.fNumFaces = 12;
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}
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static void MakeDummyMesh(plMaxNode* node, plMaxMeshExtractor::NeutralMesh& mesh)
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{
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hsPoint3 minV, maxV;
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Object* thisObj = node->GetObjectRef();
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DummyObject* thisDummy = (DummyObject*)thisObj;
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Box3 thisBoundSurface = thisDummy->GetBox();
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minV.fX = thisBoundSurface.Min().x;
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minV.fY = thisBoundSurface.Min().y;
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minV.fZ = thisBoundSurface.Min().z;
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maxV.fX = thisBoundSurface.Max().x;
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maxV.fY = thisBoundSurface.Max().y;
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maxV.fZ = thisBoundSurface.Max().z;
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MakeBoxMesh(node, mesh, minV, maxV);
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}
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// CREATEPLHKPHYSICALFROMMESHEASY
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// Convenience function for getting from a max node to a plHKPhysical and the requisite
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// Havok objects.
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// The node and the scene object don't have to correspond to the same Max object.
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// If the sAltNode is supplied, the node will be moved into the coordinate system of the
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bool plMaxMeshExtractor::Extract(plMaxMeshExtractor::NeutralMesh& mesh, plMaxNode* node, bool makeAABB, plMaxNode* sOwningNode)
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{
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mesh.fNumVerts = mesh.fNumFaces = 0;
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mesh.fVerts = nil;
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mesh.fFaces = nil;
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// if an alternate node was supplied, get its scene object. otherwise don't...
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plMaxNode* masterNode = sOwningNode ? sOwningNode : node;
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mesh.fL2W = masterNode->GetLocalToWorld44();
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//
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// Create the arrays of verts and faces
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//
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hsBool isDummy = (node->EvalWorldState(0).obj->ClassID() == Class_ID(DUMMY_CLASS_ID,0));
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if (isDummy)
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{
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hsMatrix44 w2l = masterNode->GetWorldToLocal44();
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MakeDummyMesh(node, mesh);
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// Localize the verts
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//for (int i = 0; i < mesh.fNumVerts; i++)
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// mesh.fVerts[i] = w2l * mesh.fVerts[i];
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}
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else
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{
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// only get the max world-to-local transform if the node is moveable or instanced. otherwise verts stay global.
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Matrix3 w2l = masterNode->GetWorldToLocal();
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// Matrix3 *localizer = nil;
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// if (masterNode->IsMovable() || masterNode->GetForceLocal() || masterNode->GetInstanced())
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// localizer = &w2l;
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if (!MakeNormalMesh(node, mesh, &w2l))
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return false;
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if (makeAABB)
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{
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hsPoint3 minV(FLT_MAX, FLT_MAX, FLT_MAX), maxV(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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MeshMinMax(minV, maxV, mesh.fNumVerts, mesh.fVerts);
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MakeBoxMesh(node, mesh, minV, maxV);
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}
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}
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return true;
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}
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