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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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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 <memory.h>
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#include "HeadSpin.h"
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#include "plGeoSpanDice.h"
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#include "plGeometrySpan.h"
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plGeoSpanDice::plGeoSpanDice()
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: fMinFaces(0),
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fMaxFaces(0)
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{
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fMaxSize.Set(0,0,0);
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}
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plGeoSpanDice::~plGeoSpanDice()
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{
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}
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bool plGeoSpanDice::Dice(hsTArray<plGeometrySpan*>& spans) const
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{
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int startingCount = spans.GetCount();
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hsTArray<plGeometrySpan*> out;
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hsTArray<plGeometrySpan*> next;
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while(spans.GetCount())
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{
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int i;
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for( i = 0; i < spans.GetCount(); i++ )
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{
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if( !IHalf(spans[i], next) )
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{
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out.Append(spans[i]);
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}
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}
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spans.Swap(next);
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next.SetCount(0);
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}
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spans.Swap(out);
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return spans.GetCount() != startingCount;
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}
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bool plGeoSpanDice::INeedSplitting(plGeometrySpan* src) const
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{
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// Do we have enough faces to bother?
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if( fMinFaces )
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{
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if( src->fNumIndices < fMinFaces * 3 )
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return false;
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}
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// Do we have enough faces to bother no matter how small we are?
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if( fMaxFaces )
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{
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if( src->fNumIndices > fMaxFaces * 3 )
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return true;
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}
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// Are we big enough to bother?
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if( (fMaxSize.fX > 0) || (fMaxSize.fY > 0) || (fMaxSize.fZ > 0) )
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{
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hsPoint3 size = src->fLocalBounds.GetMaxs() - src->fLocalBounds.GetMins();
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if( size.fX > fMaxSize.fX )
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return true;
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if( size.fY > fMaxSize.fY )
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return true;
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if( size.fZ > fMaxSize.fZ )
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return true;
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}
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return false;
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}
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bool plGeoSpanDice::IHalf(plGeometrySpan* src, hsTArray<plGeometrySpan*>& out, int exclAxis) const
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{
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if( !INeedSplitting(src) )
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return false;
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int iAxis = ISelectAxis(exclAxis, src);
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// Ran out of axes to try.
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if( iAxis < 0 )
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return false;
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float midPoint = src->fLocalBounds.GetCenter()[iAxis];
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hsTArray<uint32_t> loTris;
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hsTArray<uint32_t> hiTris;
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uint16_t* indexData = src->fIndexData;
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int numTris = src->fNumIndices / 3;
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int stride = src->GetVertexSize(src->fFormat);
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int i;
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for( i = 0; i < numTris; i++ )
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{
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hsPoint3& pos0 = *(hsPoint3*)(src->fVertexData + *indexData++ * stride);
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hsPoint3& pos1 = *(hsPoint3*)(src->fVertexData + *indexData++ * stride);
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hsPoint3& pos2 = *(hsPoint3*)(src->fVertexData + *indexData++ * stride);
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if( (pos0[iAxis] >= midPoint)
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&&(pos1[iAxis] >= midPoint)
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&&(pos2[iAxis] >= midPoint) )
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{
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hiTris.Append(i);
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}
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else
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{
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loTris.Append(i);
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}
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}
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// This axis isn't working out, try another.
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if( !hiTris.GetCount() || !loTris.GetCount() )
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return IHalf(src, out, exclAxis | (1 << iAxis));
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plGeometrySpan* loDst = IExtractTris(src, loTris);
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plGeometrySpan* hiDst = IExtractTris(src, hiTris);
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delete src;
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out.Append(loDst);
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out.Append(hiDst);
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return true;
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}
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int plGeoSpanDice::ISelectAxis(int exclAxis, plGeometrySpan* src) const
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{
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int iAxis = -1;
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float maxDim = 0;
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int i;
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for( i = 0; i < 3; i++ )
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{
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// Check to see if we've already tried this one.
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if( exclAxis & (1 << i) )
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continue;
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float dim = src->fLocalBounds.GetMaxs()[i] - src->fLocalBounds.GetMins()[i];
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if( dim > maxDim )
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{
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maxDim = dim;
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iAxis = i;
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}
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}
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return iAxis;
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}
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plGeometrySpan* plGeoSpanDice::IExtractTris(plGeometrySpan* src, hsTArray<uint32_t>& tris) const
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{
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// First off, find out how many and which vers we're talking here.
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// Easiest way is while we're building the LUTs we'll want later anyway.
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hsTArray<int16_t> fwdLUT;
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fwdLUT.SetCount(src->fNumVerts);
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memset(fwdLUT.AcquireArray(), -1, src->fNumVerts * sizeof(*fwdLUT.AcquireArray()));
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hsTArray<uint16_t> bckLUT;
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bckLUT.SetCount(0);
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int i;
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for( i = 0; i < tris.GetCount(); i++ )
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{
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uint16_t* idx = src->fIndexData + tris[i] * 3;
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if( fwdLUT[*idx] < 0 )
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{
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fwdLUT[*idx] = bckLUT.GetCount();
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bckLUT.Append(*idx);
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}
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idx++;
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if( fwdLUT[*idx] < 0 )
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{
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fwdLUT[*idx] = bckLUT.GetCount();
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bckLUT.Append(*idx);
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}
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idx++;
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if( fwdLUT[*idx] < 0 )
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{
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fwdLUT[*idx] = bckLUT.GetCount();
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bckLUT.Append(*idx);
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}
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}
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int numVerts = bckLUT.GetCount();
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int numTris = tris.GetCount();
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plGeometrySpan* dst = IAllocSpace(src, numVerts, numTris);
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// Okay, set the index data.
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uint16_t* idxTrav = dst->fIndexData;
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for( i = 0; i < tris.GetCount(); i++ )
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{
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*idxTrav++ = fwdLUT[src->fIndexData[ tris[i] * 3 + 0] ];
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*idxTrav++ = fwdLUT[src->fIndexData[ tris[i] * 3 + 1] ];
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*idxTrav++ = fwdLUT[src->fIndexData[ tris[i] * 3 + 2] ];
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}
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// Copy over the basic vertex data
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// We'll update the bounds as we go.
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int stride = src->GetVertexSize(src->fFormat);
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hsBounds3Ext localBnd;
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localBnd.MakeEmpty();
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uint8_t* vtxTrav = dst->fVertexData;
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for( i = 0; i < numVerts; i++ )
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{
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memcpy(vtxTrav, src->fVertexData + bckLUT[i] * stride, stride);
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hsPoint3* pos = (hsPoint3*)vtxTrav;
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localBnd.Union(pos);
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vtxTrav += stride;
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}
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if( src->fProps & plGeometrySpan::kWaterHeight )
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{
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src->AdjustBounds(localBnd);
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}
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dst->fLocalBounds = localBnd;
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// Now the rest of this optional garbage.
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if( src->fMultColor )
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{
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for( i = 0; i < numVerts; i++ )
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{
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dst->fMultColor[i] = src->fMultColor[bckLUT[i]];
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}
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}
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if( src->fAddColor )
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{
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for( i = 0; i < numVerts; i++ )
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{
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dst->fAddColor[i] = src->fAddColor[bckLUT[i]];
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}
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}
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if( src->fDiffuseRGBA )
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{
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for( i = 0; i < numVerts; i++ )
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{
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dst->fDiffuseRGBA[i] = src->fDiffuseRGBA[bckLUT[i]];
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}
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}
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if( src->fSpecularRGBA )
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{
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for( i = 0; i < numVerts; i++ )
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{
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dst->fSpecularRGBA[i] = src->fSpecularRGBA[bckLUT[i]];
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}
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}
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dst->fMaxOwner = src->fMaxOwner;
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return dst;
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}
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plGeometrySpan* plGeoSpanDice::IAllocSpace(plGeometrySpan* src, int numVerts, int numTris) const
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{
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plGeometrySpan* dst = new plGeometrySpan;
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// Do a structure copy here. That's okay, because we're going to immediately
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// fix up the pointers and counters that shouldn't have been copied. If
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// plGeometrySpan ever gets a copy constructor, this'll blow wide open.
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*dst = *src;
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int stride = src->GetVertexSize(src->fFormat);
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dst->fNumIndices = numTris * 3;
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dst->fIndexData = new uint16_t[dst->fNumIndices];
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dst->fNumVerts = numVerts;
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dst->fVertexData = new uint8_t[numVerts * stride];
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if( src->fMultColor )
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{
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dst->fMultColor = new hsColorRGBA[numVerts];
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}
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if( src->fAddColor )
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{
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dst->fAddColor = new hsColorRGBA[numVerts];
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}
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if( src->fDiffuseRGBA )
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{
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dst->fDiffuseRGBA = new uint32_t[numVerts];
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}
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if( src->fSpecularRGBA )
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{
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dst->fSpecularRGBA = new uint32_t[numVerts];
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}
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return dst;
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}
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