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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 "hsTypes.h"
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#include "hsMemory.h"
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#include "hsSfxAngleFade.h"
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#include "hsStream.h"
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#include "../plPipeline/plPipeline.h"
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//#include "../plPipeline/hsG3DDevice.h"
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#include "../plGeometry/hsTriangle3.h"
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#include "../plMath/hsFastMath.h"
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hsSfxAngleFade::hsSfxAngleFade()
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{
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}
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hsSfxAngleFade::~hsSfxAngleFade()
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{
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}
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hsScalar hsSfxAngleFade::IOpacFromDot(hsScalar dot)
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{
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if( (fFlags & kTwoSided)
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&&(dot < 0) )
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dot = -dot;
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if( dot <= fTable[0].fCosineDel )
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return fTable[0].fOpacity;
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int i;
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for( i = 0; (i < fTable.GetCount()) && (dot >= fTable[i].fCosineDel); i++ )
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dot -= fTable[i].fCosineDel;
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if( i >= fTable.GetCount() )
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return fTable[fTable.GetCount()-1].fOpacity;
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dot *= fTable[i-1].fCosineNorm;
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hsScalar opac0 = fTable[i-1].fOpacity;
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hsScalar opac1 = fTable[i].fOpacity;
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return opac0 + dot * (opac1 - opac0);
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}
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void hsSfxAngleFade::ProcessPreInterpTris(hsExpander<hsTriangle3*>& tList, hsExpander<hsGTriVertex*>& vList)
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{
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if( !(fFlags & kFaceNormals) )
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return;
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#if 0 // Taken out 2.26.2001 mcn 'cause it accesses the (now defunct) 3DDevice directly
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hsPoint3 vPos = fPipeline->GetViewPositionLocal();
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hsG3DDevice* dev = fPipeline->Get3DDevice();
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fSetVector.Clear();
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for( tList.First(); tList.More(); tList.Plus() )
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{
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hsTriangle3* tri = tList.Current();
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hsVector3& norm = tri->fNormal;
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hsScalar dot, opac;
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hsGVertex3* vtx;
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hsGShadeVertex* shade;
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hsVector3 vDir;
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vtx = tri->GetVertex(0);
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
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{
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vDir.Set(&vPos, &vtx->fLocalPos);
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
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dot *= norm.InnerProduct(vDir);
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shade = dev->GetShadeEntry(vtx);
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opac = IOpacFromDot(dot);
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shade->fColor.a *= opac;
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fSetVector.SetBit(vtx->fShadeIdx);
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}
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vtx = tri->GetVertex(1);
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
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{
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vDir.Set(&vPos, &vtx->fLocalPos);
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
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dot *= norm.InnerProduct(vDir);
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shade = dev->GetShadeEntry(vtx);
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opac = IOpacFromDot(dot);
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shade->fColor.a *= opac;
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fSetVector.SetBit(vtx->fShadeIdx);
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}
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vtx = tri->GetVertex(2);
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if( !fSetVector.IsBitSet(vtx->fShadeIdx) )
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{
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vDir.Set(&vPos, &vtx->fLocalPos);
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
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dot *= norm.InnerProduct(vDir);
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shade = dev->GetShadeEntry(vtx);
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opac = IOpacFromDot(dot);
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shade->fColor.a *= opac;
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fSetVector.SetBit(vtx->fShadeIdx);
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}
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}
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#endif
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}
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void hsSfxAngleFade::ProcessPreInterpShadeVerts(hsExpander<hsGShadeVertex*>& vList)
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{
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if( fFlags & kFaceNormals )
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return;
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hsVector3 vDir =fPipeline->GetViewDirLocal();
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hsPoint3 vPos = fPipeline->GetViewPositionLocal();
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for( vList.First(); vList.More(); vList.Plus() )
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{
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hsGShadeVertex* shade = vList.Current();
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hsScalar dot;
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if( !(fFlags & kDirectional) )
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{
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vDir.Set(&vPos, &shade->fLocalPos);
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dot = hsFastMath::InvSqrtAppr(vDir.MagnitudeSquared());
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dot *= shade->fNormal.InnerProduct(vDir);
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}
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else
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{
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dot = shade->fNormal.InnerProduct(vDir);
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}
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hsScalar opac = IOpacFromDot(dot);
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shade->fShade.a *= opac;
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}
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}
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void hsSfxAngleFade::MakeTable(float* cosList, float* opacList, int num)
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{
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fTable.Reset();
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if( !num )
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return;
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int i;
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for( i = 0; i < num; i++ )
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{
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hsSfxAfTableEntry* t = fTable.Append();
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t->fCosineDel = cosList[i];
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t->fOpacity = opacList[i];
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}
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for( i = num-1; i > 0; i-- )
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fTable[i].fCosineDel -= fTable[i-1].fCosineDel;
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for( i = 0; i < num-1; i++ )
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fTable[i].fCosineNorm = hsScalarInvert(fTable[i+1].fCosineDel);
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fTable[num-1].fCosineNorm = 0;
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hsAssert(fTable.GetCount() == num, "Mismatch making table");
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}
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void hsSfxAngleFade::Read(hsStream* s)
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{
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fTable.Reset();
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Int32 cnt = s->ReadSwap32();
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if( cnt )
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{
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hsSfxAfTableEntry* arr = new hsSfxAfTableEntry[cnt];
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int i;
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for( i = 0; i < cnt; i++ )
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{
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arr[i].fCosineDel = s->ReadSwapScalar();
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arr[i].fCosineNorm = s->ReadSwapScalar();
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arr[i].fOpacity = s->ReadSwapScalar();
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}
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fTable.SetArray(arr, cnt);
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}
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}
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void hsSfxAngleFade::Write(hsStream* s)
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{
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s->WriteSwap32(fTable.GetCount());
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for( fTable.First(); fTable.More(); fTable.Plus() )
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{
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s->WriteSwapScalar(fTable.Current().fCosineDel);
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s->WriteSwapScalar(fTable.Current().fCosineNorm);
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s->WriteSwapScalar(fTable.Current().fOpacity);
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}
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}
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