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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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#ifndef plDistributor_inc
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#define plDistributor_inc
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#include "plMath/plRandom.h"
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#include "plDistTree.h"
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class INode;
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class Mesh;
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class TriObject;
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class BitmapTex;
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class plLayerTex;
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class plExportProgressBar;
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class plMaxNode;
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class plDistTree;
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// To Use:
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//
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// First you must set the interface
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// Second, you must set the node(s) to be replicated.
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// If multiple replicants, they will be randomly selected at each plant site.
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// Set the spacing. Default is 10 or so, but shouldn't be counted on.
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// Set the spacing range. Set it to less than half the spacing to prevent
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// replicants piling up on each other.
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// Rather than increasing the spacing range (which causes pileup), you can increase
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// the randomness of placement with the overall probability factor. Reducing it
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// means fewer grid points will be used, so placement seems more random
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//
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// Options:
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// PolarRange - defines the cone about the surface normal to randomly fill for up direction
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// PolarBunch - defines tendency to bunch around the center of PolarRange cone,
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// with zero being uniform distribution, and one being all on cone axis.
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// AlignmentVector - defines a world space preferred up orientation.
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// AlignmentWeight - blend factor between random normal (from polar stuff) and
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// above AlignmentVector.
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// ScaleRange - defines range of non-uniform scale to apply to each replicant.
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// ProbabilityTexmap - A BitmapTex which maps the probability of an instance
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// taking root at any point on the surface. Various interpretations of the
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// map available (see ProbabilityChan). If the surface mesh doesn't have
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// the appropriate uvw mapping for the map, the map will be ignored.
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// ProbabilityChan - defines interpretation of texel value from ProbTexmap
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// into a probability. ColorChan enum types are pretty self-explanatory.
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// In all cases, a higher texel channel value means more likely of a
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// replicant taking root there.
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//
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// Finally, call Distrubute() with a node containing a surface to be populated.
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//
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// Modifying. Were actually creating the new node instances, but then we just
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// want to re-pack them into clusters anyway. So all we really need is to
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// know which template (fRepNodes) and what transform to use for it. We can
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// use that to make our clusters, without bogging Max down with adding and
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// deleting a gazillion INodes.
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class plDistribInstance
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{
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public:
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INode* fNode;
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Matrix3 fNodeTM;
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Matrix3 fObjectTM;
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INode* fBone;
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BOOL fRigid;
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Box3 fFade;
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Point3 fFlex;
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Mesh* fMesh;
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};
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class plDistribInstTab : public Tab<plDistribInstance>
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{
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};
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class plMeshCache
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{
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public:
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Mesh* fMesh;
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Point3 fFlex;
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plMeshCache() {}
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};
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class plMeshCacheTab : public Tab<plMeshCache>
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{
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};
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class plDistributor
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{
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public:
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enum ColorChan
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{
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kRed = 0x1,
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kGreen = 0x2,
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kBlue = 0x4,
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kAlpha = 0x8,
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kAverageRedGreen = kRed | kGreen,
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kAverageRedGreenTimesAlpha = kRed | kGreen | kAlpha,
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kAverage = kRed | kGreen | kBlue,
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kAverageTimesAlpha = kAverage | kAlpha,
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kMax = 0x100,
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kMaxColor = kMax | kRed | kGreen | kBlue,
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kMaxColorTimesAlpha = kMaxColor | kAlpha,
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kMaxRedGreen = kMax | kRed | kGreen,
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kMaxRedGreenTimesAlpha = kMaxRedGreen | kAlpha
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};
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enum
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{
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kLockNone = 0x0,
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kLockX = 0x1,
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kLockY = 0x2,
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kLockZ = 0x4
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};
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enum
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{
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kWgtMapChan = 66,
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kNormMapChan = 67
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};
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enum IsoType
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{
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kIsoNone,
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kIsoLow,
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kIsoMedium,
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kIsoHigh,
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kIsoMax = kIsoHigh
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};
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enum ConformType
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{
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kConformNone,
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kConformAll,
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kConformHeight,
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kConformCheck,
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kConformBase
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};
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protected:
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mutable INode* fSurfNode;
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mutable Mesh* fSurfMesh;
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mutable TriObject* fSurfObjToDelete;
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mutable INodeTab fRepNodes;
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mutable plDistTree* fDistTree;
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mutable plDistTree fMeshTree;
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Interface* fInterface;
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IsoType fIsolation;
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ConformType fConformity;
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BOOL fFaceNormals;
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float fSpacing;
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float fRndPosRadius;
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Point3 fAlignVec;
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float fAlignWgt;
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float fOffsetMin;
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float fOffsetMax;
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Point3 fAngProbVec;
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float fAngProbLo;
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float fAngProbHi;
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float fAngProbTrans;
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float fAltProbLo;
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float fAltProbHi;
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float fAltProbTrans;
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float fPolarRange;
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float fTanPolarRange;
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float fAzimuthRange;
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float fOverallProb;
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float fPolarBunch;
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ULONG fScaleLock;
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Point3 fScaleLo;
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Point3 fScaleHi;
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BitmapTex* fProbBitmapTex;
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plLayerTex* fProbLayerTex;
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ColorChan fProbColorChan;
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float fProbRemapFromLo;
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float fProbRemapFromHi;
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float fProbRemapToLo;
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float fProbRemapToHi;
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float fMaxConform; // in feet
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Box3 fFade;
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INode* fBone;
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BOOL fRigid;
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// Temps used during processing.
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mutable Matrix3 fSurfToWorld;
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mutable Matrix3 fWorldToSurf;
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mutable Matrix3 fSurfToWorldVec;
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mutable Matrix3 fWorldToSurfVec;
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mutable Point3 fSurfAlignVec;
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mutable Point3 fSurfAngProbVec;
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mutable plRandom fRand;
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mutable float fCosAngProbHi;
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mutable float fCosAngProbHiTrans;
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mutable float fCosAngProbLo;
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mutable float fCosAngProbLoTrans;
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void ISetAngProbCosines() const;
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BOOL ISetSurfaceNode(INode* node) const;
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BOOL IGetMesh(INode* node, TriObject*& objToDelete, Mesh*& retMesh) const;
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BOOL INeedMeshTree() const;
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void IMakeMeshTree() const;
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void IFindFaceSet(const Box3& box, Tab<int32_t>& faces) const;
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BOOL IProjectVertex(const Point3& pt, const Point3& dir, float maxDist, Tab<int32_t>&faces, Point3& projPt) const;
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BOOL IConform(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
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BOOL IConformHeight(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
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BOOL IConformAll(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
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BOOL IConformCheck(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
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BOOL IConformBase(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const;
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Matrix3 IOTM(int iRepNode) const;
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Matrix3 IInvOTM(int iRepNode) const;
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Matrix3 IGenerateTransform(int iRepNode, int iFace, const Point3& pt, const Point3& bary) const;
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hsBool IProbablyDoIt(int iFace, Point3& del, const Point3& bary) const;
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hsBool IFailsAltProb(int iFace, const Point3& bary) const;
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hsBool IFailsAngProb(int iFace, const Point3& bary) const;
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hsBool IFailsProbBitmap(int iFace, const Point3& bary) const;
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Box3 ISetupGrid(const Point3& p0, const Point3& p1, const Point3& p2) const;
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Point3& IPerturbPoint(Point3& pt) const;
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int ISelectRepNode() const;
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Point3 IPerpAxis(const Point3& p) const;
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Point3 IGetSurfaceNormal(int iFace, const Point3& bary) const;
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BOOL ISpaceClear(int iRepNode, const Matrix3& l2w, Box3& clearBox, plMeshCacheTab& cache) const;
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void IReserveSpace(const Box3& clearBox) const;
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void IReplicate(Matrix3& l2w, int iRep, plDistribInstTab& reps, plMeshCache& mCache) const;
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void IDistributeOverFace(int iFace, plDistribInstTab& reps, plMeshCacheTab& cache) const;
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BOOL IDistributeOverMesh(plDistribInstTab& reps, plMeshCacheTab& cache, plExportProgressBar& bar) const;
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void IClear();
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BOOL IValidateSettings(INode* surfNode, plMeshCacheTab& cache) const;
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BOOL ISetupNormals(plMaxNode* node, Mesh* mesh, BOOL radiateNorm) const;
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BOOL IDuplicate2Sided(plMaxNode* node, Mesh* mesh) const;
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BOOL ISetupSkinWeights(plMaxNode* node, Mesh* mesh, const Point3& flex) const;
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BOOL IReadyRepNodes(plMeshCacheTab& cache) const;
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public:
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plDistributor();
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virtual ~plDistributor();
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void SetTheInterface(Interface* i) { fInterface = i; }
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Interface* GetTheInterface() const { return fInterface; }
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BOOL Distribute(INode* surfNode, plDistribInstTab& replicants, plMeshCacheTab& cache, plExportProgressBar& bar) const;
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void Reset();
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uint32_t GetRandSeed() const;
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void SetRandSeed(int seed);
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void ClearReplicateNodes();
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void AddReplicateNode(INode* node);
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int GetNumReplicateNodes() const { return fRepNodes.Count(); }
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INode* GetReplicateNode(int i) const { return fRepNodes[i]; }
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INode* GetSurfaceNode() const { return fSurfNode; }
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void SetSpacing(float f) { fSpacing = f; }
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float GetSpacing() const { return fSpacing; }
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void SetSpacingRange(float f) { fRndPosRadius = f; }
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float GetSpacingRange() const { return fRndPosRadius; }
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void SetAlignmentVec(const Point3& v) { fAlignVec = v; }
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Point3 GetAlignmentVec() const { return fAlignVec; }
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void SetAlignmentWeight(float w) { fAlignWgt = w / 100.f; }
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float GetAlignmentWeight() const { return fAlignWgt * 100.f; }
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void SetPolarRange(float deg);
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float GetPolarRange() const { return hsRadiansToDegrees(fPolarRange); }
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void SetAzimuthRange(float deg) { fAzimuthRange = hsDegreesToRadians(deg); }
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float GetAzimuthRange() const { return hsRadiansToDegrees(fAzimuthRange); }
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void SetOverallProb(float percent) { fOverallProb = percent/100.f; }
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float GetOverallProb() const { return fOverallProb * 100.f; }
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void SetAngleProbVec(const Point3& v) { fAngProbVec = v; }
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Point3 GetAngleProbVec() const { return fAngProbVec; }
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void SetAngleProbHi(float deg) { fAngProbHi = deg; }
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float GetAngleProbHi() const { return fAngProbHi; }
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void SetAngleProbLo(float deg) { fAngProbLo = deg; }
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float GetAngleProbLo() const { return fAngProbLo; }
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void SetAngleProbTransition(float deg) { fAngProbTrans = deg; }
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float GetAngleProbTransition() const { return fAngProbTrans; }
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void SetMinAltitude(float feet) { fAltProbLo = feet; }
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float GetMinAltitude() const { return fAltProbLo; }
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void SetMaxAltitude(float feet) { fAltProbHi = feet; }
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float GetMaxAltitude() const { return fAltProbHi; }
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void SetAltitudeTransition(float feet) { fAltProbTrans = feet; }
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float GetAltitudeTransition() const { return fAltProbTrans; }
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void SetPolarBunch(float b) { fPolarBunch = b/100.f; }
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float GetPolarBunch() const { return fPolarBunch * 100.f; }
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void SetScaleRange(const Point3& lo, const Point3& hi) { fScaleLo = lo; fScaleHi = hi; }
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Point3 GetScaleRangeMin() const { return fScaleLo; }
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Point3 GetScaleRangeMax() const { return fScaleHi; }
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void SetProbabilityBitmapTex(BitmapTex* t);
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BitmapTex* GetProbabilityBitmapTex() const { return fProbBitmapTex; }
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void SetProbabilityLayerTex(plLayerTex* t);
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plLayerTex* GetProbabilityLayerTex() const { return fProbLayerTex; }
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void SetProbabilityChan(ColorChan c) { fProbColorChan = c; }
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ColorChan GetProbabilityChan() const { return fProbColorChan; }
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void SetProbabilityRemapFromLo(float f) { fProbRemapFromLo = f / 255.f; }
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float GetProbabilityRemapFromLo() const { return fProbRemapFromLo * 255.f; }
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void SetProbabilityRemapFromHi(float f) { fProbRemapFromHi = f / 255.f; }
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float GetProbabilityRemapFromHi() const { return fProbRemapFromHi * 255.f; }
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void SetProbabilityRemapToLo(float f) { fProbRemapToLo = f / 255.f; }
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float GetProbabilityRemapToLo() const { return fProbRemapToLo * 255.f; }
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void SetProbabilityRemapToHi(float f) { fProbRemapToHi = f / 255.f; }
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float GetProbabilityRemapToHi() const { return fProbRemapToHi * 255.f; }
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// We don't really know what fades are, they're just something we're handed that
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// we stamp on every distribInstance we generate. See plDistribComponent.h.
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void SetFade(const Box3& fade) { fFade = fade; }
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Box3 GetFade() const { return fFade; }
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void SetBone(INode* b) { fBone = b; }
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INode* GetBone() const { return fBone; }
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void SetRigid(BOOL b) { fRigid = b; }
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BOOL GetRigid() const { return fRigid; }
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void SetScaleLock(ULONG f) { fScaleLock = f; }
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ULONG GetScaleLock() const { return fScaleLock; }
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void SetDistTree(plDistTree* dt) { fDistTree = dt; }
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plDistTree* GetDistTree() const { return fDistTree; }
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void SetIsolation(IsoType t) { fIsolation = t; }
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IsoType GetIsolation() const { return fIsolation; }
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void SetConformity(ConformType t) { fConformity = t; }
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ConformType GetConformity() const { return fConformity; }
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void SetMaxConform(float feet) { fMaxConform = feet; }
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float GetMaxConform() const { return fMaxConform; }
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void SetMinOffset(float feet) { fOffsetMin = feet; }
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float GetMinOffset() const { return fOffsetMin; }
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void SetMaxOffset(float feet) { fOffsetMax = feet; }
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float GetMaxOffset() const { return fOffsetMax; }
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void SetFaceNormals(BOOL on=true) { fFaceNormals = on; }
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BOOL GetFaceNormals() const { return fFaceNormals; }
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};
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#endif // plDistributor_inc
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