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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 "HeadSpin.h"
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#include "plHardRegionTypes.h"
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#include "hsStream.h"
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#include "hsResMgr.h"
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////////////////////////////////////////////////////////////////////////////////////////
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// Base hard and complex
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////////////////////////////////////////////////////////////////////////////////////////
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plHardRegionComplex::plHardRegionComplex()
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{
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}
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plHardRegionComplex::~plHardRegionComplex()
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{
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}
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void plHardRegionComplex::Read(hsStream* s, hsResMgr* mgr)
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{
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plHardRegion::Read(s, mgr);
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int n = s->ReadLE32();
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int i;
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for( i = 0; i < n; i++ )
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mgr->ReadKeyNotifyMe(s, new plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kSubRegion), plRefFlags::kActiveRef);
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}
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void plHardRegionComplex::Write(hsStream* s, hsResMgr* mgr)
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{
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plHardRegion::Write(s, mgr);
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s->WriteLE32(fSubRegions.GetCount());
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int i;
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for( i = 0; i < fSubRegions.GetCount(); i++ )
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mgr->WriteKey(s, fSubRegions[i]);
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}
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bool plHardRegionComplex::MsgReceive(plMessage* msg)
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{
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plGenRefMsg* refMsg = plGenRefMsg::ConvertNoRef(msg);
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if( refMsg )
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{
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if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest) )
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{
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plHardRegion* sub = plHardRegion::ConvertNoRef(refMsg->GetRef());
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hsAssert(fSubRegions.kMissingIndex == fSubRegions.Find(sub), "Adding subRegion I already have");
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fSubRegions.Append(sub);
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}
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else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
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{
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plHardRegion* sub = (plHardRegion*)refMsg->GetRef();
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int idx = fSubRegions.Find(sub);
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if( idx != fSubRegions.kMissingIndex )
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fSubRegions.Remove(idx);
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}
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return true;
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}
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return plHardRegion::MsgReceive(msg);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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// bools follow
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////////////////////////////////////////////////////////////////////////////////////////
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// Union
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////////////////////////////////////////////////////////////////////////////////////////
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plHardRegionUnion::plHardRegionUnion()
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{
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}
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plHardRegionUnion::~plHardRegionUnion()
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{
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}
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bool plHardRegionUnion::IIsInside(const hsPoint3& pos) const
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{
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int i;
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for( i = 0; i < fSubRegions.GetCount(); i++ )
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{
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if( fSubRegions[i]->IIsInside(pos) )
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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 plHardRegionUnion::ICameraInside() const
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{
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if( fState & kDirty )
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{
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fState &= ~(kCamInside | kDirty);
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int i;
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for( i = 0; i < fSubRegions.GetCount(); i++ )
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{
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if( fSubRegions[i]->ICameraInside() )
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{
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fState |= kCamInside;
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return true;
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}
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}
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}
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return false;
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}
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// Intersection
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////////////////////////////////////////////////////////////////////////////////////////
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plHardRegionIntersect::plHardRegionIntersect()
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{
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}
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plHardRegionIntersect::~plHardRegionIntersect()
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{
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}
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bool plHardRegionIntersect::IIsInside(const hsPoint3& pos) const
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{
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int i;
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for( i = 0; i < fSubRegions.GetCount(); i++ )
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{
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if( !fSubRegions[i]->IIsInside(pos) )
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return false;
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}
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return true;
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}
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bool plHardRegionIntersect::ICameraInside() const
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{
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if( fState & kDirty )
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{
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fState &= ~kDirty;
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fState |= kCamInside;
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int i;
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for( i = 0; i < fSubRegions.GetCount(); i++ )
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{
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if( !fSubRegions[i]->ICameraInside() )
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{
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fState &= ~kCamInside;
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return false;
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}
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}
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}
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return true;
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}
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// Invert
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////////////////////////////////////////////////////////////////////////////////////////
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plHardRegionInvert::plHardRegionInvert()
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{
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}
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plHardRegionInvert::~plHardRegionInvert()
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{
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}
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bool plHardRegionInvert::IIsInside(const hsPoint3& pos) const
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{
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hsAssert(fSubRegions.GetCount() <= 1, "Too many subRegions on inverter");
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return !fSubRegions[0]->IIsInside(pos);
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}
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bool plHardRegionInvert::ICameraInside() const
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{
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hsAssert(fSubRegions.GetCount() <= 1, "Too many subRegions on inverter");
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return !fSubRegions[0]->ICameraInside();
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}
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///////////////////////////////////////////////////////////////////////////////
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