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317 lines
8.1 KiB
317 lines
8.1 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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13 years ago
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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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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14 years ago
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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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13 years ago
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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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14 years ago
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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 "Max.h"
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#include "plDistTree.h"
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plDistTree::plDistTree()
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: fRoot(-1)
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{
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}
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plDistTree::~plDistTree()
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{
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}
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void plDistTree::Reset()
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{
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fRoot = -1;
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fNodes.Reset();
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}
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void plDistTree::AddBoxIData(const Box3& box, const Box3& fade, UInt32 iData)
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{
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fRoot = IAddNodeRecur(fRoot, box, fade, iData);
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}
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BOOL plDistTree::BoxClear(const Box3& box, const Box3& fade) const
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{
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return IBoxClearRecur(fRoot, box, fade);
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}
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BOOL plDistTree::PointClear(const Point3& pt, const Box3& fade) const
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{
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return IPointClearRecur(fRoot, pt, fade);
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}
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BOOL plDistTree::IFadesClear(const Box3& fade0, const Box3& fade1) const
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{
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// Only two ways fade can come out non-overlapping.
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// Either fade0 fades out before fade1 fades in, or v.v.
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// First case, does fade0 fade out?
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if( fade0.Max()[2] > 0 )
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{
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// does fade1 fade in?
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if( fade1.Min()[2] < 0 )
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{
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// Okay they do, does fade0 fade out before fade1 fades in?
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if( fade0.Max()[0] <= fade1.Min()[0] )
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return true;
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}
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}
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// Second case, same thing but reversed order
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if( fade1.Max()[2] > 0 )
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{
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// does fade0 fade in?
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if( fade0.Min()[2] < 0 )
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{
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// Okay they do, does fade1 fade out before fade0 fades in?
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if( fade1.Max()[0] <= fade0.Min()[0] )
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return true;
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}
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}
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return false;
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}
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BOOL plDistTree::IBox0ContainsBox1(const Box3& box0, const Box3& box1, const Box3& fade0, const Box3& fade1) const
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{
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#ifdef MAX_CONTAINS_WORKS
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if( !box0.Contains(box1) )
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return false;
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#else MAX_CONTAINS_WORKS
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if( (box0.Min()[0] > box1.Min()[0])
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||(box0.Min()[1] > box1.Min()[1])
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||(box0.Min()[2] > box1.Min()[2])
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||(box0.Max()[0] < box1.Max()[0])
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||(box0.Max()[1] < box1.Max()[1])
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||(box0.Max()[2] < box1.Max()[2]) )
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return false;
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#endif // MAX_CONTAINS_WORKS
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if( IFadesClear(fade0, fade1) )
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return false;
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return true;
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}
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BOOL plDistTree::IBoxesClear(const Box3& box0, const Box3& box1) const
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{
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return (box0.Min()[0] > box1.Max()[0])
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||(box0.Max()[0] < box1.Min()[0])
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||(box0.Min()[1] > box1.Max()[1])
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||(box0.Max()[1] < box1.Min()[1])
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||(box0.Min()[2] > box1.Max()[2])
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||(box0.Max()[2] < box1.Min()[2]);
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}
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BOOL plDistTree::IBoxClearRecur(Int32 iNode, const Box3& box, const Box3& fade) const
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{
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if( iNode < 0 )
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return true;
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if( IBoxesClear(fNodes[iNode].fBox, box) )
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return true;
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if( IFadesClear(fNodes[iNode].fFade, fade) )
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return true;
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if( fNodes[iNode].IsLeaf() )
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return false;
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int i;
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for( i = 0; i < 8; i++ )
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{
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if( !IBoxClearRecur(fNodes[iNode].fChildren[i], box, fade) )
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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 plDistTree::IPointClearRecur(Int32 iNode, const Point3& pt, const Box3& fade) const
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{
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if( iNode < 0 )
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return true;
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if( !fNodes[iNode].fBox.Contains(pt) )
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return true;
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if( IFadesClear(fNodes[iNode].fFade, fade) )
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return true;
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if( fNodes[iNode].IsLeaf() )
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return false;
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int i;
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for( i = 0; i < 8; i++ )
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{
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if( !IPointClearRecur(fNodes[iNode].fChildren[i], pt, fade) )
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return false;
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}
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return true;
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}
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Int32 plDistTree::IAddNodeRecur(Int32 iNode, const Box3& box, const Box3& fade, UInt32 iData)
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{
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// if iNode < 0, make a node for box and return that.
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if( iNode < 0 )
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{
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return INextNode(box, fade, iData);
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}
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// if the box is contained
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// if this node is a leaf, pitch the box
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//
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// else
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// recur on one of 8 children, based on
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// box's center relative to node center.
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// if the box doesn't intercect this node,
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// replace this node with a node of combined boxes.
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// this node becomes sibling of box.
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// if the box does intercect, but isn't contained
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// same thing.
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#if 0
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if( IBox0ContainsBox1(fNodes[iNode].fBox, box, fNodes[iNode].fFade, fade) )
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{
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if( !fNodes[iNode].IsLeaf() )
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#else
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if( !fNodes[iNode].IsLeaf() && IBox0ContainsBox1(fNodes[iNode].fBox, box, fNodes[iNode].fFade, fade) )
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{
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#endif
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{
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Int32 iChild = IGetChild(fNodes[iNode].fBox, box);
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Int32 iChildNode = IAddNodeRecur(fNodes[iNode].fChildren[iChild], box, fade, iData);
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fNodes[iNode].fChildren[iChild] = iChildNode;
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fNodes[iNode].fBox += fNodes[fNodes[iNode].fChildren[iChild]].fBox;
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}
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return iNode;
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}
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else
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{
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return IMergeNodes(iNode, box, fade, iData);
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}
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}
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Int32 plDistTree::IMergeNodes(Int32 iNode, const Box3& box, const Box3& fade, UInt32 iData)
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{
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Box3 parBox = box;
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parBox += fNodes[iNode].fBox;
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Int32 pNode = INextNode(parBox, NonFade(), UInt32(-1));
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Int32 iChild = IGetChild(parBox, box);
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Int32 cNode = INextNode(box, fade, iData);
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fNodes[pNode].fChildren[iChild] = cNode;
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// Put the original node in the opposite quadrant from the child.
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// This handles the case where one of the bounds completely contains
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// the other. The octant structure of the tree isn't relied on, it
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// only helps balance the tree. So being wrong here won't hurt anything.
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iChild = iChild ^ 0x7;
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fNodes[pNode].fChildren[iChild] = iNode;
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fNodes[pNode].SetIsLeaf(false);
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return pNode;
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}
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Int32 plDistTree::IGetChild(const Box3& parent, const Box3& child) const
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{
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Point3 parCenter = parent.Center();
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Point3 chiCenter = child.Center();
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Int32 idx = ((parCenter[0] < chiCenter[0]) << 0)
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| ((parCenter[1] < chiCenter[1]) << 1)
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| ((parCenter[2] < chiCenter[2]) << 2);
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return idx;
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}
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Int32 plDistTree::INextNode(const Box3& box, const Box3& fade, UInt32 iData)
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{
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Int32 iNode = fNodes.GetCount();
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fNodes.Push();
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fNodes[iNode].fFlags = plDistNode::kIsLeaf;
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fNodes[iNode].fBox = box;
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fNodes[iNode].fFade = fade;
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fNodes[iNode].fIData = iData;
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fNodes[iNode].fChildren[0]
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= fNodes[iNode].fChildren[1]
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= fNodes[iNode].fChildren[2]
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= fNodes[iNode].fChildren[3]
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= fNodes[iNode].fChildren[4]
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= fNodes[iNode].fChildren[5]
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= fNodes[iNode].fChildren[6]
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= fNodes[iNode].fChildren[7] = -1;
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return iNode;
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}
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void plDistTree::HarvestBox(const Box3& box, Tab<Int32>& out) const
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{
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IHarvestBoxRecur(fRoot, box, out);
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}
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void plDistTree::IHarvestBoxRecur(Int32 iNode, const Box3& box, Tab<Int32>& out) const
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{
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if( iNode < 0 )
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return;
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if( IBoxesClear(fNodes[iNode].fBox, box) )
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return;
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if( fNodes[iNode].IsLeaf() )
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{
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out.Append(1, &iNode);
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}
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else
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{
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int i;
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for( i = 0; i < 8; i++ )
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IHarvestBoxRecur(fNodes[iNode].fChildren[i], box, out);
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}
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}
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