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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 "plAccMeshSmooth.h"
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#include "plGeometrySpan.h"
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#include "plAccessGeometry.h"
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#include "plAccessTriSpan.h"
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#include "hsFastMath.h"
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class EdgeBin
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{
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public:
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uint16_t fVtx;
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uint16_t fCount;
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EdgeBin() : fVtx(0), fCount(0) {}
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};
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void plAccMeshSmooth::FindEdges(uint32_t maxVtxIdx, uint32_t nTris, uint16_t* idxList, hsTArray<uint16_t>& edgeVerts)
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{
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hsTArray<EdgeBin>* bins = new hsTArray<EdgeBin>[maxVtxIdx+1];
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hsBitVector edgeVertBits;
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// For each vert pair (edge) in idxList
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int i;
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for( i = 0; i < nTris; i++ )
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{
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int j;
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for( j = 0; j < 3; j++ )
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{
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int jPlus = j < 2 ? j+1 : 0;
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int idx0 = idxList[i*3 + j];
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int idx1 = idxList[i*3 + jPlus];
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int lo, hi;
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// Look in the LUT for the lower index.
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if( idx0 < idx1 )
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{
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lo = idx0;
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hi = idx1;
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}
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else
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{
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lo = idx1;
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hi = idx0;
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}
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hsTArray<EdgeBin>& loBin = bins[lo];
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// In that bucket, look for the higher index.
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int k;
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for( k = 0; k < loBin.GetCount(); k++ )
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{
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if( loBin[k].fVtx == hi )
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break;
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}
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// If we find it, increment it's count,
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// else add it.
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if( k < loBin.GetCount() )
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{
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loBin[k].fCount++;
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}
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else
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{
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EdgeBin* b = loBin.Push();
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b->fVtx = hi;
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b->fCount = 1;
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}
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}
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}
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// For each bucket in the LUT,
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for( i = 0; i < maxVtxIdx+1; i++ )
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{
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hsTArray<EdgeBin>& loBin = bins[i];
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// For each higher index
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int j;
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for( j = 0; j < loBin.GetCount(); j++ )
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{
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// If the count is one, it's an edge, so set the edge bit for both indices (hi and lo)
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if( 1 == loBin[j].fCount )
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{
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edgeVertBits.SetBit(i);
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edgeVertBits.SetBit(loBin[j].fVtx);
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}
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}
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}
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// Now translate the bitvector to a list of indices.
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for( i = 0; i < maxVtxIdx+1; i++ )
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{
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if( edgeVertBits.IsBitSet(i) )
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edgeVerts.Append(i);
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}
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delete [] bins;
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}
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void plAccMeshSmooth::FindEdges(hsTArray<plGeometrySpan*>& spans, hsTArray<uint16_t>* edgeVerts)
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{
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fSpans.SetCount(spans.GetCount());
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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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fAccGeom.AccessSpanFromGeometrySpan(fSpans[i], spans[i]);
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if( !fSpans[i].HasAccessTri() )
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continue;
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plAccessTriSpan& triSpan = fSpans[i].AccessTri();
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uint32_t nTris = triSpan.TriCount();
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uint16_t* idxList = triSpan.fTris;
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uint32_t maxVertIdx = triSpan.VertCount()-1;
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FindEdges(maxVertIdx, nTris, idxList, edgeVerts[i]);
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}
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}
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void plAccMeshSmooth::Smooth(hsTArray<plGeometrySpan*>& spans)
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{
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hsTArray<uint16_t>* shareVtx = new hsTArray<uint16_t>[spans.GetCount()];
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hsTArray<uint16_t>* edgeVerts = new hsTArray<uint16_t>[spans.GetCount()];
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FindEdges(spans, edgeVerts);
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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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while( edgeVerts[i].GetCount() )
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{
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int j = edgeVerts[i].GetCount()-1;
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plAccessTriSpan& triSpan = fSpans[i].AccessTri();
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VtxAccum accum;
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accum.fPos = IPositionToWorld(fSpans[i], edgeVerts[i][j]);
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accum.fNorm = INormalToWorld(fSpans[i], edgeVerts[i][j]);
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if( triSpan.HasDiffuse() )
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accum.fDiffuse = triSpan.DiffuseRGBA(edgeVerts[i][j]);
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else
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accum.fDiffuse.Set(1.f, 1.f, 1.f, 1.f);
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shareVtx[i].Append(edgeVerts[i][j]);
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// Find shared verts on this same span
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FindSharedVerts(fSpans[i], j, edgeVerts[i], shareVtx[i], accum);
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// Now look through the rest of the spans
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int k;
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for( k = i+1; k < spans.GetCount(); k++ )
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{
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FindSharedVerts(fSpans[k], edgeVerts[k].GetCount(), edgeVerts[k], shareVtx[k], accum);
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}
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accum.fNorm.Normalize();
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if( fFlags & kSmoothNorm )
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{
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for( k = i; k < spans.GetCount(); k++ )
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{
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SetNormals(fSpans[k], shareVtx[k], accum.fNorm);
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}
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}
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if( fFlags & kSmoothPos )
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{
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for( k = i; k < spans.GetCount(); k++ )
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{
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SetPositions(fSpans[k], shareVtx[k], accum.fPos);
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}
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}
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if( fFlags & kSmoothDiffuse )
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{
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for( k = i; k < spans.GetCount(); k++ )
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{
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SetDiffuse(fSpans[k], shareVtx[k], accum.fDiffuse);
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}
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}
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// Now remove all the shared verts (which we just processed)
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// from edgeVerts so we don't process them again.
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for( k = i; k < spans.GetCount(); k++ )
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{
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int m;
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for( m = 0; m < shareVtx[k].GetCount(); m++ )
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{
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int idx = edgeVerts[k].Find(shareVtx[k][m]);
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hsAssert(idx != edgeVerts[k].kMissingIndex, "Lost vertex between find and remove");
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edgeVerts[k].Remove(idx);
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}
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shareVtx[k].SetCount(0);
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}
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}
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}
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delete [] shareVtx;
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delete [] edgeVerts;
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}
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hsPoint3 plAccMeshSmooth::IPositionToWorld(plAccessSpan& span, int i) const
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{
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return span.GetLocalToWorld() * span.AccessTri().Position(i);
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}
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hsVector3 plAccMeshSmooth::INormalToWorld(plAccessSpan& span, int i) const
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{
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if( span.GetWorldToLocal().fFlags & hsMatrix44::kIsIdent )
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{
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return span.AccessTri().Normal(i);
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}
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hsMatrix44 l2wInvTransp;
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span.GetWorldToLocal().GetTranspose(&l2wInvTransp);
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hsVector3 ret = l2wInvTransp * span.AccessTri().Normal(i);
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hsFastMath::NormalizeAppr(ret);
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return ret;
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}
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hsPoint3 plAccMeshSmooth::IPositionToLocal(plAccessSpan& span, const hsPoint3& wPos) const
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{
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return span.GetWorldToLocal() * wPos;
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}
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hsVector3 plAccMeshSmooth::INormalToLocal(plAccessSpan& span, const hsVector3& wNorm) const
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{
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if( span.GetLocalToWorld().fFlags & hsMatrix44::kIsIdent )
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{
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return wNorm;
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}
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hsMatrix44 w2lInvTransp;
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span.GetLocalToWorld().GetTranspose(&w2lInvTransp);
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hsVector3 ret = w2lInvTransp * wNorm;
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hsFastMath::NormalizeAppr(ret);
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return ret;
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}
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void plAccMeshSmooth::FindSharedVerts(plAccessSpan& span, int numEdgeVerts, hsTArray<uint16_t>& edgeVerts, hsTArray<uint16_t>& shareVtx, VtxAccum& accum)
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{
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plAccessTriSpan& triSpan = span.AccessTri();
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int i;
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for( i = 0; i < numEdgeVerts; i++ )
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{
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hsPoint3 pos = IPositionToWorld(span, edgeVerts[i]);
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hsVector3 diff(&accum.fPos, &pos);
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if( diff.MagnitudeSquared() < fDistTolSq )
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{
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hsVector3 norm = INormalToWorld(span, edgeVerts[i]);
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if( norm.InnerProduct(accum.fNorm) > fMinNormDot )
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{
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shareVtx.Append(edgeVerts[i]);
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accum.fPos += pos;
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accum.fPos *= 0.5f;
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accum.fNorm += norm;
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hsFastMath::NormalizeAppr(accum.fNorm);
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hsColorRGBA diff;
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if( triSpan.HasDiffuse() )
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diff = triSpan.DiffuseRGBA(edgeVerts[i]);
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else
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diff.Set(1.f, 1.f, 1.f, 1.f);
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accum.fDiffuse += diff;
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accum.fDiffuse *= 0.5f;
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}
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}
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}
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}
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void plAccMeshSmooth::SetPositions(plAccessSpan& span, hsTArray<uint16_t>& shareVtx, const hsPoint3& pos) const
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{
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plAccessTriSpan& triSpan = span.AccessTri();
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int i;
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for( i = 0; i < shareVtx.GetCount(); i++ )
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triSpan.Position(shareVtx[i]) = IPositionToLocal(span, pos);
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}
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void plAccMeshSmooth::SetNormals(plAccessSpan& span, hsTArray<uint16_t>& shareVtx, const hsVector3& norm) const
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{
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plAccessTriSpan& triSpan = span.AccessTri();
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int i;
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for( i = 0; i < shareVtx.GetCount(); i++ )
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triSpan.Normal(shareVtx[i]) = INormalToLocal(span, norm);
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}
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void plAccMeshSmooth::SetDiffuse(plAccessSpan& span, hsTArray<uint16_t>& shareVtx, const hsColorRGBA& diff) const
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{
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plAccessTriSpan& triSpan = span.AccessTri();
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hsAssert(triSpan.HasDiffuse(), "Calling SetColors on data with no color");
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int i;
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for( i = 0; i < shareVtx.GetCount(); i++ )
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triSpan.Diffuse32(shareVtx[i]) = diff.ToARGB32();
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}
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void plAccMeshSmooth::SetAngle(float degs)
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{
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fMinNormDot = cos(hsDegreesToRadians(degs));
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}
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float plAccMeshSmooth::GetAngle() const
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{
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return hsRadiansToDegrees(acos(fMinNormDot));
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}
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void plAccMeshSmooth::SetDistTol(float dist)
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{
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fDistTolSq = dist * dist;
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}
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float plAccMeshSmooth::GetDistTol() const
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{
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return sqrt(fDistTolSq);
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}
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