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312 lines
7.6 KiB
312 lines
7.6 KiB
4 years ago
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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 "plDistOpacityMod.h"
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#include "plFadeOpacityLay.h"
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#include "../plSurface/hsGMaterial.h"
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#include "../plDrawable/plAccessGeometry.h"
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#include "../plDrawable/plAccessSpan.h"
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#include "../plMessage/plMatRefMsg.h"
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// If we're tracking the camera
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#include "../plMessage/plRenderMsg.h"
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#include "plPipeline.h"
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// If we're tracking the avater
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#include "../plMessage/plAvatarMsg.h"
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#include "../plAvatar/plArmatureMod.h"
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#include "plgDispatch.h"
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#include "hsResMgr.h"
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#include "hsQuat.h"
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plDistOpacityMod::plDistOpacityMod()
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: fSetup(false)
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{
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fDists[kNearTrans] = 0;
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fDists[kNearOpaq] = 0;
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fDists[kFarOpaq] = 0;
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fDists[kFarTrans] = 0;
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fRefPos.Set(0, 0, 0);
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}
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plDistOpacityMod::~plDistOpacityMod()
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{
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}
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void plDistOpacityMod::SetKey(plKey k)
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{
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plSingleModifier::SetKey(k);
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plgDispatch::Dispatch()->RegisterForExactType(plRenderMsg::Index(), GetKey());
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plgDispatch::Dispatch()->RegisterForExactType(plArmatureUpdateMsg::Index(), GetKey());
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}
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hsScalar plDistOpacityMod::ICalcOpacity(const hsPoint3& targPos, const hsPoint3& refPos) const
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{
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hsScalar dist = hsVector3(&targPos, &refPos).Magnitude();
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if( dist > fDists[kFarTrans] )
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return 0;
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if( dist < fDists[kNearTrans] )
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return 0;
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if( dist > fDists[kFarOpaq] )
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{
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dist -= fDists[kFarOpaq];
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dist /= (fDists[kFarTrans] - fDists[kFarOpaq]);
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hsAssert(dist >= 0, "unexpected interpolation param - neg");
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hsAssert(dist <= 1.f, "unexpected interpolation param - > one");
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return 1.f - dist;
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}
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if( dist < fDists[kNearOpaq] )
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{
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dist -= fDists[kNearTrans];
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dist /= (fDists[kNearOpaq] - fDists[kNearTrans]);
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hsAssert(dist >= 0, "unexpected interpolation param - neg");
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hsAssert(dist <= 1.f, "unexpected interpolation param - > one");
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return dist;
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}
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return 1.f;
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}
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void plDistOpacityMod::ISetOpacity()
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{
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if( !GetTarget() )
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return;
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if( !fSetup )
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ISetup();
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hsScalar opacity = ICalcOpacity(GetTarget()->GetLocalToWorld().GetTranslate(), fRefPos);
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const int num = fFadeLays.GetCount();
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int i;
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for( i = 0; i < num; i++ )
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fFadeLays[i]->SetOpacity(opacity);
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}
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hsBool plDistOpacityMod::MsgReceive(plMessage* msg)
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{
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plArmatureUpdateMsg* arm = plArmatureUpdateMsg::ConvertNoRef(msg);
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if( arm && arm->IsLocal() )
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{
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arm->fArmature->GetPositionAndRotationSim(&fRefPos, nil);
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return true;
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}
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plRenderMsg* rend = plRenderMsg::ConvertNoRef(msg);
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if( rend )
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{
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if( HasFlag(kTrackCamera) )
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fRefPos = rend->Pipeline()->GetViewPositionWorld();
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ISetOpacity();
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return true;
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}
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plGenRefMsg* ref = plGenRefMsg::ConvertNoRef(msg);
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if( ref )
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{
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switch(ref->fType)
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{
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case kRefFadeLay:
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if( ref->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
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{
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plFadeOpacityLay* lay = plFadeOpacityLay::ConvertNoRef(ref->GetRef());
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int idx = fFadeLays.Find(lay);
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if( idx != fFadeLays.kMissingIndex )
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fFadeLays.Remove(idx);
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}
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break;
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};
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return true;
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}
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return plSingleModifier::MsgReceive(msg);
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}
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void plDistOpacityMod::Read(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Read(s, mgr);
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int i;
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for( i = 0; i < kNumDists; i++ )
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fDists[i] = s->ReadSwapScalar();
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ICheckDists();
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fSetup = false;
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}
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void plDistOpacityMod::Write(hsStream* s, hsResMgr* mgr)
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{
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plSingleModifier::Write(s, mgr);
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int i;
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for( i = 0; i < kNumDists; i++ )
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s->WriteSwapScalar(fDists[i]);
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}
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void plDistOpacityMod::SetTarget(plSceneObject* so)
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{
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plSingleModifier::SetTarget(so);
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fSetup = false;
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}
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void plDistOpacityMod::SetFarDist(hsScalar opaque, hsScalar transparent)
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{
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fDists[kFarOpaq] = opaque;
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fDists[kFarTrans] = transparent;
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ICheckDists();
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}
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void plDistOpacityMod::SetNearDist(hsScalar transparent, hsScalar opaque)
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{
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fDists[kNearOpaq] = opaque;
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fDists[kNearTrans] = transparent;
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ICheckDists();
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}
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class MatLayer
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{
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public:
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hsGMaterial* fMat;
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plLayerInterface* fLay;
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};
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void plDistOpacityMod::ISetup()
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{
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fFadeLays.Reset();
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plSceneObject* so = GetTarget();
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if( !so )
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return;
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const plDrawInterface* di = so->GetDrawInterface();
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if( !di )
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return;
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hsTArray<MatLayer> todo;
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hsTArray<plAccessSpan> src;
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plAccessGeometry::Instance()->OpenRO(di, src, false);
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// We are guaranteed that each Max object will be given a unique
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// copy of materials and associated layers. But within an object,
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// a given layer may be shared across materials.
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// So we'll build a list of the layers that need a FadeOpacityLay applied,
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// making sure we don't include any layer more than once (strip repeats).
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// This would be grossly inefficient if the numbers involved weren't all
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// very small. So an n^2 search isn't bad if n <= 2.
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int i;
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for( i = 0; i < src.GetCount(); i++ )
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{
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hsGMaterial* mat = src[i].GetMaterial();
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int j;
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for( j = 0; j < mat->GetNumLayers(); j++ )
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{
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plLayerInterface* lay = mat->GetLayer(j);
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if( !j || !(lay->GetZFlags() & hsGMatState::kZNoZWrite) || (lay->GetMiscFlags() & hsGMatState::kMiscRestartPassHere) )
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{
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int k;
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for( k = 0; k < todo.GetCount(); k++ )
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{
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if( lay == todo[k].fLay )
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break;
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}
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if( k == todo.GetCount() )
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{
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MatLayer* push = todo.Push();
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push->fMat = mat;
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push->fLay = lay;
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}
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}
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}
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}
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plAccessGeometry::Instance()->Close(src);
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for( i = 0; i < todo.GetCount(); i++ )
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{
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hsGMaterial* mat = todo[i].fMat;
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plLayerInterface* lay = todo[i].fLay;
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plFadeOpacityLay* fade = TRACKED_NEW plFadeOpacityLay;
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hsgResMgr::ResMgr()->NewKey(lay->GetKey()->GetName(), fade, lay->GetKey()->GetUoid().GetLocation());
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fade->AttachViaNotify(lay);
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// We should add a ref or something here if we're going to hold on to this (even though we created and "own" it).
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fFadeLays.Append(fade);
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plMatRefMsg* msg = TRACKED_NEW plMatRefMsg(mat->GetKey(), plRefMsg::kOnReplace, i, plMatRefMsg::kLayer);
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msg->SetOldRef(lay);
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hsgResMgr::ResMgr()->SendRef(fade, msg, plRefFlags::kActiveRef);
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plGenRefMsg* toMe = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnRequest, 0, kRefFadeLay);
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hsgResMgr::ResMgr()->SendRef(fade, toMe, plRefFlags::kPassiveRef);
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}
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fSetup = true;
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14 years ago
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}
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