Moved SurfacePatchRenderable to main application.
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d2c87f7bf7
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1e3904098a
@ -7,7 +7,6 @@ SET(SRC_FILES
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source/MarchingCubesTables.cpp
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source/PolyVoxSceneManager.cpp
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source/SurfaceEdge.cpp
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source/SurfacePatchRenderable.cpp
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source/SurfaceTriangle.cpp
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source/SurfaceVertex.cpp
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source/Volume.cpp
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@ -25,7 +24,6 @@ SET(INC_FILES
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include/RegionGeometry.h
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include/SurfaceEdge.h
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include/SurfaceTypes.h
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include/SurfacePatchRenderable.h
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include/SurfaceTriangle.h
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include/SurfaceVertex.h
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include/TypeDef.h
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@ -8,12 +8,13 @@
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#include "IntegralVector3.h"
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#include "SurfaceTypes.h"
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#include "SurfaceVertex.h"
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#include "TypeDef.h"
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#include "VolumeIterator.h"
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namespace Ogre
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{
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class IndexedSurfacePatch
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class VOXEL_SCENE_MANAGER_API IndexedSurfacePatch
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{
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public:
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IndexedSurfacePatch(bool allowDuplicateVertices);
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@ -24,7 +24,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "Constants.h"
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#include "IndexedSurfacePatch.h"
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#include "SurfacePatchRenderable.h"
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#include "SurfaceTriangle.h"
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//#include "AbstractSurfacePatch.h"
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#include "TypeDef.h"
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@ -1,56 +0,0 @@
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#ifndef __SurfacePatchRenderable_H__
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#define __SurfacePatchRenderable_H__
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#include "Ogre.h"
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#include <vector>
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//#include "AbstractSurfacePatch.h"
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//#include "SurfaceTriangle.h"
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//#include "SurfaceVertex.h"
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#include "IndexedSurfacePatch.h"
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namespace Ogre
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{
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//IDEA - If profiling identifies this class as a bottleneck, we could implement a memory pooling system.
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//All buffers could be powers of two, and we get the smallest one which is big enough for our needs.
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//See http://www.ogre3d.org/wiki/index.php/DynamicGrowingBuffers
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class VOXEL_SCENE_MANAGER_API SurfacePatchRenderable : public SimpleRenderable
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{
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public:
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SurfacePatchRenderable(const String& name);
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~SurfacePatchRenderable(void);
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void setInitialSurfacePatch(IndexedSurfacePatch* patchToRender, const String& material = "BaseWhiteNoLighting");
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void updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender);
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void setGeometry(IndexedSurfacePatch* patchToRender);
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Real getSquaredViewDepth(const Camera *cam) const;
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Real getBoundingRadius(void) const;
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virtual const String& getMovableType(void) const;
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protected:
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//void getWorldTransforms(Matrix4 *xform) const;
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const Quaternion &getWorldOrientation(void) const;
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const Vector3 &getWorldPosition(void) const;
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};
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/** Factory object for creating Light instances */
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class VOXEL_SCENE_MANAGER_API SurfacePatchRenderableFactory : public MovableObjectFactory
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{
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protected:
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MovableObject* createInstanceImpl( const String& name, const NameValuePairList* params);
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public:
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SurfacePatchRenderableFactory() {}
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~SurfacePatchRenderableFactory() {}
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static String FACTORY_TYPE_NAME;
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const String& getType(void) const;
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void destroyInstance( MovableObject* obj);
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};
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}
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#endif /* __SurfacePatchRenderable_H__ */
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@ -20,6 +20,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef __SurfaceVertex_H__
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#define __SurfaceVertex_H__
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#include "TypeDef.h"
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#include "OgrePrerequisites.h"
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#include "OgreVector3.h"
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@ -28,7 +30,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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namespace Ogre
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{
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class SurfaceVertex
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class VOXEL_SCENE_MANAGER_API SurfaceVertex
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{
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public:
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SurfaceVertex();
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@ -1,198 +0,0 @@
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#include "SurfacePatchRenderable.h"
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#include "SurfaceEdge.h"
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#include "SurfaceVertex.h"
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#include "OgreVertexIndexData.h"
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#include <limits>
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namespace Ogre
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{
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SurfacePatchRenderable::SurfacePatchRenderable(const String& name)
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:SimpleRenderable(name)
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{
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//Set up what we can of the vertex data
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mRenderOp.vertexData = new VertexData();
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mRenderOp.vertexData->vertexStart = 0;
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mRenderOp.vertexData->vertexCount = 0;
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mRenderOp.operationType = RenderOperation::OT_TRIANGLE_LIST;
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//Set up what we can of the index data
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mRenderOp.indexData = new IndexData();
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mRenderOp.useIndexes = true;
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mRenderOp.indexData->indexStart = 0;
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mRenderOp.indexData->indexCount = 0;
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//Set up the vertex declaration
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VertexDeclaration *decl = mRenderOp.vertexData->vertexDeclaration;
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decl->removeAllElements();
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decl->addElement(0, 0, VET_FLOAT3, VES_POSITION);
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decl->addElement(0, 3 * sizeof(float), VET_FLOAT3, VES_NORMAL);
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decl->addElement(0, 6 * sizeof(float), VET_FLOAT2, VES_TEXTURE_COORDINATES);
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}
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SurfacePatchRenderable::~SurfacePatchRenderable(void)
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{
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delete mRenderOp.vertexData;
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delete mRenderOp.indexData;
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}
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void SurfacePatchRenderable::setInitialSurfacePatch(IndexedSurfacePatch* patchToRender, const String& material)
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{
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this->setMaterial(material);
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setGeometry(patchToRender);
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}
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void SurfacePatchRenderable::updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender)
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{
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setGeometry(patchToRender);
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}
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void SurfacePatchRenderable::setGeometry(IndexedSurfacePatch* patchToRender)
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{
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std::vector<SurfaceVertex> vecVertices;
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std::vector<ushort> vecIndices;
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patchToRender->fillVertexAndIndexData(vecVertices,vecIndices);
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//LogManager::getSingleton().logMessage("No of Vertices = " + StringConverter::toString(vecVertices.size()));
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//LogManager::getSingleton().logMessage("No of Indices = " + StringConverter::toString(vecIndices.size()));
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//Initialization stuff
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mRenderOp.vertexData->vertexCount = vecVertices.size();
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mRenderOp.indexData->indexCount = vecIndices.size();
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VertexBufferBinding *bind = mRenderOp.vertexData->vertexBufferBinding;
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HardwareVertexBufferSharedPtr vbuf =
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HardwareBufferManager::getSingleton().createVertexBuffer(
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mRenderOp.vertexData->vertexDeclaration->getVertexSize(0),
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mRenderOp.vertexData->vertexCount,
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HardwareBuffer::HBU_STATIC_WRITE_ONLY,
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false);
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bind->setBinding(0, vbuf);
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HardwareIndexBufferSharedPtr ibuf =
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HardwareBufferManager::getSingleton().createIndexBuffer(
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HardwareIndexBuffer::IT_16BIT, // type of index
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mRenderOp.indexData->indexCount, // number of indexes
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HardwareBuffer::HBU_STATIC_WRITE_ONLY, // usage
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false); // no shadow buffer
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mRenderOp.indexData->indexBuffer = ibuf;
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// Drawing stuff
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Vector3 vaabMin(std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max(),std::numeric_limits<Real>::max());
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Vector3 vaabMax(0.0,0.0,0.0);
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Real *prPos = static_cast<Real*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
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for(std::vector<SurfaceVertex>::iterator vertexIter = vecVertices.begin(); vertexIter != vecVertices.end(); ++vertexIter)
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{
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*prPos++ = vertexIter->getPosition().x/2.0f;
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*prPos++ = vertexIter->getPosition().y/2.0f;
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*prPos++ = vertexIter->getPosition().z/2.0f;
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*prPos++ = vertexIter->getNormal().x;
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*prPos++ = vertexIter->getNormal().y;
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*prPos++ = vertexIter->getNormal().z;
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*prPos++ = vertexIter->getMaterial();
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*prPos++ = vertexIter->getAlpha();
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if(vertexIter->getPosition().x < vaabMin.x)
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vaabMin.x = vertexIter->getPosition().x;
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if(vertexIter->getPosition().y < vaabMin.y)
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vaabMin.y = vertexIter->getPosition().y;
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if(vertexIter->getPosition().z < vaabMin.z)
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vaabMin.z = vertexIter->getPosition().z;
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if(vertexIter->getPosition().x > vaabMax.x)
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vaabMax.x = vertexIter->getPosition().x;
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if(vertexIter->getPosition().y > vaabMax.y)
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vaabMax.y = vertexIter->getPosition().y;
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if(vertexIter->getPosition().z > vaabMax.z)
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vaabMax.z = vertexIter->getPosition().z;
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}
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vbuf->unlock();
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vaabMin /= 2.0f;
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vaabMax /= 2.0f;
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mBox.setExtents(vaabMin, vaabMax);
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unsigned short* pIdx = static_cast<unsigned short*>(ibuf->lock(HardwareBuffer::HBL_DISCARD));
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//for(int i = 0; i < indexData.size(); i++)
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for(std::vector<ushort>::iterator indexIter = vecIndices.begin(); indexIter != vecIndices.end(); ++indexIter)
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{
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//*pIdx = indexData[i];
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*pIdx = *indexIter;
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pIdx++;
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}
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ibuf->unlock();
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}
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Real SurfacePatchRenderable::getSquaredViewDepth(const Camera *cam) const
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{
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Vector3 vMin, vMax, vMid, vDist;
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vMin = mBox.getMinimum();
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vMax = mBox.getMaximum();
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vMid = ((vMin - vMax) * 0.5) + vMin;
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vDist = cam->getDerivedPosition() - vMid;
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return vDist.squaredLength();
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}
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Real SurfacePatchRenderable::getBoundingRadius(void) const
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{
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return Math::Sqrt((std::max)(mBox.getMaximum().squaredLength(), mBox.getMinimum().squaredLength()));
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//return mRadius;
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}
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/*
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void Line3D::getWorldTransforms(Matrix4 *xform) const
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{
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// return identity matrix to prevent parent transforms
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*xform = Matrix4::IDENTITY;
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}
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*/
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const Quaternion &SurfacePatchRenderable::getWorldOrientation(void) const
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{
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return Quaternion::IDENTITY;
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}
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const Vector3 &SurfacePatchRenderable::getWorldPosition(void) const
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{
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return Vector3::ZERO;
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}
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const String& SurfacePatchRenderable::getMovableType(void) const
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{
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static String movType = "SurfacePatchRenderable";
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return movType;
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}
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//-----------------------------------------------------------------------
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String SurfacePatchRenderableFactory::FACTORY_TYPE_NAME = "SurfacePatchRenderable";
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//-----------------------------------------------------------------------
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const String& SurfacePatchRenderableFactory::getType(void) const
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{
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return FACTORY_TYPE_NAME;
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}
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//-----------------------------------------------------------------------
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MovableObject* SurfacePatchRenderableFactory::createInstanceImpl( const String& name,
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const NameValuePairList* params)
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{
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return new SurfacePatchRenderable(name);
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}
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//-----------------------------------------------------------------------
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void SurfacePatchRenderableFactory::destroyInstance( MovableObject* obj)
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{
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delete obj;
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}
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}
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