Fixed some casting warnings in CubicSurfaceExtractorWithNormals.
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b5b212cd73
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2654783bed
@ -107,7 +107,8 @@ namespace PolyVox
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};
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public:
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CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<PositionMaterial>* result, bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
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CubicSurfaceExtractor(VolumeType* volData, Region region, SurfaceMesh<PositionMaterial>* result, bool bMergeQuads = true, IsQuadNeeded isQuadNeeded = IsQuadNeeded());
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void execute();
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@ -49,24 +49,24 @@ namespace PolyVox
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float regY = static_cast<float>(y - m_regSizeInVoxels.getLowerCorner().getY());
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float regZ = static_cast<float>(z - m_regSizeInVoxels.getLowerCorner().getZ());
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uint32_t material = 0.0f;
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uint32_t material = 0;
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x+1,y,z), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v2,v1);
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m_meshCurrent->addTriangleCubic(v1,v2,v3);
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}
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x+1,y,z), m_volData->getVoxelAt(x,y,z), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(-1.0f, 0.0f, 0.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v1,v2);
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m_meshCurrent->addTriangleCubic(v1,v3,v2);
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@ -74,20 +74,20 @@ namespace PolyVox
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x,y+1,z), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 1.0f, 0.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v1,v2);
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m_meshCurrent->addTriangleCubic(v1,v3,v2);
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}
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y+1,z), m_volData->getVoxelAt(x,y,z), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ - 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, -1.0f, 0.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v2,v1);
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m_meshCurrent->addTriangleCubic(v1,v2,v3);
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@ -95,20 +95,20 @@ namespace PolyVox
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z), m_volData->getVoxelAt(x,y,z+1), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, 1.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v2,v1);
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m_meshCurrent->addTriangleCubic(v1,v2,v3);
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}
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if(m_funcIsQuadNeededCallback(m_volData->getVoxelAt(x,y,z+1), m_volData->getVoxelAt(x,y,z), material))
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{
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), material));
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uint32_t v0 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast<float>(material)));
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uint32_t v1 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX - 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast<float>(material)));
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uint32_t v2 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY - 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast<float>(material)));
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uint32_t v3 = m_meshCurrent->addVertex(PositionMaterialNormal(Vector3DFloat(regX + 0.5f, regY + 0.5f, regZ + 0.5f), Vector3DFloat(0.0f, 0.0f, -1.0f), static_cast<float>(material)));
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m_meshCurrent->addTriangleCubic(v0,v1,v2);
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m_meshCurrent->addTriangleCubic(v1,v3,v2);
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