Moving from using ManualObject to using HardwareBuffers directly.
This commit is contained in:
@ -68,6 +68,7 @@ namespace Ogre
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,useNormalSmoothing(false)
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,normalSmoothingFilterSize(1)
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,m_normalGenerationMethod(SOBEL)
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,m_bHaveGeneratedMeshes(false)
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{
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for(uint regionZ = 0; regionZ < OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionZ)
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{
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@ -145,7 +146,7 @@ namespace Ogre
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{
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destroySceneNode(sceneNodes[blockX][blockY][blockZ]->getName()); //FIXME - when it's available in CVS, use destroyAllSceneNodes commented out below.
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}
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sceneNodes[blockX][blockY][blockZ] = 0;
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sceneNodes[blockX][blockY][blockZ] = getRootSceneNode()->createChildSceneNode(Vector3(blockX*OGRE_REGION_SIDE_LENGTH,blockY*OGRE_REGION_SIDE_LENGTH,blockZ*OGRE_REGION_SIDE_LENGTH));;
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manualObjectUpToDate[blockX][blockY][blockZ] = false;
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}
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}
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@ -324,8 +325,64 @@ namespace Ogre
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LogManager::getSingleton().logMessage("regionZ = " + StringConverter::toString(regionZ));
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for(uint regionY = 0; regionY < OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionY)
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{
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//LogManager::getSingleton().logMessage("regionY = " + StringConverter::toString(regionY));
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for(uint regionX = 0; regionX < OGRE_VOLUME_SIDE_LENGTH_IN_REGIONS; ++regionX)
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{
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//LogManager::getSingleton().logMessage("regionX = " + StringConverter::toString(regionX));
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if(manualObjectUpToDate[regionX][regionY][regionZ] == false)
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{
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std::vector<Vertex> vertexData;
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std::vector< std::vector< Triangle> > indexData;
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generateMeshDataForRegion(regionX,regionY,regionZ,vertexData,indexData);
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sceneNodes[regionX][regionY][regionZ]->detachAllObjects();
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for(uint meshCt = 1; meshCt < 256; ++meshCt)
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{
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if(indexData[meshCt].size() == 0)
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{
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continue;
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}
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std::map<uchar,Surface*>::iterator iterSurface = m_mapSurfaces[regionX][regionY][regionZ].find(meshCt);
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if(iterSurface == m_mapSurfaces[regionX][regionY][regionZ].end())
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{
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//We have to create the surface
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Surface* surface = new Surface(materialMap->getMaterialAtIndex(meshCt));
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sceneNodes[regionX][regionY][regionZ]->attachObject(surface);
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m_mapSurfaces[regionX][regionY][regionZ].insert(std::make_pair(meshCt,surface));
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surface->setGeometry(vertexData,indexData[meshCt]);
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}
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else
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{
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//We just update the existing surface
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iterSurface->second->setGeometry(vertexData,indexData[meshCt]);
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sceneNodes[regionX][regionY][regionZ]->attachObject(iterSurface->second);
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//sceneNodes[regionX][regionY][regionZ]->detachObject(iterSurface->second);
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/*delete iterSurface->second;
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m_mapSurfaces[regionX][regionY][regionZ].erase(iterSurface);
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//We have to create the surface
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Surface* surface = new Surface(materialMap->getMaterialAtIndex(meshCt));
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//sceneNodes[regionX][regionY][regionZ] = getRootSceneNode()->createChildSceneNode(Vector3(regionX*OGRE_REGION_SIDE_LENGTH,regionY*OGRE_REGION_SIDE_LENGTH,regionZ*OGRE_REGION_SIDE_LENGTH));
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sceneNodes[regionX][regionY][regionZ]->attachObject(surface);
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m_mapSurfaces[regionX][regionY][regionZ].insert(std::make_pair(meshCt,surface));
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surface->setGeometry(vertexData,indexData[meshCt]);*/
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}
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}
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manualObjectUpToDate[regionX][regionY][regionZ] = true;
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}
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//m_bHaveGeneratedMeshes = true;
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#ifdef USE_MAN_OBJS
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if(manualObjectUpToDate[regionX][regionY][regionZ] == false)
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{
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/*for(uint materialCt2 = 0; materialCt2 < MAX_NO_OF_MATERIAL_BOUNDARIES_PER_REGION; ++materialCt2)
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@ -444,8 +501,9 @@ namespace Ogre
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//++materialCt;
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}
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}
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#endif
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manualObjectUpToDate[regionX][regionY][regionZ] = true;
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//manualObjectUpToDate[regionX][regionY][regionZ] = true;
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}
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}
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}
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@ -792,6 +850,7 @@ namespace Ogre
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material = std::max(material,v111);
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//vertexScaled values are always integers and so can be used as indices.
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//FIXME - these integer values can just be obtained by using floor()?
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long int index;
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unsigned int vertexScaledX;
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unsigned int vertexScaledY;
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173
source/Surface.cpp
Normal file
173
source/Surface.cpp
Normal file
@ -0,0 +1,173 @@
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#include "Surface.h"
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#include "OgreVertexIndexData.h"
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namespace Ogre
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{
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Surface::Surface()
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{
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mRenderOp.vertexData = NULL;
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mRenderOp.indexData = NULL;
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this->setMaterial("BaseWhiteNoLighting");
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}
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Surface::Surface(const String& material)
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{
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mRenderOp.vertexData = NULL;
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mRenderOp.indexData = NULL;
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this->setMaterial(material);
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}
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Surface::~Surface(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 Surface::setGeometry(std::vector<Vertex> verticesToSet, std::vector<Triangle> indicesToSet)
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{
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if(mRenderOp.vertexData)
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{
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delete mRenderOp.vertexData;
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mRenderOp.vertexData = NULL;
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}
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if(mRenderOp.indexData)
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{
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delete mRenderOp.indexData;
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mRenderOp.indexData = NULL;
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}
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mRenderOp.vertexData = new VertexData();
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mRenderOp.indexData = new IndexData();
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//LogManager::getSingleton().logMessage("In setGeometry()");
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// Initialization stuff
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mRenderOp.vertexData->vertexCount = verticesToSet.size();
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mRenderOp.vertexData->vertexStart = 0;
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mRenderOp.operationType = RenderOperation::OT_TRIANGLE_LIST; // OT_LINE_LIST, OT_LINE_STRIP
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mRenderOp.useIndexes = true;
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mRenderOp.indexData->indexStart = 0;
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mRenderOp.indexData->indexCount = indicesToSet.size()*3;
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//LogManager::getSingleton().logMessage("Finished initialisaing stuff");
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VertexDeclaration *decl = mRenderOp.vertexData->vertexDeclaration;
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VertexBufferBinding *bind = mRenderOp.vertexData->vertexBufferBinding;
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//FIXME - this should be moved to constructor?
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//LogManager::getSingleton().logMessage("Creating Vertex Declaration");
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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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//LogManager::getSingleton().logMessage("Creating Vertex Buffer");
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HardwareVertexBufferSharedPtr vbuf =
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HardwareBufferManager::getSingleton().createVertexBuffer(
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decl->getVertexSize(0),
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mRenderOp.vertexData->vertexCount,
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HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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bind->setBinding(0, vbuf);
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//LogManager::getSingleton().logMessage("Creating Index Buffer");
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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 * 3, // 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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int size = verticesToSet.size();
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Vector3 vaabMin = verticesToSet[0].position;
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Vector3 vaabMax = verticesToSet[0].position;
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//LogManager::getSingleton().logMessage("Setting Vertex Data of size " + StringConverter::toString(size));
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Real *prPos = static_cast<Real*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
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for(int i = 0; i < size; i++)
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{
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*prPos++ = verticesToSet[i].position.x;
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*prPos++ = verticesToSet[i].position.y;
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*prPos++ = verticesToSet[i].position.z;
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*prPos++ = verticesToSet[i].normal.x;
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*prPos++ = verticesToSet[i].normal.y;
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*prPos++ = verticesToSet[i].normal.z;
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if(verticesToSet[i].position.x < vaabMin.x)
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vaabMin.x = verticesToSet[i].position.x;
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if(verticesToSet[i].position.y < vaabMin.y)
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vaabMin.y = verticesToSet[i].position.y;
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if(verticesToSet[i].position.z < vaabMin.z)
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vaabMin.z = verticesToSet[i].position.z;
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if(verticesToSet[i].position.x > vaabMax.x)
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vaabMax.x = verticesToSet[i].position.x;
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if(verticesToSet[i].position.y > vaabMax.y)
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vaabMax.y = verticesToSet[i].position.y;
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if(verticesToSet[i].position.z > vaabMax.z)
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vaabMax.z = verticesToSet[i].position.z;
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}
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vbuf->unlock();
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mBox.setExtents(vaabMin, vaabMax);
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//LogManager::getSingleton().logMessage("Setting Index Data of size " + StringConverter::toString(indicesToSet.size()));
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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 < indicesToSet.size(); i++)
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{
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*pIdx = indicesToSet[i].v0;
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pIdx++;
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*pIdx = indicesToSet[i].v1;
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pIdx++;
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*pIdx = indicesToSet[i].v2;
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pIdx++;
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}
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ibuf->unlock();
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}
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Real Surface::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 Surface::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 &Surface::getWorldOrientation(void) const
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{
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return Quaternion::IDENTITY;
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}
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const Vector3 &Surface::getWorldPosition(void) const
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{
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return Vector3::ZERO;
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}
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}
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