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Engine directory for ticket #1
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71
Engine/source/forest/forestCellBatch.cpp
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71
Engine/source/forest/forestCellBatch.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "forest/forestCellBatch.h"
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#include "forest/forestItem.h"
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ForestCellBatch::ForestCellBatch()
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: mDirty( false ),
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mBounds( Box3F::Invalid )
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{
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}
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ForestCellBatch::~ForestCellBatch()
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{
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}
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bool ForestCellBatch::add( const ForestItem &item )
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{
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// A little hacky, but don't allow more than 65K / 6 items
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// in a cell... this is generally the VB size limit on hardware.
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const U32 maxItems = 10000;
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if ( mItems.size() > maxItems )
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return false;
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// Do the pre batching tests... if it fails
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// then we cannot batch this type!
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if ( !_prepBatch( item ) )
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return false;
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// Add it to our list and we'll populate the VB at render time.
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mItems.push_back( item );
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mDirty = true;
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// Expand out bounds.
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const Box3F &box = item.getWorldBox();
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mBounds.intersect( box );
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return true;
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}
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void ForestCellBatch::render( SceneRenderState *state )
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{
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if ( mDirty )
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{
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_rebuildBatch();
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mDirty = false;
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}
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_render( state );
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}
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