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Engine directory for ticket #1
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Engine/source/interior/interiorInstance.h
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254
Engine/source/interior/interiorInstance.h
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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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#ifndef _INTERIORINSTANCE_H_
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#define _INTERIORINSTANCE_H_
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#ifndef _SCENEZONESPACE_H_
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#include "scene/zones/sceneZoneSpace.h"
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#endif
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#ifndef _INTERIORRES_H_
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#include "interior/interiorRes.h"
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#endif
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#ifndef _INTERIORLMMANAGER_H_
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#include "interior/interiorLMManager.h"
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#endif
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#ifndef _BITVECTOR_H_
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#include "core/bitVector.h"
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#endif
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#ifndef _COLOR_H_
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#include "core/color.h"
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#endif
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#ifndef _INTERIOR_H_
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#include "interior.h"
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#endif
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#ifndef _REFLECTOR_H_
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#include "scene/reflector.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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class AbstractPolyList;
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class InteriorSubObject;
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class InteriorResTrigger;
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class MaterialList;
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class TextureObject;
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class Convex;
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class SFXProfile;
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class SFXEnvironment;
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class PhysicsBody;
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/// Instance of a DIF interior.
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class InteriorInstance : public SceneZoneSpace
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{
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public:
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friend class Interior;
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typedef SceneZoneSpace Parent;
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static bool smDontRestrictOutside;
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static F32 smDetailModification;
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protected:
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enum UpdateMaskBits
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{
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InitMask = Parent::NextFreeMask << 0,
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AlarmMask = Parent::NextFreeMask << 1,
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// Reserved for light updates (8 bits for now)
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_lightupdate0 = Parent::NextFreeMask << 2,
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_lightupdate1 = Parent::NextFreeMask << 3,
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_lightupdate2 = Parent::NextFreeMask << 4,
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_lightupdate3 = Parent::NextFreeMask << 5,
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_lightupdate4 = Parent::NextFreeMask << 6,
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_lightupdate5 = Parent::NextFreeMask << 7,
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_lightupdate6 = Parent::NextFreeMask << 8,
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_lightupdate7 = Parent::NextFreeMask << 9,
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SkinBaseMask = Parent::NextFreeMask << 10,
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NextFreeMask = Parent::NextFreeMask << 11,
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};
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enum
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{
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LightUpdateBitStart = 3,
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LightUpdateBitEnd = 10
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};
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enum AlarmState {
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Normal = 0,
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Alarm = 1
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};
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/// Alarm state of the interior
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bool mAlarmState;
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/// File name of the interior this instance encapuslates
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StringTableEntry mInteriorFileName;
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/// Hash for interior file name, used for sorting
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U32 mInteriorFileHash;
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/// Interior managed by resource manager
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Resource<InteriorResource> mInteriorRes;
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/// Forced LOD, if -1 auto LOD
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S32 mForcedDetailLevel;
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/// CRC for the interior
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U32 mCRC;
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/// Handle to the light manager
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LM_HANDLE mLMHandle;
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Convex* mConvexList;
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PhysicsBody* mPhysicsRep;
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Vector< PlaneReflector > mPlaneReflectors;
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ReflectorDesc mReflectorDesc;
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U32 _calcDetailLevel( SceneRenderState* state, const Point3F& wsPoint );
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bool _loadInterior();
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void _unloadInterior();
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void _renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* );
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bool _getOverlappingZones( const Box3F& aabb, const MatrixF& transform, const Point3F& scale, U32* outZones, U32& outNumZones );
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/// Creates a transform based on an trigger area
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/// @param trigger Trigger to create a transform for
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/// @param transform Transform generated (out)
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void _createTriggerTransform(const InteriorResTrigger *trigger, MatrixF *transform);
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// SceneObject.
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virtual bool onSceneAdd();
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virtual void onSceneRemove();
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public:
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InteriorInstance();
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virtual ~InteriorInstance();
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StringTableEntry getInteriorFileName() { return mInteriorFileName; }
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S32 getSurfaceZone(U32 surfaceindex, Interior *detail);
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/// Exports the interior to a Collada file
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/// @param bakeTransform Bakes the InteriorInstance's transform into the vertex positions
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void exportToCollada(bool bakeTransform = false);
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/// Returns the Light Manager handle
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LM_HANDLE getLMHandle() { return(mLMHandle); }
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/// Reads the lightmaps of the interior into the provided pointer
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/// @param lightmaps Lightmaps in the interior (out)
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bool readLightmaps(GBitmap ****lightmaps);
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/// This is used to determine just how 'inside' a point is in an interior.
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/// This is used by the environmental audio code for audio properties and the
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/// function always returns true.
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/// @param pos Point to test
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/// @param pScale How inside is the point 0 = totally outside, 1 = totally inside (out)
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bool getPointInsideScale(const Point3F & pos, F32 * pScale); // ~0: outside -> 1: inside
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/// Returns the interior resource
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Resource<InteriorResource> & getResource() {return(mInteriorRes);} // SceneLighting::InteriorProxy interface
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/// Returns the CRC for validation
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U32 getCRC() { return(mCRC); }
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/// @name Alarm States
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/// @{
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/// This returns true if the interior is in an alarm state. Alarm state
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/// will put different lighting into the interior and also possibly
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/// have an audio element also.
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bool inAlarmState() {return(mAlarmState);}
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/// This sets the alarm mode of the interior.
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/// @param alarm If true the interior will be in an alarm state next frame
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void setAlarmMode(const bool alarm);
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/// @}
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/// @name Subobject access interface
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/// @{
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/// Returns the number of detail levels for an object
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U32 getNumDetailLevels();
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/// Gets the interior associated with a particular detail level
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/// @param level Detail level
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Interior* getDetailLevel(const U32 level);
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/// Sets the detail level to render manually
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/// @param level Detail level to force
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void setDetailLevel(S32 level = -1) { mForcedDetailLevel = level; }
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/// @}
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// SimObject.
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DECLARE_CONOBJECT( InteriorInstance );
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virtual bool onAdd();
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virtual void onRemove();
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virtual void inspectPostApply();
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static void initPersistFields();
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static void consoleInit();
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// NetObject.
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virtual U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream );
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virtual void unpackUpdate( NetConnection* conn, BitStream* stream );
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// SceneObject.
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virtual bool buildPolyList(PolyListContext context, AbstractPolyList *polyList, const Box3F &box, const SphereF &sphere);
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virtual bool castRay(const Point3F &start, const Point3F &end, RayInfo *info);
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virtual void buildConvex(const Box3F& box,Convex* convex);
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virtual void prepRenderImage( SceneRenderState *state );
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// SceneZoneSpace.
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virtual void traverseZones( SceneTraversalState* state );
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virtual void traverseZones( SceneTraversalState* state, U32 startZoneId );
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virtual U32 getPointZone( const Point3F& p );
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virtual bool getOverlappingZones( const Box3F& aabb, U32* outZones, U32& outNumZones );
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virtual bool getOverlappingZones( SceneObject* obj, U32* outZones, U32& outNumZones );
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private:
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// Protected field accessors
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static bool _setInteriorFile( void *object, const char *, const char *data );
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};
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#endif //_INTERIORBLOCK_H_
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