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Engine directory for ticket #1
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168
Engine/source/ts/tsSortedMesh.cpp
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168
Engine/source/ts/tsSortedMesh.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 "ts/tsSortedMesh.h"
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#include "math/mMath.h"
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#include "ts/tsShapeInstance.h"
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// Not worth the effort, much less the effort to comment, but if the draw types
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// are consecutive use addition rather than a table to go from index to command value...
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/*
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#if ((GL_TRIANGLES+1==GL_TRIANGLE_STRIP) && (GL_TRIANGLE_STRIP+1==GL_TRIANGLE_FAN))
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#define getDrawType(a) (GL_TRIANGLES+(a))
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#else
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U32 drawTypes[] = { GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN };
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#define getDrawType(a) (drawTypes[a])
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#endif
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*/
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// found in tsmesh
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extern void forceFaceCamera();
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extern void forceFaceCameraZAxis();
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//-----------------------------------------------------
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// TSSortedMesh render methods
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//-----------------------------------------------------
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void TSSortedMesh::render(S32 frame, S32 matFrame, TSMaterialList * materials)
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{
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}
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//-----------------------------------------------------
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// TSSortedMesh collision methods
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//-----------------------------------------------------
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bool TSSortedMesh::buildPolyList( S32 frame, AbstractPolyList *polyList, U32 &surfaceKey, TSMaterialList *materials )
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{
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TORQUE_UNUSED(frame);
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TORQUE_UNUSED(polyList);
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TORQUE_UNUSED(surfaceKey);
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TORQUE_UNUSED(materials);
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return false;
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}
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bool TSSortedMesh::castRay( S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo, TSMaterialList *materials )
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{
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TORQUE_UNUSED(frame);
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TORQUE_UNUSED(start);
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TORQUE_UNUSED(end);
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TORQUE_UNUSED(rayInfo);
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TORQUE_UNUSED(materials);
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return false;
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}
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bool TSSortedMesh::buildConvexHull()
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{
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return false;
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}
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S32 TSSortedMesh::getNumPolys()
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{
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S32 count = 0;
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S32 cIdx = !clusters.size() ? -1 : 0;
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while (cIdx>=0)
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{
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Cluster & cluster = clusters[cIdx];
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for (S32 i=cluster.startPrimitive; i<cluster.endPrimitive; i++)
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{
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if (primitives[i].matIndex & TSDrawPrimitive::Triangles)
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count += primitives[i].numElements / 3;
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else
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count += primitives[i].numElements - 2;
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}
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cIdx = cluster.frontCluster; // always use frontCluster...we assume about the same no matter what
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}
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return count;
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}
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//-----------------------------------------------------
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// TSSortedMesh assembly/dissembly methods
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// used for transfer to/from memory buffers
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//-----------------------------------------------------
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#define tsalloc TSShape::smTSAlloc
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void TSSortedMesh::assemble(bool skip)
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{
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bool save1 = TSMesh::smUseTriangles;
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bool save2 = TSMesh::smUseOneStrip;
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TSMesh::smUseTriangles = false;
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TSMesh::smUseOneStrip = false;
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TSMesh::assemble(skip);
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TSMesh::smUseTriangles = save1;
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TSMesh::smUseOneStrip = save2;
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S32 numClusters = tsalloc.get32();
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S32 * ptr32 = tsalloc.copyToShape32(numClusters*8);
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clusters.set(ptr32,numClusters);
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S32 sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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startCluster.set(ptr32,sz);
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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firstVerts.set(ptr32,sz);
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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numVerts.set(ptr32,sz);
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sz = tsalloc.get32();
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ptr32 = tsalloc.copyToShape32(sz);
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firstTVerts.set(ptr32,sz);
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alwaysWriteDepth = tsalloc.get32()!=0;
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tsalloc.checkGuard();
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}
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void TSSortedMesh::disassemble()
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{
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TSMesh::disassemble();
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tsalloc.set32(clusters.size());
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tsalloc.copyToBuffer32((S32*)clusters.address(),clusters.size()*8);
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tsalloc.set32(startCluster.size());
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tsalloc.copyToBuffer32((S32*)startCluster.address(),startCluster.size());
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tsalloc.set32(firstVerts.size());
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tsalloc.copyToBuffer32((S32*)firstVerts.address(),firstVerts.size());
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tsalloc.set32(numVerts.size());
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tsalloc.copyToBuffer32((S32*)numVerts.address(),numVerts.size());
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tsalloc.set32(firstTVerts.size());
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tsalloc.copyToBuffer32((S32*)firstTVerts.address(),firstTVerts.size());
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tsalloc.set32(alwaysWriteDepth ? 1 : 0);
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tsalloc.setGuard();
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}
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