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Add all new AFX files
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Engine/source/afx/ce/afxZodiacMgr.cpp
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131
Engine/source/afx/ce/afxZodiacMgr.cpp
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "afx/arcaneFX.h"
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#include "terrain/terrRender.h"
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#include "afx/ce/afxZodiac.h"
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#include "afx/ce/afxZodiacMgr.h"
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxZodiacMgr
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Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::terr_zodes;
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Vector<afxZodiacMgr::ZodiacSpec> afxZodiacMgr::inter_zodes;
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afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_head = NULL;
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afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris_tail = NULL;
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afxZodiacMgr::ZodiacTriangle* afxZodiacMgr::zode_tris = NULL;
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U32 afxZodiacMgr::zode_tris_idx = 0;
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U32 afxZodiacMgr::n_zode_tris = 0;
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afxZodiacMgr::ZodiacSpec* afxZodiacMgr::live_zodiac = 0;
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ShaderData* afxZodiacMgr::terrain_zode_shader = 0;
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ShaderData* afxZodiacMgr::atlas_zode_shader = 0;
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ShaderData* afxZodiacMgr::interior_zode_shader = 0;
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ShaderData* afxZodiacMgr::polysoup_zode_shader = 0;
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void afxZodiacMgr::addTerrainZodiac(Point3F& pos, F32 radius, LinearColorF& color, F32 angle, afxZodiacData* zode)
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{
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if (radius < 0.001f)
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return;
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ZodiacSpec z;
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z.pos = pos;
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z.radius_xy = radius;
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z.vert_range.set(0.0f, 0.0f);
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z.grade_range.set(0.0f, 1.0f);
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z.color = color.toColorI();
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z.angle = mDegToRad(angle);
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z.zflags = zode->zflags;
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z.txr = &zode->txr;
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z.distance_max = zode->distance_max*zode->distance_max;
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z.distance_falloff = zode->distance_falloff*zode->distance_falloff;
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z.distance_delta = z.distance_max - z.distance_falloff;
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if (terr_zodes.size() < MAX_ZODIACS)
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terr_zodes.push_back(z);
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}
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void afxZodiacMgr::addInteriorZodiac(Point3F& pos, F32 radius, Point2F& vert_range, LinearColorF& color, F32 angle, afxZodiacData* zode)
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{
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if (radius < 0.001f)
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return;
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ZodiacSpec z;
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z.pos = pos;
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z.radius_xy = radius;
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z.vert_range = vert_range;
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z.grade_range = zode->grade_range;
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z.color = color.toColorI();
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z.angle = mDegToRad(angle);
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z.zflags = zode->zflags;
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z.txr = &zode->txr;
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z.distance_max = zode->distance_max*zode->distance_max;
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z.distance_falloff = zode->distance_falloff*zode->distance_falloff;
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z.distance_delta = z.distance_max - z.distance_falloff;
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if (inter_zodes.size() < MAX_ZODIACS)
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inter_zodes.push_back(z);
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}
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void afxZodiacMgr::frameReset()
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{
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terr_zodes.clear();
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inter_zodes.clear();
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}
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void afxZodiacMgr::missionCleanup()
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{
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terrain_zode_shader = 0;
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atlas_zode_shader = 0;
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interior_zode_shader = 0;
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polysoup_zode_shader = 0;
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}
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// REGULAR TERRAIN ZODIACS //
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void afxZodiacMgr::transformTerrainZodiacs(const MatrixF& world_xfm)
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{
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VectorF facing_vec;
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world_xfm.getColumn(1, &facing_vec);
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F32 yaw = mAtan2(facing_vec.x, facing_vec.y);
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while (yaw < 0.0) yaw += M_2PI_F;
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for (S32 i = 0; i < terr_zodes.size(); i++)
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{
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world_xfm.mulP(terr_zodes[i].pos, &terr_zodes[i].loc_pos);
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F32 ang = terr_zodes[i].angle + yaw;
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terr_zodes[i].loc_cos_ang = mCos(ang);
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terr_zodes[i].loc_sin_ang = mSin(ang);
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}
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zode_tris_head = zode_tris_tail = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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