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Catch the template files up and add the improved convex editor bits.
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3697737498
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18 changed files with 1617 additions and 333 deletions
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@ -131,9 +131,46 @@ public:
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S32 id;
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};
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struct surfaceMaterial
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{
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// The name of the Material we will use for rendering
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String materialName;
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// The actual Material instance
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BaseMatInstance* materialInst;
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surfaceMaterial()
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{
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materialName = "";
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materialInst = NULL;
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}
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};
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struct surfaceUV
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{
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S32 matID;
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Point2F offset;
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Point2F scale;
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float zRot;
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bool horzFlip;
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bool vertFlip;
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surfaceUV() : matID(0), offset(Point2F(0.0f, 0.0f)), scale(Point2F(1.0f, 1.0f)), zRot(0.0f), horzFlip(false), vertFlip(false) {}
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};
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struct surfaceBuffers
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{
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// The GFX vertex and primitive buffers
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GFXVertexBufferHandle< VertexType > mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimitiveBuffer;
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U32 mVertCount;
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U32 mPrimCount;
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};
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struct Geometry
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{
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void generate( const Vector< PlaneF > &planes, const Vector< Point3F > &tangents );
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void generate(const Vector< PlaneF > &planes, const Vector< Point3F > &tangents, const Vector< surfaceMaterial > surfaceTextures, const Vector< Point2F > texOffset, const Vector< Point2F > texScale, const Vector< bool > horzFlip, const Vector< bool > vertFlip);
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Vector< Point3F > points;
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Vector< Face > faces;
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@ -215,6 +252,9 @@ protected:
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static S32 QSORT_CALLBACK _comparePlaneDist( const void *a, const void *b );
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static bool protectedSetSurface( void *object, const char *index, const char *data );
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static bool protectedSetSurfaceTexture( void *object, const char *index, const char *data );
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static bool protectedSetSurfaceUV(void *object, const char *index, const char *data);
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protected:
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@ -225,11 +265,11 @@ protected:
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BaseMatInstance* mMaterialInst;
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// The GFX vertex and primitive buffers
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GFXVertexBufferHandle< VertexType > mVertexBuffer;
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/*GFXVertexBufferHandle< VertexType > mVertexBuffer;
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GFXPrimitiveBufferHandle mPrimitiveBuffer;
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U32 mVertCount;
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U32 mPrimCount;
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U32 mPrimCount;*/
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Geometry mGeometry;
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@ -239,6 +279,11 @@ protected:
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Vector< Point3F > mFaceCenters;
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//this is mostly for storage purposes, so we can save the texture mods
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Vector< surfaceMaterial > mSurfaceTextures;
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Vector< surfaceUV > mSurfaceUVs;
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Vector< surfaceBuffers > mSurfaceBuffers;
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Convex *mConvexList;
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PhysicsBody *mPhysicsRep;
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