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Added basic Walkabout with #define renamed and no editor.
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22 changed files with 3725 additions and 196 deletions
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@ -1293,6 +1293,56 @@ bool River::collideBox(const Point3F &start, const Point3F &end, RayInfo* info)
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return false;
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}
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bool River::buildPolyList( PolyListContext context, AbstractPolyList* polyList, const Box3F& box, const SphereF& sphere )
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{
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Vector<const RiverSegment*> hitSegments;
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for ( U32 i = 0; i < mSegments.size(); i++ )
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{
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const RiverSegment &segment = mSegments[i];
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if ( segment.worldbounds.isOverlapped( box ) )
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{
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hitSegments.push_back( &segment );
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}
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}
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if ( !hitSegments.size() )
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return false;
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polyList->setObject( this );
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polyList->setTransform( &MatrixF::Identity, Point3F( 1.0f, 1.0f, 1.0f ) );
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for ( U32 i = 0; i < hitSegments.size(); i++ )
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{
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const RiverSegment* segment = hitSegments[i];
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for ( U32 k = 0; k < 2; k++ )
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{
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// gIdxArray[0] gives us the top plane (see table definition).
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U32 idx0 = gIdxArray[0][k][0];
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U32 idx1 = gIdxArray[0][k][1];
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U32 idx2 = gIdxArray[0][k][2];
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const Point3F &v0 = (*segment)[idx0];
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const Point3F &v1 = (*segment)[idx1];
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const Point3F &v2 = (*segment)[idx2];
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// Add vertices to poly list.
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U32 i0 = polyList->addPoint(v0);
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polyList->addPoint(v1);
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polyList->addPoint(v2);
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// Add plane between them.
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polyList->begin(0, 0);
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polyList->vertex(i0);
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polyList->vertex(i0+1);
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polyList->vertex(i0+2);
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polyList->plane(i0, i0+1, i0+2);
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polyList->end();
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}
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}
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return true;
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}
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F32 River::getWaterCoverage( const Box3F &worldBox ) const
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{
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PROFILE_SCOPE( River_GetWaterCoverage );
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