1 | #include "VssRay.h"
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2 | #include "Beam.h"
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3 | #include "Mesh.h"
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4 | #include "Polygon3.h"
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5 |
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6 |
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7 | void
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8 | Beam::Construct(const AxisAlignedBox3 &box, const AxisAlignedBox3 &dBox)
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9 | {
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10 | // the frustum is defined by set of negative halfspace described by mPlanes
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11 |
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12 | // construct
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13 | Vector3 center = box.Center();
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14 | Vector3 dCenter = dBox.Center();
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15 |
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16 | // "back plane"
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17 | mPlanes.push_back(Plane3(-VssRay::GetDirection(dCenter.x, dCenter.y), center));
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18 |
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19 | Vector3 directions[4];
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20 | directions[0] = VssRay::GetDirection(dBox.Min().x, dBox.Min().y);
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21 | directions[1] = VssRay::GetDirection(dBox.Max().x, dBox.Min().y);
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22 | directions[2] = VssRay::GetDirection(dBox.Max().x, dBox.Max().y);
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23 | directions[3] = VssRay::GetDirection(dBox.Min().x, dBox.Max().y);
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24 |
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25 | // side planes
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26 | mPlanes.push_back(Plane3(-CrossProd(directions[0], directions[1]), center));
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27 | mPlanes.push_back(Plane3(-CrossProd(directions[1], directions[2]), center));
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28 | mPlanes.push_back(Plane3(-CrossProd(directions[2], directions[3]), center));
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29 | mPlanes.push_back(Plane3(-CrossProd(directions[3], directions[0]), center));
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30 |
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31 | // now make sure all planes contain the spatial box
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32 | int i, j;
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33 | for (i=0; i < mPlanes.size(); i++)
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34 | {
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35 | float maxDist = 0;
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36 |
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37 | for (j=0; j < 8; j++)
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38 | {
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39 | float dist = mPlanes[i].Distance(box.GetVertex(j));
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40 |
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41 | if (dist > maxDist)
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42 | maxDist = dist;
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43 | }
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44 |
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45 | mPlanes[i].mD -= maxDist;
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46 | }
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47 |
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48 | mBox = box;
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49 | mDirBox = dBox;
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50 |
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51 | SetValid();
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52 | }
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53 |
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54 | // conservative frustum box intersection
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55 | // returns
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56 | // 0 - box intersects the frustum
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57 | // -1 - box intersects the frustum and is fully inside
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58 | // 1 - box does not intersect the frustum
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59 |
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60 | int
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61 | Beam::ComputeIntersection(const AxisAlignedBox3 &box)
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62 | {
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63 | int i;
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64 | int result = -1;
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65 | for (i=0; i < mPlanes.size(); i++) {
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66 | int side = box.Side(mPlanes[i]);
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67 | if (side == 1)
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68 | return 1;
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69 | if (side > result)
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70 | result = side;
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71 | }
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72 | return result;
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73 | }
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74 |
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75 |
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76 | Beam::~Beam()
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77 | {
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78 | DEL_PTR(mMesh);
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79 | }
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80 |
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81 |
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82 | void Beam::ComputePerspectiveFrustum(float &left, float &right,
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83 | float &bottom, float &top,
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84 | float &near, float &far,
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85 | const AxisAlignedBox3 &sceneBBox) const
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86 | {
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87 | const float xDirRange = mDirBox.Max().x - mDirBox.Min().x;
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88 | const float yDirRange = mDirBox.Max().y - mDirBox.Min().y;
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89 | //Debug << "xdir range: " << xDirRange << endl;
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90 | //Debug << "ydir range: " << yDirRange << endl;
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91 |
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92 | near = 0.1f; // NOTE: what is the best value for near and far plane?
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93 | far = 2.0f * Magnitude(sceneBBox.Diagonal());
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94 |
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95 | right = fabs(near * tan(xDirRange * 0.5f));
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96 | left = -right;
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97 |
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98 | top = fabs(near * tan(yDirRange * 0.5f));
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99 | bottom = -top;
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100 | }
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101 |
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102 |
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103 | void Beam::ComputeOrthoFrustum(float &left, float &right,
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104 | float &bottom, float &top,
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105 | float &near, float &far,
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106 | const AxisAlignedBox3 &sceneBBox) const
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107 | {
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108 | const int vAxis = GetMainDirection().DrivingAxis();
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109 | const int axis2 = (vAxis + 1) % 3;
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110 | const int axis3 = (vAxis + 2) % 3;
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111 |
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112 | const float xDirRange = mBox.Max()[axis2] - mDirBox.Min()[axis2];
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113 | const float yDirRange = mDirBox.Max()[axis3] - mDirBox.Min()[axis3];
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114 |
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115 | near = 0.1f; // NOTE: what is the best value for near and far plane?
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116 | far = 2.0f * Magnitude(sceneBBox.Diagonal());
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117 |
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118 | right = xDirRange * 0.5f;
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119 | left = -right;
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120 |
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121 | top = yDirRange * 0.5;
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122 | bottom = -top;
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123 | }
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124 |
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125 |
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126 | Vector3 Beam::GetMainDirection() const
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127 | {
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128 | return - mPlanes[0].mNormal;
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129 | }
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130 |
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131 |
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132 | void BeamSampleStatistics::Print(ostream &app) const
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133 | {
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134 | app << "===== Beam sample statistics ===============\n";
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135 |
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136 | app << "#N_PVSSIZE ( size of pvs )\n" << pvsSize << "\n";
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137 |
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138 | app << "#N_RAYS ( Number of rays )\n" << rays << "\n";
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139 |
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140 | app << "#N_RAYCONTRIBUTIONS ( number of ray constributions )\n" <<
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141 | rayContributions << "\n";
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142 |
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143 | app << "#N_RAYLENGHTENTROPY ( Ray lenght entropy )\n" <<
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144 | rayLengthEntropy << "\n";
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145 |
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146 | app << "#N_IMPORTANCE ( importance )\n" <<
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147 | importance << "\n";
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148 |
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149 | app << "#N_CTIME ( Construction time [s] )\n"
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150 | << Time() << " \n";
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151 |
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152 | app << "===== END OF KdTree statistics ==========\n";
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153 |
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154 | }
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155 |
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156 |
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157 | void Beam::CreateMesh(const float zfar)
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158 | {
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159 | if (mMesh)
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160 | return;
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161 |
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162 | mMesh = new Mesh();
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163 |
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164 | // -- compute far plane
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165 |
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166 | // box should not never remove part of beam polygons
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167 | Vector3 bmin = mBox.Min() - Vector3(zfar * 2.0);
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168 | Vector3 bmax = mBox.Max() + Vector3(zfar * 2.0);
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169 |
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170 | AxisAlignedBox3 bbox(bmin, bmax);
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171 | Plane3 fplane;
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172 | fplane.mNormal = -mPlanes[0].mNormal;
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173 |
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174 | // NOTE: beam far plane must not not be culled by gl far plane
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175 | fplane.mD = mPlanes[0].mD - zfar - 1.0f;
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176 | mPlanes.push_back(fplane);
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177 |
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178 | for (int i = 0; i < mPlanes.size(); ++ i)
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179 | {
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180 | Polygon3 *poly = bbox.CrossSection(mPlanes[i]);
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181 |
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182 | if (!poly->Valid(Limits::Small))
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183 | DEL_PTR(poly);
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184 |
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185 | for (int j = 0; (j < mPlanes.size()) && poly; ++ j)
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186 | {
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187 | if (j != i)
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188 | {
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189 | Polygon3 *front = new Polygon3();
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190 | Polygon3 *back = new Polygon3();
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191 |
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192 | poly->Split(mPlanes[j], *front, *back, Limits::Small);
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193 | DEL_PTR(poly);
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194 | DEL_PTR(front);
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195 |
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196 | if (!back->Valid(Limits::Small))
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197 | DEL_PTR(back);
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198 | poly = back;
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199 | }
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200 | }
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201 |
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202 | if (poly)
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203 | {
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204 | poly->AddToMesh(*mMesh);
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205 | }
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206 | }
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207 |
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208 | // remove far plane
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209 | mPlanes.pop_back();
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210 | } |
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