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engines/hpl1/engine/graphics/SubMesh.cpp
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268
engines/hpl1/engine/graphics/SubMesh.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/SubMesh.h"
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#include "hpl1/engine/graphics/Bone.h"
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#include "hpl1/engine/graphics/Material.h"
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#include "hpl1/engine/graphics/Mesh.h"
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#include "hpl1/engine/graphics/Skeleton.h"
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#include "hpl1/engine/graphics/VertexBuffer.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/resources/MaterialManager.h"
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#include "hpl1/engine/system/MemoryManager.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cSubMesh::cSubMesh(const tString &asName, cMaterialManager *apMaterialManager) {
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mpMaterialManager = apMaterialManager;
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msName = asName;
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msNodeName = "";
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mpMaterial = NULL;
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mpVtxBuffer = NULL;
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mbDoubleSided = false;
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mpVertexWeights = NULL;
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mpVertexBones = NULL;
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m_mtxLocalTransform = cMatrixf::Identity;
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mbIsOneSided = false;
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mvOneSidedNormal = 0;
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}
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//-----------------------------------------------------------------------
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cSubMesh::~cSubMesh() {
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if (mpMaterial)
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mpMaterialManager->Destroy(mpMaterial);
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if (mpVtxBuffer)
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hplDelete(mpVtxBuffer);
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if (mpVertexBones)
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hplDeleteArray(mpVertexBones);
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if (mpVertexWeights)
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hplDeleteArray(mpVertexWeights);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cSubMesh::SetMaterial(iMaterial *apMaterial) {
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if (mpMaterial)
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mpMaterialManager->Destroy(mpMaterial);
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mpMaterial = apMaterial;
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}
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//-----------------------------------------------------------------------
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void cSubMesh::SetVertexBuffer(iVertexBuffer *apVtxBuffer) {
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if (mpVtxBuffer == apVtxBuffer)
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return;
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mpVtxBuffer = apVtxBuffer;
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}
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//-----------------------------------------------------------------------
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iMaterial *cSubMesh::GetMaterial() {
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return mpMaterial;
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}
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//-----------------------------------------------------------------------
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iVertexBuffer *cSubMesh::GetVertexBuffer() {
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return mpVtxBuffer;
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}
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//-----------------------------------------------------------------------
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void cSubMesh::ResizeVertexBonePairs(int alSize) {
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mvVtxBonePairs.reserve(alSize);
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}
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int cSubMesh::GetVertexBonePairNum() {
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return (int)mvVtxBonePairs.size();
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}
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cVertexBonePair &cSubMesh::GetVertexBonePair(int alNum) {
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return mvVtxBonePairs[alNum];
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}
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void cSubMesh::AddVertexBonePair(const cVertexBonePair &aPair) {
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mvVtxBonePairs.push_back(aPair);
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}
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void cSubMesh::ClearVertexBonePairs() {
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mvVtxBonePairs.clear();
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}
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//-----------------------------------------------------------------------
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/// normalize weights here?
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void cSubMesh::CompileBonePairs() {
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mpVertexWeights = hplNewArray(float, 4 * mpVtxBuffer->GetVertexNum());
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mpVertexBones = hplNewArray(unsigned char, 4 * mpVtxBuffer->GetVertexNum());
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memset(mpVertexWeights, 0, 4 * mpVtxBuffer->GetVertexNum() * sizeof(float));
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for (int i = 0; i < (int)mvVtxBonePairs.size(); i++) {
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cVertexBonePair &Pair = mvVtxBonePairs[i];
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float *pWeight = &mpVertexWeights[Pair.vtxIdx * 4];
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unsigned char *pBoneIdx = &mpVertexBones[Pair.vtxIdx * 4];
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int lPos = -1;
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// Find out where to add the next weight.
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for (int j = 0; j < 4; j++) {
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if (pWeight[j] == 0) {
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lPos = j;
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break;
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}
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}
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// If no place was found there are too many bones on the vertex.
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if (lPos == -1) {
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Warning("More than 4 bones on a vertex!\n");
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continue;
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}
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pWeight[lPos] = Pair.weight;
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pBoneIdx[lPos] = Pair.boneIdx;
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}
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bool bUnconnectedVertexes = false;
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// Normalize the weights
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for (int vtx = 0; vtx < mpVtxBuffer->GetVertexNum(); ++vtx) {
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float *pWeight = &mpVertexWeights[vtx * 4];
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// check if the vertex is missing bone connection
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if (pWeight[0] == 0) {
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bUnconnectedVertexes = true;
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continue;
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}
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float fTotal = 0;
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int lNum = 0;
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while (pWeight[lNum] != 0 && lNum <= 4) {
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fTotal += pWeight[lNum];
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lNum++;
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}
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for (int i = 0; i < lNum; ++i) {
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pWeight[lNum] = pWeight[lNum] / fTotal;
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}
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}
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if (bUnconnectedVertexes) {
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Warning("Some vertices in sub mesh '%s' in mesh '%s' are not connected to a bone!\n", GetName().c_str(), mpParent->GetName().c_str());
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}
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}
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//-----------------------------------------------------------------------
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void cSubMesh::Compile() {
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CheckOneSided();
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIAVTE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cSubMesh::CheckOneSided() {
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// Log("--- %s\n",GetName().c_str());
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if (mpVtxBuffer == NULL)
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return;
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int lIdxNum = mpVtxBuffer->GetIndexNum();
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if (lIdxNum > 400 * 3)
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return; // Just skip larger buffers for now, they should never be planes.
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unsigned int *pIndices = mpVtxBuffer->GetIndices();
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float *pPositions = mpVtxBuffer->GetArray(eVertexFlag_Position);
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bool bFirst = true;
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cVector3f vNormalSum;
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cVector3f vFirstNormal;
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int vTri[3];
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const int lVtxStride = kvVertexElements[cMath::Log2ToInt(eVertexFlag_Position)];
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float fCount = 0;
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for (int i = 0; i < lIdxNum; i += 3) {
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// Log("%d \n",i);
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vTri[0] = pIndices[i + 0];
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vTri[1] = pIndices[i + 1];
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vTri[2] = pIndices[i + 2];
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const float *pVtx0 = &pPositions[vTri[0] * lVtxStride];
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const float *pVtx1 = &pPositions[vTri[1] * lVtxStride];
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const float *pVtx2 = &pPositions[vTri[2] * lVtxStride];
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cVector3f vEdge1(pVtx1[0] - pVtx0[0], pVtx1[1] - pVtx0[1], pVtx1[2] - pVtx0[2]);
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cVector3f vEdge2(pVtx2[0] - pVtx0[0], pVtx2[1] - pVtx0[1], pVtx2[2] - pVtx0[2]);
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cVector3f vNormal = cMath::Vector3Normalize(cMath::Vector3Cross(vEdge2, vEdge1));
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// Log(" normal: %s\n",vNormal.ToString().c_str());
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if (bFirst) {
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bFirst = false;
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vFirstNormal = vNormal;
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vNormalSum = vNormal;
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} else {
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if (cMath::Vector3Dot(vFirstNormal, vNormal) < 0.9f)
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return;
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vNormalSum += vNormal;
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}
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fCount += 1;
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}
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mbIsOneSided = true;
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mvOneSidedNormal = cMath::Vector3Normalize(vNormalSum / fCount);
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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