Added Quake BSP loading to the ColladaDemo example. This can become utility to transform bsp2dae
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282
Demos/ColladaDemo/BspConverter.cpp
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282
Demos/ColladaDemo/BspConverter.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "BspConverter.h"
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#include "BspLoader.h"
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#include "CcdPhysicsEnvironment.h"
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#include "SimdVector3.h"
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void BspConverter::convertBsp(BspLoader& bspLoader,float scaling)
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{
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{
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SimdVector3 playerStart (0.f, 0.f, 100.f);
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if (bspLoader.findVectorByName(&playerStart[0],"info_player_start"))
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{
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printf("found playerstart\n");
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}
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else
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{
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if (bspLoader.findVectorByName(&playerStart[0],"info_player_deathmatch"))
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{
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printf("found deatchmatch start\n");
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}
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}
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playerStart[2] += 20.f; //start a bit higher
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playerStart *= scaling;
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//progressBegin("Loading bsp");
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for (int i=0;i<bspLoader.m_numleafs;i++)
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{
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printf("Reading bspLeaf %i from total %i (%f procent)\n",i, bspLoader.m_numleafs,(100.f*(float)i/float(bspLoader.m_numleafs)) );
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bool isValid = false;
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bool isValidBrush = false;
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BSPLeaf& leaf = bspLoader.m_dleafs[i];
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for (int b=0;b<leaf.numLeafBrushes;b++)
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{
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std::vector<SimdVector3> planeEquations;
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int brushid = bspLoader.m_dleafbrushes[leaf.firstLeafBrush+b];
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BSPBrush& brush = bspLoader.m_dbrushes[brushid];
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if (brush.shaderNum!=-1)
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{
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if (bspLoader.m_dshaders[ brush.shaderNum ].contentFlags & BSPCONTENTS_SOLID)
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{
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brush.shaderNum = -1;
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for (int p=0;p<brush.numSides;p++)
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{
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int sideid = brush.firstSide+p;
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BSPBrushSide& brushside = bspLoader.m_dbrushsides[sideid];
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int planeid = brushside.planeNum;
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BSPPlane& plane = bspLoader.m_dplanes[planeid];
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SimdVector3 planeEq;
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planeEq.setValue(
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plane.normal[0],
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plane.normal[1],
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plane.normal[2],
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scaling*-plane.dist);
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planeEquations.push_back(planeEq);
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isValidBrush=true;
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}
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if (isValidBrush)
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{
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std::vector<SimdVector3> vertices;
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getVerticesFromPlaneEquations(planeEquations,vertices);
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printf("getVerticesFromPlaneEquations returned %i\n",vertices.size());
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bool isEntity = false;
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SimdVector3 entityTarget(0.f,0.f,0.f);
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AddConvexVerticesCollider(vertices,isEntity,entityTarget);
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}
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}
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}
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else
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{
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int i=0;
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}
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}
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}
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#define USE_ENTITIES
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#ifdef USE_ENTITIES
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{
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int i;
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for (i=0;i<bspLoader.m_num_entities;i++)
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{
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const BSPEntity& entity = bspLoader.m_entities[i];
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const char* cl = bspLoader.ValueForKey(&entity,"classname");
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if ( !strcmp( cl, "trigger_push" ) ) {
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SimdVector3 targetLocation(0.f,0.f,0.f);
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cl = bspLoader.ValueForKey(&entity,"target");
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if ( strcmp( cl, "" ) ) {
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//its not empty so ...
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//lookup the target position for the jumppad:
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const BSPEntity* targetentity = bspLoader.getEntityByValue( "targetname" , cl );
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if (targetentity)
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{
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if (bspLoader.GetVectorForKey( targetentity , "origin",&targetLocation[0]))
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{
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}
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}
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cl = bspLoader.ValueForKey(&entity,"model");
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if ( strcmp( cl, "" ) ) {
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// add the model as a brush
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if (cl[0] == '*')
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{
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int modelnr = atoi(&cl[1]);
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if ((modelnr >=0) && (modelnr < bspLoader.m_nummodels))
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{
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const BSPModel& model = bspLoader.m_dmodels[modelnr];
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for (int n=0;n<model.numBrushes;n++)
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{
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std::vector<SimdVector3> planeEquations;
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bool isValidBrush = false;
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//convert brush
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const BSPBrush& brush = bspLoader.m_dbrushes[model.firstBrush+n];
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{
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for (int p=0;p<brush.numSides;p++)
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{
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int sideid = brush.firstSide+p;
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BSPBrushSide& brushside = bspLoader.m_dbrushsides[sideid];
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int planeid = brushside.planeNum;
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BSPPlane& plane = bspLoader.m_dplanes[planeid];
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SimdVector3 planeEq;
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planeEq.setValue(
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plane.normal[0],
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plane.normal[1],
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plane.normal[2],
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scaling*-plane.dist);
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planeEquations.push_back(planeEq);
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isValidBrush=true;
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}
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if (isValidBrush)
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{
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std::vector<SimdVector3> vertices;
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getVerticesFromPlaneEquations(planeEquations,vertices);
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bool isEntity=true;
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AddConvexVerticesCollider(vertices,isEntity,targetLocation);
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}
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}
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}
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}
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}
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else
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{
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printf("unsupported trigger_push model, md3 ?\n");
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}
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}
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}
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}
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}
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}
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#endif //USE_ENTITIES
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//progressEnd();
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}
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}
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void BspConverter::getVerticesFromPlaneEquations(const std::vector<SimdVector3>& planeEquations , std::vector<SimdVector3>& verticesOut )
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{
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float minimumDotProduct = 1e30f;
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const int numbrushes = planeEquations.size();
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// brute force:
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for (int i=0;i<numbrushes;i++)
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{
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const SimdVector3& N1 = planeEquations[i];
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for (int j=i+1;j<numbrushes;j++)
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{
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const SimdVector3& N2 = planeEquations[j];
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for (int k=j+1;k<numbrushes;k++)
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{
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const SimdVector3& N3 = planeEquations[k];
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SimdVector3 n2n3; n2n3 = N2.cross(N3);
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SimdVector3 n3n1; n3n1 = N3.cross(N1);
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SimdVector3 n1n2; n1n2 = N1.cross(N2);
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if ( ( n2n3.length2() > 0.0001f ) &&
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( n3n1.length2() > 0.0001f ) &&
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( n1n2.length2() > 0.0001f ) )
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{
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//point P out of 3 plane equations:
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// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
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//P = -------------------------------------------------------------------------
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// N1 . ( N2 * N3 )
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float quotient = (N1.dot(n2n3));
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if (SimdFabs(quotient) > 0.000001f)
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{
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quotient = -1.f / quotient;
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n2n3 *= N1[3];
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n3n1 *= N2[3];
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n1n2 *= N3[3];
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SimdVector3 potentialVertex = n2n3;
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potentialVertex += n3n1;
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potentialVertex += n1n2;
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potentialVertex *= quotient;
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//check if inside, and replace supportingVertexOut if needed
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if (isInside(planeEquations,potentialVertex,0.1f))
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{
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verticesOut.push_back(potentialVertex);
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}
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}
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}
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}
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}
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}
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}
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bool BspConverter::isInside(const std::vector<SimdVector3>& planeEquations, const SimdVector3& point, float margin)
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{
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int numbrushes = planeEquations.size();
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for (int i=0;i<numbrushes;i++)
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{
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const SimdVector3& N1 = planeEquations[i];
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float dist = float(N1.dot(point))+float(N1[3])-margin;
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if (dist>0.f)
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{
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return false;
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}
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}
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return true;
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}
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