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#8 remove poly-portals clipping code
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@@ -6,12 +6,6 @@
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#define MAX_CLIP_PLANES 16
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#define MAX_CLIP_PLANES 16
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struct Frustum {
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struct Frustum {
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struct Poly {
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vec3 vertices[MAX_CLIP_PLANES];
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int count;
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};
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vec3 pos;
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vec3 pos;
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vec4 planes[MAX_CLIP_PLANES * 2]; // + buffer for OBB visibility test
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vec4 planes[MAX_CLIP_PLANES * 2]; // + buffer for OBB visibility test
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int start, count;
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int start, count;
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@@ -35,71 +29,6 @@ struct Frustum {
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planes[i] *= 1.0f / planes[i].xyz.length();
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planes[i] *= 1.0f / planes[i].xyz.length();
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}
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}
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void calcPlanes(const Poly &poly) {
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count = 1 + poly.count; // add one for near plane (not changing)
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ASSERT(count < MAX_CLIP_PLANES);
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if (count < 4) return;
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vec3 e1 = poly.vertices[0] - pos;
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for (int i = 1; i < count; i++) {
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vec3 e2 = poly.vertices[i % poly.count] - pos;
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planes[i].xyz = e1.cross(e2).normal();
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planes[i].w = -(pos.dot(planes[i].xyz));
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e1 = e2;
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}
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}
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void clipPlane(const Poly &src, Poly &dst, const vec4 &plane) {
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dst.count = 0;
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if (!src.count) return;
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float t1 = src.vertices[0].dot(plane.xyz) + plane.w;
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for (int i = 0; i < src.count; i++) {
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const vec3 &v1 = src.vertices[i];
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const vec3 &v2 = src.vertices[(i + 1) % src.count];
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float t2 = v2.dot(plane.xyz) + plane.w;
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// hack for big float numbers
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int s1 = (int)t1;
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int s2 = (int)t2;
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if (s1 >= 0) {
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dst.vertices[dst.count++] = v1;
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ASSERT(dst.count < MAX_CLIP_PLANES);
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}
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if ((s1 ^ s2) < 0) { // check for opposite signs
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float k1 = t2 / (t2 - t1);
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float k2 = t1 / (t2 - t1);
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dst.vertices[dst.count++] = v1 * (float)k1 - v2 * (float)k2;
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ASSERT(dst.count < MAX_CLIP_PLANES);
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}
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t1 = t2;
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}
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}
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bool clipByPortal(const vec3 *vertices, int vCount, const vec3 &normal) {
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if (normal.dot(pos - vertices[0]) < 0.0f) // check portal winding order
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return false;
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Poly poly[2];
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poly[0].count = vCount;
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memmove(poly[0].vertices, vertices, sizeof(vec3) * poly[0].count);
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#ifdef _DEBUG
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debugPoly.count = 0;
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#endif
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int j = 0;
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for (int i = 1; i < count; i++, j ^= 1)
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clipPlane(poly[j], poly[j ^ 1], planes[i]);
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calcPlanes(poly[j]);
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return count >= 4;
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}
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// AABB visibility check
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// AABB visibility check
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bool isVisible(const vec3 &min, const vec3 &max) const {
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bool isVisible(const vec3 &min, const vec3 &max) const {
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if (count < 4) return false;
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if (count < 4) return false;
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