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333 lines
8.8 KiB
333 lines
8.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "disp_vrad.h"
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#include "utllinkedlist.h"
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#include "utlvector.h"
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#include "iscratchpad3d.h"
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#include "scratchpadutils.h"
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//#define USE_SCRATCHPAD
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#if defined( USE_SCRATCHPAD )
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static IScratchPad3D *g_pPad = 0;
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#endif
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int FindNeighborCornerVert( CCoreDispInfo *pDisp, const Vector &vTest )
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{
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CDispUtilsHelper *pDispHelper = pDisp;
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int iClosest = 0;
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float flClosest = 1e24;
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for ( int iCorner=0; iCorner < 4; iCorner++ )
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{
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// Has it been touched?
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CVertIndex cornerVert = pDispHelper->GetPowerInfo()->GetCornerPointIndex( iCorner );
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int iCornerVert = pDispHelper->VertIndexToInt( cornerVert );
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const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
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float flDist = vCornerVert.DistTo( vTest );
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if ( flDist < flClosest )
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{
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iClosest = iCorner;
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flClosest = flDist;
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}
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}
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if ( flClosest <= 0.1f )
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return iClosest;
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else
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return -1;
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}
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int GetAllNeighbors( const CCoreDispInfo *pDisp, int (&iNeighbors)[512] )
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{
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int nNeighbors = 0;
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// Check corner neighbors.
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for ( int iCorner=0; iCorner < 4; iCorner++ )
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{
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const CDispCornerNeighbors *pCorner = pDisp->GetCornerNeighbors( iCorner );
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for ( int i=0; i < pCorner->m_nNeighbors; i++ )
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{
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if ( nNeighbors < ARRAYSIZE( iNeighbors ) )
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iNeighbors[nNeighbors++] = pCorner->m_Neighbors[i];
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}
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}
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for ( int iEdge=0; iEdge < 4; iEdge++ )
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{
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const CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
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for ( int i=0; i < 2; i++ )
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{
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if ( pEdge->m_SubNeighbors[i].IsValid() )
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if ( nNeighbors < 512 )
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iNeighbors[nNeighbors++] = pEdge->m_SubNeighbors[i].GetNeighborIndex();
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}
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}
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return nNeighbors;
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}
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void BlendCorners( CCoreDispInfo **ppListBase, int listSize )
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{
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CUtlVector<int> nbCornerVerts;
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for ( int iDisp=0; iDisp < listSize; iDisp++ )
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{
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CCoreDispInfo *pDisp = ppListBase[iDisp];
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int iNeighbors[512];
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int nNeighbors = GetAllNeighbors( pDisp, iNeighbors );
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// Make sure we have room for all the neighbors.
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nbCornerVerts.RemoveAll();
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nbCornerVerts.EnsureCapacity( nNeighbors );
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nbCornerVerts.AddMultipleToTail( nNeighbors );
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// For each corner.
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for ( int iCorner=0; iCorner < 4; iCorner++ )
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{
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// Has it been touched?
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CVertIndex cornerVert = pDisp->GetCornerPointIndex( iCorner );
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int iCornerVert = pDisp->VertIndexToInt( cornerVert );
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const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
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// For each displacement sharing this corner..
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Vector vAverage = pDisp->GetNormal( iCornerVert );
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for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
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{
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int iNBListIndex = iNeighbors[iNeighbor];
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CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
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// Find out which vert it is on the neighbor.
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int iNBCorner = FindNeighborCornerVert( pNeighbor, vCornerVert );
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if ( iNBCorner == -1 )
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{
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nbCornerVerts[iNeighbor] = -1; // remove this neighbor from the list.
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}
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else
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{
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CVertIndex viNBCornerVert = pNeighbor->GetCornerPointIndex( iNBCorner );
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int iNBVert = pNeighbor->VertIndexToInt( viNBCornerVert );
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nbCornerVerts[iNeighbor] = iNBVert;
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vAverage += pNeighbor->GetNormal( iNBVert );
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}
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}
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// Blend all the neighbor normals with this one.
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VectorNormalize( vAverage );
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pDisp->SetNormal( iCornerVert, vAverage );
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#if defined( USE_SCRATCHPAD )
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ScratchPad_DrawArrowSimple(
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g_pPad,
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pDisp->GetVert( iCornerVert ),
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pDisp->GetNormal( iCornerVert ),
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Vector( 0, 0, 1 ),
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25 );
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#endif
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for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
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{
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int iNBListIndex = iNeighbors[iNeighbor];
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if ( nbCornerVerts[iNeighbor] == -1 )
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continue;
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CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
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pNeighbor->SetNormal( nbCornerVerts[iNeighbor], vAverage );
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}
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}
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}
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}
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void BlendTJuncs( CCoreDispInfo **ppListBase, int listSize )
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{
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for ( int iDisp=0; iDisp < listSize; iDisp++ )
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{
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CCoreDispInfo *pDisp = ppListBase[iDisp];
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for ( int iEdge=0; iEdge < 4; iEdge++ )
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{
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CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
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CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge );
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int iMidPoint = pDisp->VertIndexToInt( viMidPoint );
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if ( pEdge->m_SubNeighbors[0].IsValid() && pEdge->m_SubNeighbors[1].IsValid() )
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{
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const Vector &vMidPoint = pDisp->GetVert( iMidPoint );
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CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()];
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CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()];
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int iNBCorners[2];
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iNBCorners[0] = FindNeighborCornerVert( pNeighbor1, vMidPoint );
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iNBCorners[1] = FindNeighborCornerVert( pNeighbor2, vMidPoint );
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if ( iNBCorners[0] != -1 && iNBCorners[1] != -1 )
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{
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CVertIndex viNBCorners[2] =
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{
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pNeighbor1->GetCornerPointIndex( iNBCorners[0] ),
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pNeighbor2->GetCornerPointIndex( iNBCorners[1] )
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};
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Vector vAverage = pDisp->GetNormal( iMidPoint );
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vAverage += pNeighbor1->GetNormal( viNBCorners[0] );
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vAverage += pNeighbor2->GetNormal( viNBCorners[1] );
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VectorNormalize( vAverage );
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pDisp->SetNormal( iMidPoint, vAverage );
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pNeighbor1->SetNormal( viNBCorners[0], vAverage );
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pNeighbor2->SetNormal( viNBCorners[1], vAverage );
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#if defined( USE_SCRATCHPAD )
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ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iMidPoint ), pDisp->GetNormal( iMidPoint ), Vector( 0, 1, 1 ), 25 );
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#endif
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}
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}
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}
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}
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}
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void BlendEdges( CCoreDispInfo **ppListBase, int listSize )
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{
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for ( int iDisp=0; iDisp < listSize; iDisp++ )
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{
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CCoreDispInfo *pDisp = ppListBase[iDisp];
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for ( int iEdge=0; iEdge < 4; iEdge++ )
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{
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CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
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for ( int iSub=0; iSub < 2; iSub++ )
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{
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CDispSubNeighbor *pSub = &pEdge->m_SubNeighbors[iSub];
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if ( !pSub->IsValid() )
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continue;
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CCoreDispInfo *pNeighbor = ppListBase[ pSub->GetNeighborIndex() ];
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int iEdgeDim = g_EdgeDims[iEdge];
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CDispSubEdgeIterator it;
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it.Start( pDisp, iEdge, iSub, true );
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// Get setup on the first corner vert.
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it.Next();
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CVertIndex viPrevPos = it.GetVertIndex();
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while ( it.Next() )
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{
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// Blend the two.
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if ( !it.IsLastVert() )
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{
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Vector vAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() );
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VectorNormalize( vAverage );
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pDisp->SetNormal( it.GetVertIndex(), vAverage );
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pNeighbor->SetNormal( it.GetNBVertIndex(), vAverage );
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#if defined( USE_SCRATCHPAD )
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ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 1, 0, 0 ), 25 );
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#endif
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}
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// Now blend the in-between verts (if this edge is high-res).
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int iPrevPos = viPrevPos[ !iEdgeDim ];
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int iCurPos = it.GetVertIndex()[ !iEdgeDim ];
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for ( int iTween = iPrevPos+1; iTween < iCurPos; iTween++ )
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{
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float flPercent = RemapVal( iTween, iPrevPos, iCurPos, 0, 1 );
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Vector vNormal;
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VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vNormal );
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VectorNormalize( vNormal );
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CVertIndex viTween;
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viTween[iEdgeDim] = it.GetVertIndex()[ iEdgeDim ];
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viTween[!iEdgeDim] = iTween;
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pDisp->SetNormal( viTween, vNormal );
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#if defined( USE_SCRATCHPAD )
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ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( viTween ), pDisp->GetNormal( viTween ), Vector( 1, 0.5, 0 ), 25 );
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#endif
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}
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viPrevPos = it.GetVertIndex();
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}
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}
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}
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}
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}
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#if defined( USE_SCRATCHPAD )
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void ScratchPad_DrawOriginalNormals( const CCoreDispInfo *pListBase, int listSize )
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{
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for ( int i=0; i < listSize; i++ )
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{
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const CCoreDispInfo *pDisp = &pListBase[i];
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const CPowerInfo *pPowerInfo = pDisp->GetPowerInfo();
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// Draw the triangles.
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for ( int iTri=0; iTri < pPowerInfo->GetNumTriInfos(); iTri++ )
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{
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const CTriInfo *pTriInfo = pPowerInfo->GetTriInfo( iTri );
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for ( int iLine=0; iLine < 3; iLine++ )
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{
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const Vector &v1 = pDisp->GetVert( pTriInfo->m_Indices[iLine] );
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const Vector &v2 = pDisp->GetVert( pTriInfo->m_Indices[(iLine+1)%3] );
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g_pPad->DrawLine( CSPVert( v1 ), CSPVert( v2 ) );
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}
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}
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// Draw the normals.
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CDispCircumferenceIterator it( pPowerInfo->GetSideLength() );
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while ( it.Next() )
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{
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ScratchPad_DrawArrowSimple(
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g_pPad,
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pDisp->GetVert( it.GetVertIndex() ),
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pDisp->GetNormal( it.GetVertIndex() ),
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Vector( 0, 1, 0 ),
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15 );
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}
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}
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}
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#endif
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void SmoothNeighboringDispSurfNormals( CCoreDispInfo **ppListBase, int listSize )
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{
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//#if defined( USE_SCRATCHPAD )
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// g_pPad = ScratchPad3D_Create();
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// ScratchPad_DrawOriginalNormals( pListBase, listSize );
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//#endif
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BlendTJuncs( ppListBase, listSize );
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BlendCorners( ppListBase, listSize );
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BlendEdges( ppListBase, listSize );
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}
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