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240 lines
6.8 KiB
C++
240 lines
6.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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//
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#include "nel/3d/shape_info.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_geom.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/mesh_multi_lod.h"
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//
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#include "nel/misc/path.h"
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//
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CShapeInfo::swap(CShapeInfo &other)
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{
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Tris.swap(other.Tris);
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std::swap(LocalBBox, (other.LocalBBox));
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}
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// ***************************************************************************
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void CShapeInfo::build(const IShape &shape)
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{
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LocalBBox.setMinMax(CVector::Null, CVector::Null);
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// Cast to CMesh
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const CMesh *mesh=dynamic_cast<const CMesh*>(&shape);
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// Cast to CMeshMultiLod
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const CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape);
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// Cast to CMeshMultiLod
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const CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&shape);
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// It is a mesh ?
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if (mesh)
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{
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// Add its triangles
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build(*mesh, mesh->getMeshGeom());
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}
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// It is a CMeshMultiLod ?
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else if (meshMulti)
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{
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// Get the first geommesh
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const IMeshGeom *meshGeom=&meshMulti->getMeshGeom (0);
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// Dynamic cast
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const CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(meshGeom);
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if (geomMesh)
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{
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build(*meshMulti, *geomMesh);
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}
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// Dynamic cast
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const CMeshMRMGeom *mrmGeomMesh=dynamic_cast<const CMeshMRMGeom*>(meshGeom);
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if (mrmGeomMesh)
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{
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build(*meshMulti, *mrmGeomMesh);
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}
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}
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// It is a CMeshMultiLod ?
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else if (meshMRM)
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{
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// Get the first lod mesh geom
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build(*meshMRM, meshMRM->getMeshGeom ());
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}
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// compute bbox
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if (Tris.empty())
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{
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LocalBBox.setMinMax(CVector::Null, CVector::Null);
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}
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else
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{
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LocalBBox.setMinMax(Tris[0].V0, Tris[0].V0);
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LocalBBox.extend(Tris[0].V1);
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LocalBBox.extend(Tris[0].V2);
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for(uint k = 1; k < Tris.size(); ++k)
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{
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LocalBBox.extend(Tris[k].V0);
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LocalBBox.extend(Tris[k].V1);
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LocalBBox.extend(Tris[k].V2);
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}
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}
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}
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// ***************************************************************************
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void CShapeInfo::build(const CMeshBase &meshBase, const CMeshGeom &meshGeom)
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{
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// Get the vertex buffer
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const CVertexBuffer &vb=meshGeom.getVertexBuffer();
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CVertexBufferRead vba;
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vb.lock (vba);
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// For each matrix block
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uint numBlock=meshGeom.getNbMatrixBlock();
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for (uint block=0; block<numBlock; block++)
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{
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// For each render pass
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uint numRenderPass=meshGeom.getNbRdrPass(block);
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for (uint pass=0; pass<numRenderPass; pass++)
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{
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// Get the material
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const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( block, pass));
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if (material.getBlend()) continue; // don't test against transparent materials
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//if (material.getAlphaTest()) continue; // don't test against transparent materials
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// Get the primitive block
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const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
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// Copy triangles
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CIndexBufferRead iba;
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primitive.lock (iba);
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if (iba.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32* triIndex= (const uint32*) iba.getPtr ();
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
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CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
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CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
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Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
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}
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}
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else
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{
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const uint16* triIndex= (const uint16*) iba.getPtr ();
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0= *vba.getVertexCoordPointer (triIndex[tri*3]);
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CVector v1= *vba.getVertexCoordPointer (triIndex[tri*3+1]);
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CVector v2= *vba.getVertexCoordPointer (triIndex[tri*3+2]);
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Tris.push_back(NLMISC::CTriangle (v0, v1, v2));
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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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void CShapeInfo::build(const CMeshBase &meshBase, const CMeshMRMGeom &meshGeom)
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{
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// Get the vertex buffer
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const CVertexBuffer &vb=meshGeom.getVertexBuffer();
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CVertexBufferRead vba;
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vb.lock (vba);
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// For each render pass
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uint numRenderPass=meshGeom.getNbRdrPass(0);
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for (uint pass=0; pass<numRenderPass; pass++)
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{
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// Get the material
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const CMaterial &material = meshBase.getMaterial (meshGeom.getRdrPassMaterial ( 0, pass));
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if (material.getBlend()) continue; // don't test against transparent materials
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//if (material.getAlphaTest()) continue; // don't test against transparent materials
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// Get the primitive block
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const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
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// Copy triangles
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CIndexBufferRead iba;
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primitive.lock (iba);
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if (iba.getFormat() == CIndexBuffer::Indices32)
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{
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const uint32* triIndex= (const uint32 *) iba.getPtr ();
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0 = *vba.getVertexCoordPointer (triIndex[tri*3]);
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CVector v1 = *vba.getVertexCoordPointer (triIndex[tri*3+1]);
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CVector v2 = *vba.getVertexCoordPointer (triIndex[tri*3+2]);
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Tris.push_back (NLMISC::CTriangle (v0, v1, v2));
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}
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}
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else
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{
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const uint16* triIndex= (const uint16 *) iba.getPtr ();
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0 = *vba.getVertexCoordPointer (triIndex[tri*3]);
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CVector v1 = *vba.getVertexCoordPointer (triIndex[tri*3+1]);
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CVector v2 = *vba.getVertexCoordPointer (triIndex[tri*3+2]);
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Tris.push_back (NLMISC::CTriangle (v0, v1, v2));
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}
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}
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}
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}
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// ***************************************************************************
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std::string standardizeShapeName(const std::string &name)
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{
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std::string result = NLMISC::toLower(name);
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if (CFile::getExtension(result).empty())
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{
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result += ".shape";
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}
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return result;
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}
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} // NL3D
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