6e8fbca745
match the genesis editor version 1.3.0.653.
420 lines
14 KiB
C++
420 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "rendersystem/base/VertexBuffer.h"
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#include "rendersystem/base/IndexBuffer.h"
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#include "rendersystem/base/PrimitiveGroup.h"
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#include "graphicsystem/GraphicSystem.h"
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#include "terrainfeature/components/TerrainNode.h"
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#include "terrainfeature/components/TerrainNodeTraverser.h"
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namespace App
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{
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using namespace Terrain;
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const int cVertexCount = SectorSize * SectorSize;
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//------------------------------------------------------------------------
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inline int INDEX_FVF_TERRAIN(IndexT x, IndexT y)
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{
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return y + x * SectorSize;
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}
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//------------------------------------------------------------------------
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/**
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*
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Standard Grid algorithm:
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1, for some render object, if adjoining node has lower precision, interpolate this object's edge vertex and normal. Make sure edge can be sutured
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2, if a render object has hole, if it's lod level can show the hole, render the hole; otherwise, upper the level to make node has higher precision, until can currect show hole
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Use Bundle's heightError to choose level(See HeightMap). @ToDo performance is not good
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*/
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//------------------------------------------------------------------------
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void TerrainNode::_BuildPrimitiveHandle_Reqular(const GPtr<Terrain::TerrainDataSource>& terrainDataSource)
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{
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n_assert(terrainDataSource.isvalid());
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// Build vertex pos,index, uv coordinate
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Graphic::VertexBufferData2 vbd2;
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Graphic::IndexBufferData2 ibd2;
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vbd2.Setup(SectorSize * SectorSize, sizeof(FVF_TERRAIN),
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RenderBase::BufferData::Static, GetPrimitiveTopology(), true);
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FVF_TERRAIN* verticeData = vbd2.GetBufferPtr<FVF_TERRAIN>();
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m_PositionData.Resize(SectorSize * SectorSize, Resources::Vec3fArray::value_type() );
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const Math::float3 terrainRatio = terrainDataSource->GetTerrainRatio();
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const int xSector = this->x;
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const int zSector = this->y;
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int curLevelUnitCount = (terrainDataSource->GetHeightMapSize() - 1) >> level;
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int xUnitStart = xSector * UnitsInSector;
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int zUnitStart = zSector * UnitsInSector;
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int xUnitEnd = xUnitStart + SectorSize;
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int zUnitEnd = zUnitStart + SectorSize;
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// Get height data
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Terrain::WorldYArray sectorHeights;
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sectorHeights.Resize( SectorSize, SectorSize, 0.0f );
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terrainDataSource->GetSectorWorldData(xSector, zSector,sectorHeights,level);
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for (int x = xUnitStart; x < xUnitEnd; x++)
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{
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for (int z = zUnitStart; z < zUnitEnd; z++)
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{
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int index = (z - zUnitStart) + (x - xUnitStart) * SectorSize;
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float worldY = sectorHeights.At( x - xUnitStart, z - zUnitStart);
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verticeData[index].x = (x << level) * terrainRatio.x();
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verticeData[index].y = worldY;
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verticeData[index].z = (z << level) * terrainRatio.z();
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verticeData[index].u = (float)(x * 1.0f / curLevelUnitCount);
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verticeData[index].v = (float)(z * 1.0f / curLevelUnitCount);
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Math::float3 normal = terrainDataSource->CalculateWorldNormalByUnit(x, z, level);
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verticeData[index].nx = normal.x();
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verticeData[index].ny = normal.y();
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verticeData[index].nz = normal.z();
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m_PositionData[index].set(verticeData[index].x, verticeData[index].y, verticeData[index].z );
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}
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}
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const int MaxIndexCount = UnitsInSector * UnitsInSector * 6 ;
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/// index for collision
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m_IndexData.Clear();
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m_IndexData.Reserve(MaxIndexCount);
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for( uint xx=0; xx < UnitsInSector; ++xx )
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{
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for( uint yy=0; yy < UnitsInSector; ++yy )
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{
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_BuildOneGridIdxData(m_IndexData,xx,yy);
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}
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}
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// all hole, don't need update or render
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HoleType hole_type = terrainDataSource->GetSectorHoleType(this->x, this->y, this->level);
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if ( hole_type == eWholeHole )
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{
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SetRenderEnable(false);
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m_IndexData.Fill(0,m_IndexData.Size(),0);
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return;
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}
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SetRenderEnable( true );
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_FixHeightAndNormal(verticeData,m_PositionData);
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#ifdef __GENESIS_EDITOR__
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//beast use
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_SaveUVAndNormal(verticeData);
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#endif
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Util::Array<RenderBase::VertexComponent>& vertexComponents = vbd2.GetVertexComponents();
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vertexComponents.Append(RenderBase::VertexComponent(RenderBase::VertexComponent::Position, 0, RenderBase::VertexComponent::Float3));
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vertexComponents.Append(RenderBase::VertexComponent(RenderBase::VertexComponent::TexCoord, 0, RenderBase::VertexComponent::Float2));
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vertexComponents.Append(RenderBase::VertexComponent(RenderBase::VertexComponent::Normal, 0, RenderBase::VertexComponent::Float3));
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/// index for render
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Resources::Index16Container indexForRender;
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indexForRender.Reserve(MaxIndexCount);
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if( hole_type == eNotHole )
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{
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for( uint xx=0; xx < UnitsInSector; ++xx )
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{
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for( uint yy=0; yy < UnitsInSector; ++yy )
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{
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_BuildOneGridIdxData(indexForRender,xx,yy);
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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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//part hole
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const uint AllHoleCountInGrid = (1<<level)*(1<<level);
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IndexT xBase = this->x * UnitsInSector;
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IndexT yBase = this->y * UnitsInSector;
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// part hole
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for( uint xx=0; xx < UnitsInSector; ++xx )
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{
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for( uint yy=0; yy < UnitsInSector; ++yy )
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{
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uint holeInGrid = terrainDataSource->CalcualteMipGridHoleCount(xBase + xx, yBase + yy, this->level );
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if ( holeInGrid == AllHoleCountInGrid ) // all hole
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{
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continue;
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}
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else
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{
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_BuildOneGridIdxData(indexForRender,xx,yy);
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}
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}
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}
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}
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n_assert( !indexForRender.IsEmpty() );
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ibd2.Setup(indexForRender.Size(), RenderBase::BufferData::Static, RenderBase::IndexBufferData::Int16, true);
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ibd2.SetIndices(&indexForRender[0], indexForRender.Size());
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m_IndexData = indexForRender;
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if (m_PrimitiveHandle.IsValid())
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{
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Graphic::GraphicSystem::Instance()->RemovePrimitive(m_PrimitiveHandle);
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}
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m_PrimitiveHandle = Graphic::GraphicSystem::Instance()->CreatePrimitiveHandle(&vbd2, &ibd2);
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}
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//------------------------------------------------------------------------
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#ifdef __GENESIS_EDITOR__
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void TerrainNode::_SaveUVAndNormal(const FVF_TERRAIN* verticeData)
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{
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m_texUV.Resize(cVertexCount, Resources::Vec2fArray::value_type());
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m_normalData.Resize(cVertexCount, Resources::Vec3fArray::value_type());
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for (uint xx=0; xx<SectorSize; ++xx)
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{
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for (uint yy=0; yy<SectorSize; ++yy)
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{
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int index = INDEX_FVF_TERRAIN(xx,yy);
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// UV
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m_texUV[index].x() = verticeData[index].u;
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m_texUV[index].y() = verticeData[index].v ;
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//// Normal
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m_normalData[index].x() = verticeData[index].nx;
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m_normalData[index].y() = verticeData[index].ny;
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m_normalData[index].z() = verticeData[index].nz;
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}
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}
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}
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#endif
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//------------------------------------------------------------------------
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void TerrainNode::_BuildOneGridIdxData(Util::Array<uint16>& indexData, int xx,int yy)
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{
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//lef bottom |_
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx,yy) ) );
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx,yy+1) ) );
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx+1,yy+1) ) );
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//right top -|
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx,yy) ) );
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx+1,yy+1) ) );
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indexData.Append( static_cast<ushort>( INDEX_FVF_TERRAIN(xx+1,yy) ) );
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}
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//------------------------------------------------------------------------
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void TerrainNode::_FixHeightAndNormal(FVF_TERRAIN* heightArray,Resources::PositionData& posData)
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{
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// fix tear. algorithm: according EdgeMask, choose using original height or interpolated height, to make sure has same height with adjoining low precision node
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if ( m_EdgeMask == 0 )
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return;
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/// left node's precision is lower, lower left edge's precision to suture
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if ( m_EdgeMask & (1<<eLeftNeighbor))
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{
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TerrainNode* pNeighborParent(NULL);
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pNeighborParent = GetNeighborNode(eLeftNeighbor)->GetParentNode();
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while(pNeighborParent->GetNodeDrawMode() != eNodeDrawSelf)
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{
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pNeighborParent = pNeighborParent->GetParentNode();
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if(pNeighborParent == NULL)
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break;
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}
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if(pNeighborParent != NULL)
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{
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int neighborLevel = pNeighborParent->level;
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int step = (int)Math::n_pow((float)2, (float)(neighborLevel -level));
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IndexT xStart = 0;
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for( IndexT y = 0; y < SectorSize - 1; ++y )
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{
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int last = y - y%step;
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int next = y + (step - y%step);
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IndexT iMin = INDEX_FVF_TERRAIN(xStart,last);
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IndexT iMax = INDEX_FVF_TERRAIN(xStart,next);
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float hMin = heightArray[ iMin ].y;
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float hMax = heightArray[ iMax ].y;
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IndexT iY = INDEX_FVF_TERRAIN(xStart, y);
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heightArray[ iY ].y = hMin + (hMax - hMin) * 1.0f/ step * (y%step);
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posData[iY].y() = heightArray[ iY ].y;
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Math::float3 nMin(heightArray[ iMin ].nx, heightArray[ iMin ].ny, heightArray[ iMin ].nz );
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Math::float3 nMax(heightArray[ iMax ].nx, heightArray[ iMax ].ny, heightArray[ iMax ].nz );
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Math::float3 nY = nMin + (nMax - nMin) / (float)step * (float)(y%step);
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nY.normalise();
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heightArray[iY].nx = nY.x();
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heightArray[iY].ny = nY.y();
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heightArray[iY].nz = nY.z();
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}
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}
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}
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/// right
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if ( m_EdgeMask & (1<<eRightNeighbor))
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{
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TerrainNode* pNeighborParent(NULL);
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pNeighborParent = GetNeighborNode(eRightNeighbor)->GetParentNode();
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while(pNeighborParent->GetNodeDrawMode() != eNodeDrawSelf)
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{
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pNeighborParent = pNeighborParent->GetParentNode();
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if(pNeighborParent == NULL)
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break;
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}
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if(pNeighborParent != NULL)
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{
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int neighborLevel = pNeighborParent->level;
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int step = (int)Math::n_pow((float)2, (float)(neighborLevel - level));
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IndexT xStart = SectorSize - 1 ;
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for( IndexT y = 0; y < SectorSize - 1; ++y )
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{
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int last = y - y%step;
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int next = y + (step - y%step);
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IndexT iMin = INDEX_FVF_TERRAIN(xStart,last);
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IndexT iMax = INDEX_FVF_TERRAIN(xStart,next);
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float hMin = heightArray[ iMin ].y;
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float hMax = heightArray[ iMax ].y;
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IndexT iY = INDEX_FVF_TERRAIN(xStart, y);
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heightArray[ iY ].y = hMin + (hMax - hMin) * 1.0f/ step * (y%step);
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posData[iY].y() = heightArray[ iY ].y;
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Math::float3 nMin(heightArray[ iMin ].nx, heightArray[ iMin ].ny, heightArray[ iMin ].nz );
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Math::float3 nMax(heightArray[ iMax ].nx, heightArray[ iMax ].ny, heightArray[ iMax ].nz );
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Math::float3 nY = nMin + (nMax - nMin) / (float)step * (float)(y%step);
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nY.normalise();
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heightArray[iY].nx = nY.x();
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heightArray[iY].ny = nY.y();
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heightArray[iY].nz = nY.z();
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}
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}
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}
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/// top
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if ( m_EdgeMask & (1<<eUpNeighbor))
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{
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TerrainNode* pNeighborParent(NULL);
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pNeighborParent = GetNeighborNode(eUpNeighbor)->GetParentNode();
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while(pNeighborParent->GetNodeDrawMode() != eNodeDrawSelf)
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{
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pNeighborParent = pNeighborParent->GetParentNode();
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if(pNeighborParent == NULL)
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break;
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}
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if(pNeighborParent != NULL)
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{
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int neighborLevel = pNeighborParent->level;
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int step = (int)Math::n_pow((float)2, (float)(neighborLevel - level));
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IndexT yStart = SectorSize - 1 ;
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for ( IndexT x = 0; x < SectorSize - 1; ++x)
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{
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int last = x - x%step;
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int next = x + (step - x%step);
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IndexT iMin = INDEX_FVF_TERRAIN(last,yStart);
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IndexT iMax = INDEX_FVF_TERRAIN(next,yStart);
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float hMin = heightArray[ iMin ].y;
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float hMax = heightArray[ iMax ].y;
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IndexT iX = INDEX_FVF_TERRAIN(x, yStart);
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heightArray[ iX ].y = hMin + (hMax - hMin) / step * (x%step);
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posData[iX].y() = heightArray[ iX ].y;
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Math::float3 nMin(heightArray[ iMin ].nx, heightArray[ iMin ].ny, heightArray[ iMin ].nz );
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Math::float3 nMax(heightArray[ iMax ].nx, heightArray[ iMax ].ny, heightArray[ iMax ].nz );
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Math::float3 nX = nMin + (nMax - nMin) / (float)step * (float)(x%step);
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nX.normalise();
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heightArray[iX].nx = nX.x();
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heightArray[iX].ny = nX.y();
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heightArray[iX].nz = nX.z();
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}
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}
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}
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/// bottom
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if ( m_EdgeMask & (1<<eDownNeighbor))
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{
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TerrainNode* pNeighborParent(NULL);
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pNeighborParent = GetNeighborNode(eDownNeighbor)->GetParentNode();
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while(pNeighborParent->GetNodeDrawMode() != eNodeDrawSelf)
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{
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pNeighborParent = pNeighborParent->GetParentNode();
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if(pNeighborParent == NULL)
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break;
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}
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if(pNeighborParent != NULL)
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{
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int neighborLevel = pNeighborParent->level;
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int step = (int)Math::n_pow((float)2, (float)(neighborLevel - level));
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IndexT yStart = 0;
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for ( IndexT x = 0; x < SectorSize - 1; ++x)
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{
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int last = x - x%step;
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int next = x + (step - x%step);
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IndexT iMin = INDEX_FVF_TERRAIN(last,yStart);
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IndexT iMax = INDEX_FVF_TERRAIN(next,yStart);
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float hMin = heightArray[ iMin ].y;
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float hMax = heightArray[ iMax ].y;
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IndexT iX = INDEX_FVF_TERRAIN(x, yStart);
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heightArray[ iX ].y = hMin + (hMax - hMin) * 1.0f/ step * (x%step);
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posData[iX].y() = heightArray[ iX ].y;
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Math::float3 nMin(heightArray[ iMin ].nx, heightArray[ iMin ].ny, heightArray[ iMin ].nz );
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Math::float3 nMax(heightArray[ iMax ].nx, heightArray[ iMax ].ny, heightArray[ iMax ].nz );
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Math::float3 nX = nMin + (nMax - nMin) / (float)step * (float)(x%step);
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nX.normalise();
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heightArray[iX].nx = nX.x();
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heightArray[iX].ny = nX.y();
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heightArray[iX].nz = nX.z();
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}
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}
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}
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}
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}
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