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https://github.com/Relintai/pandemonium_engine.git
synced 2025-04-15 16:16:03 +02:00
Fix shadowed declaration.
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83871fc6e0
commit
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@ -109,7 +109,7 @@ namespace Proctree
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//v std::cos(T) + (axis x v) * std::sin(T) + axis*(axis . v)(1-std::cos(T)
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//v std::cos(T) + (axis x v) * std::sin(T) + axis*(axis . v)(1-std::cos(T)
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float cosr = std::cos(aAngle);
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float cosr = std::cos(aAngle);
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float sinr = std::sin(aAngle);
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float sinr = std::sin(aAngle);
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return add(add(scaleVec(aVec, cosr), scaleVec(cross(aAxis, aVec), sinr)),
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return add(add(scaleVec(aVec, cosr), scaleVec(cross(aAxis, aVec), sinr)),
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scaleVec(aAxis, dot(aAxis, aVec) * (1 - cosr)));
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scaleVec(aAxis, dot(aAxis, aVec) * (1 - cosr)));
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}
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}
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@ -449,7 +449,7 @@ namespace Proctree
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int badverts = 0;
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int badverts = 0;
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// step 1: find bad verts
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// step 1: find bad verts
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// - If edge's U coordinate delta is over 0.5, texture has wrapped around.
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// - If edge's U coordinate delta is over 0.5, texture has wrapped around.
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// - The vertex that has zero U is the wrong one
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// - The vertex that has zero U is the wrong one
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// - Care needs to be taken not to tag bad vertex more than once.
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// - Care needs to be taken not to tag bad vertex more than once.
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@ -518,7 +518,7 @@ namespace Proctree
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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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// step 2: allocate more space for our new duplicate verts
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// step 2: allocate more space for our new duplicate verts
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fvec3 *nvert = new fvec3[mVertCount + badverts];
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fvec3 *nvert = new fvec3[mVertCount + badverts];
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@ -537,7 +537,7 @@ namespace Proctree
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mUV = nuv;
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mUV = nuv;
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// step 3: populate duplicate verts - otherwise identical except for U=1 instead of 0
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// step 3: populate duplicate verts - otherwise identical except for U=1 instead of 0
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for (i = 0; i < badverts; i++)
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for (i = 0; i < badverts; i++)
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{
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{
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mVert[mVertCount + i] = mVert[badverttable[i]];
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mVert[mVertCount + i] = mVert[badverttable[i]];
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@ -547,12 +547,12 @@ namespace Proctree
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}
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}
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// step 4: fix faces
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// step 4: fix faces
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for (i = 0; i < mFaceCount; i++)
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for (i = 0; i < mFaceCount; i++)
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{
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{
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// x/y edges (vertex 0 and 1)
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// x/y edges (vertex 0 and 1)
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if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0))
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if ((std::fabs(mUV[mFace[i].x].u - mUV[mFace[i].y].u) > 0.5f) && (mUV[mFace[i].x].u == 0 || mUV[mFace[i].y].u == 0))
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{
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{
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int found = 0, j;
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int found = 0, j;
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for (j = 0; j < badverts; j++)
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for (j = 0; j < badverts; j++)
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{
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{
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@ -598,7 +598,7 @@ namespace Proctree
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if (mUV[mFace[i].y].u == 0)
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if (mUV[mFace[i].y].u == 0)
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mFace[i].y = mVertCount + found;
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mFace[i].y = mVertCount + found;
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if (mUV[mFace[i].z].u == 0)
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if (mUV[mFace[i].z].u == 0)
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mFace[i].z = mVertCount + found;
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mFace[i].z = mVertCount + found;
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}
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}
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}
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}
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@ -774,24 +774,24 @@ namespace Proctree
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for (i = 0; i < segments; i++)
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for (i = 0; i < segments; i++)
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{
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{
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int v1 = aBranch->mChild0->mRing0[i];
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int lv1 = aBranch->mChild0->mRing0[i];
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int v2 = aBranch->mRing1[(i + segOffset0 + 1) % segments];
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int lv2 = aBranch->mRing1[(i + segOffset0 + 1) % segments];
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int v3 = aBranch->mRing1[(i + segOffset0) % segments];
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int lv3 = aBranch->mRing1[(i + segOffset0) % segments];
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int v4 = aBranch->mChild0->mRing0[(i + 1) % segments];
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int lv4 = aBranch->mChild0->mRing0[(i + 1) % segments];
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ivec3 a;
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ivec3 a;
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a = { v1, v4, v3 };
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a = { lv1, lv4, lv3 };
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mFace[mFaceCount++] = (a);
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mFace[mFaceCount++] = (a);
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a = { v4, v2, v3 };
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a = { lv4, lv2, lv3 };
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mFace[mFaceCount++] = (a);
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mFace[mFaceCount++] = (a);
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v1 = aBranch->mChild1->mRing0[i];
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lv1 = aBranch->mChild1->mRing0[i];
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v2 = aBranch->mRing2[(i + segOffset1 + 1) % segments];
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lv2 = aBranch->mRing2[(i + segOffset1 + 1) % segments];
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v3 = aBranch->mRing2[(i + segOffset1) % segments];
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lv3 = aBranch->mRing2[(i + segOffset1) % segments];
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v4 = aBranch->mChild1->mRing0[(i + 1) % segments];
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lv4 = aBranch->mChild1->mRing0[(i + 1) % segments];
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a = { v1, v2, v3 };
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a = { lv1, lv2, lv3 };
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mFace[mFaceCount++] = (a);
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mFace[mFaceCount++] = (a);
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a = { v1, v4, v2 };
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a = { lv1, lv4, lv2 };
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mFace[mFaceCount++] = (a);
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mFace[mFaceCount++] = (a);
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float len1 = length(sub(mVert[aBranch->mChild0->mRing0[i]], mVert[aBranch->mRing1[(i + segOffset0) % segments]])) * UVScale;
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float len1 = length(sub(mVert[aBranch->mChild0->mRing0[i]], mVert[aBranch->mRing1[(i + segOffset0) % segments]])) * UVScale;
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@ -868,8 +868,8 @@ namespace Proctree
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mTwigVert[mTwigVertCount++] = (add(add(aBranch->mHead, scaleVec(tangent, mProperties.mTwigScale)), scaleVec(binormal, -aBranch->mLength)));
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mTwigVert[mTwigVertCount++] = (add(add(aBranch->mHead, scaleVec(tangent, mProperties.mTwigScale)), scaleVec(binormal, -aBranch->mLength)));
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mTwigFace[mTwigFaceCount++] = { vert1, vert2, vert3 };
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mTwigFace[mTwigFaceCount++] = { vert1, vert2, vert3 };
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mTwigFace[mTwigFaceCount++] = { vert4, vert1, vert3 };
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mTwigFace[mTwigFaceCount++] = { vert4, vert1, vert3 };
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mTwigFace[mTwigFaceCount++] = { vert6, vert7, vert8 };
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mTwigFace[mTwigFaceCount++] = { vert6, vert7, vert8 };
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mTwigFace[mTwigFaceCount++] = { vert6, vert8, vert5 };
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mTwigFace[mTwigFaceCount++] = { vert6, vert8, vert5 };
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fvec3 normal = normalize(cross(sub(mTwigVert[vert1], mTwigVert[vert3]), sub(mTwigVert[vert2], mTwigVert[vert3])));
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fvec3 normal = normalize(cross(sub(mTwigVert[vert1], mTwigVert[vert3]), sub(mTwigVert[vert2], mTwigVert[vert3])));
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@ -999,8 +999,8 @@ namespace Proctree
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aBranch->mRing1[ring1count++] = mVertCount;
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aBranch->mRing1[ring1count++] = mVertCount;
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mVert[mVertCount++] = (add(centerloc, scaleVec(vec, aRadius * scale)));
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mVert[mVertCount++] = (add(centerloc, scaleVec(vec, aRadius * scale)));
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}
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}
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aBranch->mRing1[ring1count++] = linch0;
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aBranch->mRing1[ring1count++] = linch0;
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aBranch->mRing2[ring2count++] = linch1;
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aBranch->mRing2[ring2count++] = linch1;
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start = mVertCount - 1;
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start = mVertCount - 1;
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for (i = 1; i < segments / 2; i++)
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for (i = 1; i < segments / 2; i++)
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{
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{
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