483 lines
16 KiB
C#
483 lines
16 KiB
C#
using System.Numerics;
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using KeepersCompound.LGS.Database.Chunks;
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namespace KeepersCompound.Lightmapper;
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public class PotentiallyVisibleSet
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{
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private struct Node(List<int> edgeIndices)
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{
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public bool VisibilityComputed = false;
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public HashSet<int> VisibleNodes = [];
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public readonly List<int> EdgeIndices = edgeIndices;
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}
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private readonly struct Edge(int mightSeeLength, int destination, Poly poly)
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{
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public readonly bool[] MightSee = new bool[mightSeeLength];
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public readonly int Destination = destination;
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public readonly Poly Poly = poly;
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public override string ToString()
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{
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return $"<Destination: {Destination}, Poly: {Poly}";
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}
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}
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private struct Poly
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{
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public List<Vector3> Vertices;
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public readonly Plane Plane;
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public Poly(List<Vector3> vertices, Plane plane)
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{
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Vertices = vertices;
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Plane = plane;
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}
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public Poly(Poly other)
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{
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Vertices = [..other.Vertices];
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Plane = other.Plane;
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}
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public bool IsCoplanar(Poly other)
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{
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return MathUtils.IsCoplanar(Plane, other.Plane);
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}
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public override string ToString()
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{
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return $"<Plane: {Plane}, Vertices: [{string.Join(", ", Vertices)}]";
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}
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}
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private readonly Node[] _graph;
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private readonly List<Edge> _edges;
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private const float Epsilon = 0.1f;
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// This is yucky and means we're not thread safe
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private readonly List<float> _clipDistances = new(32);
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private readonly List<Side> _clipSides = new(32);
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private readonly int[] _clipCounts = [0, 0, 0];
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// TODO:
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// - This is a conservative algorithm based on Matt's Ramblings Quake PVS video
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// - Build portal graph (or just use WR directly)
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// - A cell can always see it's self and any immediate neighbours
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// - The third depth cell is also visible unless the portal to it is coplanar with the second cells portal (do I need to think about this?)
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// - For all further cells:
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// - Generate separating planes between the source cell portal and the previously passed (clipped) portal
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// - Clip the target portal to the new cell using the separating planes
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// - If anything is left of the clipped portal, we can see, otherwise we discard that cell
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// - The full process is a recursive depth first search
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public PotentiallyVisibleSet(WorldRep.Cell[] cells)
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{
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_graph = new Node[cells.Length];
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_edges = [];
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var portalCount = 0;
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foreach (var cell in cells)
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{
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portalCount += cell.PortalPolyCount;
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}
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for (var i = 0; i < cells.Length; i++)
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{
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var cell = cells[i];
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var edgeIndices = new List<int>(cell.PortalPolyCount);
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// If a cell is "blocks vision" flagged, we can never see out of it
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// We can see into it though, so we still want the edges coming in
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if ((cell.Flags & 8) != 0)
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{
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_graph[i] = new Node(edgeIndices);
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continue;
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}
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// We have to cycle through *all* polys rather than just portals to calculate the correct poly vertex offsets
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var indicesOffset = 0;
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var portalStartIdx = cell.PolyCount - cell.PortalPolyCount;
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for (var j = 0; j < cell.PolyCount; j++)
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{
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var poly = cell.Polys[j];
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if (j < portalStartIdx)
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{
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indicesOffset += poly.VertexCount;
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continue;
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}
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// Checking if there's already an edge is super slow. It's much faster to just add a new edge, even with
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// the duplicated poly
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var vs = new List<Vector3>(poly.VertexCount);
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for (var vIdx = 0; vIdx < poly.VertexCount; vIdx++)
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{
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vs.Add(cell.Vertices[cell.Indices[indicesOffset + vIdx]]);
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}
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var edge = new Edge(portalCount, poly.Destination, new Poly(vs, cell.Planes[poly.PlaneId]));
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edgeIndices.Add(_edges.Count);
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_edges.Add(edge);
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indicesOffset += poly.VertexCount;
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}
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_graph[i] = new Node(edgeIndices);
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}
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Parallel.ForEach(_edges, ComputeEdgeMightSee);
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}
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public int[] GetVisible(int cellIdx)
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{
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// TODO: Handle out of range indices
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var node = _graph[cellIdx];
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if (node.VisibilityComputed)
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{
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return [..node.VisibleNodes];
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}
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var visibleCells = ComputeVisibility(cellIdx);
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node.VisibilityComputed = true;
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node.VisibleNodes = visibleCells;
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_graph[cellIdx] = node;
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return [..visibleCells];
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}
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private void ComputeEdgeMightSee(Edge source)
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{
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var sourcePlane = source.Poly.Plane;
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var unexploredCells = new Stack<int>();
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unexploredCells.Push(source.Destination);
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while (unexploredCells.Count > 0)
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{
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var cellIdx = unexploredCells.Pop();
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if (source.MightSee[cellIdx])
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{
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continue; // target is already explored
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}
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source.MightSee[cellIdx] = true;
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// Target must be partly behind source, source must be partly in front of target, and source and target cannot face each other
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foreach (var targetEdgeIdx in _graph[cellIdx].EdgeIndices)
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{
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var target = _edges[targetEdgeIdx];
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var targetPlane = target.Poly.Plane;
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if (source.MightSee[target.Destination])
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{
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continue; // target is already explored
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}
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var validTarget = false;
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foreach (var v in target.Poly.Vertices)
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{
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if (MathUtils.DistanceFromNormalizedPlane(sourcePlane, v) < -MathUtils.Epsilon)
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{
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validTarget = true;
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break;
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}
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}
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if (!validTarget)
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{
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continue;
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}
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validTarget = false;
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foreach (var v in source.Poly.Vertices)
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{
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if (MathUtils.DistanceFromNormalizedPlane(targetPlane, v) > MathUtils.Epsilon)
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{
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validTarget = true;
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break;
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}
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}
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if (!validTarget)
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{
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continue;
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}
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if (Vector3.Dot(sourcePlane.Normal, targetPlane.Normal) > MathUtils.Epsilon - 1)
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{
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unexploredCells.Push(target.Destination);
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}
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}
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}
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}
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private HashSet<int> ComputeVisibility(int cellIdx)
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{
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if (cellIdx >= _graph.Length)
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{
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return [];
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}
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// A cell can always see itself, so we'll add that now
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var visible = new HashSet<int>();
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visible.Add(cellIdx);
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foreach (var edgeIdx in _graph[cellIdx].EdgeIndices)
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{
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var edge = _edges[edgeIdx];
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for (var i = 0; i < edge.MightSee.Length; i++)
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{
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if (edge.MightSee[i])
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{
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visible.Add(i);
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}
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}
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}
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return visible;
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// if (cellIdx >= _portalGraph.Length)
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// {
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// return [];
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// }
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// Additionally a cell can always see it's direct neighbours (obviously)
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// foreach (var edgeIndex in _portalGraph[cellIdx])
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// {
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// var edge = _edges[edgeIndex];
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// var neighbourIdx = edge.Destination;
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// visible.Add(neighbourIdx);
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//
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// // Neighbours of our direct neighbour are always visible, unless they're coplanar
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// foreach (var innerEdgeIndex in _portalGraph[neighbourIdx])
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// {
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// var innerEdge = _edges[innerEdgeIndex];
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// if (innerEdge.Destination == cellIdx || edge.Poly.IsCoplanar(innerEdge.Poly))
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// {
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// continue;
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// }
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//
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// ExplorePortalRecursive(visible, edge.Poly, new Poly(innerEdge.Poly), neighbourIdx, innerEdge.Destination, 0);
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// }
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// }
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// return visible;
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}
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// private void ExplorePortalRecursive(
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// HashSet<int> visible,
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// Poly sourcePoly,
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// Poly previousPoly,
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// int previousCellIdx,
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// int currentCellIdx,
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// int depth)
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// {
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// // TODO: Might need to lose this
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// if (depth > 1024)
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// {
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// return;
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// }
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//
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// visible.Add(currentCellIdx);
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//
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// // Only one edge out of the cell means we'd be going back on ourselves
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// if (_portalGraph[currentCellIdx].Count <= 1)
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// {
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// return;
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// }
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//
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// // TODO: If all neighbours are already in `visible` skip exploring?
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//
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// var separators = new List<Plane>();
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// GetSeparatingPlanes(separators, sourcePoly, previousPoly, false);
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// GetSeparatingPlanes(separators, previousPoly, sourcePoly, true);
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//
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// // The case for this occuring is... interesting ( idk )
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// if (separators.Count == 0)
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// {
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// return;
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// }
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//
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// // Clip all new polys and recurse
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// foreach (var edgeIndex in _portalGraph[currentCellIdx])
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// {
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// var edge = _edges[edgeIndex];
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// if (edge.Destination == previousCellIdx || previousPoly.IsCoplanar(edge.Poly) || sourcePoly.IsCoplanar(edge.Poly))
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// {
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// continue;
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// }
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//
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// var poly = new Poly(edge.Poly);
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// foreach (var separator in separators)
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// {
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// ClipPolygonByPlane(ref poly, separator);
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// }
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//
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// if (poly.Vertices.Count == 0)
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// {
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// continue;
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// }
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//
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// ExplorePortalRecursive(visible, sourcePoly, poly, currentCellIdx, edge.Destination, depth + 1);
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// }
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// }
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// TODO: We're getting multiple separating planes that are the same, let's not somehow?
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private static void GetSeparatingPlanes(List<Plane> separators, Poly p0, Poly p1, bool flip)
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{
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for (var i = 0; i < p0.Vertices.Count; i++)
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{
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// brute force all combinations
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// there's probably some analytical way to choose the "correct" v2 but I couldn't find anything online
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var v0 = p0.Vertices[i];
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var v1 = p0.Vertices[(i + 1) % p0.Vertices.Count];
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for (var j = 0; j < p1.Vertices.Count; j++)
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{
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var v2 = p1.Vertices[j];
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var normal = Vector3.Cross(v1 - v0, v2 - v0);
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if (normal.LengthSquared() < Epsilon)
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{
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// colinear (or near colinear) points will produce an invalid plane
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continue;
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}
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normal = Vector3.Normalize(normal);
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var d = -Vector3.Dot(v2, normal);
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// Depending on how the edges were built, the resulting plane might be facing the wrong way
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var distanceToSource = MathUtils.DistanceFromPlane(p0.Plane, v2);
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if (distanceToSource > Epsilon)
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{
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normal = -normal;
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d = -d;
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}
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var plane = new Plane(normal, d);
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if (MathUtils.IsCoplanar(plane, flip ? p0.Plane : p1.Plane))
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{
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continue;
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}
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// All points should be in front of the plane (except for the point used to create it)
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var invalid = false;
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var count = 0;
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for (var k = 0; k < p1.Vertices.Count; k++)
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{
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if (k == j)
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{
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continue;
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}
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var dist = MathUtils.DistanceFromPlane(plane, p1.Vertices[k]);
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if (dist > Epsilon)
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{
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count++;
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}
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else if (dist < -Epsilon)
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{
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invalid = true;
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break;
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}
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}
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if (invalid || count == 0)
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{
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continue;
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}
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if (flip)
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{
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plane.Normal = -normal;
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plane.D = -d;
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}
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separators.Add(plane);
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}
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}
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}
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private enum Side
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{
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Front,
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On,
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Back
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}
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// TODO: is this reference type poly going to fuck me?
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// TODO: Should this and Poly be in MathUtils?
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private void ClipPolygonByPlane(ref Poly poly, Plane plane)
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{
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var vertexCount = poly.Vertices.Count;
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if (vertexCount == 0)
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{
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return;
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}
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// Firstly we want to tally up what side of the plane each point of the poly is on
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// This is used both to early out if nothing/everything is clipped, and to aid the clipping
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// var distances = new float[vertexCount];
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// var sides = new Side[vertexCount];
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// var counts = new int[3];
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_clipDistances.Clear();
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_clipSides.Clear();
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_clipCounts[0] = 0;
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_clipCounts[1] = 0;
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_clipCounts[2] = 0;
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for (var i = 0; i < vertexCount; i++)
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{
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var distance = MathUtils.DistanceFromPlane(plane, poly.Vertices[i]);
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_clipDistances.Add(distance);
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_clipSides.Add(distance switch {
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> Epsilon => Side.Front,
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<-Epsilon => Side.Back,
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_ => Side.On,
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});
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_clipCounts[(int)_clipSides[i]]++;
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}
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// Everything is within the half-space, so we don't need to clip anything
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if (_clipCounts[(int)Side.Back] == 0 && _clipCounts[(int)Side.On] != vertexCount)
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{
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return;
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}
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// Everything is outside the half-space, so we clip everything
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if (_clipCounts[(int)Side.Front] == 0)
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{
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poly.Vertices.Clear();
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return;
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}
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var vertices = new List<Vector3>();
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for (var i = 0; i < vertexCount; i++)
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{
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var i1 = (i + 1) % vertexCount;
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var v0 = poly.Vertices[i];
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var v1 = poly.Vertices[i1];
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var side = _clipSides[i];
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var nextSide = _clipSides[i1];
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// Vertices that are inside/on the half-space don't get clipped
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if (_clipSides[i] != Side.Back)
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{
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vertices.Add(v0);
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}
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// We only need to do any clipping if we've swapped from front-to-back or vice versa
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// If either the current or next side is On then that's where we would have clipped to
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// anyway so we also don't need to do anything
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if (side == Side.On || nextSide == Side.On || side == nextSide)
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{
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continue;
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}
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// This is how far along the vector v0 -> v1 the front/back crossover occurs
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var frac = _clipDistances[i] / (_clipDistances[i] - _clipDistances[i1]);
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var splitVertex = v0 + frac * (v1 - v0);
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vertices.Add(splitVertex);
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}
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poly.Vertices = vertices;
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}
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} |