mirror of
https://github.com/recastnavigation/recastnavigation.git
synced 2026-10-03 15:35:29 +00:00
Use vectors and methods in ChunkyTriMesh to simplify things
This commit is contained in:
@@ -160,128 +160,10 @@ void subdivide(
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}
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}
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inline bool checkOverlapRect(const float amin[2], const float amax[2], const float bmin[2], const float bmax[2])
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bool checkOverlapRect(const float amin[2], const float amax[2], const float bmin[2], const float bmax[2])
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{
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return amin[0] <= bmax[0] && amax[0] >= bmin[0] && amin[1] <= bmax[1] && amax[1] >= bmin[1];
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}
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} // namespace
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bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris, int trisPerChunk, rcChunkyTriMesh* triMesh)
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{
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int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
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triMesh->nodes = new rcChunkyTriMeshNode[nchunks * 4];
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if (!triMesh->nodes)
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{
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return false;
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}
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triMesh->tris = new int[ntris * 3];
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if (!triMesh->tris)
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{
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return false;
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}
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triMesh->ntris = ntris;
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// Build tree
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BoundsItem* items = new BoundsItem[ntris];
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if (!items)
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{
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return false;
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}
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for (int i = 0; i < ntris; i++)
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{
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const int* t = &tris[i * 3];
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BoundsItem& it = items[i];
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it.i = i;
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// Calc triangle XZ bounds.
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it.bmin[0] = it.bmax[0] = verts[t[0] * 3 + 0];
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it.bmin[1] = it.bmax[1] = verts[t[0] * 3 + 2];
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for (int j = 1; j < 3; ++j)
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{
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const float* v = &verts[t[j] * 3];
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if (v[0] < it.bmin[0])
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{
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it.bmin[0] = v[0];
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}
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if (v[2] < it.bmin[1])
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{
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it.bmin[1] = v[2];
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}
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if (v[0] > it.bmax[0])
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{
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it.bmax[0] = v[0];
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}
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if (v[2] > it.bmax[1])
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{
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it.bmax[1] = v[2];
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}
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}
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}
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int curTri = 0;
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int curNode = 0;
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subdivide(items, ntris, 0, ntris, trisPerChunk, curNode, triMesh->nodes, nchunks * 4, curTri, triMesh->tris, tris);
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delete[] items;
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triMesh->nnodes = curNode;
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// Calc max tris per node.
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triMesh->maxTrisPerChunk = 0;
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for (int i = 0; i < triMesh->nnodes; ++i)
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{
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rcChunkyTriMeshNode& node = triMesh->nodes[i];
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const bool isLeaf = node.i >= 0;
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if (!isLeaf)
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{
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continue;
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}
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if (node.n > triMesh->maxTrisPerChunk)
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{
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triMesh->maxTrisPerChunk = node.n;
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}
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}
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return true;
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}
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int rcGetChunksOverlappingRect(const rcChunkyTriMesh* triMesh, float bmin[2], float bmax[2], int* ids, const int maxIds)
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{
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// Traverse tree
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int i = 0;
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int n = 0;
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while (i < triMesh->nnodes)
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{
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const rcChunkyTriMeshNode* node = &triMesh->nodes[i];
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const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
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const bool isLeafNode = node->i >= 0;
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if (isLeafNode && overlap)
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{
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if (n < maxIds)
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{
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ids[n] = i;
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n++;
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}
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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const int escapeIndex = -node->i;
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i += escapeIndex;
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}
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}
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return n;
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}
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bool checkOverlapSegment(const float p[2], const float q[2], const float bmin[2], const float bmax[2])
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{
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@@ -330,19 +212,133 @@ bool checkOverlapSegment(const float p[2], const float q[2], const float bmin[2]
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return true;
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}
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int rcGetChunksOverlappingSegment(
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const rcChunkyTriMesh* triMesh,
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float segmentStart[2],
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float segmentEnd[2],
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int* ids,
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const int maxIds)
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}
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bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris, int trisPerChunk, rcChunkyTriMesh* triMesh)
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{
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int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
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triMesh->nodes.resize(nchunks * 4);
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triMesh->tris.resize(ntris * 3);
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// Build tree
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BoundsItem* items = new BoundsItem[ntris];
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if (!items)
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{
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return false;
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}
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for (int i = 0; i < ntris; i++)
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{
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const int* t = &tris[i * 3];
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BoundsItem& it = items[i];
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it.i = i;
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// Calc triangle XZ bounds.
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it.bmin[0] = it.bmax[0] = verts[t[0] * 3 + 0];
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it.bmin[1] = it.bmax[1] = verts[t[0] * 3 + 2];
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for (int j = 1; j < 3; ++j)
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{
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const float* v = &verts[t[j] * 3];
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if (v[0] < it.bmin[0])
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{
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it.bmin[0] = v[0];
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}
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if (v[2] < it.bmin[1])
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{
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it.bmin[1] = v[2];
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}
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if (v[0] > it.bmax[0])
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{
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it.bmax[0] = v[0];
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}
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if (v[2] > it.bmax[1])
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{
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it.bmax[1] = v[2];
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}
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}
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}
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int curTri = 0;
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int curNode = 0;
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subdivide(
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items,
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ntris,
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0,
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ntris,
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trisPerChunk,
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curNode,
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triMesh->nodes.data(),
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nchunks * 4,
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curTri,
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triMesh->tris.data(),
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tris);
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delete[] items;
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triMesh->nnodes = curNode;
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// Calc max tris per node.
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triMesh->maxTrisPerChunk = 0;
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for (int i = 0; i < triMesh->nnodes; ++i)
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{
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rcChunkyTriMeshNode& node = triMesh->nodes[i];
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const bool isLeaf = node.i >= 0;
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if (!isLeaf)
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{
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continue;
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}
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if (node.n > triMesh->maxTrisPerChunk)
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{
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triMesh->maxTrisPerChunk = node.n;
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}
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}
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return true;
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}
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int rcChunkyTriMesh::GetChunksOverlappingRect(float bmin[2], float bmax[2], int* ids, const int maxIds) const
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{
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// Traverse tree
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int i = 0;
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int n = 0;
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while (i < triMesh->nnodes)
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while (i < this->nnodes)
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{
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const rcChunkyTriMeshNode* node = &triMesh->nodes[i];
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const rcChunkyTriMeshNode* node = &this->nodes[i];
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const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
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const bool isLeafNode = node->i >= 0;
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if (isLeafNode && overlap)
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{
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if (n < maxIds)
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{
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ids[n] = i;
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n++;
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}
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}
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if (overlap || isLeafNode)
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{
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i++;
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}
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else
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{
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const int escapeIndex = -node->i;
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i += escapeIndex;
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}
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}
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return n;
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}
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int rcChunkyTriMesh::GetChunksOverlappingSegment(float segmentStart[2], float segmentEnd[2], int* ids, const int maxIds) const
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{
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// Traverse tree
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int i = 0;
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int n = 0;
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while (i < this->nnodes)
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{
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const rcChunkyTriMeshNode* node = &this->nodes[i];
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const bool overlap = checkOverlapSegment(segmentStart, segmentEnd, node->bmin, node->bmax);
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const bool isLeafNode = node->i >= 0;
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