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code cleanup
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46d7ada753
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1 changed files with 1 additions and 24 deletions
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@ -141,30 +141,7 @@ void CoverageMap::storeInArray(VoxelProjectedShadow* polygon) {
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}
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// possible results = STORED, OCCLUDED, DOESNT_FIT
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// storeInMap(poly)
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// if (poly->BB inside myBB)
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// -- at this point, we can check polygons at this level
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// -- to see if they occlude the polygon being inserted
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// -- since the polygons at this level are big relative to
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// -- lower levels, there's a higher chance for them to occlude
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// -- Note: list should be "depth" sorted
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// for each polygon at this level
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// if (levelpolygon.occludes(poly))
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// return OCCLUDED
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// end
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// for each child
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// childResult = child->storeInMap(poly)
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// if (childResult == STORED || childResult == OCCLUDED)
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// return childResult
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// end
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// end
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// -- if we got here, then the polygon didn't fit in any of the children and
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// -- wasn't already occluded, so store it here
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// insert into local list (poly, poly.depth)
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// return STORED
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// end
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// return DOESNT_FIT
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// possible results = STORED/NOT_STORED, OCCLUDED, DOESNT_FIT
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CoverageMap::StorageResult CoverageMap::checkMap(VoxelProjectedShadow* polygon, bool storeIt) {
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if (_isRoot || _myBoundingBox.contains(polygon->getBoundingBox())) {
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// check to make sure this polygon isn't occluded by something at this level
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