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https://github.com/RandomityGuy/MBHaxe.git
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fix > 65k verts
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parent
1706c16540
commit
c07083f400
2 changed files with 98 additions and 89 deletions
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@ -581,12 +581,18 @@ class DifBuilder {
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}
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}
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}
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var mats = new Map<String, Array<DifBuilderTriangle>>();
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var mats = new Map<String, Array<Array<DifBuilderTriangle>>>();
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for (index => value in triangles) {
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if (mats.exists(value.texture)) {
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mats[value.texture].push(value);
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var arr = mats[value.texture];
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if (arr[arr.length - 1].length >= Math.floor(65535 / 3)) {
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var newArr = [value];
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arr.push(newArr);
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} else {
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arr[arr.length - 1].push(value);
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}
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} else {
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mats.set(value.texture, [value]);
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mats.set(value.texture, [[value]]);
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}
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}
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collider.finalize();
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@ -674,81 +680,89 @@ class DifBuilder {
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});
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var prim = new Polygon();
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var materials = [];
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for (grp => tris in mats) {
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var points = [];
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var normals = [];
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var uvs = [];
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for (tri in tris) {
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var p1 = new Point(-tri.p1.x, tri.p1.y, tri.p1.z);
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var p2 = new Point(-tri.p2.x, tri.p2.y, tri.p2.z);
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var p3 = new Point(-tri.p3.x, tri.p3.y, tri.p3.z);
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var n1 = new Point(-tri.normal1.x, tri.normal1.y, tri.normal1.z);
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var n2 = new Point(-tri.normal2.x, tri.normal2.y, tri.normal2.z);
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var n3 = new Point(-tri.normal3.x, tri.normal3.y, tri.normal3.z);
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var uv1 = new UV(tri.uv1.x, tri.uv1.y);
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var uv2 = new UV(tri.uv2.x, tri.uv2.y);
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var uv3 = new UV(tri.uv3.x, tri.uv3.y);
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points.push(p3);
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points.push(p2);
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points.push(p1);
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normals.push(n3);
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normals.push(n2);
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normals.push(n1);
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uvs.push(uv3);
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uvs.push(uv2);
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uvs.push(uv1);
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}
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prim.addPoints(points);
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prim.addUVs(uvs);
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prim.addNormals(normals);
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prim.nextMaterial();
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var material:Material;
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var texture:Texture;
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if (canFindTex(grp)) {
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texture = ResourceLoader.getTextureRealpath(tex(grp)).resource; // ResourceLoader.getTexture(tex(grp), false).resource;
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texture.wrap = Wrap.Repeat;
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texture.mipMap = Nearest;
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var exactName = StringTools.replace(texture.name, "data/", "").toLowerCase();
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exactName = exactName.substring(0, exactName.lastIndexOf('.'));
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material = h3d.mat.Material.create(texture);
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var matDictName = exactName;
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if (!shaderMaterialDict.exists(matDictName)) {
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matDictName = StringTools.replace(exactName, "multiplayer/interiors/mbu", "interiors_mbu");
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for (grp => trigroup in mats) {
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for (tris in trigroup) {
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var points = [];
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var normals = [];
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var uvs = [];
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for (tri in tris) {
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var p1 = new Point(-tri.p1.x, tri.p1.y, tri.p1.z);
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var p2 = new Point(-tri.p2.x, tri.p2.y, tri.p2.z);
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var p3 = new Point(-tri.p3.x, tri.p3.y, tri.p3.z);
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var n1 = new Point(-tri.normal1.x, tri.normal1.y, tri.normal1.z);
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var n2 = new Point(-tri.normal2.x, tri.normal2.y, tri.normal2.z);
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var n3 = new Point(-tri.normal3.x, tri.normal3.y, tri.normal3.z);
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var uv1 = new UV(tri.uv1.x, tri.uv1.y);
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var uv2 = new UV(tri.uv2.x, tri.uv2.y);
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var uv3 = new UV(tri.uv3.x, tri.uv3.y);
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points.push(p3);
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points.push(p2);
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points.push(p1);
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normals.push(n3);
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normals.push(n2);
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normals.push(n1);
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uvs.push(uv3);
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uvs.push(uv2);
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uvs.push(uv1);
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}
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if (shaderMaterialDict.exists(matDictName)) {
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var retrievefunc = shaderMaterialDict[matDictName];
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shaderWorker.addTask(fwd -> {
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retrievefunc(shad -> {
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shad);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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fwd();
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if (prim.vertexCount() + points.length > 65535) {
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prim.endPrimitive();
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var mesh = new MultiMaterial(prim, materials, itr);
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materials = [];
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prim = new Polygon();
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}
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prim.addPoints(points);
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prim.addUVs(uvs);
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prim.addNormals(normals);
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prim.nextMaterial();
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var material:Material;
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var texture:Texture;
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if (canFindTex(grp)) {
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texture = ResourceLoader.getTextureRealpath(tex(grp)).resource; // ResourceLoader.getTexture(tex(grp), false).resource;
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texture.wrap = Wrap.Repeat;
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texture.mipMap = Nearest;
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var exactName = StringTools.replace(texture.name, "data/", "").toLowerCase();
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exactName = exactName.substring(0, exactName.lastIndexOf('.'));
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material = h3d.mat.Material.create(texture);
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var matDictName = exactName;
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if (!shaderMaterialDict.exists(matDictName)) {
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matDictName = StringTools.replace(exactName, "multiplayer/interiors/mbu", "interiors_mbu");
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}
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if (shaderMaterialDict.exists(matDictName)) {
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var retrievefunc = shaderMaterialDict[matDictName];
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shaderWorker.addTask(fwd -> {
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retrievefunc(shad -> {
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material.mainPass.removeShader(material.textureShader);
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material.mainPass.addShader(shad);
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var thisprops:Dynamic = material.getDefaultProps();
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thisprops.light = false; // We will calculate our own lighting
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material.props = thisprops;
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material.shadows = false;
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material.receiveShadows = true;
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fwd();
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});
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});
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});
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prim.addTangents();
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prim.addTangents();
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} else {
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material.shadows = false;
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material.receiveShadows = true;
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}
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} else {
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Console.warn('Unable to load ${grp} texture for dif ${path}');
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material = Material.create();
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material.shadows = false;
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material.receiveShadows = true;
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}
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} else {
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Console.warn('Unable to load ${grp} texture for dif ${path}');
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material = Material.create();
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material.shadows = false;
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material.receiveShadows = true;
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// material.mainPass.addShader(new h3d.shader.pbr.PropsValues(1, 0, 0, 1));
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if (Debug.wireFrame)
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material.mainPass.wireframe = true;
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materials.push(material);
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}
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// material.mainPass.addShader(new h3d.shader.pbr.PropsValues(1, 0, 0, 1));
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if (Debug.wireFrame)
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material.mainPass.wireframe = true;
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materials.push(material);
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}
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prim.endPrimitive();
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@ -9,7 +9,7 @@ class Polygon extends MeshPrimitive {
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public var normals:Array<Float>;
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public var tangents:Array<Float>;
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public var uvs:Array<Float>;
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public var idx:hxd.IndexBuffer;
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public var indexStarts:Array<Int>;
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public var indexCounts:Array<Int>;
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@ -18,10 +18,9 @@ class Polygon extends MeshPrimitive {
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var bounds:h3d.col.Bounds;
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public function new(?idx) {
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public function new() {
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this.indexStarts = [0];
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this.indexCounts = [];
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this.idx = idx;
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this.points = [];
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this.uvs = [];
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this.normals = [];
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@ -121,8 +120,7 @@ class Polygon extends MeshPrimitive {
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}
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}
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var flags:Array<h3d.Buffer.BufferFlag> = [];
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if (idx == null)
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flags.push(Triangles);
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flags.push(Triangles);
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if (normals == null || tangents != null)
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flags.push(RawFormat);
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buffer = h3d.Buffer.ofFloats(buf, size, flags);
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@ -130,8 +128,13 @@ class Polygon extends MeshPrimitive {
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for (i in 0...names.length)
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addBuffer(names[i], buffer, positions[i]);
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if (idx != null)
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indexes = h3d.Indexes.alloc(idx);
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if (indexes == null && Std.int(points.length / 3) > 65535) {
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var indices = new haxe.io.BytesOutput();
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for (i in 0...Std.int(points.length / 3))
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indices.writeInt32(i);
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indexes = new h3d.Indexes(indices.length >> 2, true);
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indexes.uploadBytes(indices.getBytes(), 0, indices.length >> 2);
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}
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}
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public function addTangents() {
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@ -141,15 +144,9 @@ class Polygon extends MeshPrimitive {
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var pos = 0;
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for (i in 0...triCount()) {
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var i0, i1, i2;
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if (idx == null) {
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i0 = pos++;
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i1 = pos++;
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i2 = pos++;
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} else {
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i0 = idx[pos++];
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i1 = idx[pos++];
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i2 = idx[pos++];
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}
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i0 = pos++;
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i1 = pos++;
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i2 = pos++;
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var p0 = new Vector(points[i0 * 3], points[i0 * 3 + 1], points[i0 * 3 + 2]);
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var p1 = new Vector(points[i1 * 3], points[i1 * 3 + 1], points[i1 * 3 + 2]);
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var p2 = new Vector(points[i2 * 3], points[i2 * 3 + 1], points[i2 * 3 + 2]);
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@ -192,7 +189,7 @@ class Polygon extends MeshPrimitive {
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var n = super.triCount();
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if (n != 0)
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return n;
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return Std.int((idx == null ? points.length / 3 : idx.length) / 3);
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return Std.int(points.length / 3);
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}
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override function vertexCount() {
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@ -212,9 +209,7 @@ class Polygon extends MeshPrimitive {
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alloc(engine);
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var bufs = getBuffers(engine);
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if (indexes != null)
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engine.renderMultiBuffers(bufs, indexes);
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else if (buffer.flags.has(Quads))
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engine.renderMultiBuffers(bufs, engine.mem.quadIndexes, 0, triCount());
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engine.renderMultiBuffers(bufs, indexes, indexStarts[currentMaterial], indexCounts[currentMaterial]);
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else
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engine.renderMultiBuffers(bufs, engine.mem.triIndexes, indexStarts[currentMaterial], indexCounts[currentMaterial]);
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}
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