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Initial commit of Command & Conquer Renegade source code.
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288
Code/wwphys/vissample.cpp
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288
Code/wwphys/vissample.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/vissample.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 7/16/00 1:19p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "vissample.h"
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#include "wwdebug.h"
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#include "chunkio.h"
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#include <memory.h>
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//////////////////////////////////////////////////////////////////////////////
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//
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// Constants
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//
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//////////////////////////////////////////////////////////////////////////////
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typedef struct
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{
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Matrix3D transform;
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float backface_fraction[6];
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VisStatusType status[6];
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int direction_bits;
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VisDirType current_direction;
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unsigned long reserved[4];
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} PERSISTENT_VIS_SAMPLE_INFO;
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VisSampleClass::VisSampleClass(void)
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: DirectionBits (0),
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ViewTransform (1),
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CurDirection (VIS_FORWARD),
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BitsChanged(0)
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{
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for (int i=0; i<VIS_DIRECTIONS; i++) {
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Status[i] = VIS_STATUS_NOT_TAKEN;
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BackfaceFraction[i] = 0.0f;
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}
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return ;
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}
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VisSampleClass::VisSampleClass(const Matrix3D & viewtm,VisDirBitsType direction_bits)
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{
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ViewTransform = viewtm;
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DirectionBits = direction_bits;
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CurDirection = VIS_FORWARD;
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BitsChanged = 0;
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for (int i=0; i<VIS_DIRECTIONS; i++) {
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Status[i] = VIS_STATUS_NOT_TAKEN;
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BackfaceFraction[i] = 0.0f;
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}
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}
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void VisSampleClass::Init_Error(void)
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{
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for (int i=0; i<VIS_DIRECTIONS; i++) {
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Status[i] = VIS_STATUS_NOT_TAKEN;
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BackfaceFraction[i] = 1.0f;
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}
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}
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bool VisSampleClass::Sample_Rejected(void) const
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{
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for (int i=0; i<VIS_DIRECTIONS; i++) {
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if ((Status[i] == VIS_STATUS_BACKFACE_OVERFLOW) || (Status[i] == VIS_STATUS_ERROR)) {
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return true;
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}
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}
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return false;
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}
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bool VisSampleClass::Sample_Useless(void) const
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{
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#if 1
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return Sample_Rejected();
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#else
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// This returns true if this sample is useless, we
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// obviously generated a point outside of where the player
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// should be allowed to be.
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for (int i=0; i<VIS_DIRECTIONS; i++) {
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if (BackfaceFraction[i] > 0.5f) {
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return true;
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}
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}
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return false;
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#endif
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}
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bool VisSampleClass::Direction_Enabled(VisDirType direction_index) const
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{
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WWASSERT(direction_index >= 0);
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WWASSERT(direction_index < VIS_DIRECTIONS);
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int mask = (1 << direction_index);
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return ((DirectionBits & mask) == mask);
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}
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Matrix3D VisSampleClass::Get_Camera_Transform(VisDirType direction_index) const
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{
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WWASSERT(direction_index >= 0);
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WWASSERT(direction_index < VIS_DIRECTIONS);
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Matrix3D view = ViewTransform; // vis forward
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switch(direction_index) {
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case VIS_FORWARD:
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break;
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case VIS_LEFT:
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view.Rotate_Y(DEG_TO_RADF(90.0f));
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break;
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case VIS_BACKWARDS:
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view.Rotate_Y(DEG_TO_RADF(180.0f));
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break;
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case VIS_RIGHT:
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view.Rotate_Y(DEG_TO_RADF(-90.0f));
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break;
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case VIS_UP:
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view.Rotate_X(DEG_TO_RADF(90.0f));
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break;
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case VIS_DOWN:
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view.Rotate_X(DEG_TO_RADF(-90.0f));
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break;
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}
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if (!(DirectionBits & VIS_DONT_RECENTER)) {
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view.Translate(Vector3(0,0,VIS_NEAR_CLIP));
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}
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return view;
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}
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int VisSampleClass::Sample_Status(VisDirType direction_index) const
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{
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WWASSERT(direction_index >= 0);
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WWASSERT(direction_index < VIS_DIRECTIONS);
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return Status[direction_index];
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}
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float VisSampleClass::Backface_Fraction(VisDirType direction_index) const
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{
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WWASSERT(direction_index >= 0);
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WWASSERT(direction_index < VIS_DIRECTIONS);
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return BackfaceFraction[direction_index];
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}
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void VisSampleClass::Set_Cur_Direction(VisDirType direction_index)
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{
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WWASSERT(direction_index >= 0);
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WWASSERT(direction_index < VIS_DIRECTIONS);
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CurDirection = direction_index;
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}
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void VisSampleClass::Set_Results(VisStatusType status,float fraction)
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{
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WWASSERT(CurDirection >= 0);
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WWASSERT(CurDirection < VIS_DIRECTIONS);
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Status[CurDirection] = status;
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BackfaceFraction[CurDirection] = fraction;
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}
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const char * VisSampleClass::Get_Cur_Direction_Name(void) const
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{
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WWASSERT(CurDirection >= 0);
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WWASSERT(CurDirection < VIS_DIRECTIONS);
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static char * _direction_names[] =
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{
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"F","L","B","R","U","D"
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};
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return _direction_names[CurDirection];
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}
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float VisSampleClass::Get_Biggest_Fraction(void) const
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{
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float biggest_fraction = BackfaceFraction[0];
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for (int direction = 1; direction < VIS_DIRECTIONS; direction ++) {
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biggest_fraction = max (biggest_fraction, BackfaceFraction[direction]);
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}
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return biggest_fraction;
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}
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int VisSampleClass::Get_Biggest_Fraction_Index(void) const
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{
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int index = 0;
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float biggest_fraction = BackfaceFraction[0];
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for (int direction = 1; direction < VIS_DIRECTIONS; direction ++) {
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if (BackfaceFraction[direction] > biggest_fraction) {
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index = direction;
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biggest_fraction = BackfaceFraction[direction];
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}
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}
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return index;
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}
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int VisSampleClass::Get_Cur_Direction(void) const
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{
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return CurDirection;
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}
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bool VisSampleClass::Save(ChunkSaveClass &chunk_save) const
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{
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bool retval = false;
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PERSISTENT_VIS_SAMPLE_INFO info;
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::memset (&info, 0, sizeof (info));
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//
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// Copy the sample information into the object
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//
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info.transform = ViewTransform;
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info.direction_bits = DirectionBits;
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info.current_direction = CurDirection;
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for (int index = 0; index < VIS_DIRECTIONS; index ++) {
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info.status[index] = Status[index];
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info.backface_fraction[index] = BackfaceFraction[index];
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}
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//
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// Write the sample information to the chunk
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//
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retval = (chunk_save.Write (&info, sizeof (info)) == sizeof (info));
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return retval;
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}
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bool VisSampleClass::Load(ChunkLoadClass &chunk_load)
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{
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bool retval = false;
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//
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// Read the sample information from the chunk
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//
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PERSISTENT_VIS_SAMPLE_INFO info;
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retval = (chunk_load.Read (&info, sizeof (info)) == sizeof (info));
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if (retval) {
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//
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// Copy the sample information into the object
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//
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ViewTransform = info.transform;
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DirectionBits = info.direction_bits;
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CurDirection = info.current_direction;
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for (int index = 0; index < VIS_DIRECTIONS; index ++) {
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Status[index] = info.status[index];
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BackfaceFraction[index] = info.backface_fraction[index];
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}
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}
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return retval;
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}
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