Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
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300
tests/triangleSelector.cpp
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300
tests/triangleSelector.cpp
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// Copyright (C) 2008-2012 Christian Stehno, Colin MacDonald
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// No rights reserved: this software is in the public domain.
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#include "testUtils.h"
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using namespace irr;
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namespace{
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class MyEventReceiver : public IEventReceiver
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{
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public:
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// This is the one method that we have to implement
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virtual bool OnEvent(const SEvent& event)
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{
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// Remember whether each key is down or up
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if (event.EventType == EET_KEY_INPUT_EVENT)
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KeyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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return false;
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}
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// This is used to check whether a key is being held down
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virtual bool IsKeyDown(EKEY_CODE keyCode) const
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{
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return KeyIsDown[keyCode];
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}
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MyEventReceiver()
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{
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for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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KeyIsDown[i] = false;
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}
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private:
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// We use this array to store the current state of each key
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bool KeyIsDown[KEY_KEY_CODES_COUNT];
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};
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//! Tests using octree selector
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bool octree()
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{
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IrrlichtDevice *device = createDevice (video::EDT_OPENGL, core::dimension2d < u32 > (160, 120));
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if (!device)
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return true; // No error if device does not exist
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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stabilizeScreenBackground(driver);
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scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
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device->getFileSystem()->addFileArchive("../media/map-20kdm2.pk3");
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scene::IAnimatedMesh* q3levelmesh = smgr->getMesh("20kdm2.bsp");
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if (q3levelmesh)
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{
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scene::ISceneNode* q3node = smgr->addOctreeSceneNode(q3levelmesh->getMesh(0));
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q3node->setPosition(core::vector3df(-1350,-130,-1400));
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scene::ITriangleSelector * selector =
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smgr->createOctreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
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meta->addTriangleSelector(selector);
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selector->drop();
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}
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scene::ICameraSceneNode* camera = smgr->addCameraSceneNode();
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camera->setPosition(core::vector3df(-100,50,-150));
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camera->updateAbsolutePosition();
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camera->setTarget(camera->getAbsolutePosition() + core::vector3df(0, 0, 20));
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device->getCursorControl()->setVisible(false);
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enum
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{
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MAX_TRIANGLES = 4096, // Large to test getting all the triangles
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BOX_SIZE1 = 300,
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BOX_SIZE2 = 50
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};
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core::triangle3df triangles[MAX_TRIANGLES];
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core::vector3df boxPosition(camera->getAbsolutePosition());
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video::SMaterial unlit;
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unlit.Lighting = false;
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unlit.Thickness = 3.f;
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unlit.PolygonOffsetSlopeScale= -1.f;
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unlit.PolygonOffsetDepthBias = -1.f;
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bool result = true;
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{
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camera->setPosition(core::vector3df(-620,-20,550));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
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smgr->drawAll();
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core::aabbox3df box(boxPosition.X - BOX_SIZE1, boxPosition.Y - BOX_SIZE1, boxPosition.Z - BOX_SIZE1,
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boxPosition.X + BOX_SIZE1, boxPosition.Y + BOX_SIZE1, boxPosition.Z + BOX_SIZE1);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(unlit);
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driver->draw3DBox(box, video::SColor(255, 0, 255, 0));
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if(meta)
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{
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s32 found;
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meta->getTriangles(triangles, MAX_TRIANGLES, found, box);
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while(--found >= 0)
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driver->draw3DTriangle(triangles[found], video::SColor(255, 255, 0, 0));
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}
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-octree_select1.png");
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}
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{
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camera->setPosition(core::vector3df(120,40,50));
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0));
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smgr->drawAll();
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core::aabbox3df box(boxPosition.X - BOX_SIZE2, boxPosition.Y - BOX_SIZE2, boxPosition.Z - BOX_SIZE2,
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boxPosition.X + BOX_SIZE2, boxPosition.Y + BOX_SIZE2, boxPosition.Z + BOX_SIZE2);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(unlit);
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driver->draw3DBox(box, video::SColor(255, 0, 255, 0));
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if(meta)
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{
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s32 found;
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meta->getTriangles(triangles, MAX_TRIANGLES, found, box);
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while(--found >= 0)
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driver->draw3DTriangle(triangles[found], video::SColor(255, 255, 0, 0));
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}
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-octree_select2.png");
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}
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meta->drop();
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device->closeDevice();
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device->run();
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device->drop();
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return result;
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}
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//! Tests using triangle selector
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bool triangle()
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{
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IrrlichtDevice *device = createDevice (video::EDT_OPENGL, core::dimension2d < u32 > (160, 120));
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if (!device)
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return true; // No error if device does not exist
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MyEventReceiver receiver;
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device->setEventReceiver(&receiver);
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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stabilizeScreenBackground(driver);
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scene::IMetaTriangleSelector * meta = smgr->createMetaTriangleSelector();
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scene::IAnimatedMesh * mesh = smgr->getMesh("../media/sydney.md2");
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scene::IAnimatedMeshSceneNode * sydney = smgr->addAnimatedMeshSceneNode( mesh );
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if (sydney)
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{
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sydney->setPosition(core::vector3df(15, -10, 15));
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sydney->setMaterialFlag(video::EMF_LIGHTING, false);
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sydney->setMD2Animation ( scene::EMAT_STAND );
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sydney->setAnimationSpeed(0.f);
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sydney->setMaterialTexture( 0, driver->getTexture("../media/sydney.bmp") );
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scene::ITriangleSelector * selector =
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smgr->createTriangleSelector(sydney->getMesh()->getMesh(0), sydney);
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meta->addTriangleSelector(selector);
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selector->drop();
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}
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scene::ICameraSceneNode* camera =
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smgr->addCameraSceneNodeFPS();
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camera->setPosition(core::vector3df(70,0,-30));
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camera->updateAbsolutePosition();
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camera->setTarget(camera->getAbsolutePosition() + core::vector3df(-20, 0, 20));
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device->getCursorControl()->setVisible(false);
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enum
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{
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MAX_TRIANGLES = 5000, // Large to test getting all the triangles
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BOX_SIZE = 30
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};
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core::triangle3df triangles[MAX_TRIANGLES];
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core::vector3df boxPosition(0,0,0);
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video::SMaterial unlit;
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unlit.Lighting = false;
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unlit.Thickness = 3.f;
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unlit.PolygonOffsetSlopeScale= -1.f;
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unlit.PolygonOffsetDepthBias = -1.f;
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bool result = true;
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xff00ffff));
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smgr->drawAll();
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core::aabbox3df box(boxPosition.X - BOX_SIZE, boxPosition.Y - BOX_SIZE, boxPosition.Z - BOX_SIZE,
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boxPosition.X + BOX_SIZE, boxPosition.Y + BOX_SIZE, boxPosition.Z + BOX_SIZE);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(unlit);
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driver->draw3DBox(box, video::SColor(255, 0, 255, 0));
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if(meta)
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{
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s32 found;
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meta->getTriangles(triangles, MAX_TRIANGLES, found, box);
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while(--found >= 0)
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driver->draw3DTriangle(triangles[found], video::SColor(255, 255, 0, 0));
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}
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-tri_select1.png");
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}
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{
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boxPosition.Z -= 10.f;
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xff00ffff));
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smgr->drawAll();
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core::aabbox3df box(boxPosition.X - BOX_SIZE, boxPosition.Y - BOX_SIZE, boxPosition.Z - BOX_SIZE,
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boxPosition.X + BOX_SIZE, boxPosition.Y + BOX_SIZE, boxPosition.Z + BOX_SIZE);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(unlit);
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driver->draw3DBox(box, video::SColor(255, 0, 255, 0));
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if(meta)
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{
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s32 found;
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meta->getTriangles(triangles, MAX_TRIANGLES, found, box);
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while(--found >= 0)
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driver->draw3DTriangle(triangles[found], video::SColor(255, 255, 0, 0));
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}
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-tri_select2.png");
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}
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{
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boxPosition.Z -= 20.f;
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xff00ffff));
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smgr->drawAll();
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core::aabbox3df box(boxPosition.X - BOX_SIZE, boxPosition.Y - BOX_SIZE, boxPosition.Z - BOX_SIZE,
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boxPosition.X + BOX_SIZE, boxPosition.Y + BOX_SIZE, boxPosition.Z + BOX_SIZE);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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driver->setMaterial(unlit);
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driver->draw3DBox(box, video::SColor(255, 0, 255, 0));
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if(meta)
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{
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s32 found;
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meta->getTriangles(triangles, MAX_TRIANGLES, found, box);
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while(--found >= 0)
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driver->draw3DTriangle(triangles[found], video::SColor(255, 255, 0, 0));
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}
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driver->endScene();
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result &= takeScreenshotAndCompareAgainstReference(driver, "-tri_select3.png");
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}
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meta->drop();
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device->closeDevice();
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device->run();
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device->drop();
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return result;
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}
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}
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// Tests need not be accurate, as we just need to include at least
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// the triangles that match the criteria. But we try to be as close
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// as possible of course, to reduce the collision checks done afterwards
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bool triangleSelector(void)
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{
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bool result = true;
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result &= octree();
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result &= triangle();
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return result;
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}
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