3408b078b7
-Added functionality for "casting" and creating net messages (without JS) -Rank textures-specified in XML -Formations-currently don't attack correctly (i.e. travel like mobs) and don't switch to their movement formations when tasked to go somewhere (the pathfinder doesn't give any heads up about destination reached, so there's no way to change back to the original). Also, base switching is untested so no garuntees for next and prior formation things. This was SVN commit r3710.
433 lines
11 KiB
C++
Executable File
433 lines
11 KiB
C++
Executable File
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: Terrain.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "precompiled.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/mem.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include <string.h>
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#include "Terrain.h"
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#include "MathUtil.h"
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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CTerrain::CTerrain() : m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CTerrain constructor
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CTerrain::~CTerrain()
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{
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ReleaseData();
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}
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///////////////////////////////////////////////////////////////////////////////
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// ReleaseData: delete any data allocated by this terrain
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void CTerrain::ReleaseData()
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{
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delete[] m_Heightmap;
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delete[] m_Patches;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Initialise: initialise this terrain to the given size (in patches per side);
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// using given heightmap to setup elevation data
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bool CTerrain::Initialize(u32 size,const u16* data)
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{
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// clean up any previous terrain
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ReleaseData();
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// store terrain size
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m_MapSize=(size*PATCH_SIZE)+1;
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m_MapSizePatches=size;
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WaterManager *WaterMgr = g_Renderer.GetWaterManager();
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// WaterMgr->InitWave();
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// allocate data for new terrain
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m_Heightmap=new u16[m_MapSize*m_MapSize];
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m_Patches=new CPatch[m_MapSizePatches*m_MapSizePatches];
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// given a heightmap?
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if (data) {
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// yes; keep a copy of it
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memcpy2(m_Heightmap,data,m_MapSize*m_MapSize*sizeof(u16));
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} else {
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// build a flat terrain
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memset(m_Heightmap,0,m_MapSize*m_MapSize*sizeof(u16));
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}
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// setup patch parents, indices etc
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InitialisePatches();
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcPosition: calculate the world space position of the vertex at (i,j)
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void CTerrain::CalcPosition(i32 i, i32 j, CVector3D& pos) const
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{
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u16 height;
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if ((u32)i < m_MapSize && (u32)j < m_MapSize) // will reject negative coordinates
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height = m_Heightmap[j*m_MapSize + i];
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else
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height = 0;
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pos.X = float(i)*CELL_SIZE;
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pos.Y = float(height)*HEIGHT_SCALE;
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pos.Z = float(j)*CELL_SIZE;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CalcNormal: calculate the world space normal of the vertex at (i,j)
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void CTerrain::CalcNormal(u32 i, u32 j, CVector3D& normal) const
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{
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CVector3D left, right, up, down;
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left.Clear();
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right.Clear();
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up.Clear();
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down.Clear();
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// get position of vertex where normal is being evaluated
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CVector3D basepos;
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CalcPosition(i,j,basepos);
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CVector3D tmp;
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if (i>0) {
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CalcPosition(i-1,j,tmp);
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left=tmp-basepos;
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}
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if (i<m_MapSize-1) {
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CalcPosition(i+1,j,tmp);
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right=tmp-basepos;
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}
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if (j>0) {
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CalcPosition(i,j-1,tmp);
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up=tmp-basepos;
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}
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if (j<m_MapSize-1) {
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CalcPosition(i,j+1,tmp);
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down=tmp-basepos;
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}
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CVector3D n0 = up.Cross(left);
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CVector3D n1 = left.Cross(down);
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CVector3D n2 = down.Cross(right);
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CVector3D n3 = right.Cross(up);
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normal = n0 + n1 + n2 + n3;
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float nlen=normal.GetLength();
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if (nlen>0.00001f) normal*=1.0f/nlen;
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetPatch: return the patch at (x,z) in patch space, or null if the patch is
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// out of bounds
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CPatch* CTerrain::GetPatch(i32 x, i32 z) const
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{
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if (x<0 || x>=i32(m_MapSizePatches)) return 0;
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if (z<0 || z>=i32(m_MapSizePatches)) return 0;
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return &m_Patches[(z*m_MapSizePatches)+x];
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}
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///////////////////////////////////////////////////////////////////////////////
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// GetPatch: return the tile at (x,z) in tile space, or null if the tile is out
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// of bounds
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CMiniPatch* CTerrain::GetTile(i32 x, i32 z) const
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{
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if (x<0 || x>=i32(m_MapSize)-1) return 0;
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if (z<0 || z>=i32(m_MapSize)-1) return 0;
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CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
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return &patch->m_MiniPatches[z%PATCH_SIZE][x%PATCH_SIZE];
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}
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float CTerrain::getVertexGroundLevel(int x, int z) const
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{
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if (x < 0)
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{
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x = 0;
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}
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else if (x >= (int) m_MapSize)
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{
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x = m_MapSize - 1;
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}
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if (z < 0)
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{
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z = 0;
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}
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else if (z >= (int) m_MapSize)
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{
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z = m_MapSize - 1;
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}
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return HEIGHT_SCALE * m_Heightmap[z*m_MapSize + x];
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}
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float CTerrain::getExactGroundLevel(float x, float y) const
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{
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x /= (float)CELL_SIZE;
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y /= (float)CELL_SIZE;
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int xi = (int)floor(x);
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int yi = (int)floor(y);
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float xf = x - (float)xi;
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float yf = y - (float)yi;
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if (xi < 0)
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{
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xi = 0; xf = 0.0f;
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}
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else if (xi >= (int)m_MapSize-1)
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{
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xi = m_MapSize - 2; xf = 1.0f;
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}
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if (yi < 0)
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{
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yi = 0; yf = 0.0f;
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}
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else if (yi >= (int)m_MapSize-1)
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{
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yi = m_MapSize - 2; yf = 1.0f;
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}
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/*
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debug_assert( isOnMap( x, y ) );
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if( !isOnMap( x, y ) )
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return 0.0f;
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*/
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float h00 = m_Heightmap[yi*m_MapSize + xi];
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float h01 = m_Heightmap[yi*m_MapSize + xi + m_MapSize];
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float h10 = m_Heightmap[yi*m_MapSize + xi + 1];
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float h11 = m_Heightmap[yi*m_MapSize + xi + m_MapSize + 1];
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return (HEIGHT_SCALE * (
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(1 - yf) * ((1 - xf) * h00 + xf * h10)
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+ yf * ((1 - xf) * h01 + xf * h11)));
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}
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///////////////////////////////////////////////////////////////////////////////
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// Resize: resize this terrain to the given size (in patches per side)
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void CTerrain::Resize(u32 size)
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{
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if (size==m_MapSizePatches) {
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// inexplicable request to resize terrain to the same size .. ignore it
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return;
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}
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if (!m_Heightmap) {
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// not yet created a terrain; build a default terrain of the given size now
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Initialize(size,0);
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return;
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}
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// allocate data for new terrain
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u32 newMapSize=(size*PATCH_SIZE)+1;
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u16* newHeightmap=new u16[newMapSize*newMapSize];
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CPatch* newPatches=new CPatch[size*size];
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if (size>m_MapSizePatches) {
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// new map is bigger than old one - zero the heightmap so we don't get uninitialised
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// height data along the expanded edges
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memset(newHeightmap,0,newMapSize*newMapSize);
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}
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// now copy over rows of data
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u32 j;
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u16* src=m_Heightmap;
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u16* dst=newHeightmap;
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u32 copysize=newMapSize>m_MapSize ? m_MapSize : newMapSize;
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for (j=0;j<copysize;j++) {
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memcpy2(dst,src,copysize*sizeof(u16));
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dst+=copysize;
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src+=m_MapSize;
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if (newMapSize>m_MapSize) {
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// entend the last height to the end of the row
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for (u32 i=0;i<newMapSize-m_MapSize;i++) {
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*dst++=*(src-1);
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}
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}
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}
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if (newMapSize>m_MapSize) {
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// copy over heights of the last row to any remaining rows
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src=newHeightmap+((m_MapSize-1)*newMapSize);
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dst=src+newMapSize;
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for (u32 i=0;i<newMapSize-m_MapSize;i++) {
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memcpy2(dst,src,newMapSize*sizeof(u16));
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dst+=newMapSize;
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}
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}
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// now build new patches
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for (j=0;j<size;j++) {
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for (u32 i=0;i<size;i++) {
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// copy over texture data from existing tiles, if possible
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if (i<m_MapSizePatches && j<m_MapSizePatches) {
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memcpy2(newPatches[j*size+i].m_MiniPatches,m_Patches[j*m_MapSizePatches+i].m_MiniPatches,sizeof(CMiniPatch)*PATCH_SIZE*PATCH_SIZE);
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}
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}
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if (j<m_MapSizePatches && size>m_MapSizePatches) {
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// copy over the last tile from each column
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for (u32 n=0;n<size-m_MapSizePatches;n++) {
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for (int m=0;m<PATCH_SIZE;m++) {
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CMiniPatch& src=m_Patches[j*m_MapSizePatches+m_MapSizePatches-1].m_MiniPatches[m][15];
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for (int k=0;k<PATCH_SIZE;k++) {
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CMiniPatch& dst=newPatches[j*size+m_MapSizePatches+n].m_MiniPatches[m][k];
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dst.Tex1=src.Tex1;
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dst.Tex1Priority=src.Tex1Priority;
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}
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}
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}
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}
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}
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if (size>m_MapSizePatches) {
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// copy over the last tile from each column
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CPatch* srcpatch=&newPatches[(m_MapSizePatches-1)*size];
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CPatch* dstpatch=srcpatch+size;
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for (u32 p=0;p<size-m_MapSizePatches;p++) {
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for (u32 n=0;n<size;n++) {
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for (int m=0;m<PATCH_SIZE;m++) {
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for (int k=0;k<PATCH_SIZE;k++) {
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CMiniPatch& src=srcpatch->m_MiniPatches[15][k];
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CMiniPatch& dst=dstpatch->m_MiniPatches[m][k];
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dst.Tex1=src.Tex1;
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dst.Tex1Priority=src.Tex1Priority;
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}
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}
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srcpatch++;
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dstpatch++;
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}
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}
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}
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// release all the original data
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ReleaseData();
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// store new data
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m_Heightmap=newHeightmap;
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m_Patches=newPatches;
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m_MapSize=newMapSize;
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m_MapSizePatches=size;
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// initialise all the new patches
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InitialisePatches();
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}
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///////////////////////////////////////////////////////////////////////////////
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// InitialisePatches: initialise patch data
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void CTerrain::InitialisePatches()
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{
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for (u32 j=0;j<m_MapSizePatches;j++) {
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for (u32 i=0;i<m_MapSizePatches;i++) {
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CPatch* patch=GetPatch(i,j);
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patch->Initialize(this,i,j);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// SetHeightMap: set up a new heightmap from 16-bit source data;
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// assumes heightmap matches current terrain size
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void CTerrain::SetHeightMap(u16* heightmap)
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{
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// keep a copy of the given heightmap
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memcpy2(m_Heightmap,heightmap,m_MapSize*m_MapSize*sizeof(u16));
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// recalculate patch bounds, invalidate vertices
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for (u32 j=0;j<m_MapSizePatches;j++) {
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for (u32 i=0;i<m_MapSizePatches;i++) {
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CPatch* patch=GetPatch(i,j);
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patch->InvalidateBounds();
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patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// FlattenArea: flatten out an area of terrain (specified in world space
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// coords); return the average height of the flattened area
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float CTerrain::FlattenArea(float x0,float x1,float z0,float z1)
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{
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u32 tx0=u32(clamp(int(float(x0/CELL_SIZE)),0,int(m_MapSize)));
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u32 tx1=u32(clamp(int(float(x1/CELL_SIZE)+1.0f),0,int(m_MapSize)));
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u32 tz0=u32(clamp(int(float(z0/CELL_SIZE)),0,int(m_MapSize)));
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u32 tz1=u32(clamp(int(float(z1/CELL_SIZE)+1.0f),0,int(m_MapSize)));
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u32 count=0;
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u32 y=0;
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for (u32 x=tx0;x<=tx1;x++) {
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for (u32 z=tz0;z<=tz1;z++) {
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y+=m_Heightmap[z*m_MapSize + x];
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count++;
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}
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}
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y/=count;
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for (u32 x=tx0;x<=tx1;x++) {
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for (u32 z=tz0;z<=tz1;z++) {
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m_Heightmap[z*m_MapSize + x]=(u16)y;
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CPatch* patch=GetPatch(x/PATCH_SIZE,z/PATCH_SIZE);
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patch->SetDirty(RENDERDATA_UPDATE_VERTICES);
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}
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}
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return y*HEIGHT_SCALE;
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}
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///////////////////////////////////////////////////////////////////////////////
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void CTerrain::MakeDirty(int x0, int z0, int x1, int z1, int dirtyFlags)
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{
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// flag vertex data as dirty for affected patches, and rebuild bounds of these patches
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int px0 = clamp((x0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
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int px1 = clamp((x1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
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int pz0 = clamp((z0/PATCH_SIZE)-1, 0, (int)m_MapSizePatches);
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int pz1 = clamp((z1/PATCH_SIZE)+1, 0, (int)m_MapSizePatches);
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for (int j = pz0; j < pz1; j++) {
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for (int i = px0; i < px1; i++) {
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CPatch* patch = GetPatch(i,j);
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if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
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patch->CalcBounds();
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patch->SetDirty(dirtyFlags);
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}
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}
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}
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void CTerrain::MakeDirty(int dirtyFlags)
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{
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for (u32 j = 0; j < m_MapSizePatches; j++) {
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for (u32 i = 0; i < m_MapSizePatches; i++) {
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CPatch* patch = GetPatch(i,j);
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if (dirtyFlags & RENDERDATA_UPDATE_VERTICES)
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patch->CalcBounds();
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patch->SetDirty(dirtyFlags);
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}
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}
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}
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