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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-24 05:32:06 +00:00
Refactored to make x64 builds succeed
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@@ -88,7 +88,7 @@ vec3_t BSPUtil::calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs)
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return result;
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return result;
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}
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}
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int BSPUtil::allignBy128(int size)
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size_t BSPUtil::allignBy128(size_t size)
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{
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{
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return ((size + 127) & 0xFFFFFF80);
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return ((size + 127) & 0xFFFFFF80);
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}
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}
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@@ -13,7 +13,7 @@ public:
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static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
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static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
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static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
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static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
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static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
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static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
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static int allignBy128(int size);
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static size_t allignBy128(size_t size);
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static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
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static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
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static void convertAnglesToAxis(vec3_t* angles, vec3_t* axis);
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static void convertAnglesToAxis(vec3_t* angles, vec3_t* axis);
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static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);
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static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);
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@@ -462,7 +462,7 @@ namespace BSP
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// any vertex count over the uint16_t max means the vertices above the uint16_t max can't be indexed
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// any vertex count over the uint16_t max means the vertices above the uint16_t max can't be indexed
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if (static_cast<unsigned int>(bsp->colWorld.vertices.size()) > BSPGameConstants::MAX_COLLISION_VERTS)
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if (static_cast<unsigned int>(bsp->colWorld.vertices.size()) > BSPGameConstants::MAX_COLLISION_VERTS)
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{
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{
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printf("ERROR: collision vertex count %i exceeds the maximum number: %i!\n", clipMap->vertCount, BSPGameConstants::MAX_COLLISION_VERTS);
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con::error("ERROR: collision vertex count %i exceeds the maximum number: %i!\n", clipMap->vertCount, BSPGameConstants::MAX_COLLISION_VERTS);
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return false;
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return false;
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}
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}
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@@ -130,18 +130,18 @@ namespace BSP
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// set all surface types to lit opaque
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// set all surface types to lit opaque
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gfxWorld->dpvs.litSurfsBegin = 0;
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gfxWorld->dpvs.litSurfsBegin = 0;
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gfxWorld->dpvs.litSurfsEnd = surfaceCount;
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gfxWorld->dpvs.litSurfsEnd = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.emissiveOpaqueSurfsBegin = surfaceCount;
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gfxWorld->dpvs.emissiveOpaqueSurfsBegin = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.emissiveOpaqueSurfsEnd = surfaceCount;
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gfxWorld->dpvs.emissiveOpaqueSurfsEnd = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.emissiveTransSurfsBegin = surfaceCount;
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gfxWorld->dpvs.emissiveTransSurfsBegin = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.emissiveTransSurfsEnd = surfaceCount;
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gfxWorld->dpvs.emissiveTransSurfsEnd = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.litTransSurfsBegin = surfaceCount;
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gfxWorld->dpvs.litTransSurfsBegin = static_cast<unsigned int>(surfaceCount);
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gfxWorld->dpvs.litTransSurfsEnd = surfaceCount;
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gfxWorld->dpvs.litTransSurfsEnd = static_cast<unsigned int>(surfaceCount);
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// visdata is written to by the game
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// visdata is written to by the game
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// all visdata is alligned by 128
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// all visdata is alligned by 128
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unsigned int allignedSurfaceCount = BSPUtil::allignBy128(surfaceCount);
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size_t allignedSurfaceCount = BSPUtil::allignBy128(surfaceCount);
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gfxWorld->dpvs.surfaceVisDataCount = allignedSurfaceCount;
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gfxWorld->dpvs.surfaceVisDataCount = static_cast<unsigned int>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(allignedSurfaceCount);
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@@ -228,8 +228,8 @@ namespace BSP
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// visdata is written to by the game
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// visdata is written to by the game
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// all visdata is alligned by 128
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// all visdata is alligned by 128
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int allignedModelCount = BSPUtil::allignBy128(modelCount);
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size_t allignedModelCount = BSPUtil::allignBy128(modelCount);
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gfxWorld->dpvs.smodelVisDataCount = allignedModelCount;
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gfxWorld->dpvs.smodelVisDataCount = static_cast<unsigned int>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(allignedModelCount);
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@@ -119,7 +119,7 @@ namespace BSP
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mapEnts->name = m_memory.Dup(bsp->bspName.c_str());
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mapEnts->name = m_memory.Dup(bsp->bspName.c_str());
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mapEnts->entityString = m_memory.Dup(entityString.c_str());
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mapEnts->entityString = m_memory.Dup(entityString.c_str());
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mapEnts->numEntityChars = entityString.length() + 1; // numEntityChars includes the null character
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mapEnts->numEntityChars = static_cast<int>(entityString.length() + 1); // numEntityChars includes the null character
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// don't need these
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// don't need these
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mapEnts->trigger.count = 0;
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mapEnts->trigger.count = 0;
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@@ -2,7 +2,6 @@
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#include "BSPCreator.h"
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#include "BSPCreator.h"
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#include "BSPUtil.h"
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#include "BSPUtil.h"
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#include "Linker/BSPLinker.h"
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#include "Linker/BSPLinker.h"
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//#include "CustomMapLinker.h"
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namespace
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namespace
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{
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{
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