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https://github.com/Laupetin/OpenAssetTools.git
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chore: use available methods from Utils component
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@@ -88,11 +88,6 @@ namespace BSP
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return result;
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}
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size_t BSPUtil::allignBy128(size_t size)
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{
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return ((size + 127) & 0xFFFFFF80);
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}
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float BSPUtil::distBetweenPoints(vec3_t& p1, vec3_t& p2)
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{
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float x = p2.x - p1.x;
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@@ -14,7 +14,6 @@ namespace BSP
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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 calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
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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 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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@@ -1,6 +1,7 @@
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#include "GfxWorldLinker.h"
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#include "../BSPUtil.h"
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#include "Utils/Alignment.h"
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#include "Utils/Pack.h"
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namespace BSP
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@@ -138,14 +139,14 @@ namespace BSP
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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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size_t allignedSurfaceCount = BSPUtil::allignBy128(surfaceCount);
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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[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.surfaceVisDataCameraSaved = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(allignedSurfaceCount);
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gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(allignedSurfaceCount);
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auto alignedSurfaceCount = utils::Align(surfaceCount, 128uz);
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gfxWorld->dpvs.surfaceVisDataCount = static_cast<unsigned int>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[0] = m_memory.Alloc<char>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[1] = m_memory.Alloc<char>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisData[2] = m_memory.Alloc<char>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceVisDataCameraSaved = m_memory.Alloc<char>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceCastsShadow = m_memory.Alloc<char>(alignedSurfaceCount);
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gfxWorld->dpvs.surfaceCastsSunShadow = m_memory.Alloc<char>(alignedSurfaceCount);
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return true;
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}
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@@ -226,13 +227,13 @@ namespace BSP
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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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size_t allignedModelCount = BSPUtil::allignBy128(modelCount);
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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[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.smodelVisDataCameraSaved = m_memory.Alloc<char>(allignedModelCount);
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gfxWorld->dpvs.smodelCastsShadow = m_memory.Alloc<char>(allignedModelCount);
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const auto alignedModelCount = utils::Align(modelCount, 128u);
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gfxWorld->dpvs.smodelVisDataCount = static_cast<unsigned int>(alignedModelCount);
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gfxWorld->dpvs.smodelVisData[0] = m_memory.Alloc<char>(alignedModelCount);
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gfxWorld->dpvs.smodelVisData[1] = m_memory.Alloc<char>(alignedModelCount);
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gfxWorld->dpvs.smodelVisData[2] = m_memory.Alloc<char>(alignedModelCount);
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gfxWorld->dpvs.smodelVisDataCameraSaved = m_memory.Alloc<char>(alignedModelCount);
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gfxWorld->dpvs.smodelCastsShadow = m_memory.Alloc<char>(alignedModelCount);
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for (unsigned int i = 0; i < modelCount; i++)
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{
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if ((gfxWorld->dpvs.smodelDrawInsts[i].flags & STATIC_MODEL_FLAG_NO_SHADOW) == 0)
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