2007-11-04 03:34:51 +00:00
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#include <assert.h>
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#include "q3data.h"
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polyset_t *Polyset_SplitSets( polyset_t *psets, int numpolysets, int *pNumNewPolysets, int maxTris )
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{
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int p, np, op;
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int numNewPolysets = 0;
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int numSplitPolysets = 0;
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polyset_t *newpsets;
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int sumTriangles = 0;
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for ( p = 0; p < numpolysets; p++ )
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{
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numNewPolysets += psets[p].numtriangles / maxTris + 1;
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}
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if ( numNewPolysets == numpolysets )
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return psets;
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printf( "Warning: creating %d polysets from input of %d polysets\n", numNewPolysets, numpolysets );
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newpsets = calloc( sizeof( polyset_t ) * numNewPolysets, 1 );
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for ( np = 0, op = 0; op < numpolysets; op++ )
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{
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numSplitPolysets = ( psets[op].numtriangles / ( maxTris + 1 ) ) + 1;
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if ( numSplitPolysets == 1 )
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{
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memcpy( &newpsets[np], &psets[op], sizeof( polyset_t ) );
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np++;
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}
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else
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{
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sumTriangles = 0;
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// split this pset into multiple smaller psets
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for ( p = 0; p < numSplitPolysets; p++, np++ )
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{
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memcpy( &newpsets[np], &psets[op], sizeof( polyset_t ) );
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newpsets[np].triangles = psets[op].triangles + sumTriangles;
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if ( sumTriangles + maxTris > psets[op].numtriangles )
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newpsets[np].numtriangles = psets[op].numtriangles - sumTriangles;
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else
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newpsets[np].numtriangles = maxTris;
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sumTriangles += newpsets[np].numtriangles;
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}
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}
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}
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*pNumNewPolysets = numNewPolysets;
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return newpsets;
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}
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polyset_t *Polyset_LoadSets( const char *file, int *numpolysets, int maxTrisPerSet )
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{
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polyset_t *psets;
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polyset_t *finalpsets;
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//
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// load the frame
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//
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if ( strstr( file, ".3DS" ) || strstr( file, ".3ds" ) )
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_3DS_LoadPolysets( file, &psets, numpolysets, g_verbose );
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else
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Error( "TRI files no longer supported" );
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// TRI_LoadPolysets( file, &psets, numpolysets );
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/*
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//
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// scale polysets
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//
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for ( i = 0; i < psets; i++ )
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{
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int j;
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for ( j = 0; j < psets[i].numtriangles; j++ )
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{
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}
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}
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*/
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//
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// split polysets if necessary
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//
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finalpsets = Polyset_SplitSets( psets, *numpolysets, numpolysets, maxTrisPerSet );
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return finalpsets;
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}
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polyset_t *Polyset_CollapseSets( polyset_t *psets, int numpolysets )
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{
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int p;
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int sumtriangles = 0;
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polyset_t *oldpsets = psets;
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//
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// no tag checking because this is an $oldbase and thus shouldn't have any
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// tags
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//
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for ( p = 0; p < numpolysets; p++ )
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{
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sumtriangles += oldpsets[p].numtriangles;
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}
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psets = calloc( 1, sizeof( polyset_t ) );
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psets[0].numtriangles = sumtriangles;
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psets[0].triangles = malloc( MD3_MAX_TRIANGLES * sizeof( triangle_t ) );
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// each call to "LoadPolysets" only allocates a single large chunk of
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// triangle memory that is utilized by all the polysets loaded by
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// that one call
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memcpy( psets[0].triangles, oldpsets[0].triangles, sizeof( triangle_t ) * sumtriangles );
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free( oldpsets[0].triangles );
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free( oldpsets );
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return psets;
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}
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static float SnapFloat( float x )
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{
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int ix;
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x *= 1.0f / MD3_XYZ_SCALE;
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ix = ( int ) x;
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x = ( float ) ix;
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x *= MD3_XYZ_SCALE;
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return x;
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}
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void Polyset_SnapSets( polyset_t *psets, int numpolysets )
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{
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int p;
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for ( p = 0; p < numpolysets; p++ )
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{
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int t;
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for ( t = 0; t < psets[p].numtriangles; t++ )
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{
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int v;
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for ( v = 0; v < 3; v++ )
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{
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psets[p].triangles[t].verts[v][0] = SnapFloat( psets[p].triangles[t].verts[v][0] );
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psets[p].triangles[t].verts[v][1] = SnapFloat( psets[p].triangles[t].verts[v][1] );
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psets[p].triangles[t].verts[v][2] = SnapFloat( psets[p].triangles[t].verts[v][2] );
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}
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}
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}
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}
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void Polyset_ComputeNormals( polyset_t *psets, int numpolysets )
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{
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int p;
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int i, t;
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int vertexIndex[MD3_MAX_TRIANGLES][3];
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vec3_t verts[MD3_MAX_VERTS];
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vec3_t normals[MD3_MAX_VERTS];
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vec3_t faceNormals[MD3_MAX_TRIANGLES];
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//
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// iterate through polysets
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//
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for ( p = 0; p < numpolysets; p++ )
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{
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int numUniqueVertices = 0;
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assert( psets[p].numtriangles < MD3_MAX_TRIANGLES );
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memset( vertexIndex, 0xff, sizeof( vertexIndex ) );
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memset( verts, 0, sizeof( verts ) );
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memset( normals, 0, sizeof( normals ) );
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//
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// unique vertices
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//
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for ( t = 0; t < psets[p].numtriangles; t++ )
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{
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int j;
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for ( j = 0; j < 3; j++ )
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{
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for ( i = 0; i < numUniqueVertices; i++ )
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{
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if ( VectorCompare( psets[p].triangles[t].verts[j], verts[i] ) )
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{
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break;
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}
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}
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if ( i == numUniqueVertices )
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{
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vertexIndex[t][j] = numUniqueVertices;
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VectorCopy( (psets[p].triangles[t].verts[j]), (verts[numUniqueVertices]) );
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numUniqueVertices++;
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}
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else
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{
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vertexIndex[t][j] = i;
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}
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}
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}
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//
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// compute face normals
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//
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for ( t = 0; t < psets[p].numtriangles; t++ )
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{
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vec3_t side0, side1, facenormal;
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VectorSubtract( psets[p].triangles[t].verts[0], psets[p].triangles[t].verts[1], side0 );
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VectorSubtract( psets[p].triangles[t].verts[2], psets[p].triangles[t].verts[1], side1);
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CrossProduct( side0, side1, facenormal );
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VectorNormalize( facenormal, faceNormals[t] );
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}
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//
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// sum normals and copy them back
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//
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for ( i = 0; i < numUniqueVertices; i++ )
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{
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for ( t = 0; t < psets[p].numtriangles; t++ )
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{
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if ( vertexIndex[t][0] == i ||
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vertexIndex[t][1] == i ||
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vertexIndex[t][2] == i )
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{
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normals[i][0] += faceNormals[t][0];
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normals[i][1] += faceNormals[t][1];
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normals[i][2] += faceNormals[t][2];
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}
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}
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VectorNormalize( normals[i], normals[i] );
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}
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for ( t = 0; t < psets[p].numtriangles; t++ )
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{
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VectorCopy( normals[vertexIndex[t][0]], psets[p].triangles[t].normals[0] );
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VectorCopy( normals[vertexIndex[t][1]], psets[p].triangles[t].normals[1] );
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VectorCopy( normals[vertexIndex[t][2]], psets[p].triangles[t].normals[2] );
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}
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}
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}
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