Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
452 lines
9.9 KiB
C++
452 lines
9.9 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "bndgbox.h"
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#include "origin.h"
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#include "line.h"
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//#############################################################################
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//############################## BoundingBox ############################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoundingBox::BoundingBox(const ExtentBox &extents):
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ExtentBox(extents)
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{
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Check_Pointer(this);
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Check(&extents);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoundingBox::BoundingBox()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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BoundingBox::PlaceBoundingBox(const Origin& origin)
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{
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Check(this);
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Check(&origin);
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Dump(origin);
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minX += origin.linearPosition.x;
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maxX += origin.linearPosition.x;
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minY += origin.linearPosition.y;
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maxY += origin.linearPosition.y;
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minZ += origin.linearPosition.z;
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maxZ += origin.linearPosition.z;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoundingBox::~BoundingBox()
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{
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Check_Pointer(this);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::Intersects(const ExtentBox &extents)
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{
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Check(this);
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Check(&extents);
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if (ExtentBox::Intersects(extents))
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{
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ExtentBox slice;
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slice.Intersect(*this, extents);
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return IntersectsBounded(slice);
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}
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else
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{
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return False;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::Intersects(
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const ExtentBox &extents,
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ExtentBox *slice
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)
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{
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Check(this);
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Check(&extents);
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Check_Pointer(slice);
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if (ExtentBox::Intersects(extents))
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{
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slice->Intersect(*this, extents);
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return IntersectsBounded(*slice);
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}
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else
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{
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return False;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::Contains(const Point3D &point)
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{
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Check(this);
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Check(&point);
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if (ExtentBox::Contains(point))
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{
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return ContainsBounded(point);
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}
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else
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{
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return False;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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BoundingBox::FindDistanceBelow(const Point3D &point)
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{
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Check(this);
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Check(&point);
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if (
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minX <= point.x && maxX >= point.x && minY <= point.y
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&& minZ <= point.z && maxZ >= point.z
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)
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{
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return FindDistanceBelowBounded(point);
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}
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else
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{
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return -1.0f;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::HitBy(Line *line)
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{
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Check(this);
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Check(line);
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Scalar
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enter,
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leave,
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perpendicular,
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drift,
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distance;
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//
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//--------------------
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// Set up for the test
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//--------------------
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//
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Logical entered = False;
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Logical left = False;
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for (int i=0; i<6; ++i)
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{
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//
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//--------------------------------------------------------------------
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// Figure out what axis we are dealing with, then based upon the
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// direction of the face, find out the distance from the origin to the
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// place against the normal, and find out how fast the perpendicular
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// distance changes with a unit movement along the line
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//--------------------------------------------------------------------
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//
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int face = i;
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int axis = face >> 1;
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if (face&1)
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{
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perpendicular = line->origin[axis] - (*this)[face];
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drift = line->direction[axis];
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}
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else
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{
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perpendicular = (*this)[face] - line->origin[axis];
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drift = -line->direction[axis];
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}
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//
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//-------------------------------------------------------------------
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// If the line is parallel to the face, figure out whether or not the
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// line origin lies within the face's half-space
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//-------------------------------------------------------------------
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//
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if (Small_Enough(drift))
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{
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if (perpendicular > 0.0f)
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{
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return False;
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}
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else
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{
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continue;
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}
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}
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//
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//--------------------------------------------------------------------
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// If the drift is towards the plane's halfspace, this plane is one of
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// the one through which the line could enter the node
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//--------------------------------------------------------------------
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//
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distance = -perpendicular / drift;
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if (drift < 0.0f)
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{
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if (!entered)
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{
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entered = True;
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enter = distance;
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}
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else if (distance > enter)
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{
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enter = distance;
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}
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if (enter > line->length)
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{
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return False;
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}
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}
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//
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//--------------------------------------------------------------------
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// If the drift is towards the plane's halfspace, this plane is one of
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// the one through which the line could enter the node
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//--------------------------------------------------------------------
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//
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else
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{
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if (!left)
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{
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left = True;
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leave = distance;
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}
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else if (distance < leave)
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{
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leave = distance;
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}
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if (leave < 0.0f)
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{
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return False;
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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 we exit the loop, then make sure that we actually hit the interior,
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// and let the box figure out if the what happens inside it
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//-----------------------------------------------------------------------
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//
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if (enter <= leave)
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{
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return HitByBounded(line, enter, leave);
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}
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return False;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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#if DEBUG_LEVEL>0
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BoundingBox::IntersectsBounded(const ExtentBox &extents)
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#else
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BoundingBox::IntersectsBounded(const ExtentBox &)
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#endif
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{
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Check(this);
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Check(&extents);
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Verify(minX <= extents.minX);
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Verify(maxX >= extents.maxX);
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Verify(minY <= extents.minY);
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Verify(maxY >= extents.maxY);
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Verify(minZ <= extents.minZ);
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Verify(maxZ >= extents.maxZ);
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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#if DEBUG_LEVEL>0
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BoundingBox::ContainsBounded(const Point3D &point)
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#else
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BoundingBox::ContainsBounded(const Point3D &)
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#endif
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(maxY >= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Scalar
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BoundingBox::FindDistanceBelowBounded(const Point3D &point)
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{
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Check(this);
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Check(&point);
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Verify(minX <= point.x);
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Verify(maxX >= point.x);
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Verify(minY <= point.y);
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Verify(minZ <= point.z);
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Verify(maxZ >= point.z);
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Scalar result = point.y - maxY;
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return Max(result, 0.0f);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::HitByBounded(
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Line *line,
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Scalar enters,
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#if DEBUG_LEVEL>0
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Scalar leaves
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#else
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Scalar
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#endif
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)
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{
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Check(this);
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Check(line);
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Verify(enters <= leaves);
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Verify(leaves >= 0.0f);
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line->length = Max(enters, 0.0f);
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBox::TestInstance() const
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{
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return True;
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}
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//#############################################################################
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//######################### BoundingBoxCollision ########################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBoxCollision::TestInstance() const
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{
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return True;
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}
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//#############################################################################
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//####################### BoundingBoxCollisionList ######################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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BoundingBoxCollisionList::BoundingBoxCollisionList(int max_length)
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{
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listStart = new BoundingBoxCollision[max_length];
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Register_Pointer(listStart);
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maxCollisions = max_length;
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Reset();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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BoundingBoxCollisionList::AddCollisionToList(
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BoundingBox *tree_volume,
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const ExtentBox &slice
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)
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{
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Check(tree_volume);
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Check(&slice);
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Check(this);
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Check_Pointer(nextCollision);
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Verify(collisionsLeft);
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//
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// BT port fix: Verify() compiles out at DEBUG_LEVEL=0, leaving NO live bounds
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// check -- and several callers are add-then-check (MOVER.cpp:1589,
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// BOXLIST.cpp:230), so a list entered with exactly 0 slots free went NEGATIVE,
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// every later "!collisionsLeft" full-test read nonzero-negative as "room
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// left", and the static-tree pass then appended EVERY overlapping terrain/
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// building box past the 10-slot heap block (0x1C bytes per entry). Trigger:
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// >10 simultaneous contacts from >1 source -- e.g. a mech standing INSIDE a
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// building solid while gravity presses it into terrain boxes. Clamp at
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// capacity: overflow contacts are dropped, never written.
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//
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if (collisionsLeft <= 0)
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{
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return;
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}
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nextCollision->treeVolume = tree_volume;
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nextCollision->collisionSlice = slice;
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++nextCollision;
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--collisionsLeft;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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BoundingBoxCollisionList::TestInstance() const
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{
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return True;
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}
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//#############################################################################
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//########################### TaggedBoundingBox #########################
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//#############################################################################
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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TaggedBoundingBox::TaggedBoundingBox(void *tag)
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{
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tagPointer = tag;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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TaggedBoundingBox::TaggedBoundingBox(
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const ExtentBox &extents,
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void *tag
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):
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BoundingBox(extents)
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{
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tagPointer = tag;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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TaggedBoundingBox::~TaggedBoundingBox()
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{
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}
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#if defined(TEST_CLASS)
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#include "bndgbox.tcp"
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#endif
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