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Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
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@@ -94,7 +94,7 @@ int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_d
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}
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void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
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valid=false;
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@@ -104,7 +104,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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triangles.resize(fc);
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bvh.resize(fc*3); //will never be larger than this (todo make better)
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DVector<BVH>::Write bw = bvh.write();
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PoolVector<BVH>::Write bw = bvh.write();
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{
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@@ -112,8 +112,8 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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//except for the Set for repeated triangles, everything
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//goes in-place.
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DVector<Vector3>::Read r = p_faces.read();
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DVector<Triangle>::Write w = triangles.write();
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PoolVector<Vector3>::Read r = p_faces.read();
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PoolVector<Triangle>::Write w = triangles.write();
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Map<Vector3,int> db;
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for(int i=0;i<fc;i++) {
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@@ -149,16 +149,16 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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}
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vertices.resize(db.size());
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DVector<Vector3>::Write vw = vertices.write();
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PoolVector<Vector3>::Write vw = vertices.write();
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for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
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vw[E->get()]=E->key();
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}
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}
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DVector<BVH*> bwptrs;
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PoolVector<BVH*> bwptrs;
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bwptrs.resize(fc);
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DVector<BVH*>::Write bwp = bwptrs.write();
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PoolVector<BVH*>::Write bwp = bwptrs.write();
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for(int i=0;i<fc;i++) {
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bwp[i]=&bw[i];
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@@ -168,7 +168,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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int max_alloc=fc;
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int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
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bw=DVector<BVH>::Write(); //clearup
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bw=PoolVector<BVH>::Write(); //clearup
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bvh.resize(max_alloc); //resize back
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valid=true;
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@@ -197,9 +197,9 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
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int level=0;
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DVector<Triangle>::Read trianglesr = triangles.read();
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DVector<Vector3>::Read verticesr=vertices.read();
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DVector<BVH>::Read bvhr=bvh.read();
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr=vertices.read();
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PoolVector<BVH>::Read bvhr=bvh.read();
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const Triangle *triangleptr=trianglesr.ptr();
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int pos=bvh.size()-1;
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@@ -299,9 +299,9 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
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int level=0;
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DVector<Triangle>::Read trianglesr = triangles.read();
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DVector<Vector3>::Read verticesr=vertices.read();
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DVector<BVH>::Read bvhr=bvh.read();
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr=vertices.read();
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PoolVector<BVH>::Read bvhr=bvh.read();
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const Triangle *triangleptr=trianglesr.ptr();
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const Vector3 *vertexptr=verticesr.ptr();
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@@ -422,9 +422,9 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
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int level=0;
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DVector<Triangle>::Read trianglesr = triangles.read();
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DVector<Vector3>::Read verticesr=vertices.read();
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DVector<BVH>::Read bvhr=bvh.read();
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr=vertices.read();
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PoolVector<BVH>::Read bvhr=bvh.read();
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const Triangle *triangleptr=trianglesr.ptr();
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const Vector3 *vertexptr=verticesr.ptr();
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@@ -524,18 +524,18 @@ bool TriangleMesh::is_valid() const {
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return valid;
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}
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DVector<Face3> TriangleMesh::get_faces() const {
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PoolVector<Face3> TriangleMesh::get_faces() const {
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if (!valid)
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return DVector<Face3>();
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return PoolVector<Face3>();
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DVector<Face3> faces;
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PoolVector<Face3> faces;
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int ts = triangles.size();
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faces.resize(triangles.size());
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DVector<Face3>::Write w=faces.write();
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DVector<Triangle>::Read r = triangles.read();
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DVector<Vector3>::Read rv = vertices.read();
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PoolVector<Face3>::Write w=faces.write();
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PoolVector<Triangle>::Read r = triangles.read();
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PoolVector<Vector3>::Read rv = vertices.read();
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for(int i=0;i<ts;i++) {
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for(int j=0;j<3;j++) {
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@@ -543,7 +543,7 @@ DVector<Face3> TriangleMesh::get_faces() const {
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}
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}
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w = DVector<Face3>::Write();
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w = PoolVector<Face3>::Write();
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return faces;
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}
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