51b4145841
This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
258 lines
6.5 KiB
C++
258 lines
6.5 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* Bounding Box
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*/
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#include <math.h>
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#include "SG_BBox.h"
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#include "SG_Node.h"
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SG_BBox::SG_BBox() :
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m_min(0., 0., 0.),
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m_max(0., 0., 0.)
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{
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}
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SG_BBox::SG_BBox(const MT_Point3 &min, const MT_Point3 &max) :
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m_min(min),
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m_max(max)
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{
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}
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SG_BBox::SG_BBox(const SG_BBox &other, const MT_Transform &world) :
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m_min(world(other.m_min)),
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m_max(world(other.m_max))
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{
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*this += world(MT_Point3(m_min[0], m_min[1], m_max[2]));
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*this += world(MT_Point3(m_min[0], m_max[1], m_min[2]));
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*this += world(MT_Point3(m_min[0], m_max[1], m_max[2]));
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*this += world(MT_Point3(m_max[0], m_min[1], m_min[2]));
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*this += world(MT_Point3(m_max[0], m_min[1], m_max[2]));
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*this += world(MT_Point3(m_max[0], m_max[1], m_min[2]));
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}
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SG_BBox::SG_BBox(const SG_BBox &other) :
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m_min(other.m_min),
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m_max(other.m_max)
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{
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}
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SG_BBox::~ SG_BBox()
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{
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}
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SG_BBox& SG_BBox::operator +=(const MT_Point3 &point)
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{
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if (point[0] < m_min[0])
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m_min[0] = point[0];
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else if (point[0] > m_max[0])
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m_max[0] = point[0];
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if (point[1] < m_min[1])
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m_min[1] = point[1];
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else if (point[1] > m_max[1])
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m_max[1] = point[1];
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if (point[2] < m_min[2])
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m_min[2] = point[2];
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else if (point[2] > m_max[2])
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m_max[2] = point[2];
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return *this;
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}
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SG_BBox& SG_BBox::operator += (const SG_BBox &bbox)
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{
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*this += bbox.m_min;
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*this += bbox.m_max;
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return *this;
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}
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SG_BBox SG_BBox::operator +(const SG_BBox &bbox2) const
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{
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SG_BBox ret = *this;
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ret += bbox2;
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return ret;
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}
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MT_Scalar SG_BBox::volume() const
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{
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MT_Vector3 size = m_max - m_min;
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return size[0]*size[1]*size[2];
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}
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#if 0
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void SG_BBox::translate(const MT_Vector3& dx)
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{
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m_min += dx;
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m_max += dx;
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}
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void SG_BBox::scale(const MT_Vector3& size, const MT_Point3& point)
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{
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MT_Vector3 center = (m_max - m_min)/2. + point;
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m_max = (m_max - center)*size;
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m_min = (m_min - center)*size;
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}
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#endif
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SG_BBox SG_BBox::transform(const MT_Transform &world) const
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{
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SG_BBox bbox(world(m_min), world(m_max));
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bbox += world(MT_Point3(m_min[0], m_min[1], m_max[2]));
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bbox += world(MT_Point3(m_min[0], m_max[1], m_min[2]));
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bbox += world(MT_Point3(m_min[0], m_max[1], m_max[2]));
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bbox += world(MT_Point3(m_max[0], m_min[1], m_min[2]));
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bbox += world(MT_Point3(m_max[0], m_min[1], m_max[2]));
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bbox += world(MT_Point3(m_max[0], m_max[1], m_min[2]));
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return bbox;
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}
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bool SG_BBox::inside(const MT_Point3 &point) const
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{
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return point[0] >= m_min[0] && point[0] <= m_max[0] &&
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point[1] >= m_min[1] && point[1] <= m_max[1] &&
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point[2] >= m_min[2] && point[2] <= m_max[2];
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}
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bool SG_BBox::inside(const SG_BBox& other) const
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{
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return inside(other.m_min) && inside(other.m_max);
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}
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bool SG_BBox::intersects(const SG_BBox& other) const
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{
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return inside(other.m_min) != inside(other.m_max);
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}
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bool SG_BBox::outside(const SG_BBox& other) const
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{
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return !inside(other.m_min) && !inside(other.m_max);
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}
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SG_BBox::intersect SG_BBox::test(const SG_BBox& other) const
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{
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bool point1(inside(other.m_min)), point2(inside(other.m_max));
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return point1?(point2?INSIDE:INTERSECT):(point2?INTERSECT:OUTSIDE);
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}
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void SG_BBox::get(MT_Point3 *box, const MT_Transform &world) const
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{
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*box++ = world(m_min);
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*box++ = world(MT_Point3(m_min[0], m_min[1], m_max[2]));
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*box++ = world(MT_Point3(m_min[0], m_max[1], m_min[2]));
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*box++ = world(MT_Point3(m_min[0], m_max[1], m_max[2]));
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*box++ = world(MT_Point3(m_max[0], m_min[1], m_min[2]));
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*box++ = world(MT_Point3(m_max[0], m_min[1], m_max[2]));
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*box++ = world(MT_Point3(m_max[0], m_max[1], m_min[2]));
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*box++ = world(m_max);
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}
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void SG_BBox::getaa(MT_Point3 *box, const MT_Transform &world) const
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{
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const MT_Point3 min(world(m_min)), max(world(m_max));
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*box++ = min;
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*box++ = MT_Point3(min[0], min[1], max[2]);
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*box++ = MT_Point3(min[0], max[1], min[2]);
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*box++ = MT_Point3(min[0], max[1], max[2]);
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*box++ = MT_Point3(max[0], min[1], min[2]);
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*box++ = MT_Point3(max[0], min[1], max[2]);
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*box++ = MT_Point3(max[0], max[1], min[2]);
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*box++ = max;
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}
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void SG_BBox::getmm(MT_Point3 *box, const MT_Transform &world) const
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{
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const MT_Point3 min(world(m_min)), max(world(m_max));
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*box++ = min;
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*box++ = max;
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}
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void SG_BBox::split(SG_BBox &left, SG_BBox &right) const
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{
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MT_Scalar sizex = m_max[0] - m_min[0];
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MT_Scalar sizey = m_max[1] - m_min[1];
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MT_Scalar sizez = m_max[2] - m_min[2];
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if (sizex < sizey)
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{
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if (sizey > sizez)
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{
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left.m_min = m_min;
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left.m_max[0] = m_max[0];
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left.m_max[1] = m_min[1] + sizey/2.0;
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left.m_max[2] = m_max[2];
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right.m_min[0] = m_min[0];
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right.m_min[1] = m_min[1] + sizey/2.0;
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right.m_min[2] = m_min[2];
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right.m_max = m_max;
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std::cout << "splity" << std::endl;
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} else {
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left.m_min = m_min;
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left.m_max[0] = m_max[0];
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left.m_max[1] = m_max[1];
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left.m_max[2] = m_min[2] + sizez/2.0;
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right.m_min[0] = m_min[0];
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right.m_min[1] = m_min[1];
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right.m_min[2] = m_min[2] + sizez/2.0;
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right.m_max = m_max;
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std::cout << "splitz" << std::endl;
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}
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} else {
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if (sizex > sizez)
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{
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left.m_min = m_min;
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left.m_max[0] = m_min[0] + sizex/2.0;
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left.m_max[1] = m_max[1];
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left.m_max[2] = m_max[2];
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right.m_min[0] = m_min[0] + sizex/2.0;
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right.m_min[1] = m_min[1];
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right.m_min[2] = m_min[2];
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right.m_max = m_max;
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std::cout << "splitx" << std::endl;
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} else {
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left.m_min = m_min;
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left.m_max[0] = m_max[0];
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left.m_max[1] = m_max[1];
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left.m_max[2] = m_min[2] + sizez/2.0;
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right.m_min[0] = m_min[0];
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right.m_min[1] = m_min[1];
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right.m_min[2] = m_min[2] + sizez/2.0;
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right.m_max = m_max;
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std::cout << "splitz" << std::endl;
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}
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}
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//std::cout << "Left: " << left.m_min << " -> " << left.m_max << " Right: " << right.m_min << " -> " << right.m_max << std::endl;
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}
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