Avoid duplicate triangles.
Modified Files: simgear/scene/bvh/BVHStaticGeometryBuilder.hxx
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@@ -18,6 +18,10 @@
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#ifndef BVHStaticGeometryBuilder_hxx
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#define BVHStaticGeometryBuilder_hxx
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#include <algorithm>
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#include <map>
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#include <set>
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#include <simgear/structure/SGReferenced.hxx>
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#include <simgear/structure/SGSharedPtr.hxx>
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@@ -71,6 +75,9 @@ public:
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typedef std::map<SGVec3f, unsigned> VertexMap;
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VertexMap _vertexMap;
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typedef std::set<SGVec3<unsigned> > TriangleSet;
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TriangleSet _triangleSet;
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void setCurrentMaterial(const SGMaterial* material)
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{
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_currentMaterial = material;
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@@ -98,6 +105,11 @@ public:
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void addTriangle(const SGVec3f& v1, const SGVec3f& v2, const SGVec3f& v3)
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{
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unsigned indices[3] = { addVertex(v1), addVertex(v2), addVertex(v3) };
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std::sort(indices, indices + 3);
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SGVec3<unsigned> indexKey(indices);
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if (_triangleSet.find(indexKey) != _triangleSet.end())
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return;
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_triangleSet.insert(indexKey);
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BVHStaticTriangle* staticTriangle;
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staticTriangle = new BVHStaticTriangle(_currentMaterialIndex, indices);
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_leafRefList.push_back(LeafRef(staticTriangle, *_staticData));
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