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fix for pickup up transparent objects, workaround for doors
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@ -5,6 +5,7 @@
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#include <OgreBillboardSet.h>
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#include <OgreBillboardSet.h>
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#include <OgreHardwareOcclusionQuery.h>
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#include <OgreHardwareOcclusionQuery.h>
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#include <OgreEntity.h>
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#include <OgreEntity.h>
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#include <OgreSubEntity.h>
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using namespace MWRender;
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using namespace MWRender;
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using namespace Ogre;
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using namespace Ogre;
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@ -12,7 +13,7 @@ using namespace Ogre;
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OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
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OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNode* sunNode) :
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mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
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mSunTotalAreaQuery(0), mSunVisibleAreaQuery(0), mSingleObjectQuery(0), mActiveQuery(0),
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mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
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mDoQuery(0), mSunVisibility(0), mQuerySingleObjectStarted(false), mTestResult(false),
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mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false), mDoQuery2(false)
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mQuerySingleObjectRequested(false), mWasVisible(false), mObjectWasVisible(false)
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{
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{
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mRendering = renderer;
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mRendering = renderer;
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mSunNode = sunNode;
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mSunNode = sunNode;
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@ -82,7 +83,6 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
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mRendering->getScene()->addRenderObjectListener(this);
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mRendering->getScene()->addRenderObjectListener(this);
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mRendering->getScene()->addRenderQueueListener(this);
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mRendering->getScene()->addRenderQueueListener(this);
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mDoQuery = true;
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mDoQuery = true;
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mDoQuery2 = true;
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}
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}
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OcclusionQuery::~OcclusionQuery()
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OcclusionQuery::~OcclusionQuery()
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@ -190,7 +190,6 @@ void OcclusionQuery::update(float duration)
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// Stop occlusion queries until we get their information
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// Stop occlusion queries until we get their information
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// (may not happen on the same frame they are requested in)
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// (may not happen on the same frame they are requested in)
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mDoQuery = false;
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mDoQuery = false;
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mDoQuery2 = false;
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if (!mSunTotalAreaQuery->isStillOutstanding()
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if (!mSunTotalAreaQuery->isStillOutstanding()
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&& !mSunVisibleAreaQuery->isStillOutstanding()
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&& !mSunVisibleAreaQuery->isStillOutstanding()
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@ -252,3 +251,40 @@ bool OcclusionQuery::getTestResult()
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return mTestResult;
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return mTestResult;
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}
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}
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bool OcclusionQuery::isPotentialOccluder(Ogre::SceneNode* node)
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{
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bool result = false;
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for (unsigned int i=0; i < node->numAttachedObjects(); ++i)
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{
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MovableObject* ob = node->getAttachedObject(i);
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std::string type = ob->getMovableType();
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if (type == "Entity")
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{
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Entity* ent = static_cast<Entity*>(ob);
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for (unsigned int j=0; j < ent->getNumSubEntities(); ++j)
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{
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// if any sub entity has a material with depth write off,
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// consider the object as not an occluder
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MaterialPtr mat = ent->getSubEntity(j)->getMaterial();
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Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Technique* tech = techIt.getNext();
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Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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return false;
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else
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result = true;
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}
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}
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}
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}
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}
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return result;
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}
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@ -46,6 +46,14 @@ namespace MWRender
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*/
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*/
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bool occlusionTestPending();
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bool occlusionTestPending();
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/**
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* Checks if the objects held by this scenenode
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* can be considered as potential occluders
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* (which might not be the case when transparency is involved)
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* @param Scene node
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*/
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bool isPotentialOccluder(Ogre::SceneNode* node);
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/**
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/**
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* @return true if the object tested in the last request was occluded
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* @return true if the object tested in the last request was occluded
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*/
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*/
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@ -750,15 +750,16 @@ namespace MWWorld
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// figure out which object we want to test against
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// figure out which object we want to test against
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std::vector < std::pair < float, std::string > > results = mPhysics->getFacedObjects();
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std::vector < std::pair < float, std::string > > results = mPhysics->getFacedObjects();
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// ignore the player
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// ignore the player and other things we're not interested in
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for (std::vector < std::pair < float, std::string > >::iterator it = results.begin();
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std::vector < std::pair < float, std::string > >::iterator it = results.begin();
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it != results.end(); ++it)
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while (it != results.end())
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{
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{
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if ( (*it).second == mPlayer->getPlayer().getRefData().getHandle() )
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if ( (*it).second == mPlayer->getPlayer().getRefData().getHandle())
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{
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{
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results.erase(it);
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it = results.erase(it);
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break;
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}
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}
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else
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++it;
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}
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}
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if (results.size() == 0)
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if (results.size() == 0)
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@ -774,6 +775,7 @@ namespace MWWorld
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btVector3 p = mPhysics->getRayPoint(results.front().first);
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btVector3 p = mPhysics->getRayPoint(results.front().first);
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
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Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
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query->occlusionTest(pos, node);
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query->occlusionTest(pos, node);
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}
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}
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else
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else
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@ -784,10 +786,38 @@ namespace MWWorld
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mFaced2 = getPtrViaHandle(results[1].second);
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mFaced2 = getPtrViaHandle(results[1].second);
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mNumFacing = 2;
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mNumFacing = 2;
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//std::cout << "Num facing 2 : " << mFaced1Name << " " << mFaced2Name << std::endl;
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//std::cout << "Type 1 " << mFaced1.getTypeName() << " " << mFaced2.getTypeName() << std::endl;
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btVector3 p = mPhysics->getRayPoint(results[1].first);
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btVector3 p = mPhysics->getRayPoint(results[1].first);
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::Vector3 pos(p.x(), p.z(), -p.y());
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Ogre::SceneNode* node = mFaced2.getRefData().getBaseNode();
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Ogre::SceneNode* node1 = mFaced1.getRefData().getBaseNode();
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query->occlusionTest(pos, node);
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Ogre::SceneNode* node2 = mFaced2.getRefData().getBaseNode();
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// no need to test if the first node is not occluder
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if (!query->isPotentialOccluder(node1) && (mFaced1.getTypeName().find("Static") == std::string::npos))
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{
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mFacedHandle = mFaced1Name;
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//std::cout << "node1 Not an occluder" << std::endl;
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return;
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}
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// no need to test if the second object is static (thus cannot be activated)
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if (mFaced2.getTypeName().find("Static") != std::string::npos)
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{
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mFacedHandle = mFaced1Name;
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return;
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}
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// work around door problems
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if (mFaced1.getTypeName().find("Static") != std::string::npos
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&& mFaced2.getTypeName().find("Door") != std::string::npos)
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{
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mFacedHandle = mFaced2Name;
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return;
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}
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query->occlusionTest(pos, node2);
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}
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}
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}
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}
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}
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}
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