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Snap to ground || New terrain system || Terrain sculping || Mesh simplification
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@@ -120,6 +120,10 @@ public:
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// imports data from provided submodel
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shape_node &
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convert( TSubModel const *Submodel );
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// builds an opaque, always-visible shape from a world-space GL_TRIANGLES vertex list, stored
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// relative to Origin. used by the editor's terrain to own editable geometry it can re-upload.
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shape_node &
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make_terrain( material_handle const Material, std::vector<world_vertex> Vertices, glm::dvec3 const Origin );
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// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
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bool
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merge( shape_node &Shape );
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@@ -138,6 +142,9 @@ public:
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// set origin point
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void
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origin( glm::dvec3 Origin );
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// replaces the renderable geometry handle (used by the editor when it re-uploads terrain geometry)
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void
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geometry( gfx::geometry_handle const &Handle );
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// data access
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shapenode_data const &
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data() const;
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@@ -163,6 +170,12 @@ void
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shape_node::origin( glm::dvec3 Origin ) {
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m_data.origin = Origin;
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}
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// replaces the renderable geometry handle
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inline
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void
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shape_node::geometry( gfx::geometry_handle const &Handle ) {
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m_data.geometry = Handle;
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}
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// data access
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inline
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shape_node::shapenode_data const &
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