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SIMD refactor
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@@ -18,16 +18,16 @@ zeus::CAABox CSimpleShadow::GetMaxShadowBox(const zeus::CAABox& aabb) const
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float extent = x34_radius * x30_scale;
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zeus::CVector3f center = aabb.center();
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zeus::CAABox expandedAABB = aabb;
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expandedAABB.accumulateBounds({center.x + extent, center.y + extent, center.z - GetMaxObjectHeight()});
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expandedAABB.accumulateBounds({center.x - extent, center.y - extent, center.z - GetMaxObjectHeight()});
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expandedAABB.accumulateBounds({center.x() + extent, center.y() + extent, center.z() - GetMaxObjectHeight()});
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expandedAABB.accumulateBounds({center.x() - extent, center.y() - extent, center.z() - GetMaxObjectHeight()});
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return expandedAABB;
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}
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zeus::CAABox CSimpleShadow::GetBounds() const
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{
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float extent = x34_radius * x30_scale;
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return {{x0_xf.origin.x - extent, x0_xf.origin.y - extent, x0_xf.origin.z - extent},
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{x0_xf.origin.x + extent, x0_xf.origin.y + extent, x0_xf.origin.z + extent}};
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return {{x0_xf.origin.x() - extent, x0_xf.origin.y() - extent, x0_xf.origin.z() - extent},
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{x0_xf.origin.x() + extent, x0_xf.origin.y() + extent, x0_xf.origin.z() + extent}};
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}
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void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) const
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@@ -55,7 +55,7 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) const
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void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform& xf, const CStateManager& mgr)
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{
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x48_24_collision = false;
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float halfHeight = (aabb.max.z - aabb.min.z) * 0.5f;
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float halfHeight = (aabb.max.z() - aabb.min.z()) * 0.5f;
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zeus::CVector3f pos = xf.origin + zeus::CVector3f(0.f, 0.f, halfHeight);
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CRayCastResult res = mgr.RayStaticIntersection(pos, zeus::CVector3f::skDown, x40_maxObjHeight,
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CMaterialFilter::MakeExclude({EMaterialTypes::SeeThrough}));
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@@ -88,8 +88,8 @@ void CSimpleShadow::Calculate(const zeus::CAABox& aabb, const zeus::CTransform&
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x0_xf.origin = res.GetPlane().normal() * x44_displacement + res.GetPoint();
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if (x48_25_alwaysCalculateRadius || !x48_26_radiusCalculated)
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{
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float xExtent = aabb.max.x - aabb.min.x;
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float yExtent = aabb.max.y - aabb.min.y;
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float xExtent = aabb.max.x() - aabb.min.x();
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float yExtent = aabb.max.y() - aabb.min.y();
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x34_radius = std::sqrt(xExtent * xExtent + yExtent * yExtent) * 0.5f;
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x48_26_radiusCalculated = true;
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}
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