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Replaced world grid with quadtrees, improved loading speed of cutscenes
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@@ -82,8 +82,6 @@ namespace CodeWalker.Project.Panels
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float density = 0.5f; //distance between vertices for the initial grid
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//float clipdz = 0.5f; //any polygons with greater steepness should be removed
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Vector2I imin = space.Grid.GetCellPos(new Vector3(min, 0));
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Vector2I imax = space.Grid.GetCellPos(new Vector3(max, 0));
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//Vector2 vertexCounts = (max - min) / density;
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//int vertexCountX = (int)vertexCounts.X;
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@@ -113,126 +111,129 @@ namespace CodeWalker.Project.Panels
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var polys = new List<GenPoly>();
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for (int x = imin.X; x <= imax.X; x++) //generate verts for each world cell
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var vertexCountXY = (max - min) / density;
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int vertexCountX = (int)vertexCountXY.X+1;
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int vertexCountY = (int)vertexCountXY.Y+1;
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//int vertexCountTot = vertexCountX * vertexCountY;
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vgrid.BeginGrid(vertexCountX, vertexCountY);
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Ray ray = new Ray(Vector3.Zero, new Vector3(0, 0, -1));//for casting with
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UpdateStatus("Loading YBNs...");
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var bmin = new Vector3(min, 0);
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var bmax = new Vector3(max, 0);
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var boundslist = space.BoundsStore.GetItems(ref bmin, ref bmax);
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//pre-warm the bounds cache for this area, and find the min/max Z
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foreach (var boundsitem in boundslist)
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{
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for (int y = imin.Y; y <= imax.Y; y++)
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YbnFile ybn = gameFileCache.GetYbn(boundsitem.Name);
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if (ybn == null)
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{ continue; } //ybn not found?
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if (!ybn.Loaded) //ybn not loaded yet...
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{
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Vector2I gi = new Vector2I(x, y);
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var cell = space.Grid.GetCell(gi);
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var cellstr = gi.ToString();
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var cellmin = space.Grid.GetWorldPos(gi);
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var cellmax = cellmin + SpaceGrid.CellSize;
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var vertexCountXY = (cellmax - cellmin) / density;
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int vertexCountX = (int)vertexCountXY.X+1;
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int vertexCountY = (int)vertexCountXY.Y+1;
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//int vertexCountTot = vertexCountX * vertexCountY;
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vgrid.BeginGrid(vertexCountX, vertexCountY);
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cellmin.Z = 0.0f;//min probably not needed here
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cellmax.Z = 0.0f;
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Ray ray = new Ray(Vector3.Zero, new Vector3(0, 0, -1));//for casting with
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UpdateStatus("Loading cell " + cellstr + " ...");
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//pre-warm the bounds cache for this cell, and find the min/max Z
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if (cell.BoundsList != null)
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UpdateStatus("Loading ybn: " + boundsitem.Name.ToString() + " ...");
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int waitCount = 0;
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while (!ybn.Loaded)
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{
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foreach (var boundsitem in cell.BoundsList)
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waitCount++;
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if (waitCount > 10000)
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{
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YbnFile ybn = gameFileCache.GetYbn(boundsitem.Name);
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if (ybn == null)
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{ continue; } //ybn not found?
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if (!ybn.Loaded) //ybn not loaded yet...
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{
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UpdateStatus("Loading ybn: " + boundsitem.Name.ToString() + " ...");
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int waitCount = 0;
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while (!ybn.Loaded)
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{
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waitCount++;
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if (waitCount > 10000)
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{
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UpdateStatus("Timeout waiting for ybn " + boundsitem.Name.ToString() + " to load!");
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Thread.Sleep(1000); //just to let the message display for a second...
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break;
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}
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Thread.Sleep(20);//~50fps should be fine
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ybn = gameFileCache.GetYbn(boundsitem.Name); //try queue it again..
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}
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}
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if (ybn.Loaded && (ybn.Bounds != null))
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{
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cellmin.Z = Math.Min(cellmin.Z, ybn.Bounds.BoundingBoxMin.Z);
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cellmax.Z = Math.Max(cellmax.Z, ybn.Bounds.BoundingBoxMax.Z);
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}
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UpdateStatus("Timeout waiting for ybn " + boundsitem.Name.ToString() + " to load!");
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Thread.Sleep(1000); //just to let the message display for a second...
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break;
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}
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Thread.Sleep(20);//~50fps should be fine
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ybn = gameFileCache.GetYbn(boundsitem.Name); //try queue it again..
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}
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//ray-cast each XY vertex position, and find the height and surface from ybn's
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//continue casting down to find more surfaces...
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UpdateStatus("Processing cell " + cellstr + " ...");
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for (int vx = 0; vx < vertexCountX; vx++)
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{
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for (int vy = 0; vy < vertexCountY; vy++)
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{
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vgrid.BeginCell(vx, vy);
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var vcoffset = new Vector3(vx, vy, 0) * density;
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ray.Position = cellmin + vcoffset;
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ray.Position.Z = cellmax.Z + 1.0f;//start the ray at the top of the cell
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var intres = space.RayIntersect(ray, float.MaxValue, layers);
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hitTestCount++;
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while (intres.Hit)// && (intres.HitDist > 0))
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{
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if (intres.HitDist > 0)
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{
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hitCount++;
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vert.Position = intres.Position;
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vert.Normal = intres.Normal;
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vert.Material = intres.Material.Type;
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vert.PolyFlags = (ushort)intres.Material.Flags;
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vert.PrevIDX = -1;
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vert.PrevIDY = -1;
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vert.NextIDX = -1;
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vert.NextIDY = -1;
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vert.CompPrevX = false;
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vert.CompPrevY = false;
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vert.CompNextX = false;
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vert.CompNextY = false;
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vert.PolyID = -1;
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vgrid.AddVertex(ref vert);
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if (vgrid.CurVertexCount > 15) //too many hits?
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{ break; }
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}
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//continue down until no more hits..... step by 3m
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ray.Position.Z = intres.Position.Z - 3.0f;
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intres = space.RayIntersect(ray, float.MaxValue, layers);
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}
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vgrid.EndCell(vx, vy);
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}
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}
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vgrid.EndGrid(); //build vertex array
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vgrid.ConnectVertices();
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var genPolys = vgrid.GenPolys2();
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polys.AddRange(genPolys);
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newCount += genPolys.Count;
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}
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if (ybn.Loaded && (ybn.Bounds != null))
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{
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bmin.Z = Math.Min(bmin.Z, ybn.Bounds.BoundingBoxMin.Z);
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bmax.Z = Math.Max(bmax.Z, ybn.Bounds.BoundingBoxMax.Z);
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}
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}
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//ray-cast each XY vertex position, and find the height and surface from ybn's
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//continue casting down to find more surfaces...
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UpdateStatus("Processing...");
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for (int vx = 0; vx < vertexCountX; vx++)
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{
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for (int vy = 0; vy < vertexCountY; vy++)
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{
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vgrid.BeginCell(vx, vy);
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var vcoffset = new Vector3(vx, vy, 0) * density;
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ray.Position = bmin + vcoffset;
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ray.Position.Z = bmax.Z + 1.0f;//start the ray at the top of the cell
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var intres = space.RayIntersect(ray, float.MaxValue, layers);
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hitTestCount++;
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while (intres.Hit)// && (intres.HitDist > 0))
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{
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if (intres.HitDist > 0)
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{
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hitCount++;
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vert.Position = intres.Position;
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vert.Normal = intres.Normal;
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vert.Material = intres.Material.Type;
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vert.PolyFlags = (ushort)intres.Material.Flags;
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vert.PrevIDX = -1;
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vert.PrevIDY = -1;
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vert.NextIDX = -1;
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vert.NextIDY = -1;
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vert.CompPrevX = false;
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vert.CompPrevY = false;
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vert.CompNextX = false;
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vert.CompNextY = false;
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vert.PolyID = -1;
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vgrid.AddVertex(ref vert);
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if (vgrid.CurVertexCount > 15) //too many hits?
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{ break; }
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}
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//continue down until no more hits..... step by 3m
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ray.Position.Z = intres.Position.Z - 3.0f;
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intres = space.RayIntersect(ray, float.MaxValue, layers);
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}
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vgrid.EndCell(vx, vy);
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}
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}
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vgrid.EndGrid(); //build vertex array
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vgrid.ConnectVertices();
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var genPolys = vgrid.GenPolys2();
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polys.AddRange(genPolys);
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newCount += genPolys.Count;
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//try merge generated polys into bigger ones, while keeping convex!
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UpdateStatus("Building edge dictionary...");
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var edgeDict = new Dictionary<GenEdgeKey, GenEdge>();
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