Frustum culling should be working.
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@@ -0,0 +1,77 @@
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#ifndef Frustum_h__
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#define Frustum_h__
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#include "../GLM.h"
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#include "AABB.h"
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#include <bitset>
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//A frustum defined by 6 planes.
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struct Frustum
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{
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//Contains points P in: dot(normal, P) + d = 0
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struct Plane
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{
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glm::vec3 Normal;
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float Distance;
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};
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enum class Output
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{
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Inside,
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Outside,
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Intersects
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};
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Plane Planes[6];
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Frustum() = default;
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Frustum(glm::mat4x4 viewProjMatrix)
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{
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//Order: Right, left, top, bottom, far, near.
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int sign = 1;
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for (int i = 0; i < 6; ++i) {
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sign = -sign;
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int index = i / 2;
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Plane& plane = Planes[i];
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plane.Normal.x = viewProjMatrix[0].w + sign * viewProjMatrix[0][index];
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plane.Normal.y = viewProjMatrix[1].w + sign * viewProjMatrix[1][index];
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plane.Normal.z = viewProjMatrix[2].w + sign * viewProjMatrix[2][index];
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plane.Distance = viewProjMatrix[3].w + sign * viewProjMatrix[3][index];
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float divByNormalLength = 1.0f / glm::length(plane.Normal);
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plane.Normal *= divByNormalLength;
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plane.Distance *= divByNormalLength;
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}
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}
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Output VsAABB(const AABB& box) const
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{
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const glm::vec3& maxCorner = box.MaxCorner();
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const glm::vec3& minCorner = box.MinCorner();
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bool completelyInside = true;
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for (const Plane& p : Planes) {
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bool anyWasInside = false;
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bool anyWasOutside = false;
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//If points are on both sides of the plane, we can stop.
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for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
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std::bitset<3> bits(i);
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glm::vec3 corner;
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corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
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corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
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corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
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if (glm::dot(p.Normal, corner) > -p.Distance) {
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anyWasInside = true;
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} else {
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anyWasOutside = true;
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}
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}
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if (!anyWasInside) {
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return Output::Outside;
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}
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if (anyWasOutside) {
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completelyInside = false;
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}
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}
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return completelyInside ? Output::Inside : Output::Intersects;
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}
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};
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#endif
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@@ -6,6 +6,7 @@
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#include "../Common.h"
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#include "AABB.h"
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#include "Frustum.h"
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//Fwd declarations.
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class Ray;
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@@ -41,8 +42,8 @@ public:
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//The type Box must be AABB, or inherit from AABB.
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template<typename Box>
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
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//Get the objects that are inside the frustum defined by the viewProjection matrix, the objects are put in outObjects.
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void ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& outObjects);
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//Get the objects that are inside the frustum, the objects are put in outObjects.
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
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//Empty the tree of all objects, static and dynamic.
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void ClearObjects();
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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@@ -71,56 +72,6 @@ struct Output
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float CollideDistance;
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};
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//Contains points P in: dot(normal, P) + d = 0
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struct Plane
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{
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glm::vec3 Normal;
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float Distance;
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};
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//A frustum defined by 6 planes.
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struct Frustum
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{
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enum Output
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{
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Inside,
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Outside,
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Intersects
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};
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Plane Planes[6];
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Output VsAABB(const AABB& box) const
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{
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const glm::vec3& maxCorner = box.MaxCorner();
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const glm::vec3& minCorner = box.MinCorner();
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bool completelyInside = true;
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for (const Plane& p : Planes) {
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bool anyWasInside = false;
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bool anyWasOutside = false;
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//If points are on both sides of the plane, we can stop.
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for (int i = 0; i < 8 && (!anyWasInside || !anyWasOutside); ++i) {
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std::bitset<3> bits(i);
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glm::vec3 corner;
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corner.x = bits.test(0) ? maxCorner.x : minCorner.x;
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corner.y = bits.test(1) ? maxCorner.y : minCorner.y;
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corner.z = bits.test(2) ? maxCorner.z : minCorner.z;
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if (glm::dot(p.Normal, corner) > p.Distance) {
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anyWasInside = true;
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} else {
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anyWasOutside = true;
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}
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}
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if (!anyWasInside) {
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return Outside;
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}
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if (anyWasOutside) {
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completelyInside = false;
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}
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}
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return completelyInside ? Inside : Intersects;
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}
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};
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struct ContainedObject
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{
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ContainedObject()
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@@ -210,23 +161,9 @@ void Octree<T>::ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects)
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}
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template<typename T>
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void Octree<T>::ObjectsInFrustum(const glm::mat4x4& viewProj, std::vector<T>& outObjects)
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void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects)
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{
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falsifyObjectChecks();
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OctSpace::Frustum frustum;
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//Order: Right, left, top, bottom, far, near.
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for (int i = 0; i < 6; ++i) {
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int sign = 2 * (i % 2) - 1;
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int index = i / 2;
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OctSpace::Plane& plane = frustum.Planes[i];
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plane.Normal.x = viewProj[0].w + sign * viewProj[0][index];
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plane.Normal.y = viewProj[1].w + sign * viewProj[1][index];
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plane.Normal.z = viewProj[2].w + sign * viewProj[2][index];
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plane.Distance = viewProj[3].w + sign * viewProj[3][index];
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float divByNormalLength = 1.0f / glm::length(plane.Normal);
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plane.Normal *= divByNormalLength;
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plane.Distance *= divByNormalLength;
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}
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m_Root->ObjectsInFrustum(frustum, outObjects, false);
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}
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@@ -311,14 +248,14 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
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{
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if (hasChildren()) {
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for (const Child* c : m_Children) {
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Frustum::Output out = Frustum::Inside;
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Frustum::Output out = Frustum::Output::Inside;
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if (!takeAllDontTest) {
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out = frustum.VsAABB(c->m_Box);
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if (out == Frustum::Outside) {
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if (out == Frustum::Output::Outside) {
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continue;
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}
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}
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c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Inside);
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c->ObjectsInFrustum(frustum, outObjects, out == Frustum::Output::Inside);
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}
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} else {
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size_t startIndex = outObjects.size();
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@@ -326,7 +263,7 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
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outObjects.resize(outObjects.size() + m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (size_t i = 0; i < m_StaticObjIndices.size(); ++i) {
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ContainedObject& obj = m_StaticObjectsRef[m_StaticObjIndices[i]];
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if (obj.Checked || !frustum.VsAABB(obj.Box)) {
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if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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@@ -335,7 +272,7 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
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}
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for (size_t i = 0; i < m_DynamicObjIndices.size(); ++i) {
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ContainedObject& obj = m_DynamicObjectsRef[m_DynamicObjIndices[i]];
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if (obj.Checked || !frustum.VsAABB(obj.Box)) {
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if (obj.Checked || frustum.VsAABB(*obj.Box) == Frustum::Output::Outside) {
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++numDuplicates;
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} else {
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obj.Checked = true;
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@@ -31,9 +31,6 @@ private:
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const IRenderer* m_Renderer;
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RenderFrame* m_RenderFrame;
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Camera* m_Camera;
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Camera* m_LastCullCamera;
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Camera** m_FrustumCamPtr;
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EntityWrapper frustumEntity;
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World* m_World;
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EntityWrapper m_CurrentCamera = EntityWrapper::Invalid;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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