451 lines
17 KiB
C++
451 lines
17 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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// Libraries
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#include "SceneDemo.h"
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#include <GLFW/glfw3.h>
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#include "AABB.h"
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using namespace openglframework;
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int SceneDemo::shadowMapTextureLevel = 0;
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openglframework::Color SceneDemo::mGreyColorDemo = Color(0.70f, 0.70f, 0.7f, 1.0f);
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openglframework::Color SceneDemo::mYellowColorDemo = Color(0.9f, 0.88f, 0.145f, 1.0f);
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openglframework::Color SceneDemo::mBlueColorDemo = Color(0, 0.66f, 0.95f, 1.0f);
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openglframework::Color SceneDemo::mOrangeColorDemo = Color(0.9f, 0.35f, 0, 1.0f);
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openglframework::Color SceneDemo::mPinkColorDemo = Color(0.83f, 0.48f, 0.64f, 1.0f);
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openglframework::Color SceneDemo::mRedColorDemo = Color(0.95f, 0, 0, 1.0f);
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int SceneDemo::mNbDemoColors = 4;
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openglframework::Color SceneDemo::mDemoColors[] = {SceneDemo::mYellowColorDemo, SceneDemo::mBlueColorDemo,
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SceneDemo::mOrangeColorDemo, SceneDemo::mPinkColorDemo};
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// Constructor
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SceneDemo::SceneDemo(const std::string& name, EngineSettings& settings, float sceneRadius, bool isShadowMappingEnabled)
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: Scene(name, settings, isShadowMappingEnabled), mIsShadowMappingInitialized(false),
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mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
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mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
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mColorShader("shaders/color.vert", "shaders/color.frag"),
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mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
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mVBOQuad(GL_ARRAY_BUFFER), mMeshFolderPath("meshes/") {
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shadowMapTextureLevel++;
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// Move the light0
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mLight0.translateWorld(Vector3(-2, 35, 40));
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// Camera at light0 postion for the shadow map
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mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
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mShadowMapLightCamera.rotateLocal(Vector3(1, 0, 0), -PI / 4.0f);
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mShadowMapLightCamera.rotateWorld(Vector3(0, 1, 0), PI / 8.0f);
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mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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mShadowMapLightCamera.setFieldOfView(80.0f);
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mShadowMapLightCamera.setSceneRadius(100);
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mShadowMapBiasMatrix.setAllValues(0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0);
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// Create the Shadow map FBO and texture
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if (mIsShadowMappingEnabled) {
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createShadowMapFBOAndTexture();
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}
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createQuadVBO();
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// Init rendering for the AABBs
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AABB::init();
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VisualContactPoint::createStaticData(mMeshFolderPath);
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}
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// Destructor
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SceneDemo::~SceneDemo() {
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mShadowMapTexture.destroy();
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mFBOShadowMap.destroy();
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mVBOQuad.destroy();
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mDepthShader.destroy();
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mPhongShader.destroy();
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mQuadShader.destroy();
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mColorShader.destroy();
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// Destroy the contact points
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removeAllContactPoints();
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// Destroy rendering data for the AABB
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AABB::destroy();
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VisualContactPoint::destroyStaticData();
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}
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// Update the scene
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void SceneDemo::update() {
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// Update the contact points
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updateContactPoints();
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// Update the position and orientation of the physics objects
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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}
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// Update the physics world (take a simulation step)
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// Can be called several times per frame
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void SceneDemo::updatePhysics() {
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if (getDynamicsWorld() != nullptr) {
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// Update the physics engine parameters
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getDynamicsWorld()->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
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rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
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mEngineSettings.gravity.z);
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getDynamicsWorld()->setGravity(gravity);
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getDynamicsWorld()->enableSleeping(mEngineSettings.isSleepingEnabled);
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getDynamicsWorld()->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
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getDynamicsWorld()->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
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getDynamicsWorld()->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
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getDynamicsWorld()->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
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getDynamicsWorld()->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
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// Take a simulation step
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getDynamicsWorld()->update(mEngineSettings.timeStep);
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}
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}
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// Render the scene (in multiple passes for shadow mapping)
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void SceneDemo::render() {
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const Color& diffCol = mLight0.getDiffuseColor();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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const Matrix4 shadowMapProjMatrix = mShadowMapLightCamera.getProjectionMatrix();
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const openglframework::Matrix4 worldToLightCameraMatrix = mShadowMapLightCamera.getTransformMatrix().getInverse();
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// If Shadow Mapping is enabled
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if (mIsShadowMappingEnabled) {
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// Culling switching, rendering only backface, this is done to avoid self-shadowing
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glCullFace(GL_BACK);
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mFBOShadowMap.bind();
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// Bind the shader
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mDepthShader.bind();
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// Set the variables of the shader
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mDepthShader.setMatrix4x4Uniform("projectionMatrix", shadowMapProjMatrix);
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// Set the viewport to render into the shadow map texture
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glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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// Clear previous frame values
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glClear(GL_DEPTH_BUFFER_BIT);
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// Disable color rendering, we only want to write to the Z-Buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Render the objects of the scene
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renderSinglePass(mDepthShader, worldToLightCameraMatrix);
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// Unbind the shader
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mDepthShader.unbind();
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mFBOShadowMap.unbind();
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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// ---------- Render the scene for final rendering (second pass) ----------- //
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glCullFace(GL_BACK);
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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mPhongShader.bind();
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if (mIsShadowMappingEnabled) mShadowMapTexture.bind();
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const GLuint textureUnit = 0;
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// Set the variables of the phong shader
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("shadowMapProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix);
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mPhongShader.setMatrix4x4Uniform("worldToLight0CameraMatrix", worldToLightCameraMatrix);
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mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.4f, 0.4f, 0.4f));
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setIntUniform("shadowMapSampler", textureUnit);
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mPhongShader.setIntUniform("isShadowEnabled", mIsShadowMappingEnabled);
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mPhongShader.setVector2Uniform("shadowMapDimension", Vector2(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT));
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mPhongShader.unbind();
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// Set the variables of the color shader
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mColorShader.bind();
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mColorShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mColorShader.unbind();
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// Set the viewport to render the scene
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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//Enabling color write (previously disabled for light POV z-buffer rendering)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render the objects of the scene
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renderSinglePass(mPhongShader, worldToCameraMatrix);
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// Render the contact points
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if (mIsContactPointsDisplayed) {
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renderContactPoints(mPhongShader, worldToCameraMatrix);
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}
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// Render the AABBs
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if (mIsAABBsDisplayed) {
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renderAABBs(worldToCameraMatrix);
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}
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if (mIsShadowMappingEnabled) mShadowMapTexture.unbind();
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mPhongShader.unbind();
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//drawTextureQuad();
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}
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// Render the scene in a single pass
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void SceneDemo::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
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if (mIsWireframeEnabled) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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}
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// Bind the shader
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shader.bind();
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// Render all the physics objects of the scene
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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(*it)->render(mIsWireframeEnabled ? mColorShader : shader, worldToCameraMatrix);
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}
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// Unbind the shader
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shader.unbind();
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if (mIsWireframeEnabled) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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// Create the Shadow map FBO and texture
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void SceneDemo::createShadowMapFBOAndTexture() {
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// Create the texture for the depth values
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mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, NULL);
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// Create the FBO for the shadow map
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mFBOShadowMap.create(0, 0, false);
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mFBOShadowMap.bind();
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// Tell OpenGL that we won't bind a color texture with the currently binded FBO
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT, mShadowMapTexture.getID());
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mFBOShadowMap.unbind();
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mIsShadowMappingInitialized = true;
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}
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// Used for debugging shadow maps
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void SceneDemo::createQuadVBO() {
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mVAOQuad.create();
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mVAOQuad.bind();
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static const GLfloat quadVertexData[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f,
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};
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mVBOQuad.create();
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mVBOQuad.bind();
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mVBOQuad.copyDataIntoVBO(sizeof(quadVertexData), quadVertexData, GL_STATIC_DRAW);
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mVBOQuad.unbind();
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mVAOQuad.unbind();
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}
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void SceneDemo::drawTextureQuad() {
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const GLuint textureUnit = 0;
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mVAOQuad.bind();
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mQuadShader.bind();
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mShadowMapTexture.bind();
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mQuadShader.setIntUniform("textureSampler", textureUnit);
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mVBOQuad.bind();
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GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition");
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glEnableVertexAttribArray(vertexPositionLoc);
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glVertexAttribPointer(
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vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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// Draw the triangles !
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glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
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glDisableVertexAttribArray(vertexPositionLoc);
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mVBOQuad.unbind();
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mShadowMapTexture.unbind();
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mQuadShader.unbind();
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mVAOQuad.unbind();
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}
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// Gather and create contact points
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void SceneDemo::updateContactPoints() {
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// Remove the previous contact points
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removeAllContactPoints();
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if (mIsContactPointsDisplayed) {
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// Get the current contact points of the scene
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std::vector<ContactPoint> contactPoints = getContactPoints();
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// For each contact point
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std::vector<ContactPoint>::const_iterator it;
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for (it = contactPoints.begin(); it != contactPoints.end(); ++it) {
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// Create a visual contact point for rendering
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VisualContactPoint* point = new VisualContactPoint(it->point, mMeshFolderPath, it->point + it->normal, it->color);
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mContactPoints.push_back(point);
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}
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}
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}
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// Render the contact points
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void SceneDemo::renderContactPoints(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
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// Render all the contact points
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for (std::vector<VisualContactPoint*>::iterator it = mContactPoints.begin();
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it != mContactPoints.end(); ++it) {
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(*it)->render(mColorShader, worldToCameraMatrix);
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}
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}
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// Render the AABBs
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void SceneDemo::renderAABBs(const openglframework::Matrix4& worldToCameraMatrix) {
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// For each physics object of the scene
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// For each proxy shape of the object
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rp3d::ProxyShape* proxyShape = (*it)->getCollisionBody()->getProxyShapesList();
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while (proxyShape != nullptr) {
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// Get the broad-phase AABB corresponding to the proxy shape
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rp3d::AABB aabb = mPhysicsWorld->getWorldAABB(proxyShape);
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openglframework::Vector3 aabbCenter(aabb.getCenter().x, aabb.getCenter().y, aabb.getCenter().z);
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openglframework::Vector3 aabbMin(aabb.getMin().x, aabb.getMin().y, aabb.getMin().z);
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openglframework::Vector3 aabbMax(aabb.getMax().x, aabb.getMax().y, aabb.getMax().z);
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// Render the AABB
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AABB::render(aabbCenter, aabbMax - aabbMin, Color::green(), mColorShader, worldToCameraMatrix);
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proxyShape = proxyShape->getNext();
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}
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}
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}
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void SceneDemo::removeAllContactPoints() {
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// Destroy all the visual contact points
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for (std::vector<VisualContactPoint*>::iterator it = mContactPoints.begin();
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it != mContactPoints.end(); ++it) {
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delete (*it);
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}
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mContactPoints.clear();
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}
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// Return all the contact points of the scene
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std::vector<ContactPoint> SceneDemo::computeContactPointsOfWorld(const rp3d::DynamicsWorld* world) const {
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std::vector<ContactPoint> contactPoints;
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// Get the list of contact manifolds from the world
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std::vector<const rp3d::ContactManifold*> manifolds = world->getContactsList();
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// For each contact manifold
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std::vector<const rp3d::ContactManifold*>::const_iterator it;
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for (it = manifolds.begin(); it != manifolds.end(); ++it) {
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const rp3d::ContactManifold* manifold = *it;
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// For each contact point of the manifold
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rp3d::ContactPoint* contactPoint = manifold->getContactPoints();
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while (contactPoint != nullptr) {
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rp3d::Vector3 point = manifold->getShape1()->getLocalToWorldTransform() * contactPoint->getLocalPointOnBody1();
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rp3d::Vector3 normalWorld = contactPoint->getNormal();
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openglframework::Vector3 normal = openglframework::Vector3(normalWorld.x, normalWorld.y, normalWorld.z);
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ContactPoint contact(openglframework::Vector3(point.x, point.y, point.z), normal, openglframework::Color::red());
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contactPoints.push_back(contact);
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contactPoint = contactPoint->getNext();
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}
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}
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return contactPoints;
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}
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