mirror of
https://github.com/copyrighttxt/watrbx-game-engine.git
synced 2026-09-04 20:57:49 +00:00
229 lines
4.5 KiB
C++
229 lines
4.5 KiB
C++
#include "stdafx.h"
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#include "V8World/PyramidPoly.h"
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#include "V8World/Mesh.h"
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#include "V8World/GeometryPool.h"
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#include "V8World/PyramidMesh.h"
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#include "Util/Math.h"
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namespace RBX {
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void PyramidPoly::buildMesh()
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{
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Vector3_2Ints key;
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key.vectPart = getSize();
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key.int1 = numSides;
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key.int2 = numSlices;
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pyramidMesh = PyramidMeshPool::getToken(key);
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mesh = pyramidMesh->getMesh();
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}
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void PyramidPoly::setGeometryParameter(const std::string& parameter, int value)
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{
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if (parameter == "NumSides") {
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setNumSides(value);
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}
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else if (parameter == "NumSlices") {
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setNumSlices(value);
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}
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else {
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RBXASSERT(0);
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}
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}
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int PyramidPoly::getGeometryParameter(const std::string& parameter) const
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{
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if (parameter == "NumSides") {
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return numSides;
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}
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else if (parameter == "NumSlices") {
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return numSlices;
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}
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else {
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RBXASSERT(0);
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return 0;
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}
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}
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void PyramidPoly::setNumSides( int num )
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{
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if (num != numSides) {
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numSides = num;
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buildMesh();
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}
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}
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void PyramidPoly::setNumSlices( int num )
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{
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if (num != numSlices) {
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numSlices = num;
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buildMesh();
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}
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}
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Matrix3 PyramidPoly::getMoment(float mass) const
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{
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Vector3 size = getSize();
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float area = 2 * (size.x * size.y + size.y * size.z + size.z * size.x);
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Vector3 I;
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for (int i = 0; i < 3; i++) {
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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float x = size[i]; // main axis;
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float y = size[j];
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float z = size[k];
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float Ix = (mass / (2.0f * area)) * ( (y*y*y*z/3.0f)
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+ (y*z*z*z/3.0f)
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+ (x*y*z*z)
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+ (x*y*y*y/3.0f)
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+ (x*y*y*z)
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+ (x*z*z*z/3.0f) );
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I[i] = Ix;
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}
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return Math::fromDiagonal(I);
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}
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Vector3 PyramidPoly::getCofmOffset( void ) const
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{
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return pyramidMesh->GetLocalCofMFromMesh();
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}
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CoordinateFrame PyramidPoly::getSurfaceCoordInBody( const size_t surfaceId ) const
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{
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CoordinateFrame aCS;
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// Set rotation
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aCS.rotation = Math::getWellFormedRotForZVector(mesh->getFace(surfaceId)->normal());
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// Set origin
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Vector3 bMin, bMax, bCenter;
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Vector3 xF = aCS.rotation * Vector3::unitX();
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Vector3 yF = aCS.rotation * Vector3::unitY();
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// For bottom surface use the center of the oriented bounding box.
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// For side surfaces use centroid, but still use the bottom bounding box for snapping offset.
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// This gives pyramid a continuous snapping experience as you drag from bottom to side.
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float originAdjustX = 0.0f;
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float originAdjustY = 0.0f;
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if( surfaceId == mesh->numFaces() - 1 )
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{
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mesh->getFace(surfaceId)->getOrientedBoundingBox(xF, yF, bMin, bMax, bCenter);
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aCS.translation = bCenter;
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// Adjust origin to account for even or odd stud pattern
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originAdjustX = Math::evenWholeNumberFuzzy((bMin - bMax).dot(xF)) ? 0.0f : 0.5f;
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originAdjustY = Math::evenWholeNumberFuzzy((bMin - bMax).dot(yF)) ? 0.0f : 0.5f;
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}
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else
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{
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mesh->getFace(mesh->numFaces() - 1)->getOrientedBoundingBox(xF, yF, bMin, bMax, bCenter);
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aCS.translation = (mesh->getFace(surfaceId)->getVertex(0)->getOffset() + mesh->getFace(surfaceId)->getVertex(1)->getOffset()) * 0.5;
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originAdjustX = Math::evenWholeNumberFuzzy((bMin - bMax).dot(xF)) ? 0.0f : 0.5f;
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}
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aCS.translation += originAdjustX * xF + originAdjustY * yF;
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return aCS;
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}
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size_t PyramidPoly::getFaceFromLegacyNormalId( const NormalId nId ) const
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{
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// return -1 if does not exist
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// *** NOTE: Pyramids with more than 8 sides don't have their sides mapped to legacy normals.
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RBXASSERT( mesh->numFaces() > 3 );
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size_t faceId = -1;
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switch(nId)
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{
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case NORM_X:
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switch(numSides)
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{
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case 3:
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case 4:
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case 5:
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case 6:
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faceId = 1;
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break;
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case 8:
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faceId = 2;
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break;
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default:
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faceId = -1;
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break;
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}
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break;
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case NORM_X_NEG:
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switch(numSides)
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{
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case 3:
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faceId = 2;
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break;
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case 4:
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faceId = 3;
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break;
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case 5:
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case 6:
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faceId = 4;
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break;
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case 8:
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faceId = 6;
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break;
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default:
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faceId = -1;
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break;
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}
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break;
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case NORM_Y:
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faceId = -1;
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break;
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case NORM_Y_NEG:
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faceId = mesh->numFaces() - 1;
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break;
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case NORM_Z:
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switch(numSides)
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{
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case 3:
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case 4:
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case 5:
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case 6:
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case 8:
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faceId = 0;
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break;
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default:
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faceId = -1;
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break;
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}
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break;
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case NORM_Z_NEG:
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switch(numSides)
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{
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case 4:
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case 5:
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faceId = 2;
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break;
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case 6:
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faceId = 3;
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break;
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case 8:
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faceId = 4;
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break;
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case 3:
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default:
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faceId = -1;
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break;
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}
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break;
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default:
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break;
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}
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return faceId;
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}
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} // namespace RBX
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