Starship/src/engine/fox_col1.c
2024-09-17 19:14:09 -03:00

643 lines
20 KiB
C

#include "global.h"
f32 __dx1;
f32 __dx2;
f32 __dy1;
f32 __dy2;
f32 __dz1;
f32 __dz2;
f32 __vtx0_x;
f32 __vtx0_y;
f32 __vtx0_z;
f32 __vtx1_x;
f32 __vtx1_y;
f32 __vtx1_z;
f32 __vtx2_x;
f32 __vtx2_y;
f32 __vtx2_z;
f32 __vtx3_x;
f32 __vtx3_y;
f32 __vtx3_z;
f32 __pos_x;
f32 __pos_z;
#define TRINORM_X(A, B, C) ((B##_y - A##_y) * (C##_z - B##_z) - (B##_z - A##_z) * (C##_y - B##_y))
#define TRINORM_Y(A, B, C) ((B##_z - A##_z) * (C##_x - B##_x) - (B##_x - A##_x) * (C##_z - B##_z))
#define TRINORM_Z(A, B, C) ((B##_x - A##_x) * (C##_y - B##_y) - (B##_y - A##_y) * (C##_x - B##_x))
// Calculate the directed plane that contains the ordered triangle tri, given as an array of Vec3s
void func_col1_80097380(PlaneF* plane, Vec3s** tri) {
Vec3s a;
Vec3s b;
Vec3s c;
s32 new_var;
Vec3s* tri2 = *tri;
a.x = (*tri)->x;
a.y = tri2->y; // fake
a.z = (*tri)->z;
tri++;
b.x = (*tri)->x;
b.y = (*tri)->y;
b.z = (*tri)->z;
tri++;
c.x = (*tri)->x;
c.y = (*tri)->y;
c.z = (*tri)->z;
tri++;
__dx1 = b.x - a.x;
__dx2 = c.x - b.x;
__dy1 = b.y - a.y;
do {
__dy2 = c.y - b.y;
__dz1 = b.z - a.z;
__dz2 = c.z - b.z;
} while (0); // wut
plane->normal.x = (__dy1 * __dz2) - (__dz1 * __dy2);
plane->normal.y = (__dz1 * __dx2) - (__dx1 * __dz2);
plane->normal.z = (__dx1 * __dy2) - (__dy1 * __dx2);
plane->dist =
-a.x * b.y * c.z - b.x * c.y * a.z - c.x * a.y * b.z + a.x * c.y * b.z + b.x * a.y * c.z + c.x * b.y * a.z;
}
// Calculate the directed plane that contains the ordered triangle tri, given as an array of Vec3s. Duplicate of
// previous
void func_col1_80097558(PlaneF* plane, Vec3s** tri) {
Vec3s a;
Vec3s b;
Vec3s c;
s32 new_var;
Vec3s* tri2 = *tri;
a.x = (*tri)->x;
a.y = tri2->y; // fake
a.z = (*tri)->z;
tri++;
b.x = (*tri)->x;
b.y = (*tri)->y;
b.z = (*tri)->z;
tri++;
c.x = (*tri)->x;
c.y = (*tri)->y;
c.z = (*tri)->z;
tri++;
__dx1 = b.x - a.x;
__dx2 = c.x - b.x;
__dy1 = b.y - a.y;
do {
__dy2 = c.y - b.y;
__dz1 = b.z - a.z;
__dz2 = c.z - b.z;
} while (0); // wut
plane->normal.x = (__dy1 * __dz2) - (__dz1 * __dy2);
plane->normal.y = (__dz1 * __dx2) - (__dx1 * __dz2);
plane->normal.z = (__dx1 * __dy2) - (__dy1 * __dx2);
plane->dist =
-a.x * b.y * c.z - b.x * c.y * a.z - c.x * a.y * b.z + a.x * c.y * b.z + b.x * a.y * c.z + c.x * b.y * a.z;
}
// Calculate the normal vector of an ordered triangle, given as a Vec3f array
void func_col1_80097730(Vec3f* norm, Vec3f* tri) {
__vtx0_x = tri->x;
__vtx0_y = tri->y;
__vtx0_z = tri->z;
tri++;
__vtx1_x = tri->x;
__vtx1_y = tri->y;
__vtx1_z = tri->z;
tri++;
__vtx2_x = tri->x;
__vtx2_y = tri->y;
__vtx2_z = tri->z;
__dx1 = __vtx1_x - __vtx0_x;
__dx2 = __vtx2_x - __vtx1_x;
__dy1 = __vtx1_y - __vtx0_y;
__dy2 = __vtx2_y - __vtx1_y;
__dz1 = __vtx1_z - __vtx0_z;
__dz2 = __vtx2_z - __vtx1_z;
norm->x = (__dy1 * __dz2) - (__dz1 * __dy2);
norm->y = (__dz1 * __dx2) - (__dx1 * __dz2);
norm->z = (__dx1 * __dy2) - (__dy1 * __dx2);
}
// Calculate the normal vector of an ordered triangle, given as integer coordinates
void func_col1_800978C4(Vec3f* norm, s32 ax, s32 ay, s32 az, s32 bx, s32 by, s32 bz, s32 cx, s32 cy, s32 cz) {
__dx1 = bx - ax;
__dx2 = cx - bx;
__dy1 = by - ay;
__dy2 = cy - by;
__dz1 = bz - az;
__dz2 = cz - bz;
norm->x = (__dy1 * __dz2) - (__dz1 * __dy2);
norm->y = (__dz1 * __dx2) - (__dx1 * __dz2);
norm->z = (__dx1 * __dy2) - (__dy1 * __dx2);
}
// Calculate the normal vector of an ordered triangle, given as vertices
void func_col1_800979E8(Vtx_tn* tri) {
s32 i;
Vec3f temp;
f32 temp_fv0;
tri++;
tri--; // fake and weird
__vtx0_x = tri[0].ob[0];
__vtx0_y = tri[0].ob[1];
__vtx0_z = tri[0].ob[2];
__vtx1_x = tri[1].ob[0];
__vtx1_y = tri[1].ob[1];
__vtx1_z = tri[1].ob[2];
__vtx2_x = tri[2].ob[0];
__vtx2_y = tri[2].ob[1];
__vtx2_z = tri[2].ob[2];
__dx1 = __vtx1_x - __vtx0_x;
__dx2 = __vtx2_x - __vtx1_x;
__dy1 = __vtx1_y - __vtx0_y;
__dy2 = __vtx2_y - __vtx1_y;
__dz1 = __vtx1_z - __vtx0_z;
__dz2 = __vtx2_z - __vtx1_z;
temp.x = (__dy1 * __dz2) - (__dz1 * __dy2);
temp.y = (__dz1 * __dx2) - (__dx1 * __dz2);
temp.z = (__dx1 * __dy2) - (__dy1 * __dx2);
temp_fv0 = VEC3F_MAG(&temp);
if (temp_fv0 != 0.0f) {
temp.x = temp.x * 127.0f / temp_fv0;
temp.y = temp.y * 127.0f / temp_fv0;
temp.z = temp.z * 127.0f / temp_fv0;
for (i = 0; i < 3; i++) {
tri->n[0] = temp.x;
tri->n[1] = temp.y;
tri->n[2] = temp.z;
tri++;
}
}
}
// calculate the normal vectors of the two ordered triangles in a quad
void func_col1_80097C88(Vec3f* norms, Vtx_tn* quad) {
f32 temp_fv0;
__vtx0_x = quad[3].ob[0];
__vtx0_y = quad[3].ob[1];
__vtx0_z = quad[3].ob[2];
__vtx1_x = quad->ob[0];
__vtx1_y = quad->ob[1];
__vtx1_z = quad->ob[2];
quad++;
__vtx2_x = quad->ob[0];
__vtx2_y = quad->ob[1];
__vtx2_z = quad->ob[2];
__dx1 = __vtx1_x - __vtx0_x;
__dx2 = __vtx2_x - __vtx1_x;
__dy1 = __vtx1_y - __vtx0_y;
__dy2 = __vtx2_y - __vtx1_y;
__dz1 = __vtx1_z - __vtx0_z;
__dz2 = __vtx2_z - __vtx1_z;
norms->x = (__dy1 * __dz2) - (__dz1 * __dy2);
norms->y = (__dz1 * __dx2) - (__dx1 * __dz2);
norms->z = (__dx1 * __dy2) - (__dy1 * __dx2);
temp_fv0 = VEC3F_MAG(norms);
if (temp_fv0 != 0.0f) {
norms->x = (norms->x / temp_fv0) * 127.0f;
norms->y = (norms->y / temp_fv0) * 127.0f;
norms->z = (norms->z / temp_fv0) * 127.0f;
}
norms++;
quad++;
__vtx1_x = __vtx2_x;
__vtx1_y = __vtx2_y;
__vtx1_z = __vtx2_z;
__vtx2_x = quad->ob[0];
__vtx2_y = quad->ob[1];
__vtx2_z = quad->ob[2];
__dx1 = __vtx1_x - __vtx0_x;
__dx2 = __vtx2_x - __vtx1_x;
__dy1 = __vtx1_y - __vtx0_y;
__dy2 = __vtx2_y - __vtx1_y;
__dz1 = __vtx1_z - __vtx0_z;
__dz2 = __vtx2_z - __vtx1_z;
norms->x = (__dy1 * __dz2) - (__dz1 * __dy2);
norms->y = (__dz1 * __dx2) - (__dx1 * __dz2);
norms->z = (__dx1 * __dy2) - (__dy1 * __dx2);
temp_fv0 = VEC3F_MAG(norms);
if (temp_fv0 != 0.0f) {
norms->x = (norms->x / temp_fv0) * 127.0f;
norms->y = (norms->y / temp_fv0) * 127.0f;
norms->z = (norms->z / temp_fv0) * 127.0f;
}
}
// check if the projection of pos onto either ordered triangle of quad lies within that triangle
// If it does and lies on the positive side, return which triangle it's within and that triangle's normal
s32 func_col1_8009808C(Vec3f* pos, Vtx_tn* quad, Vec3f* normOut) {
f32 temp_fv0;
s32 var_v1 = 0;
f32 test1;
f32 test2;
__vtx0_x = quad[0].ob[0];
__vtx0_y = quad[0].ob[1];
__vtx0_z = quad[0].ob[2];
__vtx1_x = quad[1].ob[0];
__vtx1_y = quad[1].ob[1];
__vtx1_z = quad[1].ob[2];
__vtx2_x = quad[2].ob[0];
__vtx2_y = quad[2].ob[1];
__vtx2_z = quad[2].ob[2];
__vtx3_x = quad[3].ob[0];
__vtx3_y = quad[3].ob[1];
__vtx3_z = quad[3].ob[2];
__pos_x = pos->x;
__pos_z = pos->z;
test1 = TRINORM_Y(__vtx0, __vtx1, __pos);
if (test1 >= 0.0f) {
test1 = TRINORM_Y(__vtx1, __vtx2, __pos);
if (test1 >= 0.0f) {
test1 = TRINORM_Y(__vtx2, __vtx0, __pos);
if (test1 >= 0.0f) {
normOut->x = TRINORM_X(__vtx0, __vtx1, __vtx2);
normOut->y = TRINORM_Y(__vtx0, __vtx1, __vtx2);
normOut->z = TRINORM_Z(__vtx0, __vtx1, __vtx2);
if ((normOut->x != 0.0f) || (normOut->y != 0.0f) || (normOut->z != 0.0f)) {
var_v1 = 1;
}
}
}
}
if (var_v1 == 0) {
test1 = TRINORM_Y(__vtx0, __vtx2, __pos);
if ((test1 >= 0.0f)) {
test1 = TRINORM_Y(__vtx2, __vtx3, __pos);
if (test1 >= 0.0f) {
test1 = TRINORM_Y(__vtx3, __vtx0, __pos);
if (test1 >= 0.0f) {
normOut->x = TRINORM_X(__vtx0, __vtx2, __vtx3);
normOut->y = TRINORM_Y(__vtx0, __vtx2, __vtx3);
normOut->z = TRINORM_Z(__vtx0, __vtx2, __vtx3);
if ((normOut->x != 0.0f) || (normOut->y != 0.0f) || (normOut->z != 0.0f)) {
var_v1 = 2;
}
}
}
}
}
if (var_v1 != 0) {
temp_fv0 = VEC3F_MAG(normOut);
if (temp_fv0 == 0) {
return 0;
}
normOut->x = (normOut->x / temp_fv0) * 127.0f;
normOut->y = (normOut->y / temp_fv0) * 127.0f;
normOut->z = (normOut->z / temp_fv0) * 127.0f;
}
return var_v1;
}
// check if vec lies within tri when projected to the xz-plane
bool func_col1_800985CC(Vec3f* vec, Vtx_tn* tri) {
f32 sp24;
f32 sp20;
__pos_x = __vtx0_x = tri->ob[0];
__pos_z = __vtx0_z = tri->ob[2];
tri++;
__vtx1_x = tri->ob[0];
__vtx1_z = tri->ob[2];
__vtx2_x = vec->x;
__vtx2_z = vec->z;
tri++;
sp24 = TRINORM_Y(__vtx0, __vtx1, __vtx2);
__vtx0_x = tri->ob[0];
__vtx0_z = tri->ob[2];
sp20 = TRINORM_Y(__vtx1, __vtx0, __vtx2);
if (SIGN_OF(sp24) != SIGN_OF(sp20)) {
return false;
}
sp24 = TRINORM_Y(__vtx0, __pos, __vtx2);
if (SIGN_OF(sp24) != SIGN_OF(sp20)) {
return false;
}
return true;
}
// PlaneF from normal and point
void func_col1_80098860(PlaneF* plane, Vec3f* point, Vec3f* normal) {
plane->normal.x = normal->x;
plane->normal.y = normal->y;
plane->normal.z = normal->z;
plane->dist = -normal->x * point->x - normal->y * point->y - normal->z * point->z;
}
// y dist to closest point on plane
s32 func_col1_800988B4(Vec3f* vec, PlaneF* plane) {
return (-plane->normal.x * vec->x - plane->normal.z * vec->z - plane->dist) / plane->normal.y;
}
// z dist to closest point on plane
s32 func_col1_800988F8(Vec3f* vec, PlaneF* plane) {
return (-plane->normal.x * vec->x - plane->normal.y * vec->y - plane->dist) / plane->normal.z;
}
// x dist to closest point on plane
s32 func_col1_8009893C(Vec3f* vec, PlaneF* plane) {
return (-plane->normal.y * vec->y - plane->normal.z * vec->z - plane->dist) / plane->normal.x;
}
#define INTSIGN_OF(x) ((((x) >= 1.0f) || ((x) <= -1.0f)) ? (f32) SIGN_OF(x) : 0.0f)
// checks if the projection of pos onto the plane of tri lies within tri and it is on the same side as the normal.
bool func_col1_80098980(Vec3f* pos, Vec3s** tri, Vec3f* normal) {
s32 normSignY;
s32 normSignZ;
s32 signCross;
s32 normSignX;
f32 cross;
s32 var_v1;
Vec3s* pad;
f32 t0x;
f32 t0y;
f32 t0z;
f32 t1x;
f32 t1y;
f32 t1z;
f32 t2x;
f32 t2y;
f32 t2z;
f32 xPos;
f32 yPos;
f32 zPos;
f32 d01x;
f32 d12x;
f32 d20x;
f32 d01y;
f32 d12y;
f32 d20y;
f32 d01z;
f32 d12z;
f32 d20z;
var_v1 = false;
pad = *tri++;
if (1) { // some sort of macro?
t0x = pad->x;
t0y = pad->y;
t0z = pad->z;
pad = *tri++;
t1x = pad->x;
t1y = pad->y;
t1z = pad->z;
pad = *tri++;
t2x = pad->x;
t2y = pad->y;
t2z = pad->z;
xPos = pos->x;
yPos = pos->y;
zPos = pos->z;
d01x = t1x - t0x;
d12x = t2x - t1x;
d20x = t0x - t2x;
d01y = t1y - t0y;
d12y = t2y - t1y;
d20y = t0y - t2y;
d01z = t1z - t0z;
d12z = t2z - t1z;
d20z = t0z - t2z;
normSignX = SIGN_OF(normal->x);
normSignY = SIGN_OF(normal->y);
normSignZ = SIGN_OF(normal->z);
}
cross = ((zPos - t1z) * d01y) - (d01z * (yPos - t1y));
signCross = INTSIGN_OF(cross);
if ((normSignX == 0) || (signCross == normSignX) || (signCross == 0)) {
cross = ((zPos - t2z) * d12y) - (d12z * (yPos - t2y));
signCross = INTSIGN_OF(cross);
if ((normSignX == 0) || (signCross == normSignX) || (signCross == 0)) {
cross = ((zPos - t0z) * d20y) - (d20z * (yPos - t0y));
signCross = INTSIGN_OF(cross);
if ((normSignX == 0) || (signCross == normSignX) || (signCross == 0)) {
cross = ((xPos - t1x) * d01z) - (d01x * (zPos - t1z));
signCross = INTSIGN_OF(cross);
if ((normSignY == 0) || (signCross == normSignY) || (signCross == 0)) {
cross = ((xPos - t2x) * d12z) - (d12x * (zPos - t2z));
signCross = INTSIGN_OF(cross);
if ((normSignY == 0) || (signCross == normSignY) || (signCross == 0)) {
cross = ((xPos - t0x) * d20z) - (d20x * (zPos - t0z));
signCross = INTSIGN_OF(cross);
if ((normSignY == 0) || (signCross == normSignY) || (signCross == 0)) {
cross = ((yPos - t1y) * d01x) - (d01y * (xPos - t1x));
signCross = INTSIGN_OF(cross);
if ((normSignZ == 0) || (signCross == normSignZ) || (signCross == 0)) {
cross = ((yPos - t2y) * d12x) - (d12y * (xPos - t2x));
signCross = INTSIGN_OF(cross);
if ((normSignZ == 0) || (signCross == normSignZ) || (signCross == 0)) {
cross = ((yPos - t0y) * d20x) - (d20y * (xPos - t0x));
signCross = INTSIGN_OF(cross);
if ((normSignZ == 0) || (signCross == 0) || (signCross == normSignZ)) {
var_v1 = true;
}
}
}
}
}
}
}
}
}
return var_v1;
}
bool func_80099254(Vec3f* objPos, Vec3f* colliderPos, Vec3f* objVel, CollisionHeader* colHeader, Vec3f* hitPosOut,
f32* hitAnglesOut) {
Vec3s* polyVtxPos[3];
Vec3f objRel;
s32 pad11C;
s32 pad118;
PlaneF polyPlane;
f32 tempf;
s32 didHit = false;
s32 swapBuff;
CollisionPoly* colPoly;
Vec3s* mesh;
s32 polyCount;
f32 speed;
s32 i;
Vec3f hitPosRel;
s32 padD8;
s32 polyMinX;
s32 polyMaxX;
s32 polyMinY;
s32 polyMaxY;
s32 polyMinZ;
s32 polyMaxZ;
s32 objMinX;
s32 objMaxX;
s32 objMinY;
s32 objMaxY;
s32 objMinZ;
s32 objMaxZ;
Vec3f min;
Vec3f max;
hitPosOut->x = hitPosOut->y = hitPosOut->z = hitAnglesOut[0] = hitAnglesOut[1] = 0.0f;
objRel.x = objPos->x - colliderPos->x;
objRel.y = objPos->y - colliderPos->y;
objRel.z = objPos->z - colliderPos->z;
min.x = colHeader->min.x;
min.y = colHeader->min.y;
min.z = colHeader->min.z;
max.x = colHeader->max.x;
max.y = colHeader->max.y;
max.z = colHeader->max.z;
// check if object is outside the collision's bounding box
if ((objRel.x < min.x) || (objRel.y < min.y) || (objRel.z < min.z) || (max.x < objRel.x) || (max.y < objRel.y) ||
((max.z < objRel.z))) {
return false;
}
if ((objVel->x == 0.0f) && (objVel->y == 0.0f) && (objVel->z == 0.0f)) {
objVel->y = -5.0f;
}
// find the bounding box of the object's movement from the last frame to this one.
objMinX = objRel.x;
objMinY = objRel.y;
objMinZ = objRel.z;
objMaxX = objRel.x - objVel->x;
objMaxY = objRel.y - objVel->y;
objMaxZ = objRel.z - objVel->z;
if (objMaxX < objMinX) {
swapBuff = objMaxX;
objMaxX = objMinX;
objMinX = swapBuff;
}
if (objMaxY < objMinY) {
swapBuff = objMaxY;
objMaxY = objMinY;
objMinY = swapBuff;
}
if (objMaxZ < objMinZ) {
swapBuff = objMaxZ;
objMaxZ = objMinZ;
objMinZ = swapBuff;
}
colPoly = LOAD_ASSET(colHeader->polys);
mesh = LOAD_ASSET(colHeader->mesh);
polyCount = colHeader->polyCount;
speed = VEC3F_MAG(objVel);
for (i = 0; i < polyCount; i++, colPoly++) {
polyVtxPos[0] = &mesh[colPoly->tri.vtx[0]];
polyVtxPos[1] = &mesh[colPoly->tri.vtx[1]];
polyVtxPos[2] = &mesh[colPoly->tri.vtx[2]];
Math_MinMax(&polyMinX, &polyMaxX, polyVtxPos[0]->x, polyVtxPos[1]->x, polyVtxPos[2]->x);
Math_MinMax(&polyMinY, &polyMaxY, polyVtxPos[0]->y, polyVtxPos[1]->y, polyVtxPos[2]->y);
Math_MinMax(&polyMinZ, &polyMaxZ, polyVtxPos[0]->z, polyVtxPos[1]->z, polyVtxPos[2]->z);
// check if bounding boxes of the object's movement and the collision polygon overlap
if ((objMinX < polyMaxX) && (objMaxX > polyMinX) && (objMinY < polyMaxY) && (objMaxY > polyMinY) &&
(objMinZ < polyMaxZ) && (objMaxZ > polyMinZ)) {
polyPlane.normal.x = colPoly->plane.normal.x;
polyPlane.normal.y = colPoly->plane.normal.y;
polyPlane.normal.z = colPoly->plane.normal.z;
polyPlane.dist = colPoly->plane.dist;
// check if object is on the "back" side of the polygon
if ((DOT_XYZ(&polyPlane.normal, &objRel) + polyPlane.dist) <= 0.0f) {
// calculate the normal component of velocity
tempf = DOT_XYZ(&polyPlane.normal, objVel);
// check if the angle between the normal and velocity is > 90. That is, the object was moving toward the
// front of the polygon
if (Math_FAcosF(tempf / (VEC3F_MAG(&polyPlane.normal) * speed)) > DEG_TO_RAD(90.0f)) {
// Calculate the time since the plane was crossed. Reusing the temp is required to match
tempf = (DOT_XYZ(&polyPlane.normal, &objRel) + polyPlane.dist) / tempf;
// find the point where the object crossed the plane of the polygon
hitPosRel.x = objRel.x - (objVel->x * tempf);
hitPosRel.y = objRel.y - (objVel->y * tempf);
hitPosRel.z = objRel.z - (objVel->z * tempf);
// check if that point is within the polygon
if (func_col1_80098980(&hitPosRel, polyVtxPos, &polyPlane.normal) == true) {
hitPosOut->x = colliderPos->x + hitPosRel.x;
hitPosOut->y = colliderPos->y + hitPosRel.y;
hitPosOut->z = colliderPos->z + hitPosRel.z;
if (polyPlane.normal.x != 0.0) {
polyPlane.normal.x = -polyPlane.dist / polyPlane.normal.x;
}
if (polyPlane.normal.y != 0.0f) {
polyPlane.normal.y = -polyPlane.dist / polyPlane.normal.y;
}
if (polyPlane.normal.z != 0.0f) {
polyPlane.normal.z = -polyPlane.dist / polyPlane.normal.z;
}
hitAnglesOut[0] = Math_Atan2F_XY(polyPlane.normal.y, polyPlane.normal.z);
if (polyPlane.normal.z != 0.0f) {
hitAnglesOut[1] = -Math_Atan2F_XY(
__sinf(Math_Atan2F_XY(polyPlane.normal.y, polyPlane.normal.z)) * polyPlane.normal.z,
polyPlane.normal.x);
} else if (hitAnglesOut[0] >= M_PI) {
hitAnglesOut[1] = Math_Atan2F_XY(polyPlane.normal.y, polyPlane.normal.x);
} else {
hitAnglesOut[1] = -Math_Atan2F_XY(polyPlane.normal.y, polyPlane.normal.x);
}
didHit = true;
break;
}
}
}
}
}
return didHit;
}
bool func_col1_800998FC(Vec3f* objPos, Vec3f* colliderPos, Vec3f* objVel, s32 colId, Vec3f* hitPosOut,
f32* hitAnglesOut) {
return func_80099254(objPos, colliderPos, objVel, SEGMENTED_TO_VIRTUAL(&D_800D2B38[colId]), hitPosOut,
hitAnglesOut);
}