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https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
228 lines
6.5 KiB
C++
228 lines
6.5 KiB
C++
#include "float_math.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include "planetri.h"
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/*----------------------------------------------------------------------
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Copyright (c) 2004 Open Dynamics Framework Group
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www.physicstools.org
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided
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that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list of conditions
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and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
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INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-----------------------------------------------------------------------*/
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// http://codesuppository.blogspot.com
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//
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// mailto: jratcliff@infiniplex.net
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//
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// http://www.amillionpixels.us
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//
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static inline float DistToPt(const float *p, const float *plane)
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{
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float x = p[0];
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float y = p[1];
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float z = p[2];
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float d = x * plane[0] + y * plane[1] + z * plane[2] + plane[3];
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return d;
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}
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static PlaneTriResult getSidePlane(const float *p, const float *plane, float epsilon)
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{
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float d = DistToPt(p, plane);
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if ((d + epsilon) > 0)
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return PTR_FRONT; // it is 'in front' within the provided epsilon value.
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return PTR_BACK;
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}
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static void add(const float *p, float *dest, unsigned int tstride, unsigned int &pcount)
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{
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char *d = (char *)dest;
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d = d + pcount * tstride;
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dest = (float *)d;
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dest[0] = p[0];
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dest[1] = p[1];
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dest[2] = p[2];
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pcount++;
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assert(pcount <= 4);
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}
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// assumes that the points are on opposite sides of the plane!
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static void intersect(const float *p1, const float *p2, float *split, const float *plane)
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{
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float dp1 = DistToPt(p1, plane);
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float dir[3];
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dir[0] = p2[0] - p1[0];
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dir[1] = p2[1] - p1[1];
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dir[2] = p2[2] - p1[2];
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float dot1 = dir[0] * plane[0] + dir[1] * plane[1] + dir[2] * plane[2];
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float dot2 = dp1 - plane[3];
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float t = -(plane[3] + dot2) / dot1;
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split[0] = (dir[0] * t) + p1[0];
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split[1] = (dir[1] * t) + p1[1];
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split[2] = (dir[2] * t) + p1[2];
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}
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PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
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const float *triangle, // the source triangle.
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unsigned int tstride, // stride in bytes of the input and output triangles
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float epsilon, // the co-planer epsilon value.
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float *front, // the triangle in front of the
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unsigned int &fcount, // number of vertices in the 'front' triangle
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float *back, // the triangle in back of the plane
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unsigned int &bcount) // the number of vertices in the 'back' triangle.
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{
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fcount = 0;
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bcount = 0;
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const char *tsource = (const char *)triangle;
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// get the three vertices of the triangle.
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const float *p1 = (const float *)(tsource);
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const float *p2 = (const float *)(tsource + tstride);
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const float *p3 = (const float *)(tsource + tstride * 2);
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PlaneTriResult r1 = getSidePlane(p1, plane, epsilon); // compute the side of the plane each vertex is on
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PlaneTriResult r2 = getSidePlane(p2, plane, epsilon);
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PlaneTriResult r3 = getSidePlane(p3, plane, epsilon);
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if (r1 == r2 && r1 == r3) // if all three vertices are on the same side of the plane.
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{
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if (r1 == PTR_FRONT) // if all three are in front of the plane, then copy to the 'front' output triangle.
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{
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add(p1, front, tstride, fcount);
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add(p2, front, tstride, fcount);
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add(p3, front, tstride, fcount);
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}
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else
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{
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add(p1, back, tstride, bcount); // if all three are in 'abck' then copy to the 'back' output triangle.
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add(p2, back, tstride, bcount);
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add(p3, back, tstride, bcount);
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}
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return r1; // if all three points are on the same side of the plane return result
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}
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// ok.. we need to split the triangle at the plane.
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// First test ray segment P1 to P2
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if (r1 == r2) // if these are both on the same side...
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{
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if (r1 == PTR_FRONT)
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{
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add(p1, front, tstride, fcount);
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add(p2, front, tstride, fcount);
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}
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else
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{
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add(p1, back, tstride, bcount);
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add(p2, back, tstride, bcount);
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}
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}
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else
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{
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float split[3]; // split the point
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intersect(p1, p2, split, plane);
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if (r1 == PTR_FRONT)
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{
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add(p1, front, tstride, fcount);
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add(split, front, tstride, fcount);
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add(split, back, tstride, bcount);
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add(p2, back, tstride, bcount);
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}
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else
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{
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add(p1, back, tstride, bcount);
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add(split, back, tstride, bcount);
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add(split, front, tstride, fcount);
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add(p2, front, tstride, fcount);
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}
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}
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// Next test ray segment P2 to P3
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if (r2 == r3) // if these are both on the same side...
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{
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if (r3 == PTR_FRONT)
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{
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add(p3, front, tstride, fcount);
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}
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else
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{
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add(p3, back, tstride, bcount);
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}
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}
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else
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{
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float split[3]; // split the point
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intersect(p2, p3, split, plane);
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if (r3 == PTR_FRONT)
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{
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add(split, front, tstride, fcount);
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add(split, back, tstride, bcount);
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add(p3, front, tstride, fcount);
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}
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else
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{
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add(split, front, tstride, fcount);
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add(split, back, tstride, bcount);
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add(p3, back, tstride, bcount);
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}
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}
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// Next test ray segment P3 to P1
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if (r3 != r1) // if these are both on the same side...
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{
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float split[3]; // split the point
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intersect(p3, p1, split, plane);
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if (r1 == PTR_FRONT)
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{
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add(split, front, tstride, fcount);
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add(split, back, tstride, bcount);
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}
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else
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{
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add(split, front, tstride, fcount);
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add(split, back, tstride, bcount);
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}
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}
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return PTR_SPLIT;
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}
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