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fix recent performance badness in collide-with-geom case
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@ -706,9 +706,10 @@ r_traverse_single(CollisionLevelStateSingle &level_state, size_t pass) {
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// with CollisionNodes and special geometry under higher levels of
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// detail.
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int index = DCAST(LODNode, node)->get_lowest_switch();
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateSingle next_state(level_state, node->get_child(i));
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CollisionLevelStateSingle next_state(level_state, children.get_child(i));
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if (i != index) {
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next_state.set_include_mask(next_state.get_include_mask() &
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~GeomNode::get_default_collide_mask());
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@ -718,9 +719,10 @@ r_traverse_single(CollisionLevelStateSingle &level_state, size_t pass) {
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} else {
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// Otherwise, visit all the children.
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateSingle next_state(level_state, node->get_child(i));
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CollisionLevelStateSingle next_state(level_state, children.get_child(i));
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r_traverse_single(next_state, pass);
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}
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}
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@ -921,9 +923,10 @@ r_traverse_double(CollisionLevelStateDouble &level_state, size_t pass) {
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// with CollisionNodes and special geometry under higher levels of
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// detail.
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int index = DCAST(LODNode, node)->get_lowest_switch();
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateDouble next_state(level_state, node->get_child(i));
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CollisionLevelStateDouble next_state(level_state, children.get_child(i));
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if (i != index) {
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next_state.set_include_mask(next_state.get_include_mask() &
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~GeomNode::get_default_collide_mask());
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@ -933,9 +936,10 @@ r_traverse_double(CollisionLevelStateDouble &level_state, size_t pass) {
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} else {
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// Otherwise, visit all the children.
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateDouble next_state(level_state, node->get_child(i));
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CollisionLevelStateDouble next_state(level_state, children.get_child(i));
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r_traverse_double(next_state, pass);
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}
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}
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@ -1136,9 +1140,10 @@ r_traverse_quad(CollisionLevelStateQuad &level_state, size_t pass) {
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// with CollisionNodes and special geometry under higher levels of
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// detail.
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int index = DCAST(LODNode, node)->get_lowest_switch();
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateQuad next_state(level_state, node->get_child(i));
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CollisionLevelStateQuad next_state(level_state, children.get_child(i));
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if (i != index) {
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next_state.set_include_mask(next_state.get_include_mask() &
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~GeomNode::get_default_collide_mask());
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@ -1148,9 +1153,10 @@ r_traverse_quad(CollisionLevelStateQuad &level_state, size_t pass) {
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} else {
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// Otherwise, visit all the children.
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int num_children = node->get_num_children();
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PandaNode::Children children = node->get_children();
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int num_children = children.get_num_children();
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for (int i = 0; i < num_children; ++i) {
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CollisionLevelStateQuad next_state(level_state, node->get_child(i));
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CollisionLevelStateQuad next_state(level_state, children.get_child(i));
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r_traverse_quad(next_state, pass);
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}
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}
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@ -1298,17 +1304,16 @@ compare_collider_to_geom(CollisionEntry &entry, const Geom *geom,
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const GeomPrimitive *primitive = geom->get_primitive(i);
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CPT(GeomPrimitive) tris = primitive->decompose();
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nassertv(tris->is_of_type(GeomTriangles::get_class_type()));
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int num_vertices = tris->get_num_vertices();
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nassertv((num_vertices % 3) == 0);
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for (int vi = 0; vi < num_vertices; vi += 3) {
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GeomVertexReader index(tris->get_vertices(), 0);
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while (!index.is_at_end()) {
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Vertexf v[3];
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vertex.set_row(tris->get_vertex(vi));
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vertex.set_row(index.get_data1i());
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v[0] = vertex.get_data3f();
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vertex.set_row(tris->get_vertex(vi + 1));
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vertex.set_row(index.get_data1i());
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v[1] = vertex.get_data3f();
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vertex.set_row(tris->get_vertex(vi + 2));
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vertex.set_row(index.get_data1i());
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v[2] = vertex.get_data3f();
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// Generate a temporary CollisionGeom on the fly for each
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