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248 lines
7.3 KiB
C
248 lines
7.3 KiB
C
/*
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* Copyright 2008 David Adam
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <stdarg.h>
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#include "windef.h"
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#include "winbase.h"
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#include "wingdi.h"
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#include "d3dx8_private.h"
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algoritm
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Amy Williams University of Utah
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Steve Barrus University of Utah
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R. Keith Morley University of Utah
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Peter Shirley University of Utah
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International Conference on Computer Graphics and Interactive Techniques archive
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ACM SIGGRAPH 2005 Courses
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Los Angeles, California
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This algorithm is free of patents or of copyrights, as confirmed by Peter Shirley himself.
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Algorithm: Consider the box as the intersection of three slabs. Clip the ray
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against each slab, if there's anything left of the ray after we're
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done we've got an intersection of the ray with the box.
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*/
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{
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FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
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div = 1.0f / praydirection->x;
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if ( div >= 0.0f )
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{
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tmin = ( pmin->x - prayposition->x ) * div;
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tmax = ( pmax->x - prayposition->x ) * div;
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}
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else
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{
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tmin = ( pmax->x - prayposition->x ) * div;
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tmax = ( pmin->x - prayposition->x ) * div;
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}
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if ( tmax < 0.0f ) return FALSE;
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div = 1.0f / praydirection->y;
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if ( div >= 0.0f )
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{
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tymin = ( pmin->y - prayposition->y ) * div;
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tymax = ( pmax->y - prayposition->y ) * div;
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}
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else
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{
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tymin = ( pmax->y - prayposition->y ) * div;
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tymax = ( pmin->y - prayposition->y ) * div;
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}
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if ( ( tymax < 0.0f ) || ( tmin > tymax ) || ( tymin > tmax ) ) return FALSE;
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if ( tymin > tmin ) tmin = tymin;
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if ( tymax < tmax ) tmax = tymax;
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div = 1.0f / praydirection->z;
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if ( div >= 0.0f )
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{
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tzmin = ( pmin->z - prayposition->z ) * div;
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tzmax = ( pmax->z - prayposition->z ) * div;
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}
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else
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{
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tzmin = ( pmax->z - prayposition->z ) * div;
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tzmax = ( pmin->z - prayposition->z ) * div;
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}
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if ( (tzmax < 0.0f ) || ( tmin > tzmax ) || ( tzmin > tmax ) ) return FALSE;
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return TRUE;
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}
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HRESULT WINAPI D3DXComputeBoundingBox(PVOID ppointsFVF, DWORD numvertices, DWORD FVF, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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{
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D3DXVECTOR3 vec;
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unsigned int i;
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if( !ppointsFVF || !pmin || !pmax ) return D3DERR_INVALIDCALL;
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*pmin = *(D3DXVECTOR3*)((char*)ppointsFVF);
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*pmax = *pmin;
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/* It looks like that D3DXComputeBoundingBox does not take in account the last vertex. */
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for(i=0; i<numvertices-1; i++)
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{
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vec = *(D3DXVECTOR3*)((char*)ppointsFVF + D3DXGetFVFVertexSize(FVF) * i);
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if ( vec.x < pmin->x ) pmin->x = vec.x;
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if ( vec.x > pmax->x ) pmax->x = vec.x;
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if ( vec.y < pmin->y ) pmin->y = vec.y;
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if ( vec.y > pmax->y ) pmax->y = vec.y;
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if ( vec.z < pmin->z ) pmin->z = vec.z;
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if ( vec.z > pmax->z ) pmax->z = vec.z;
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}
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return D3D_OK;
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}
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HRESULT WINAPI D3DXComputeBoundingSphere(PVOID ppointsFVF, DWORD numvertices, DWORD FVF, D3DXVECTOR3 *pcenter, FLOAT *pradius)
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{
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D3DXVECTOR3 temp, temp1;
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FLOAT d;
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unsigned int i;
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if( !ppointsFVF || !pcenter || !pradius ) return D3DERR_INVALIDCALL;
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temp.x = 0.0f;
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temp.y = 0.0f;
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temp.z = 0.0f;
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temp1 = temp;
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d = 0.0f;
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*pradius = 0.0f;
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for(i=0; i<numvertices; i++)
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{
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D3DXVec3Add(&temp1, &temp, (D3DXVECTOR3*)((char*)ppointsFVF + D3DXGetFVFVertexSize(FVF) * i));
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temp = temp1;
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}
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D3DXVec3Scale(pcenter, &temp, 1.0f/((FLOAT)numvertices));
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for(i=0; i<numvertices; i++)
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{
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d = D3DXVec3Length(D3DXVec3Subtract(&temp, (D3DXVECTOR3*)((char*)ppointsFVF + D3DXGetFVFVertexSize(FVF) * i), pcenter));
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if ( d > *pradius ) *pradius = d;
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}
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return D3D_OK;
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}
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static UINT Get_TexCoord_Size_From_FVF(DWORD FVF, int tex_num)
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{
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return (((((FVF) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1);
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}
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UINT WINAPI D3DXGetFVFVertexSize(DWORD FVF)
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{
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DWORD size = 0;
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UINT i;
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UINT numTextures = (FVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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if (FVF & D3DFVF_NORMAL) size += sizeof(D3DXVECTOR3);
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if (FVF & D3DFVF_DIFFUSE) size += sizeof(DWORD);
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if (FVF & D3DFVF_SPECULAR) size += sizeof(DWORD);
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if (FVF & D3DFVF_PSIZE) size += sizeof(DWORD);
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switch (FVF & D3DFVF_POSITION_MASK)
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{
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case D3DFVF_XYZ: size += sizeof(D3DXVECTOR3); break;
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case D3DFVF_XYZRHW: size += 4 * sizeof(FLOAT); break;
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case D3DFVF_XYZB1: size += 4 * sizeof(FLOAT); break;
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case D3DFVF_XYZB2: size += 5 * sizeof(FLOAT); break;
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case D3DFVF_XYZB3: size += 6 * sizeof(FLOAT); break;
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case D3DFVF_XYZB4: size += 7 * sizeof(FLOAT); break;
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case D3DFVF_XYZB5: size += 8 * sizeof(FLOAT); break;
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}
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for (i = 0; i < numTextures; i++)
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{
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size += Get_TexCoord_Size_From_FVF(FVF, i) * sizeof(FLOAT);
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}
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return size;
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}
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BOOL CDECL D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
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{
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D3DXMATRIX m;
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D3DXVECTOR4 vec;
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m.m[0][0] = p1->x - p0->x;
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m.m[1][0] = p2->x - p0->x;
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m.m[2][0] = -praydir->x;
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m.m[3][0] = 0.0f;
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m.m[0][1] = p1->y - p0->z;
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m.m[1][1] = p2->y - p0->z;
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m.m[2][1] = -praydir->y;
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m.m[3][1] = 0.0f;
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m.m[0][2] = p1->z - p0->z;
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m.m[1][2] = p2->z - p0->z;
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m.m[2][2] = -praydir->z;
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m.m[3][2] = 0.0f;
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m.m[0][3] = 0.0f;
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m.m[1][3] = 0.0f;
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m.m[2][3] = 0.0f;
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m.m[3][3] = 1.0f;
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vec.x = praypos->x - p0->x;
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vec.y = praypos->y - p0->y;
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vec.z = praypos->z - p0->z;
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vec.w = 0.0f;
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if ( D3DXMatrixInverse(&m, NULL, &m) )
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{
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D3DXVec4Transform(&vec, &vec, &m);
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if ( (vec.x >= 0.0f) && (vec.y >= 0.0f) && (vec.x + vec.y <= 1.0f) && (vec.z >= 0.0f) )
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{
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*pu = vec.x;
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*pv = vec.y;
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*pdist = fabs( vec.z );
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return TRUE;
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}
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}
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return FALSE;
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}
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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{
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D3DXVECTOR3 difference;
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FLOAT a, b, c, d;
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a = D3DXVec3LengthSq(praydirection);
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if (!D3DXVec3Subtract(&difference, prayposition, pcenter)) return FALSE;
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b = D3DXVec3Dot(&difference, praydirection);
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c = D3DXVec3LengthSq(&difference) - radius * radius;
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d = b * b - a * c;
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if ( ( d <= 0.0f ) || ( sqrt(d) <= b ) ) return FALSE;
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return TRUE;
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}
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